Marcin Iwiński personally tells what happened to Cyberpunk 2077.
1/13/2021 23:14 | Dino | Category: Game
It’s been getting both cold and warm since its launch a month ago Cyberpunk 2077. Although the PC version generally received positive reviews (not counting the bugs that actually led to several hotfixes), the game runs rudely (or even worse) on the core hardware of the previous console generation. Now one of the co-founders of CD Project RED, Marcin Iwiński, stood in front of the camera to tell himself what drove him here.
As Iwiński says in the video, the company, which was founded more than 25 years ago, is so far seen as a mission to make the best games possible. They have always felt the importance of honest communication, which is why they can be attributed to the overwhelming amount of pre-orders. However, the console version did not reach the quality standard set by the company, which is what the entire management terribly regrets.
As Sityi already assumed in his testing, it’s not the developers who are responsible for what happened, but the management, and Iwiński specifically asks that no one attack the development team. The final decisions were made by him and the board of directors, and they could make sure the match came out like this, but of course that wasn’t their goal. And now they are trying to regain the players’ confidence.
Cyberpunk 2077 is a huge game, not just because of the amount of tasks or things you see right away. There are a lot of unique elements, for example, as well as many interaction options. All in a mega but very dense city with no charging times, which was a huge challenge. During development, they first looked at how great the game would look on a PC, and then they wanted to transfer that to consoles as well, which wasn’t complicated at first. But when looking back on the past, they see this task as being greatly underestimated.
They had to constantly improve the old generation version of the console, testing each individual change, but after the release it turned out that they did not encounter all the problems during the tests. As they got closer to the look, they saw more and more improvements day in and day out and thought everything would be okay for the look.
Test copies began to be sent to magazines in early December. They were very open to the PC when they were released, and while the version at the time was not perfect, they are proud of this version of Cyberpunk 2077. The beta versions of the charge console version started on December 8, after the planned date, mainly because Workflow has slowed down work from home due to the virus.
Moving on to what to expect, Iwiński said that three new fixes have already arrived, and more and more corrections will come in the next time to fix the remaining bugs and malfunctions. The next update (1.1) will arrive in 10 days, followed by another update (1.2) in the following weeks. Like The Witcher 3, it’s now built with free DLC content that isn’t late, but focuses more on the major bug fixes that precede it. More details on this will be revealed in the coming months. The promised update of the new console generation is expected in the second half of the year.
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Topic 17 2021.01.13. 23:38
Still the tech stuff isn’t the main problem, but it’s okay. Why are we talking about real problems – a quarter of the game has fallen into the trash on all platforms, but then it will spotlight bugs, old consoles …
The Beauty Factory continues to rotate. Speaking openly requires a muzzle, but in general, honesty is thrown out after what happened.
And no, not only did the console version not reach the quality level they set themselves, but so did the PC! This is very important.
As is Baroque Sumac, who says about sending console versions for testing. The game was a pile of trash on consoles so they didn’t send such keys directly to meaningful places so you have to get rid of the thick skin on the subject.
Honestly, who cares about the unique things that have been used? That’s their own decision, and it’s totally doubtful why Spanish wax was reinvented, it wouldn’t be a nicer game than how to use unique things. Unassigned groups can also be used to lead to original production. It’s like me for example as an auto mechanic, I would like to make it clear that even though I spoiled the customer’s car, I put unique, self-developed oil and parts in it so how hard it was for me.
Charging time is also great, but again I failed to shoot priority. It might also be nice to spend a lot on a game, but it would still be much less gas, for example. Totally stupid AI or lack of promised stuff.
The problem with consoles is that things shouldn’t be fixed on the “old” console generation, as the console version was designed for them. Again, this is a false version of the previous console generation. No, these are the controllers that the game is targeting.
It is very logical that when it gets scaled up in the development process and consoles are already lagging heavily in terms of resources, they would still consider the PC version to seem a priority. It’s a joke from the start that the look has been highlighted.
Originally, they set the release timing until nearly the end of this console generation. Didn’t they even think that computers at that time would be slightly ahead of consoles, so wouldn’t it be wise to “optimize” for a computer?
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