E3 2019: You Can Complete Cyberpunk 2077 Without Killing Anyone

The most punk thing of all is being nice.

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CD Projekt Red's Cyberpunk 2077 is all about player choice, being an RPG and all. Based on what we've seen since the game's unveiling, it looks like you'll encounter plenty of shady characters and will have the ability to take them out in a number of creative and deadly ways. But as we learned during a behind-closed-doors gameplay presentation at E3 2019, you can also get through the entire game without killing anyone at all.

Whether you choose to put people in the morgue or the hospital will have some impact on how the story plays out, too. Lead quest designer Pawel Sasko told GameSpot that how you deal with the various folks you encounter won't necessarily matter all the time, but there will be story moments where the finality of your actions will have lasting consequences.

"This is more of a personal choice of the play style of the player," Sasko said. "However, there are cases when it's taken into account because it's important. It's important that you knock down the dude or you kill the dude, and so on. ...But if you, as a player, are going through, let's say the Grand Imperial Mall [a location in CD Projekt RED's E3 demo], you are knocking down 40 Animals [the name of one of the game's gangs] and you decided to, I don't know, spare a fifth of them, that's not really going to have that much impact."

The gameplay demo, which lasted nearly an hour, showed off two different ways to approach the same mission. Using "developer magic," CDPR switched from a male Netrunner (hacker) character to a female character with extreme strength--you won't be able to do that in the real game, so this was for the sake of the presentation--to highlight the differences. For example, while a Netrunner can hack a turret to make it target enemies, a brute-force build will let you rip the gun off its turret and wield it like any other weapon.

While we only saw a little bit of stealth during the Netrunner portions, CDPR made it clear that you will be able to play the entire game peacefully if you so choose. You will be able to sneak, hack, and otherwise avoid combat scenarios, though it's not clear if there are situations where you have to fight if, say, things go terribly wrong and you fail to sneak around properly. We'll know for sure when the game releases for PC, PS4, and Xbox One on April 16, 2020. In the meantime, check out our previews of the choice-based gameplay and the ways your decisions will impact the story.

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Now Playing: We Saw Even More Cyberpunk 2077 Gameplay | E3 2019

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ChrisAnetkaC

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I hope they had enough sense to make sure every evil character in the game is white. Otherwise they may get in trouble. Especially with Hollywood.

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OldDadGamer

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OldDadGamer  Moderator

Sigh. April 16th can't come soon enough.

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khulley

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I'm excited for this one and seeing how it shapes up until released. Having options in how you approach missions is cool and I'm curious how it will affect the ending of the game. I'm hoping it wont be simple cut and dry you do this for the good ending and this for the bad ending, but more of a neutral standing in the outcome of your choices.

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watercrack445

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I'm not going to kill many people in this game. In the last gameplay V basically wiped the whole gang....Now, in this gameplay V wipes out an another whole gang....

I don't want to play a person who becomes a legrendary legend. In every game it's exactly the same. The player starts as nobody and then later they become a part of history that destroyed or changed the whole society or world in the process.

That just sounds like a silly story to me.

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lionheartssj1

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I'm excited to see their attempt at true pen and paper level of choice, or at least as close as they can attempt it.

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OldDadGamer

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@lionheartssj1: It's the Holy Grail of video RPGs, ain't it? We've been trying to get closer and closer to that since forever. And there have been steps: Fallout was great, Baldur's Gate was better, ME3 had three whole endings (I kid, I kid), but this does sound like another huge leap.

That said, we have to realize that no video game is ever going to match pen and paper 100%.

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lionheartssj1

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@olddadgamer: Yea, but the closer we get, the better, and CDPR is certainly capable of pushing us that direction. *fingers crossed!*

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ASnakeNeverDies

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Actual choice happens in the core, not discrete developer driven interactions. Their aim should be to build a living world, not a theme park. That said, I'll be attempting an implant free run if such a thing is possible.

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henrythefifth

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I love it when game allows you to talk your way thru. Even if in Witcher 3 this was achieved rather cheaply by magic. Better system would be genuine debate like we saw in Deus Ex.

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melante

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Edited By melante

@henrythefifth: I agree, but knocking people out and sending them to the hospital instead of killing them is not exactly "talking our way thru"... ;)

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phili878

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phili878  Online

@melante: I rather be dead than be sent to hospital by some cybernetic titanium arm just to wake up as a paraplegic.

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streamline

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Oh, I thought they meant in real life. Good thing they cleared it up.

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mrbojangles25

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Sweet. I'll replay the game as non-lethal just like I Did with Deus Ex and Dishonored....

...after I play as a murderous, evil, stealth-ninja-assassin.

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02050muh

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can i be lazy and just sweet talk, sneak or remote kill NPC? sometimes i just wanna play relaxing games after hours of dealing with real world problems

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E3Eyes

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I'm reminiscent of Shadowrun for the Sega Genesis. Decades in the making.

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gotrekfabian

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This reminds me of the original Deus Ex with its lethal Vs non lethal mission setup as well as augmentations, hacking etc. and that's no bad thing. I know it's a very different game but the vibe is there.

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Thanatos2k

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Edited By Thanatos2k

Hopefully this does NOT mean "You can finish the game without ever getting into combat" and just means there's non-lethal combat methods instead.

Every game that has allowed you to talk your way out of every situation and avoid all combat invariably has no idea what to do with the quest rewards and loot, and give you stuff that makes you better at combat that just sits around unused, making it extremely dissatisfying to the player. Torment: Tides of Numenera had this problem.

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Enthium

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Edited By Enthium

*did no gamer ever !

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gamingdevil800

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That's good, I appreciate RPG's that let you talk your way out of situations nothing more annoying than being shoe horned into e.g. a boss battle despite what you do.

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