CDP On Cyberpunk’s Trailer, Social Commentary In Games

By Nathan Grayson on February 2nd, 2013 at 4:00 pm.

CD Projekt’s been quite busy as of late. Most recently, it teased some whizzbang, probably Witcher-3-related engine tech, but potentially even more intriguing is Cyberpunk 2077,  a whole new world full of intrigue, transhuman tech, and deranged Scyther ladies. However, while a recent CG trailer gave us a tantalizing glimpse of Night City’s corruption-twisted guts, it didn’t leave us with too terribly much to go on. Also, it had some elements that could be considered problematic – at least, from an imagery standpoint. if not entirely on an intentional level. So I got in touch with Project Lead Mateusz Kanik to discuss what the trailer way trying to show us, games’ responsibility within the larger social sphere, potential allegories for game addiction within Cyberpunk, and whether or not the final game has any chance of actually looking that good. It’s all after the break.

RPS: Let’s start with the trailer. Why did you decide to emphasize that particular moment? Will any of the characters we saw be playable?

Mateusz Kanik: We wanted to catch the atmosphere of Cyberpunk. The moment is important, but what we wanted emphasize is the setting: How the city looks, how it feels, how augmentations can change your mind. So you can see that we are very faithful to the original, despite moving it 50 years forward. You have megacorporations, the psycho squad and the problem of people losing it after too many improvements. We surely do want the characters from the trailer to appear in the game, but it’s too early and a little bit spoilerish to talk about the details.

RPS: Why that woman? A number of people were fairly taken aback by the fact that she was a scantily clad and in a compromising position, which is understandable. However, the camera panned out to reveal that her arms were grotesque scythes, which struck me as making it less about sex appeal and more about creating a striking image of destroyed beauty by way of rampant technological augmentation. Is that what you were going for?

Mateusz Kanik: Why not that woman? As for your interpretation: It is really cool that our short clip created some food for thought like that. We enjoy that people dive deeper and they do not see an “epic, omg” flick on youtube, but something they think about when it’s finished. That’s how we want to make our games – you saw that in The Witcher series, moral choices and the problems the player faced were not trivial. Many people thought about decisions they made after they stopped playing. That’s what we want to do with Cyberpunk 2077. The worst thing I could do as someone behind the trailer is to tell you how you should interpret it. So, no, I won’t tell you what we were going for. It would spoil the fun.

RPS: Even then, though, there’s still an issue of disempowering someone who seems like a lead female character. Will Cyberpunk be more even-handed in terms of the way it treats gender overall, though? I mean, it looked like she joined the Psycho Squad at the end of the trailer, which puts her in a pretty important place.

Mateusz Kanik: Even handed? Do you mean that we should do something to someone, who seems (and I stress the word seems) the lead male character? Look, nothing has been confirmed about the character you will play. We really want to tell a story of someone from the street, raised in the gutter, who will than stand up against the system he (or she) lives in. And that’s all you know. If you follow news about the game, you will also know that we want to put a lot of work into character customization. So how you treat your avatar in the game is completely up to you.

RPS: The city in the trailer looks quite striking, but it’s a fairly standard style of cyberpunk environment. Are you planning to take players anywhere more exotic over the course of the game? How varied is the city itself?

Mateusz Kanik: It looks standard to you, because we aren’t just making a cyberpunk game. We are creating THE Cyberpunk. But of course the city will be diversified. What you see was a simple street, but there is, for example, a whole corporate, sterile looking corporate district in our plans, a whole “war-zone” overrun with gangs. When designing the city we wanted to give it the feel of a living city. We didn’t want a central plan that suddenly built the city from the ground up, but a consequential evolution of the streets and buildings. Building new floors on top old ones, constructing supports for facades that are falling apart, etc.

RPS: Braindances. You’ve told us a bit about their place in the culture of the world, but how do they factor into the actual game – both in terms of story and gameplay?

Mateusz Kanik: Braindances are an important part of the setting. Everyone is into them. It’s massively popular and everyone has to be a part of it. You are no one if you don’t follow the new trends in the “New Hollywood” industry, don’t know celebrities, etc. Also, it’s a vast social problem, you’ll meet junkies thrown out on the street, who stay homeless and continue to live other people’s lives. No one is indifferent about this phenomena and it is one of the tech blessings and curses of 2077.

