CD Projekt Red Discusses Cyberpunk 2077’s First-Person Perspective

In a new interview with VGC during the Tokyo Game Show, CD Projekt Red designer Max Pears Cyberpunk 2077‘s first-person perspective.

“I hope people understand that we have thought about this and there is logic to our process,” says Pears. “We’ve not just thrown this in randomly: there is a lot of thought that’s gone into it.”

Pears mentions that while some people have strong opinions about the game being in first-person, the developer feels it’s the right choice for the game. When asked if any if there would be any third-person parts, Pears said most of the levels he’s worked on are all in first-person.

“Hopefully when people get their chance to experience it for themselves, they’ll understand why we’ve gone in that direction,” Pears concludes.

The news of Cyberpunk 2077 being in first-person was addressed earlier this month and CD Projekt Red’s Global Community Lead Marcin Momot says this will benefit its “gameplay and story-telling perspectives.” Additionally, Momot said players will get to see their character in the inventory screen, while they’re driving, and during certain cutscenes.

This isn’t the only Cyberpunk news to come from TGS. Pears also commented on the game’s multiplayer and the developer’s thought process behind it. Additionally, actor Keanu Reeves visited the Cyberpunk booth and lived his best life.

Cyberpunk 2077 launches on April 16, 2020 on PlayStation 4, Xbox One, and PC. A Google Stadia version will also launch at a later date. The game is available for preorder on Amazon now.

The post CD Projekt Red Discusses Cyberpunk 2077’s First-Person Perspective by David Gill appeared first on DualShockers.

Source link

CD Projekt Red Discusses Adding Multiplayer to Cyberpunk 2077 and Their Thought Process Behind it

In a new interview with VGC at the Tokyo Game Show, Max Pears, a level designer at CD Projekt Red, discusses adding multiplayer to Cyberpunk 2077 and their thought process behind it.

“I can’t say too much on it because it’s still going through its process, but it’s about making sure that multiplayer fits in with the lore of the world and it feels right,” says Pears.

Pears also suggests the mode could have ties to the game’s story. Additionally, he emphasizes the importance of doing R&D to make sure adding multiplayer not only makes sense for Cyberpunk 2077, but also for CD Projekt Red.

“We’ve still got work going on and we’re hiring to make sure that we get the right people for the job,” Pears continues. “The main focus is still single-player right now and we’re making sure that people understand that this world is more than big enough for single-player.”

CD Projekt Red announced the mode’s development earlier this month and said it’s left the R&D phase. Additionally, the developer said players can expect free DLC and new single-player content while we wait for the multiplayer mode’s release. There are also eight multiplayer specific job listings on the developer’s website for roles such as a game designer and design director.

Cyberpunk 2077 launches on April 16, 2020 on PlayStation 4, Xbox One, and PC. A Google Stadia version will launch at a later date. The game is available for preorder on Amazon now.

The post CD Projekt Red Discusses Adding Multiplayer to Cyberpunk 2077 and Their Thought Process Behind it by David Gill appeared first on DualShockers.

Source link

Developers of Marvel’s Avengers Discuss Not Wanting DLC Characters to Feel Like Reskins

While at PAX East 2019, Crystal Dynamics’ Head of Studio Scot Amos discusses DLC characters Marvel’s Avengers and how they won’t be reskins of preexisting characters.

“We want it to feel like, I won’t mention a name, but this hero feels like…’Ah that’s the dream that I want for that character,’” says Amos. “Becuase if it starts feeling like reskins, that’s no fun. But the idea of having tons of skills and their own unique heroics and their own storylines. Because remember [new heroes] come with storylines for what they’re doing in this world. So we need to make sure each hero feels unique as each hero, even the ones that add on past launch.”

Amos also mentions how the team doesn’t think of each character as a character class. Additionally, while Amos didn’t mention specific DLC characters, he points out how they want each additional character to feel unique and not share movesets with other characters.

