Cyberpunk 2077’s Lead Defends Elevators: “They’re Not Just Loading Screens—Our Engine is a Marvel!”
There’s a common misconception that the elevators in Cyberpunk 2077 are cleverly disguised loading screens, a classic trick in game design. However, a key developer at CD Projekt Red has set the record straight on this.
Igor Sarzynski, the creative director for Cyberpunk 2 and the cinematic director for Cyberpunk 2077, addressed this rumor on Bluesky. He questioned the logic behind the idea, stating, “You really think you can traverse the whole city and enter a huge complex interior with no loading screens but we need to do elevator tricks to load a penthouse?”
He further emphasized, “The elevator is there because it makes sense. We could make it transparent if we wanted. This engine is a miracle. I will not accept slander.”
It’s clear that the Red Engine is a powerhouse, showcasing an impressive ability to handle a bustling world filled with neon lights, NPCs, and advanced technology, allowing players to move seamlessly from one location to another with minimal interruptions. This raises questions about the notion that elevators were necessary for loading, especially considering that many blockbuster titles, from Mass Effect to God of War, have used transitional spaces like caves or moving platforms for loading purposes.
I often assume that’s the case with these mechanics in games nowadays. The next time I dive into Cyberpunk 2077, I’ll appreciate it even more. Despite its flaws, CD Projekt Red has defied the norm of using elevators for loading. Johnny Silverhand would definitely approve.
The head of The Witcher 4 and Cyberpunk 2 has expressed skepticism about AI replacing “industry talent,” stating he can’t envision “reducing headcount thanks to” the technology: “It’s not gonna be making The Witcher 5.”
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