The concept of Braindances and the potential for people to get totally lost in them struck me as a potential allegory for games. You seem to be treating them similarly to the current debate over game addiction, too. One side says they’re just entertainment, the other panics about the dangers of addiction, immersion in violence, and whatnot. Are you attempting to say something with that parallel?

Mateusz Kanik: Again, if we said, yes, that was our intention, we would make it too shallow. It’s good that you find analogies with the modern world. Just like the fantasy setting of The Witcher covered real life problems, the same can be said for Cyberpunk. Your thoughts and interpretations are your own, but we pose questions and won’t give you an answer.

Are braindances like games? I think they are even more controversial if you look at it. They’re a next step forward in entertainment immersion. But it is also curious: If we have problems now, what will happen in 60 years? Will legislation follow tech advancement? Searching for parallels between braindances and today’s media, you will encounter many more problems than a simple violence debate. It’s also good to know that braindances are mentioned in the pen-and-paper Cyberpunk 2020. So you can’t say that we saw the whole debate around us and said, let’s make a parallel in our game! Not to sound like I’m boasting, but really, we’re much more deep than that.

RPS: Do you think it’s important for games – especially ones that claim to be “Adult” – to be self-aware like that? I mean, games are part of pop culture now in a big, big way. If we’re going to reference and criticize movies, books, TV, etc within games, why not games as well?

Mateusz Kanik: Of course. There is a whole world outside your screen and if your gaming corresponds to what’s out there, it’s much better. Both ways – immersion is achieved with much ease and you also have thoughts about your gameplay when you turn off your hardware.

Games are a very important part not only of pop-culture, but also of art. They are the latest medium of telling stories. And they telling them in a way you can’t experience them anywhere else. That’s why we put so much nonlinearity in our stories. A TV show or a theater play, may try to make an audience vote, but this is an exception in the canon. Games should use this as a definition of art – bringing non-linearity to storytelling, for the first time in human history.

RPS: Why’d you decide to work so closely with Cyberpunk 2020 creator Mike Pondsmith on this one? I mean, Witcher came from pre-existing material as well, but author Andrzej Sapkowski hasn’t even played it. Why did you feel like Cyberpunk necessitated the original creator’s input where Witcher didn’t?

Mateusz Kanik: In The Witcher we didn’t go far forward in time with the books. We were raised both on Sapkowski and Pondsmith, we know how their worlds feel. But the collaboration with Mike helps us move the world 50 years forward and know that we didn’t go too far. Usually, we don’t, but this feels much safer.

What’s more we are not only transitioning the setting in time, but also transitioning the mechanics. And no one knows it better than Mike. Mike has a different approach to this game, he was approached by many gaming companies to make a videogame adaptation. But those didn’t meet his standards, so he really wants this to be a success.

RPS: Obviously, the cyberpunk genre is the core influence on your game’s world and systems, but what are some others? For instance, Deus Ex: Human Revolution drew heavily from the Renaissance period, painting a line between that period of rapid advancement and its own. Are you doing anything along those lines, but with different themes/times/places/etc?

Mateusz Kanik: We have many references. Our blog has some posts about our inspirations and our team members talk with the community on the forum of Cyberpunk, Afterlife. Aside from gaming references, we will dive deep in the genre itself. Blade Runner, the Eden comic book, and [William Gibson’s] Sprawl trilogy are just some classics that will influence this game.

RPS: How indicative is the trailer of how you want the final game to look? Do you think, by 2015 or whenever the game’s done, you can have it looking nearly that good?

Mateusz Kanik: That’s our aim for sure. We are still improving our engine and our tech is getting more and more powerful. Remember: the game will be released when it’s done. So we won’t publish something that isn’t a graphical masterpiece.

Check back soon for an interview with Cyberpunk creator Mike Pondsmith on his involvement with CD Projekt’s tech-augmented leap into his world’s not-so-distant future. We also talked about what previous cyberpunk videogames have done right and wrong, and – of course – the fuuuuuuuuture. Because it’s pretty scary, but also exciting and stuff.