“We want to make sure it feels like, ‘Wow this is who this character should play like.’ So it’s not like, ‘Oh this is just a reskinned version of X, Y, and Z,’” Amos continues. “That wouldn’t be fun for us.”

Marvel’s Avengers launches on May 15, 2020 on PlayStation 4, Xbox One, and PC. The game is available for preorder on Amazon. Additionally, it’ll come to Google Stadia at a later date. If you’re interested in the game, you can check out 18 minutes of gameplay below.

The post Developers of Marvel’s Avengers Discuss Not Wanting DLC Characters to Feel Like Reskins by David Gill appeared first on DualShockers.

Source link

Marvel’s Avengers Profiles the Greatest Avenger – Iron Man

Marvel’s Avengers is shaping up to be one of the biggest games of next year. In the meantime, the hype train does not plan on stopping. Today, the official Twitter account shared a brief video featuring the first (and greatest) Avenger, Iron Man. Check out his new suits and some brutal, deliberate combat in the clip below.

Iron Man in Marvel’s Avengers will be voiced by Nolan North. North has previously voiced a number of marquee roles, including Nathan Drake from the Uncharted franchise and the Penguin from the Batman: Arkham series. At this point, Iron Man is a tall order for anyone not named Robert Downey Jr., but if anyone can handle it–Nathan Drake can.

Of course, the Avengers are not a one-man band. It takes a team of Earth’s greatest heroes to keep us safe, and you’ll be happy to know that Iron Man’s teammates are all being featured in character profiles like these. In fact, we’ve already seen the Hulk (last week) and Captain America (the week before). If I had to guess, I think we’ll see Black Widow and Thor very soon.

If you’re interested in Marvel’s Avengers, you really should read about our firsthand impressions of the game. You can also find a fairly thorough gameplay demonstration here.

Marvel’s Avengers will release for PS4, Xbox One, PC on May 15, 2020, and will also arrive for Google Stadia later on. You can pre-order the game now on Amazon.

The post Marvel’s Avengers Profiles the Greatest Avenger – Iron Man by Joseph Schaffner appeared first on DualShockers.

Source link

Marvel’s Avengers Highlights The Incredible Hulk This Week

Since the release of Marvel’s Avengers18 minute gameplay demo during Gamescom, Crystal Dynamics and Square Enix have been highlighting the individual characters that make up this Avengers roster. Captain America was showcased previously, and now they are following Cap up by putting the spotlight on one of my favorite member of the Avengers: The Incredible Hulk.

In a short video that you can watch below, we get a brief overview of the character. While his basic design in the game is shown, we also got a look at an alternate costume based on Joe Fixit/Grey Hulk in a suit. If you aren’t a fan of the standard designs in Marvel’s Avengers, you should keep an eye on these costumes. In fact, the recently shown off Secret Empire skin for Captain America features a pretty cool shield. This Hulk-focused trailer ends with some brief snippets of gameplay, which makes me want a modern follow up to The Incredible Hulk: Ultimate Destruction just as much as Marvel’s Avengers.

The three actors that had to come together to portray Hulk in the game also took to Twitter to give some insight on this version of the character. Troy Baker, the voice actor for Bruce Banner, says this version of the character differs from previous incarnations because “Bruce sits at the emotional core of our story. His relationships with the characters, which is often tenuous, spotlights his inner struggle.” He also teased that Marvel’s Avengers “recalls fan favorite storylines and builds upon them.”

Once Bruce Banner becomes Hulk, he is voiced by Darin De Paul. He says portraying the Hulk feels natural as “it is acting in its purest form” while also mentioning that “coming from Broadway & musical theatre I learned how to fill a big room with my voice,” which is certainly need for this boisterous character. Hulk’s motion caption actor, who goes by @blitzkrieghawk on Twitter, discussed playing such a physical character with minimal props. “Hulk is such a physical character. I loved running around the studio pretending to wreck everything. The sets & props we used were minimal, so we had to use a lot of imagination. Most fun I’ve had on set, ever. Incredible!”

