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CD Projekt explains what went wrong with Cyberpunk 2077, offers update on patch rollout - MobileSyrup

CD Projekt explains what went wrong with Cyberpunk 2077, offers update on patch rollout - MobileSyrup
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In a five-minute video posted to the official Cyberpunk 2077 social media accounts, Marcin Iwiski, CD Projekts co-founder, offered a personal explanation of what the days leading up to the launch of Cyberpunk 2077 looked like.

Iwiski opened his message by apologizing for the broken state in which the console versions ofCyberpunk 2077launched in on December 10th.

Based on [our] legacy of genuine and honest communication, youve trusted us and pre-ordered our game, and despite good reviews on PC, the console version of Cyberpunk 2077did not meet the quality standard we wanted it to meet, said Iwiski. I, and the entire leadership team, are deeply sorry for this, and this video is me publicly owning up to that.

He asked that gamers dont blame CD Projekt Red, the development team behindCyberpunk 2077, for these issues, as they are incredibly talented and hardworking and it was [leaderships] call to release the game in the state it was in.

Iwiski went on to try to explain why the game suffered so many technical issues on consoles.

Cyberpunk 2077is huge in scope. And Im not only talking about quests or things you see at first glance, Im talking about a multitude of custom objects, interacting systems and mechanics, he said.

In the game, everything is not stretched out over a flat terrain where we can make things less taxing hardware-wise, but condensed in one big city and in a relatively loading-free environment. On its own this is a challenge, but we made it even harder for ourselves by wanting to make the game look epic on PCs and then adjusting it to consoles especially old-gens.

However, he noted that the team underestimated how difficult this task actually was.

To give you a concrete example, and the main culprit, we had to constantly improve our in-game streaming system for old-gen consoles. Streaming is responsible for feeding the engine with what you see on screen, as well as the game mechanics. And since the city is so packed and the disc bandwidth of old-gens is what it is, it constantly challenged us. Every change and improvement needed to be tested and, as it turned out, our testing did not show a big part of the issues.

This lead into the first week of December, when reviewers were only sent out PC copies of the game over a week before release. This made it impossible for either the media or consumers to properly gauge what state the game was in on last-gen hardware. According to Iwiski, the companys decision to withhold last-gen review copies until launch wasnt to mislead consumers, but simply because the team was fighting for quality on old-gen consoles till the very last moment.

He noted that these development issues were compounded by the unforeseen challenges surrounding remote development amid the COVID-19 pandemic.

With respect to fixing the game, Iwiski noted that three hotfixes have already been issued, while the next major update is set to come within 10 days from now. Please expect bigger and smaller patches on a regular basis, he added.

Additionally, Iwiski detailed how the games free post-launch content rollout has been pushed back amid the companys focus on improving the game.

According to Iwiski, the initial plan was to offer free downloadable content (DLC) just after the release. He didnt elaborate on what these would be, but he likened this to what the company did with its last game,The Witcher 3,, ranging from new armour, weapons and contracts. Presumably,Cyberpunk 2077will be given a similar treatment.

Finally, Iwiski noted that the previously confirmed free PlayStation 5 and Xbox Series X/S update will now drop in the latter half of 2021, later than originally planned.

Its worth noting, however, that Iwiski didnt address one of the other majorCyberpunk 2077 controversies the crunching (or prolonged overtime) of CD Projekt Red developers. Ahead of launch, reports came out that CD Projekt Red was implementing mandatory overtime which led to six-day weeks and, in at least one case, 100-hour weeks , for developers.

Instead, the company acknowledged this issue.The team is working to bring relevant fixes to the game without any obligatory overtime. Avoiding crunch on all of our future projects is one of our top priorities, wrote the company.
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