Although this element was already present in the base game, it was not fully developed. This could be remedied by CD Projekt RED in the sequel already announced and in development by the Polish company’s US team.
In 2020 (scary to even describe: that was four years ago), the public and the press embraced something from Cyberpunk 2077, which was ultimately released in a surprisingly poor state. This was the Life Path system, and many hoped that it would give the game a varied RPG experience (which they hoped would be highly replayable), but when it was finally released, it was very perfunctory, as aside from a short intro, there were only a few dialog options and NPC interactions with no consequences for our choices. In other words, the concept was not very elaborate, even though the marketing described it as quite advanced and sophisticated…
Philipp Weber, the studio’s director of narrative, talked about the lifecycle feature, saying that it doesn’t quite live up to the promise of role-playing and that the team wants to improve it in the future. They have the opportunity to do so, as it is now official that a sequel to Cyberpunk 2077 is in development alongside The Witcher 4. Since the first game felt more like an action game than an RPG (although the Poles made it sound like one), changes will be necessary here as well. The protagonist does not differ much from the original, and the story will not change much in the base game.
If a life path could provide unique skill trees or have a major impact on the main story, the feature would be much more interesting and could also significantly increase replayability. Cyberpunk 2077’s Phantom Liberty DLC already hinted at CDPR’s intention to make life paths more serious, as there were relevant and meaningful interactions with non-playable characters (NPCs) where the chosen life path had an impact.
Hopefully, CD Projekt won’t make the same mistake: rather, show the game only when it’s in (or near) perfect condition.
Source: GameRant
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