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 Facebook, Twitter, and YouTube for more single player news. You can also join the discussion in our community Discord server.
Trine 4: The Nightmare Prince is a Return to What Made the Series So Beloved
Frozenbyte debuted the Trine series in 2009. Two years later, Trine 2 released to positive reviews. With the launch of Trine 3: The Artifacts of Power, Frozenbyte stumbled as it took the franchise from 2.5D to 3D, netting a lukewarm reception from critics. Now, with Trine 4: The Nightmare Prince, the studio is looking to regain its footing. Trine 4 is on track to right the ship with a return to the 2.5D space, fun characters, and compelling puzzles.
OnlySP had the opportunity to play Trine 4’s demo at E3 2019. While the game is playable in a co-op setting, it is also completely playable as a single-player experience with an entirely separate set of puzzles.
Pontious, the knight, was the only playable character for the demo. Zoya and Amadeus, the rogue and wizard respectively, will also be returning. All three characters will feature new and classic skills.
Trine 4 returns to its 2.5D roots in a satisfying way. The abilities are more reminiscent of Trine 2 than the simplification the powers from its follow-up. Pontious’s smashing ability felt more useful in solving puzzles than attacking enemies, as larger sections of the demo featured sections where the ground pound-like ability was needed to open new pathways.
In returning to 2.5D, the platforming from the first two games returns. This aspect was slow-paced though may pick up as the game progresses and levels become harder. The character moved slowly when jumping across platforms, though the controls were responsive.
The game will feel familiar to those with experience of the first two entries in the series. The levels are designed around the puzzle-solving that is a core part of the franchise. The solutions were intuitive, yet challenging, with some requiring the use of the knight’s shield to pass.
One example of this was during The Cursed Knight boss fight. During this segment, the enemy fired projectiles that needed to be deflected towards sections of the stage for light to shine through. The light was then reflected off the shield towards The Cursed Knight, dealing a chunk of damage. This combination of puzzle solving and combat made the boss fight enjoyable. Players could do a standard sword attack to chip away at The Cursed Knight’s health meter, but using the environment rewards those who are able to decipher the puzzle surrounding the fight.
Trine 4 looks to return to what has made the series so beloved. The puzzles felt rewarding when solved. The game discourages brute force to defeat enemies by making the melee attack simple. Instead, the game encourages solving puzzles to aid in dealing massive damage to enemies. Trine 4 is shaping up to be a return to the formula that has made the series so successful.
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