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    Home » Even people in the studio had problems” with Cyberpunk 2077’s most uncomfortable quest, but CDPR stood by it because “we don’t do heavy things for the sake of edginess
    Gaming

    Even people in the studio had problems” with Cyberpunk 2077’s most uncomfortable quest, but CDPR stood by it because “we don’t do heavy things for the sake of edginess

    morshediBy morshediMay 27, 2025No Comments3 Mins Read
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    Even people in the studio had problems” with Cyberpunk 2077’s most uncomfortable quest, but CDPR stood by it because “we don’t do heavy things for the sake of edginess
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    One among Cyberpunk 2077‘s most controversial quest traces had even members of the sport’s improvement staff elevating considerations, however the sport’s lead quest designer says that is all a part of making artwork.

    The Sinnerman facet quest has develop into one in all Cyberpunk’s most infamous side-missions, culminating – assuming you do every little thing ‘proper’ – in a alternative that means that you can crucify a legal, probably nailing him to the cross your self. Cyberpunk does not pull any punches in what’s an extremely graphic cutscene, however senior quest designer Philipp Weber thinks that it says one thing vital in regards to the nature of what CD Projekt Red was creating.

    Talking to GamesRadar+ about The Witcher 3 in celebration of its tenth anniversary, Weber touched on the fantasy RPG’s iconic Bloody Baron quest. “We take a look at the emotional energy of that quest, and that is one thing we wish to hit,” he says. However it’s not nearly copying the themes of that quest with regards to future video games, he says. What’s extra vital is “to have the data which you can afford to the touch topics which can be very troublesome.”


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    CDPR does not “do heavy issues for the sake of edginess,” Weber explains. “We do heavy issues if we now have one thing significant to say, after which we additionally dare to go there.” He says ‘dare’, as a result of he acknowledges how simple it’s to step over the road with heavier material, at which level all the quest fails. “The Bloody Baron, for us, actually is the benchmark,” he says, however that was earlier than Sinnerman.

    Requested about that story, Weber says that “that quest in Cyberpunk additionally had individuals within the studio who had issues with it.” To these individuals, he reiterated that it wasn’t within the sport simply to be “showy,” however as a result of “there’s an precise attention-grabbing query we need to delve into.” Maybe the staff does not have a solution to that query, however regardless, “we predict it is actually value it” to discover.

    “I’d say that should you by no means have that dialogue, you are most likely not making artwork, if there’s by no means a query of ‘perhaps we truly must be courageous, dive deeper’. Possibly there’s one thing that might additionally contact individuals the unsuitable manner. Are we prepared to try this? And I feel, , these are discussions that we now have to today, however I feel it is vital to have them, as a result of in any other case you are by no means capable of do one thing like this.

    I’m playing Cyberpunk 2077 for the very first time, and it’s making me question everything I knew about how an RPG should look and feel.

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