DualShockers will be sure to keep you updated as Square Enix continues to highlight each member of the Avengers. Black Widow, Thor, and Iron Man still remain. We also had the chance to play the game at PAX West, so you can check out our preview. Marvel’s Avengers releases for Google Stadia, PC, PS4, and Xbox One on May 15, 2019 and can be pre-ordered on Amazon. 

The post Marvel’s Avengers Highlights The Incredible Hulk This Week by Tomas Franzese appeared first on DualShockers.

Source link

Marvel’s Avengers is Finally Looking Like It Has A Vision

Since the reveal of Marvel’s Avengers, I have feared that it wasn’t going to meet my expectations. The character designs have some similarities to the Marvel Cinematic Universe, originally giving me thoughts that developer Crystal Dynamics did not have a real vision as to what they want the game to be. They said early on it is going to be a “games as a service,” but from what they showed to the public from E3 there isn’t anything there showing that kind of game in action. And then based on what we we did see, we were less than optimistic about it.

As I went into my PAX West appointment, I hoped that I would walk out optimistic about the title’s future; fortunately, I can happily say after getting my hands on Marvel’s Avengers, it is looking to be great.

During my hands-on time, I got to play the prologue, which you might have seen from previous events. Crystal Dynamics was very clear that this is a tutorial mission meant to set up the story and give a taste of how each Avenger plays. The missions that players will experience in the story after the prologue will focus solely on one of the five heroes. If you don’t already know, the prologue takes place during Avengers Day, a celebratory event for Earth’s Mightiest Heroes, that is, until things go awry. An unknown explosion occurs at the Golden Gate Bridge causing the team to leap into action.

Each Avenger has the same kit including a light attack (square), heavy attack (triangle), evade (circle), and jump (cross). Where they differ is in their heroic abilities. There are three types of “heroics”; Support, Assault, and Ultimate. I didn’t have access to all the abilities for each character, but I did get a few of them to try out.

I began my playthrough as Thor, God of Thunder. Equipped with his trusty hammer Mjolnir I began bashing my way through enemies. The most iconic thing about Thor is that he can throw Mjolnir and recall it back to him. By holding down triangle Thor slammed the hammer on the ground shooting out lightning. This is known as a “Power Attack” which all characters have. After stunning an enemy, a prompt appeared above them allowing me to perform a takedown after pressing triangle and circle together. This move can knock out enemies immediately regardless of where their health is at. I don’t know if takedowns are only available to specific characters, but I only experienced them with Thor and Captain America. Hitting adversaries felt good and Mjolnir is fun to throw around. While pinning an enemy to a surface, I was still able to beat down on others with light attacks. When I pressed for heavy attack in the middle of a combo, Mjolnir would return to me as I continued. Thor was probably my favorite character to play as due to how flexible he is in combat. Unfortunately, I could not fly around in battle.

Iron Man is the only Avenger that I think can use some work. For the first half of his portion, I flew smoothly shooting at enemies using his repulsors, dodging explosions and…that’s about it. The flying wasn’t on rails so I was able to move freely. Once combating enemies, my experience became more enjoyable, but my main critique is that he felt too weak. His Assault Heroic is Unibeam, shooting a large laser out of his chest, which is cool, but even then it didn’t feel as powerful as it should have. Iron Man is still fun to play overall, but he was easily my least favorite out of the bunch.

Hulk is simple, yet satisfying — you just smash. Similar to holding down triangle, by holding square I executed Hulk’s “Special Attack” where he snatches up an enemy and can continue hitting others after. Once I had my fun I could just throw them away. Eventually, Hulk will be able to grab a baddie in each hand, which has me excited. Being the big green behemoth that he is, Hulk can hold on to walls to cross giant chasms. After jumping wall to wall I performed an air smash, driving him into the ground demolish threats around. Most importantly, it wouldn’t be the Incredible Hulk if you couldn’t Thunder Clap. As his Ultimate, Hulk claps his hands together causing a devastating shockwave.

