The Rise, Fall, and Rise Again of Cyberpunk 2077 (Part 2 - Crashing and Burning)
Introduction
Welcome back to part two of the Cyberpunk 2077 mini-series, a series that ultimately has been
made because of the events that will be discussed in today’s post. This is the section of the piece
that you’re likely to know the most about. The way in which Cyberpunk released is an event that
the gaming world is unlikely to see again, and taught the rest of the companies a few lessons
when it comes to releasing games.
Last week, I focused on the build-up to Cyberpunk’s release, looking at the successes that came
with the pre-release cycle for the project. It was this success that led to Cyberpunk becoming
one of the most pre-ordered games of all time, which only added to the uproar that came CDPR’s
way at release. Last week’s post ended at the start of 2020, and it’s from here where we’ll pick
things right back up.
Delays, Delays, Delays
January 2020 would see CDPR announce that the highly-anticipated Cyberpunk 2077 would be
delayed until 17th September 2020 (a delay of 5 months). At this stage, delays were relatively
uncommon in the industry, and while some were concerned about the delay, many were hopeful
that the delay would result in the game releasing in a better state than it may have done in April.
Extra time is usually always a good thing, allowing developers the time to add the final polish and
iron out any issues the game may have.
Of course, it was around this time that whispers of the Covid-19 virus in China were beginning to
get louder, with growing concern that this virus could spread elsewhere. Fast forward eight weeks
and the world was in lockdown, with virtually everyone told to stay at home. This, of course, had a
massive impact on the gaming industry, with games having to be developed from home with limited
resources. This would have absolutely had an impact on the final development of Cyberpunk, but
as I’ll discuss later on, this was in no way the reason the game was released in the state that it
was.
Cyberpunk ended up being delayed a further two times, initially to November, and then to 10th
December. Whenever the final delay was announced, I remember being pretty worried about
how the game was being released. For me, the idea that the game needed a further three weeks
showed that the game just wasn’t ready, and with the delays totalling almost eight months, it was
abundantly clear that something wasn’t quite right (especially with delays not being common-place
within the industry). Reading the delay statement below leaves a bad taste in the mouth whenever
we know what the result was...
Reviews Controversy
One of the biggest controversies to come from the release saga was the way in which reviews
were done, used to deliberately hoodwink players from how broken the game actually was. In a
strange move (and this was highlighted at the time), CDPR didn’t release any review codes for
the console version of the game, with reviewers receiving codes for PC only. Also, reviewers
were only allowed to show footage provided to them by CDPR themselves, and not any footage
they had recorded themselves. Essentially, reviewers became complicit to the censoring and
misrepresentation of the state of the game, which in turn was used to manipulate consumers into
buying a product they had been led to believe was a fully working and well realised product.
When Cyberpunk was due to release, back in April 2020, the next generation of consoles were
yet to arrive. This meant that their game was only going to be released on PC and on PS4/Xbox
One. Now, for those who don’t know, the hardware in the PS4 differs massively from that of a PC.
High-end PCs have a much higher processing power, and can run games with much better
graphics quality and frame rates than consoles. Games like God of War and Horizon: Zero Dawn
were already a struggle for the PS4 before Cyberpunk (it was not uncommon for a PS4 to sound
like it was about to take off), and Cyberpunk was an ambitious project that boasted some of the
best graphics in the industry. This game should never have been released on the consoles that it
did, but perhaps that’s an observation brought about from the power of hindsight.
The review process was perhaps one of the most devious elements of the saga. The decision was
ultimately made by management to have all the restrictions in place to bolster sales, knowing that
their game was broken (I should say that management have always claimed that they weren’t
aware of just how broken the game was, but I personally find that hard to believe). Cyberpunk
would review pretty well, with the PC version of the game receiving a score of 86 on Metacritic.
While this wasn’t industry leading, it was certainly a score that could have persuaded many to
pre-order the game or pick it up on day one on console, with many unaware that the console
version of the game had never been reviewed.
Crashing
While the PC version had its issues, the console version was actually broken, with users
experiencing multiple crashes, some even console breaking. Many, many people were
complaining about the state of the game and with the game coming out in the run up to Christmas,
concerned parents were already asking for refunds. In a totally unprecedented move, PlayStation
removed the game from their online store, and began issuing refunds to players who were
experiencing the problems that came with the game. The game remained off PlayStation’s store
until June 2021, and when it was put back on the store, it came with a warning about the state of
the game for those looking to buy the game, with PlayStation themselves advising to refrain from
buying the game on the base PS4 system. It should be stated that this was not a fault of the PS4’s
capabilities, but CDPR’s fault for allowing the game to release on that console the way it did.
News began to spread rapidly of the state of Cyberpunk with more people taking to social media
to share their experience of the game. Cyberpunk soon became one of the most talked about
games the industry had ever seen, but for all the wrong reasons. On one hand, it was proving to
be an interesting case study into a gaming catastrophe, while on the other hand, Cyberpunk very
quickly became the laughing stock of the industry. Videos of glitches in the game went viral, and
on a more serious note, CDPR found themselves facing some serious backlash. CDPR’s stock
value plummeted, and they were scrambling to try and save face.
Industry Standards
An element of the games industry that has always confused me, is that on the whole, we almost
expect games to not be fully polished upon release. Games that release with few or no bugs
receive high praise, almost as though it is a surprise. I understand the complexities that come
with game/app development, and the nature of programming is unbelievably difficult (commonly, it
is known that in app development that you should always have a buffer of 6 months between when
you think you’ll have an app ready, and when it will actually be ready). But in any other form of
media, it would be unacceptable for anything to be incomplete. It would be like releasing a movie
where the editing was ever so slightly off, with jump cuts in the wrong places and the scenes being
ever so slightly wrong. This would be unacceptable in the film industry. So why is it any different
with games?
Cyberpunk highlighted the industry at its worst. Not just because it was broken, but because of the
way management hid the state of the game from everyone. But ultimately, the developers suffered
the most. This deadline was not set by them, and with management forcing the development team
to work 12-14 hours a day towards the end to get the game ready on time. The game wasn’t
ready, and needed at least another year, if not longer, to be ready. And the real clincher is that
the developers knew this. But upper management refused to listen, and instead went ahead with
releasing a game that was completely broken in nature.
CDPR’s reputation was in complete tatters. This project that had spanned eight years seemed
destined to mark the end of CDPR as the company they were once known as. And really it felt
like a huge loss for the industry. CDPR had become a well-respected company with a large
fanbase, many of whom felt betrayed by how they were treated in the release process. At the
time, people wondered if there was any way back for CDPR, and next week, I’ll be looking at just
that.



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