, , , .

508 Comments »

Sponsored links by Taboola
    • Bhazor says:

      An article that defends using booth babes because the man, and I quote, “looks like an artist”.

      • SuperNashwanPower says:

        And one in which, good lord, did you seem a happier person down there in the comments. The intervening 4 years has been tough on us all :/

  1. Arglebargle says:

    Perhaps RPS should just have a weekly Sexism in Games column?

    How would you go about doing this trailer in a different way, to get the same effect? They are going for a certain dissonounce, and a mixed feeling of power and vulnerability. Murderous rampages are rarely done in one’s underwear or pajamas, to give it the Ooops factor. If it was a hospital gown, would we be getting the same responses, but complaining about the gratuitous butt display, despite hospital gowns doing exactly that?

    Now wetware is malleable, but guys are pretty hardwired for attractive visuals being directly connected to the woody. It is a marketing trope. Other tropes say if you want women to pay attention, you show a baby. That’s right out, wouldn’t work at all. Going for vulnerability by showing a pre-teen of either sex leads to other complaints, plus the logical question of how a 12 year old would get all that cyber boosting. Dogs are another marketing convention tied to guys’ attentions, but how would you show a vulnerable one? Golden Retriever? Poodle? I don’t think a Pekinese would work. Though I would love to play a cyber enhanced, uplifted canine refugee from corporate security in a Cyberpunk setting. Bruce Sterling’s Holy Fire actually has an uplifted Basset Hound who is a wildly popular talk show host, iirc.

    The Hawkeye test is not really applicable, because you are going for a sense of incongruity, beefcake just won’t work properly. Perhaps a bespectacled stereotypical nerd? Hard to figure out the alternatives, given the basic premise.

    • Archonsod says:

      ” plus the logical question of how a 12 year old would get all that cyber boosting”

      That one’s easy. Just make sure the GM is otherwise pre-occupied when rolling on the character generation tables.

  2. Hobz says:

    I think it makes sense that a modification addict would model her body according to canons of her era. Video games and films often have oversexualized characters, but for once it makes sense.

    Beside, did anybody felt threaten by the image of men a character like Kratos could give ? Are people saying “You are suggesting all mens are dumbass brutes with more muscle than brain !” ?

    Can anyone safely assume that if a “prefect” body is shown on screen, it must be a message reducing the whole character to his/her body ?

  3. INCA says:

    Dead Island kept peoples’ interest up for more than 2 years. 2005 to 2011, and for the first 4 it was just some random screenshots on an abandoned site.

  4. hypercrisis says:

    If a woman works on her own image to look attractive, is she a self-hating misogynist?

    • Premium User Badge

      Aerothorn says:

      Have you ever met an individual who made that argument? Because I sure haven’t.

      • hypercrisis says:

        I feel like we’re getting close

        • PopeRatzo says:

          Closer than that. The notion that a game developer should be grilled because there was a sexy woman in a compromising position in the trailer is pretty worrisome.

          It’s a big world. Let people make the art they want to make, say the things they want to say. There is an absolute need for criticism, but not for standards.

          “You must not consider putting a sexy woman in a compromising position in your game unless it’s 8-bit and retro and ironic in which case it’s all OK because indie” is a self-defeating rule.

          This so-called “controversy” or “debate” over this trailer is manufactured outrage. I’m not saying their heart isn’t in the right place in wanting to see less overt sexism in games, but complaining about the depiction of a woman in a trailer is not the way to go about it.

          • gwathdring says:

            I’m not outraged by the trailer or even concerned by it. But I am concerned by the routine dismissal of even the reasonable posters who DO find the trailer concerning. That’s not a contradiction there–sometimes people disagree in some rather pronounced ways without being extremist or unreasonable. And reading this thread? I feel like that sort of basic statement is actually necessary. That’s … really upsetting to me.

            To respond more directly to your post, I think it’s always great to grill a designer on his design choices. RPS took the sexual imagery route because it obviously polarized viewers here. Understand my perspective for a moment. I see a few comments about possible sexism. I respond that I don’t see an issue, but I go into detail about why there might be an issue, ask some questions pressing for more of th posters rational for calling it sexist, provide openings for a broader discussion about Cyberpunk and other games and to what extent sexist imagery can enter games and in what ways it can do so without being “part of the problem”. Meanwhile, the thread fills up with angry people who are pissed off that anyone could possibly THINK that the trailer is sexist, let alone SAY IT on their precious comment thread.