Ok I lied, Captain America was actually my favorite Avenger to play as. What he lacks in design he makes up for in combat. Beating down bad guys is a fun time and throwing the shield feels satisfying. It was my favorite thing to use during my playtime. By using his Assualt ability Steamroller, Cap will throw his shield pinballing across numerous enemies. After being surrounded, I activated his Ultimate known as Brooklyn Brawl, an area of effect attack where he slams his shield down onto the ground. You could say that he is the most generic Avenger, but the shield is such a fun tool to use and punching enemies felt the best to me.

I finished the demo as Natasha Romanoff, aka Black Widow. While she does not possess any superhuman abilities, she is very fun to play. After the demo Crystal said that a big goal of theirs is to make Black Widow awesome and equal to the other heroes. From what I played, I think that shows. Widow begins by pursuing after the adversary behind the bridge explosion, Taskmaster as he tries to escape. This leads to her leaping off of edges eventually landing on top of the foe. During this altercation, I was exposed to a QTE that normally I’m okay with, but the ones presented were less than compelling.

Eventually, I was brought to a true boss fight against the villain. It consisted of three phases and did get consistently more difficult as it went on. Taskmaster can adapt to opponents fighting styles making him a difficult adversary to defeat. Each phase he became harder to hit showing his ability in action. As an agent of S.H.I.E.L.D., Black Widow is equipped with dual pistols that I always found myself going back to using. With light attacks, Widow will punch while during heavy attacks she will whip out her escrima sticks which felt incredibly good to use. As a whole, she feels well rounded and her movement is smooth as silk.

When combating enemies, a red icon will appear above their head when they are proceeding to attack. If they are not on your screen at the time instead there will be a red circle with an exclamation point in the direction that they’re attacking from. During the Taskmaster fight, a yellow icon would appear at times instead of red. By pressing R2 at the right time Widow used a grappling hook of sorts, taking down Taskmaster along with a chunk of his health bar.

Once I sat down for my presentation showing more about how Marvel’s Avengers is going to work as a “games as a service” is where my optimism began to kick in. Crystal was very transparent throughout. They admitted that they did not give enough information when it came to the reveal of the game and that the presentation I saw was meant to help fix that. Their goal for Avengers is authenticity and originality. Creating an original Avengers story where players can customize their team their way.

After the Avengers Day accident, our heroes go their separate ways and a new organization called A.I.M. (Advanced Idea Mechanics) comes into power. A.I.M. believes that science is a better answer to the world’s problems than superheroes. Tony loses his tech and fortune. Widow goes back to spy work because she thinks that if she was with Cap, things would be different and he would still be alive. Hulk is conflicted about everything to the point where he won’t change back to Bruce. Thor finds himself unworthy of Mjolnir leaving it behind on Earth and returning to Asgard. Once the heroes recognize A.I.M. as a threat to the world, they decide to band back together and restore themselves as to what they once were.

Your base of operations is a decommissioned Helicarrier. I want to note that this is not a hub world — this is your base and your base alone. To start or view missions, players will approach the war table. While I did not see it for myself, the map begins at a global scale that eventually shrinks down into specific regions of the world and all the available missions in that area. There are two types of missions, Hero and Warzone. Hero missions are single-player missions that progress the story. As I said before, each mission will focus on one hero so players won’t have to worry about jumping between numerous characters. Warzone missions are the cooperative missions that expand the narrative but are not essential to the main story. If you plan on playing through the entirety of the game solo, don’t worry, you can still play Warzone missions by yourself. These missions will have a variety of different goals, but what all those are and how many there will be is yet to be seen. To unlock more missions, whether they be Hero or Warzone, you must complete story missions.

Originally I thought Crystal’s choice of making Warzone missions up to four players instead of five was odd with there being, you know, five Avengers, but the reason behind it makes sense. Once the game launches, the development team will release new heroes for players to enjoy. They would not say as to who those heroes would be, however, each new hero will come with new missions and it will all be free as long as you own the game.

