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After multiple delays and years of anticipation, Cyberpunk 2077 is finally getting tantalisingly close to its November 19th release date on PlayStation 4, Xbox One, and PC. Developer CD Projekt RED has been sharing more and more details on the open-world sci-fi RPG over the last few months via previews and interviews, and we like what we've heard so far.
It's clear that CDPR has put the work in to try and make Cyberpunk 2077 one of the most immersive and ambitious open-world titles to date. From a massively in-depth character customisation tool to over 1,000 NPCs with their own unique routines, Night City promises to be quite unlike anything we've seen before.
But while Cyberpunk 2077 is including all kinds of huge new elements, it also sounds like we can expect some minor tweaks to established formulas that should go a long way. One such change is that the cutscenes in the adventure won't have a fixed camera. This in itself isn't exactly the most exciting or original idea, granted, but it's what we'll be able to do as we move the camera during cutscenes that adds a little spice to proceedings.
In the most recent issue of Official Playstation Magazine (via Sirus Gaming), it's confirmed in an in-depth preview piece that players will be able to influence how a scene goes down through more than simple dialogue choices. It sounds like players will be able to look around their surroundings during cutscenes for any subtle visuals clues as to what's going on.
For example, if you simply stay looking at the NPC you're talking to you, you won't realise that another character is actually coming up behind you to ambush you. However, if you simply spin around constantly to see if anyone's sneaking up, whoever you're talking to may take issue with the fact you're clearly incredibly jumpy, and things will quickly go south.
What you can - and should - do, according to OPM, is take in your surroundings in a much more subtle way. There may be other signs to alert you to an oncoming ambush, such as a body stuffed in the boot of a car, or a hand reaching for a weapon. It's up to you to determine these visual clues for yourself and make the best moves and dialogue choices to get out of the situation in one piece.
It's not entirely clear how prevalent this feature will be in the game, but based on the OPM preview, we can assume that it'll at least play a role in some of the game's more intense encounters. I look forward to seeing how this plays out in the final version of the game... and how often I'll end up needlessly killing everyone around me because I'm such a nervous Nelly.
Featured Image Credit: CD Projekt RED
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