            To me that suggests there’s a problem here. Not necessarily with the trailer, but with the community. In any case, it certainly suggests that there is a) disagreement and b) strong feelings about that disagreement.

            Given that … why not approach that issue and get the designer’s input? Give the community– which, one way or another, cares about the subject enough to start flinging insults and knee-jerk accusations around–some developer commentary to digest?

            So we have a question that addresses a social issue (something CD Projeckt seem interested in doing in-world, if not out-of-world), addresses something that caused a fuss on RPS, and pushes the designer to explain creative design choices. To me? That sounds like a good question to ask. What did the developer answer? Nothing of creative value. Nothing of a designer’s insight. No insight into the world or the trailer or the team or it’s goals. Just “it’s a mystery we don’t want to deprive you of.” That’s lazy and boring. Even if you think it’s an awful question … it’s a pretty awful answer, too. If I got a question I wanted to roll my eyes at, I’d use it as an opportunity to really push where my design is coming from and knock the interview out of the park. Outclass the interviewer with some insight into the game and really sell the vision I have. That didn’t happen here. We got one of the cheesiest cop-outs available.

    • Stupoider says:

      Only if she’s imaginary and has big boobs.

      • hypercrisis says:

        Hmm yes, good point, women with breasts larger than B cups are probably misogynists. Do you have a PhD in tumblr-feminism?

  5. Premium User Badge

    Aerothorn says:

    WHY DOES THIS THREAD HAVE 320 COMMENTS (And counting!).

    Anyone upset by this interview: your piece has been said. Stop kicking the horse.

    • garisson says:

      Because this is a hot button topic, one manipulated by game journalists who think they have a degree in the social sciences and are here to enlighten all the ‘dude bros’. I think gamers are tired of it. Enough already. Let developers do their thing without taking them to task for every little perceived slip up. It’s not CDPR’s job to preach about sexism, racism or anything. They include it in their games to further the story, not to tell us how to live our lives.

  6. PopeRatzo says:

    A number of people were fairly taken aback by the fact that she was a scantily clad and in a compromising position, which is understandable.

    A “number” of people will be taken aback by just about anything.

    I don’t like the idea of the media being some pre-release art police, even media that I mostly agree with, such as RPS. Anyway, that kind of politically correct pre-screening never works. Let them release their games and then you can say anything you want about it. Then you can tell people they shouldn’t buy this game because it’s sexist, or because the violence lacks irony (ie that it’s not Hotline:Miami) or whatever you want.

    Some of the greatest works are transgressive and might never had been made if their creators were to listen to scolds. Do you think some of the films of Truffaut or Don Segal could have survived that kind of pre-judgement based on a trailer? How about Sam Peckinpah or Luis Bunuel?

    Please let’s not be jumping down a developer’s neck because there is a sexy woman in a compromising position in the effing trailer. At least wait until the game is released to get a little context. There will be plenty of time for neck-jumping then.

  7. Mrs Columbo says:

    I think, in general, games work best when they’re a tabloid form of art. Admittedly not in Britain, it is possible to have good tabloid newspapers: there’s no need for them to address the weightier issues of the world, there’s plenty of other outlets for that.

    When games try too much to ape other ‘better-regarded’ forms they become in my opinion (all too-often) po-faced and bled of the joy that only games can give. I use as exhibit 1: Saints Row 3 vs GTA 4.

    Long live salaciousness and bottom-feeding in games, I say.

    Not sure if Ms Pacman would’ve been better with bigger tits, though.

  8. f69 says:

    LOL. I love his reaction to the sexism questions. He doesn’t seem to even comprehend where “the issue” is.