When it comes to customizing each Avenger, there is a wide choice of options. By going through missions players will obtain gear increasing each hero and their “power” level. Gear will come with benefits, but the amount and quality of those benefits will depend on the rarity of the item. This isn’t the case with all gear, but there will be gear sets that will grant bigger bonuses once complete and equipped.  There will also be cosmetics which will be exactly that so players do not have to worry about any sort of additional benefit for having them. Some will be obtainable from completing missions while others will only be available through purchasing them. This will be sure to upset some, but at least it isn’t a “pay-to-win” situation.

Another big feature of customization are the skills. I didn’t get an in-depth look, but more a screenshot of what to expect. The image was of Iron Man’s skill page where it was separated into four different categories; Primary, Specialty, Capability, and Utility. The skills shown were under the primary tab with four branches focusing on his melee, repulsor, laser, and rockets respectively. Nothing was confirmed at the time, but my assumption is that there will be four branches for each category making it sixteen in total, which is insane. Crystal gave examples as to how players can build their characters based on how they like to play such as having Thor be a source of crowd control or building him as a tank that’s meant to take all the damage.

After the presentation, my group was able to ask the developer some unanswered questions. What I learned is that Crystal is working on accessibility features, but no detail as to what specifically. It was cleared up that QTEs will not be a common occurrence, but used in situations meant to make the game feel cinematic.

I asked hypothetically if they wanted Spider-Man to be a new hero they could add with Insomniac Games having its own Spider-Man franchise. Unfortunately, the question was deflected by saying that they have access to over one hundred Marvel heroes that they could bring to the game. I’m sorry Spidey fans, I tried. Cross-play and cross-saves was another set of topics that were discussed, but there is nothing confirmed either way as of now. Additionally, I did learn there will be more information regarding co-op missions later this year.

Whether or not you like the direction Crystal Dynamics is going with Marvel’s Avengers having it be a “games as a service” title, it is shaping up to be the vision that they are striving for. Personally, I think a lot of the audience backlash is due to the lack of information shared with the public. Even though I was shown new things, the public hasn’t seen anything to hinder their reservations and hopefully, that will be remedied soon. I had the same fears, but after what I’ve seen, I think Marvel’s Avengers is on the right track. The only thing that worries me is the release date. I don’t know how old the build I played was, but visually, it looked rough. I just want Crystal to have no time constraints to make its launch a success.

Marvel’s Avengers is set to release on May 15, 2020, on PS4, Xbox One, Google Stadia, and PC.

The post Marvel’s Avengers is Finally Looking Like It Has A Vision by Cameron Hawkins appeared first on DualShockers.

Source link

Cyberpunk 2077’s “100%” First-Person Perspective Will Benefit Story-Telling, Says CDPR Rep

The first-person perspective of Cyberpunk 2077 has been a topic of discussion in the past, and it has come up once again. Marcin Momot, “Global Community Lead” for CD Projekt Red, has said that the decision to make Cyberpunk 2077 “100%” first-person will benefit its “gameplay and story-telling perspectives.”

Yes, the cut-scenes will be FPP. While sure to be divisive, I don’t think this approach is necessarily a bad thing.

A dedicated first-person perspective can certainly help a game feel more immersive. Prey and Bioshock, for instance, make stellar use of the player’s one-to-one connection with a character. In addition to developing immersion, a FPP forces the game designer to use more nontraditional story-telling techniques. Both of the games I mentioned use environmental details to tell their stories, and I find this to be a compelling alternative to dialogue. The player-controlled character of Cyberpunk will still speak, of course, but I am sure environmental details will supplement expository scenes. After all, you’ll be seeing precisely what they want you to see.

However, with the immensely popular Witcher franchise, CDPR used a third-person point of view. Changing the perspective for Cyberpunk risks alienating some of their fans. Momot seems to be trying to reconnect with them.

