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E3 2019

CD Projekt Red Already Has a Post-Launch Roadmap for Cyberpunk 2077



Cyberpunk 2077 demo screenshot, Keanu Reeves

CD Projekt Red has spoken about the future of the company and Cyberpunk 2077.

Cyberpunk 2077 saw a massive increase in worldwide excitement following the lengthy gameplay reveal at Gamescom 2018 (originally revealed to media at E3 2018). Now, a year later, CD Projekt Red co-founder and co-CEO Marcin Iwiński sat down to speak about the title and the history of the company during the E3 Coliseum 2019 livestream.

Despite having released several internationally praised titles in The Witcher series, CD Projekt Red started back in 1994 by highschool friends, Marcin Iwiński and Michał Kiciński. The company started as a way for the two to make games, play games, and hopefully make some money in the process. CD Projekt Red even derives its name from the co-founders creating games for CD rom back in the day. With developing video games being a relatively niche market at the time, the two struggled to find money with banks often looking down on them. Twenty years later, game development is one of the top economic power houses in the country.

Poland has always been a large part of CD Projekt Red’s development history, with The Witcher series being based on Andrzej Sapkowski’s books and some of Poland’s architecture influencing the game environment. While Cyberpunk 2077 is set in California, Iwiński hopes that gamers still feel that Polish soul within the game.

Roughly 1,000 workers are currently employed at the main CD Projekt Red HQ, with 700 of them being dedicated to development. Out of those developers, 400 are working on Cyberpunk 2077. Despite such a large workforce, Iwiński was surprised by the initial response to Cyberpunk with the viewer count being ten times the expected amount.

During the interview, Iwiński was questioned about the future of the company and Cyberpunk, and if the team would ever transition into multiplayer gaming. Despite Gwent being an excellent research tool in terms of sustaining a live multiplayer game, Iwiński still wants to maintain the focus on great storytelling without turning into a “games factory” by churning out regular but uninspired content.

In terms of Cyberpunk’s future, Iwiński confirms the existence of a roadmap for the title but quickly discloses that he is not confirming post-launch content. Due to the huge success of The Witcher 3’s two story DLCs, gamers can safely expect to receive some form of post-launch content for Cyberpunk 2077. What makes the statement that much more intriguing is that Iwiński jokingly asks himself, “What is going to be in the fifth expansion?” While this comment is by no means a confirmation of additional content, at least Iwiński is on the same page about what fans expect.

After a recent influx of battle royal and loot-box focused multiplayer games, seeing a new golden age of single player titles resurging into mainstream gaming with passionate companies like CD Projekt Red at the helm is inspiring. Be sure to bookmark OnlySP and follow us on FacebookTwitter, and YouTube for more single player news. You can also join the discussion in our community Discord server.

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E3 2019

Biomutant is Vibrant, Unique, and a Hell of a Lot of Fun




THQ Nordic had a bevy of games available to play on the show floor at this year’s E3. While some attendees eagerly lined up to play Darksiders Genesis (as our own Michael Cripe did), others sought to finally get their hands on Experiment 101’s highly unique Biomutant for a hands-on, 30-minute demo. Thankfully, Biomutant’s E3 demo is more than enough proof that the will end up being something truly special.

After selecting their preferred language, players were given the option to recode their mutant’s DNA, serving as Biomutant’s version of a character customizer. The customization options were satisfying. A circle graph appears on the screen with five key skills the player must find their preferred balance between: strength, agility, intellect, charisma, and vitality. A sixth skill, luck, was also present, but it was not one that the player could influence from the circle graph. This graph not only influences the player’s mutant’s skills but it also directly changes the mutant’s appearance.

Other customization options included determining the mutant’s fur length and primary and secondary colors. Once these options were set, the demo thrusts the player into a mission that begins with riding a hot air balloon  while the narrator speaks of the excitement of an adventure. Enemies begin firing to bring down the hot air balloon and the player is dropped into the action.


The world of Biomutant immediately pops, as the colors were sharp and invoked thoughts of Ratchet &Clank with a slightly more comic-book style. The visuals reflected the conditions of the area, too, with vibrant reds representing intense heat being a memorable example. The first thing that stood out about this sequence was how great the combat felt. Similarly to Insomniac’s Spider-Man and Rocksteady’s Arkham series, sliding through an enemy’s legs while kicking, punching, and shooting felt tight and familiar. In some instances, the game slowed down when a knockout blow was dealt, which was a nice cinematic touch.

Progressing forward saw the player in an area with additional enemies with a larger, more intimidating foe acting as the main objective. This section introduced the Super Wushu attack, which varies depending on the equipped weapon. The most rewarding of these attacks was with the Klonk Fist which was obtained later in the demo. The Klonk Fist offered huge gauntlets that could pummel multiple enemies by mashing the action button.

The key to unlocking the Super Wushu attack involves stringing together combos which felt fairly easy to do. I do not recall ever losing my combo to an enemy attack, as I obtained the special attack fairly often. The combat allowed for those who wished to mash the melee or firing button but also rewards the players who are more tactical in their combos while mixing in shooting with melee attacks.


With the tutorial for the demo out the way, the game continues by having the player go to a different part of the planet. This new area showcased the vibrant greens and life that contrasted the overheated reds from the previous area. After some platforming, the demo descends the player down into the world where Gizmo the Greasemonkey resides.

Biomutant NPC dialogue is spoken by the narrator from the beginning of the demo while the player’s character makes vague sounds during the conversation. This exchange felt a bit underwhelming for the action-RPG as options did not hold any consequences for how the next section plays out and can be skipped without missing out on much of the story or mission objective.

After descending down and exiting an elevator shaft, the player enters a dark, oil-spilt area. The color palette here reflected the same pop to its visuals as the other sections. A mech suit, which was required to clean up the oil, controlled fine, though combat definitely felt better out of the mech suit than in it.

A final enemy awaited which served as the boss fight for the mission. This fight contained three phases with the enemy adding a new attack method from in the second. The third phase, however, took place inside the creature. After taking him down from the inside, the planet’s Tree of Life becomes more alive as indicating a reversal of destitute for the planet.

The demo confirmed the anticipation OnlySP had for Biomutant. The combat felt great and the visuals really popped. THQ Nordic and Experiment 101 may something special on their hands if the rest of the game plays as the demo did.

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