  9. Distec says:

    I’m happy I’m not the only reader here who is a little disappointed with the preoccupation on the game’s perceived sexism (especially as one of the first few questions regarding it). Nothing about the first teaser ever smacked me of it, although I admit that I’m saying that as a young, white, male gamer. I could be wrong, but I like to think I have an eye for things that can be offensive to certain groups. But in this case I didn’t even pick up on “the problem” until I started reading further into the RPS comments. Part of me thinks that this controversy was partly manufactured by the internet’s endless echo chamber, if unintentionally.

    I’m not saying the topic shouldn’t be touched. Just that it shouldn’t be one of the first things you unload on the guy you’re interviewing. :P

  10. Sardukar says:

    Heh.

    Paraphrasing:
    Q:”So, you used a sexy chick in the trailer. Why?”
    A:”Why not?”

    Followed by MANY pages arguing about whether or not there was any discussion to be had on the subject and on even raising it AS a subject.

    “It’s controversial!”
    “It’s not controversial!” Repeat.

    Ah, irony.

  11. Yosharian says:

    wc

  12. Sunjammer says:

    Whoa whoa whoa wait a minute. I thought this trailer came out, people were like HEY, NEAT, and we moved on with our lives? People actually found this offensive? Because there’s a woman in it? Were people’s eyes so inexorably drawn to her womany bits they simply couldn’t see the big picture she was a part of? I can tell you what is definitely offensive in that context; That this needs debate at all, especially in the context of a Cyberpunk game. Cyberpunk is sexual as all hell.

    I’m becoming increasingly worried that gaming’s constant need to defend itself in mainstream media is bleeding into the “aged” community applying rigorous and uncalled for self-examination, guilting itself into a corner. Because dammit, we are NOT lustful creatures, we are gamers. How dare you accuse me of sexuality!

    It baffles me that, in games, we can agree to disagree on genres, but when it comes to content then all has to be judged by the same standards. While there are plenty of gamers who frown on graphic gun violence, gaming as a culture appears to refuse to acknowledge that there is a massive industry around porn games. This puritanical view of sexuality is unbecoming, to say the least, when we are so ready to go first-amendment on anyone complaining about our violence. Every single time sexuality is brought into a game, a bunch of us throw a collective hissy fit, yet when graphic violence is concerned, nary an eyebrow is raised.

    If we’re arguing we can no longer put women in underwear in our games because women in underwear (nobody seems to have an actual argument here), shit’s gone terribly wrong.

    • PopeRatzo says:

      People found it offensive because it was a WID (woman in danger). I guess women are delicate flowers who must be protected from any fictional violence against women thought crimes.

  13. Emeraude says:

    O. Couldn’t help but trigger the opening of the blades. On. And off. And on and off. And on.

    O. could work the pathological angle, see how dangerously symptomatic the behavior was, but why care ? The operation had gone well. The evening was going well – that cute secretary guy who had been ogling the compressed breasts barely revealed under the severe corporate-cut blouse while O. waited had finally worked the guts to strike a conversation, and by the end had left his number.

    All. Was. Well.

    O. Hadn’t planned to buy the blades really – all O. wanted was to have a body part that would feel personal again, owned; maybe a compartment that could have been filled with mementos and trinkets, remnants of a life long gone… and of course other more useful items – but as soon as the blades had flashed on the screen, O. had know they had to be a part of the new body.

    Obviously, it was illegal. Not the blades, of course, barely a category 2 modification these day, anyone could buy them with proper paperwork. No, the problem was that the body was contractually on lease from Lazarus, for whom O. worked security escort missions for high profile officials. Thankfully, that ruinous fake ID had fooled the clinic personnel well enough.

    Or so O. thought, till the secretary’s ear-bone phone, ringing, switched an alarm on. From the other room the voice of the caller was fairly recognizable – enhanced earring was part of the basic package for bodyguards – but stricken with dread, brain unable to re-assemble each and every perfectly heard basic phoneme into a cohesive understandable whole, the only thing O. could make sense of was the power and contempt and cold rage that filtered through the barking of orders.

    Later, O. would try to understand what it is exactly that triggered the dissociative breakdown.

    It wasn’t Ms. Moss’s irate attempt to punish an employee daring to pull on the corporate leash.

    It wasn’t the sudden desperate feeling of complete dispossession of one self.

    It wasn’t the doctor, lying in a unctuous tone that one more anesthesia and some tests were needed to prevent a possible defect.