One concern I have about CDPR’s dedication to a first-person point of view is that it threatens to make character creation in Cyberpunk meaningless. I struggle to see the point of carefully molding a character if I won’t be seeing them anyway. Momot’s followup tweet addresses such a concern. He points out that you’ll see your character on the inventory screen, in driving sequences, and “very occasionally” in cut-scenes.

In the end, I suspect your character will still feel both unique and personal. Furthermore, I fully trust CD Projekt Red to follow-through with an intense, moving, and interesting story. They’ve got a pretty good track record so far.

Cyberpunk 2077 launches on April 16, 2020 on PlayStation 4, Xbox One, and PC. A Google Stadia version will arrive at a later date. You can preorder it now on Amazon.

The post Cyberpunk 2077’s “100%” First-Person Perspective Will Benefit Story-Telling, Says CDPR Rep by Joseph Schaffner appeared first on DualShockers.

Source link

Destiny 2 to Add Fortnite-Like Season Pass with Shadowkeep Expansion

With an expansion in Shadowkeep and a free-to-play model in New Light on their way to Destiny 2, it’s fairly obvious to say that some big changes are coming. If that somehow wasn’t evident enough, look no further than game director Luke Smith’s massive blog post detailing these changes on Bungie’s website. Extremely long story short, Destiny 2 will have a new approach to seasons moving forward in Year 3, with the new Season Pass looking a bit familiar.

To add some transparency and predictability to in-game rewards, the Season Pass for Destiny 2 will resemble battle passes from games like Fortnite and Apex Legends. That is, the pass will include tiers and Ranks with set rewards, with two tracks—one for all players participating in the season for free, and one with the paid Season Pass. After Shadowkeep’s Season of the Undying, future seasons will be $10 to purchase, separately from the Annual Pass previously featured in the game.

There’s also the Seasonal Artifact, which will be available to all players of the game. These Artifacts can be leveled up and will allow players to unlock mods for their Guardian. As Smith says, Bungie is “both excited, and a little terrified, to see how high players will manage to raise their Artifact Power during the Season.” At the end of a Season, the Artifact Power and mods will reset, with players earning a new Artifact and doing it all over again the following Season.

Just to summarize, here’s everything that Season of the Undying, which comes with Shadowkeep or can be bought separately, includes:

  • Season Pass owners get access to a new seasonal activity, the Vex Offensive, which includes:
    • Four Legendary Weapon drops
    • Additional weekly and daily bounties
    • Additional weekly challenges with powerful rewards
  • A new weapon quest for an Exotic Bow, Leviathan’s Breath
    • Exclusive to Season Pass owners
  • A new Exotic Hand Cannon, Eriana’s Vow
    • Awarded on Rank 35 of the free track
    • Awarded on Rank 1 of the premium track
  • Three seasonal Legendary armor sets (one for each class)
    • Collect a complete set during the first 25 ranks of the free track
      • NOTE: This is a change from the Annual Pass, where you were required to purchase gear from the Season.
    • On the premium track you get all three sets on Rank 1
    • These also drop within the Vex Offensive seasonal activity
      • If you want versions with higher stat tiers, you’ll need to play Vex Offensive to earn them
  • Some additional premium track rewards:
    • Three universal ornament armor sets (one for each class)
    • An Exotic weapon ornament for Eriana’s Vow
    • Two Legendary weapon ornaments
    • A new finisher
    • An Exotic emote
    • An Exotic ship

And that isn’t to say that players, regardless of whether or not they pick up Shadowkeep, will be left with nothing new, as all Destiny 2 players can also access the following:

  • Patrolling the Moon destination
  • The opening mission of Shadowkeep
  • Two new strikes
  • Crucible Updates
  • Two returning PvP maps from the D1 era—Widow’s Court and Twilight Gap
  • Elimination in Crucible Labs
  • Armor 2.0 build customization
  • Eye of the Gate Lord Seasonal Artifact
  • New finishers
  • Two new pinnacle weapons: one for Gambit and one for Crucible
  • Free Seasonal Rank rewards, which include:
    • New Exotic weapon—Eriana’s Vow
    • Three Legendary armor sets (1 per class)
    • Two Legendary weapons
    • Best of Year 2 Bright Engrams
    • Glimmer and upgrade modules

A recent trailer for Destiny 2: Shadowkeep was included in a recent Stadia Connect stream, and cross-save came to the game a couple of weeks ago. Both Shadowkeep and the free-to-play New Light will launch on October 1.