    It couldn’t have been the desire that had died in the secretary’s eyes. Turned off.

    And on, like a blade that pierces an old man, leaving on the wall a a blood splash neither figurative nor abstract. Only artificial.

    And on, to the next target, down the corridor, out into the street, where another target and another, and another – the smartlink never lies.

    And on like a mechanical arm crushing a gun-totting skull against the asphalt, an abandoned red shoe, a broken spine, and the crashing of bullets, mosquito bites that barely hurt, barely scratched the dermal plating, almost welcomed, like a soft rain on a summer night.

    O. wanted to hit again and again, till nothing would remain of any of them but a pulp, till no one could ever recognize they had once belonged to the same species, that they had even shared any recognizable similarities. Then the crisp neon flash of eyes getting hacked, and a Miltech gun at the back of the head.

    A fitting end, O. thought.

    • Azdeus says:

      *Thumbs up*

    • krisk7 says:

      Fanfiction FTW – much more constructive than the rest of this discussion. Anyway I think the mere number of posts under this article bodes well for the game. Cheers CD Projekt!

  14. TreuloseTomate says:

    in situations like these you got to ask, what would have happened, if they showed a halfnaked man instead of a woman. Nobody would call it misandry. But it would look weird.

    Sexism aside:
    “RPS: Let’s start with the trailer. Why did you decide to emphasize that particular moment? Will any of the characters we saw be playable?

    Mateusz Kanik: We wanted to catch the atmosphere of Cyberpunk. The moment is important, but what we wanted emphasize is the setting: How the city looks, how it feels, how augmentations can change your mind. So you can see that we are very faithful to the original, despite moving it 50 years forward. You have megacorporations, the psycho squad and the problem of people losing it after too many improvements. We surely do want the characters from the trailer to appear in the game, but it’s too early and a little bit spoilerish to talk about the details.”

    After that first question I wondered. Because I didn’t get any of that from the trailer. I got the impression that ‘lookilook, cool bullettime, sexy chick, more bullettime and weapons, hey sexy chick!’
    I still think it was a poor trailer.

  15. Squishpoke says:

    “a number of people were fairly taken aback by the fact that she was a scantily clad and in a compromising position, which is understandable. However, the camera panned out to reveal that her arms were grotesque scythes, which struck me as making it less about sex appeal and more about creating a striking image of destroyed beauty by way of rampant technological augmentation.”

    She wasn’t scantily clad until the camera pulled back. That’s when she had the scythes at the same time.

    Come on, RPS… stop being foolish.

  16. Eukatheude says:

    The strawman arguments in these comments are terrifying. My .02:
    There IS a problem with sexism in the videogame industry, as much as there is in media and society. Refusing to acknowledge it and trying to shut down discussion is stupid, pointless and unconstructive. However i believe the attitude of the “other” side of the discussion is often equally unconstructive: be it the binary attitude we see in some articles (lots of people mentioned John. I enjoy his articles but i do believe he sometimes is too extremist and closed to dialogue. It’s either you agree with him or you’re a horrible human being) or getting excessively outraged over minor things. Remember the fable of the boy who cried wolf? If you keep shouting about misoginy and sexism where there is no trace of them (oversexualisation, yes. Objectification, even. Misoginy is something else) no one is going to take your claims seriously, even when they are more than justified. For instance, the Dead Island torso: yes, of course it’s of terrible taste, it’s sexualised and might even portray hatred of women. What everyone seems to have missed, is that it’s self aware. Have you ever seen a slasher flick?
    What everyone need to understand is that this is a COMPLEX issue. As an RPS commenter eloquently put in some other article, it’s an unholy clusterfuck. Making assumptions and strawmen helps no one.
    As for this trailer, i think it’s obvious they’re using her as a marketing ploy. I mean, since everyone is so keen on justifying it with the setting, there would have been thousands of other ways to convey the same message. Besides, do those really look like pajamas to you?
    Also, the point being made that she’s helpless, vulnerable etc. is bullshit. She has fucking schytes in her arms, and by the way bullets disintegrate on her. She doesn’t look hepless or in need or a saviour to me.

    (i apologise for any mistakes or redundancy or lack or cohesiveness etc. i am terrible at expressing myself, especially through writing, and the fact that this is not my first language doesn’t help a bit)

    • sinister agent says:

      The strawman arguments in these comments are terrifying.

      Quite. It’s like a Wurzel Gummidge festival in here. I’d propose a drinking game where a shot is taken whenever someone clearly read a Scarecrow Universe version of this post rather than our one, but I fear I’d then be implicated in the deaths of everone involved.

    • oceantorment says:

      The problem I see, is that this whole useless discussion is fed by the RPS guys, this interview is horrible, they didn’t asked any relevant questions as how the gameplay is going to be or how much the character system of the game is going to be loyal to the pen and paper version, they asked alot of irrelevant questions. The problem is that they talk about sexism but fail at giving a definition of sexism, this invite alot of discussion of people who has alot of different definitions of sexism. If you going to talk about a social issue, do it right or don’t do it at all. This is a game site, not a philosophy, sociology site, if they can’t have a deep discussion on the problem, they should stop doing this superficial bullshit of naming droping sexism.

      • Bhazor says:

        Have to agree that the interview was rubbish.

        There was literally nothing about the game in it and there was a bunch of leading questions. Truly terrible.

        E- “Must try harder”

  17. MOKKA says:

    I’m calm and fine.

    • f1x says:

      Lucky you, I cannot stand reading comments section anymore
      gez, might even stop visiting the website, which is a shame (for me)

  18. Demigod says:

    The whole interview was rather forceful. Im not surprised their were some almost non answers.
    Even the intro to the article is rather disparaging.
    “and whether or not the final game has any chance of actually looking that good”
    I know this isn’t directly saying it will look bad but it is certainly implying such, which is reinforced latter by the statement/ question “The city in the trailer looks quite striking, but it’s a fairly standard style of cyberpunk environment”

    It is just a combative piece of writing / questioning. Suggesting the game content could be problematic in the opening is just creating drama. The same could have been written “Following the release of the trailer we got in touch with CDPR to discus the themes and visuals shown.”
    Then the first thee questions themselves are very leading and forceful trying to get the interviewee to admit something anything bad. I am not sure about Nathans intentions with the implied accusations and wild leaps in logic about lead characters but it seems he had an agenda.

    I hope the next interviewer isn’t as rude.

    Im sure some may find the dress and pose problematic, but I know my fifty nine year old mother didnt she did ask why she was dressed like that then saw the lines on her legs showing more augmentations. She certainly didnt think it was sexist. as she said “Certainly no more sexist than the spice girls” Lets be honest she had on about the same as they used to. ( nineties girl group for the very young)

  19. Very Real Talker says:

    a sexy woman in a videogame, females are ruined and enslaved forever- but not if an effeminate, skinny fat nerd writes a socially conscious article about a polish videogame.

    You guys are getting ridiculous, anyway why don’t we censor sexy women from reality so the skinny effete video game nerds can feel at ease with their uncertain sexuality. And also make the ugly women in the world feel better about themselves

  20. -Spooky- says:

    *blablabla 460 + comments befor*

    I don´t read the whole comments. Why? It´s Cyberpunk. You know? We are talking about Androids (they are non human beings) or Cyborgs (human beings with some parts of technical devices). Or try this .. Is their a point, when a machine have a ghost and should we allow this, that a machine are think on the free will?

    OR try Asimov – Robotic Stories (incl. the three laws of robotic). http://en.wikipedia.org/wiki/Three_Laws_of_Robotics

    @Full topic
    WHO cares about .. who shot this “being”. Why? ´cause we don´t nothing about the whole situation. *sigh*

  21. MachineCode says:

    This is a strange article for RPS I feel. The writer appears to have been unable to grasp the storytelling through composition that the teaser engages in and goes off on some bizzare tangent at the beginning of the piece about “dis-empowerment”. The article improves somewhat after that though. I am glad CDPR are keeping quiet on their intentions, after all we should be waiting until we see the finished work before we start any real analysis of it.

  22. Enterprise2448 says:

    Instead of asking some relevant questions, RPS instead focuses on apparent sexism. Pathetic. And I used to like this site.