The post Destiny 2 to Add Fortnite-Like Season Pass with Shadowkeep Expansion by Chris Compendio appeared first on DualShockers.

Source link

Cyberpunk 2077 Will Make an Appearance at Tokyo Game Show

After making the rounds at E3 and Gamescom this year, developer CD Projekt Red has announced that Cyberpunk 2077 will be making its way to Tokyo for the Tokyo Game Show.

The developer will be showing off the game in a Cyberpunk themed theater with the developers showing it off featuring Japanese voice acting and text. Fans will also get a chance to enter a cosplay contest. Additionally, attendees will be able to check out the Yaiba Kusanagi, the motorcycle belonging to Cyberpunk‘s main character V.

This isn’t the only Tokyo Game Show news to come out recently. Ys IX: Monstrum Nox will be playable at the show and new gameplay has been shown leading up to TGS. Additionally, it looks like the upcoming George R.R. Martin, FromSoftware title Elden Ring won’t be making an appearence. As we get closer to TGS, we should get a better idea of what’ll be shown off. The Tokyo Game Show runs from September 11 to the 15th.

From news about potential new game plus and multiplayer modes, to no binary gender options, Cyberpunk 2077 has had a good amount of news out recently. It also looks like CD Projekt Red will go back and forth between developing new Cyberpunk and Witcher titles going forward. It’s a good time to be a CD Projekt Red fan and it’ll be interesting to see what they announce during TGS.

Cyberpunk 2077 launches on April 16, 2020 on PlayStation 4, Xbox One, and PC. Additionally, it’ll come to
Google Stadia at a later date. The game is available for preorder on Amazon now.

The post Cyberpunk 2077 Will Make an Appearance at Tokyo Game Show by David Gill appeared first on DualShockers.

Source link

CD Projekt Red to Switch Back and Forth Between Developing Future Cyberpunk and Witcher Titles

With Cyberpunk 2077 launching next April, developer CD Projekt Red is already looking to the future. Thanks to a twitter thread by user @DomsPlaying, it’s been stated that the polish developer will go back and forth between developing future titles in the Cyberpunk and Witcher franchises.

“The company believes that maintaining the observed growth dynamics and expansion of its activity profile will depend on further enhancement of its world-class video game development skillset and on maintaining effective communication channels with the global gaming community,” says the statement. “Managing two separate major franchises (The Witcher and Cyberpunk), along with several independent development teams, enables the company to conduct parallel work on several projects and smoothen its long-term release schedule. This migration towards a dual-franchise model supported by several independent product lines also permits optimization of manufacturing and financial activities, mitigates important risk factors and makes it easier for company employees to seek professional fulfillment.”

Elsewhere in the twitter thread, it’s mentioned that CD Projekt Red has over 953 employees, with 777 working for CD Projekt Red and another 176 that work for Additionally, the developer has sold more copies of The Witcher 3 in the first half of 2019 than a similar time frame last year.

From news about potential new game plus and multiplayer modes to updates on the game’s character creation tool, Cyberpunk 2077 has garnered a fair amount of news. As for The Witcher 3, CD Projekt Red has discussed what it’s been like to port the game to the Nintendo Switch. Additionally, over 25 minutes of Switch footage has been released.

Cyberpunk 2077 launches on April 16, 2020 on PlayStation 4, Xbox One, and PC. A Google Stadia version will launch at a later date. The Witcher 3: Wild Hunt launches on October 15 for the Nintendo Switch.

The post CD Projekt Red to Switch Back and Forth Between Developing Future Cyberpunk and Witcher Titles by David Gill appeared first on DualShockers.

Source link