  23. Premium User Badge

    Kong says:

    The lesbian gang I knew liked to play LAN shooters. They liked movies as True Romance and worshiped Sharon Stone. I know for sure they would have loved this trailer. The woman is sexy, dangerous and in need of help. Just the way these women liked their girls. Damn sexist lesbians.

    But I agree. Sexy women in underwear do not help to accomplish much. What pop culture really needs is more pictures of male frontal nudity. We are in a war of cultures, we need to make use of anything which pisses of religious fanatics. Even if it ain’t pretty, like penises.

  24. vondas says:

    Can’t blame RPS for sticking to the tried and true, re: gender. I think the guy deflected it like a champ though. I wonder if he just genuinely doesn’t want to reveal anything too early (not an unprecedented thing for video game companies to do, you know) or if he thought it was a trap question he didn’t want to deal with.

  25. Taidan says:

    Wouldn’t normally stop to attack writers on their own site, (yes I would) but given the directions these comments have taken I guess I’m long, long overdue to jump on the “RPS, I’ve lost all respect for you” bandwagon, while it’s rolling at full steam.

    What I cannot decide is whether it is down to a bunch of young, naive writers with sadly misdirected anger issues, or an obvious cynical bid for page hits. Whatever the case, the damage to your credibility reached critical point a good while ago, and “articles”/flamebait like these are merely nails in the coffin.

    • vondas says:

      I think it’s more a bunch of people who treat games as if they were art, and at that, high art, as opposed to a form of entertainment that can occasionally be used for artistic purposes. They also have some very particular hang-ups regarding social issues in art, and keep projecting them onto everyone and everything. They’re certainly rather naive, but I wouldn’t say they are angry; I’m willing to give them the benefit of doubt regarding cynical count-grabs.

      That being said, I miss Kieron. :(

  26. vondas says:

    In any case, I seem to recall that dehumanising and fetishising women is something of a prominent cyberpunk theme – Blade Runner comes to mind, for example. I’m not saying they’re not shooting for cheap titillation here (I mean, it’s CDP), but it need not be the only thing there.

  27. Rawrian says:

    CDPR’s trailer deparment sure likes their daily dose of Slo-Mo.

  28. Premium User Badge

    slerbal says:

    I thought Kanik’s evasive answers throughout the entire interview were very disappointing and greatly damaged my enthusiasm for this game and their projects in general. Given how terribly unprepared he was and how early the project is in it’s development cycle I think that it was a mistake to do any interviews at all.

    I find the strawman arguments raised against any article that dares to question the rampant misogyny in the games industry pathetic. I worked in the industry for over a decade and the misogyny from how women are treated in games, to booth babes to how women are treated in the profession was overwhelming. There is nothing wrong with having a debate on issues like these and the attempts to squash all such debate are also pathetic.

    RPS is welcome to write about whatever RPS want to write about and I will continue reading it and enjoying it. Good show, RPS! :)

  29. Rawrian says:

    Don’t want to get into the whole “sexism” issue, but they better have a good reason as to why cyborg lady wears only underwear, otherwise it’s just plain old boring fanservice. What’s more interesting is why developers take inspirations from a few decades old cyberpunk works, when there’s some more recent and dare I say, updated, stuff, like Charles Stross’ “Accelerando”, for example. Because this particular depiction of “cyberpunk” looks kind of dated, while it’s supposed to be at least in part an attempt to model the future based on what we can surmise about technological progress. Huge hi-tech goggle helmet looked futuristic in the 80’s, but now, when there’s stuff like Google Glass, it feels more like catering to some nostalgic feelings rather than a thoughtful approach to subject matter.

    I hope I’m wrong, I just don’t want this to go steampunk way, when anything goes if you attach a bunch of brass gears to it.

  30. coldvvvave says:

    Why is RPS staff all male?

  31. Delusibeta says:

    That interview was dreadful. Props to Kanik, he dodged the questions that were blatantly fishing for quotes (for Kotaku and the like to piss on CD Projekt later) like a champ, but Nathan really should pull his socks up and put away his fishing gear.

  32. Kusz says:

    I wonder if there was a single woman commenting in this 10 pages of bollocks.

  33. 1Life0Continues says: