Cyberpunk 2077 is a video game that was highly anticipated for years. However, its launch didn’t live to the hype. After many years of build-up, it became one of the most disappointing video games in history. It is riddled with bothersome glitches and bugs that don’t allow the player to enjoy the immersive experience leaving millions of fans infuriated. Though the game’s debut can be best described as a catastrophic disaster, it could turn out to be an advantage to the video game industry and games in the future, as video game companies will ensure that they polish their titles more before releasing them. In just a few days of Cyberpunk 2077 release, CD Projekt Red’s reputation as an excellent studio was shattered. The game’s disastrous launch left gamers asking themselves why a company that had already won the trust of games over decades make a decision that would ruin the reputation? This article goes through the video game’s marketing and development cycles that caused one of the greatest disasters ever to hit the video game industry in a long period.
There were too many delays
Cyberpunk 2077 suffered internal as well as public delays. The games development team constantly went back to its board of directors to inform them that there was a need for more time to develop and refine it. The game was announced to the public eight years ago and had been a discussion topic for too long now. Fans were anxious to experience this hyped game, and the Studio was with no doubt under pressure to release the game by the end of 2020. This would see it release the game within the PlayStation 5 and Xbox series release period and before the holidays. While the pressure that CD Projekt Red’s was under seems valid, it isn’t an excuse to release the game before it was ready. The delays caused by CD Projekt Red’s team were preludes to its impending disaster.
It was announced too early
The game was announced way back in May 2012, three years before CD Projekt Red’s even releasing The Witcher 3: Wild Hunt, their last game. The Cyberpunk 2077 disastrous launch perhaps serves as a lesson to all studios not to announce game releases unless at a time when they have something tangible to show. It turns out that most of what was originally intended by the Studio didn’t reflect in the final result. When this happens, and the result deviates hugely from the developer’s main objective, such games should be canceled. At the time of its announcement in 2012, CD Projekt Red’s didn’t hint at the scope that the 202 hardware would permit. The demo that the Studio displayed to the public in 2018 demonstrates this lack of idea as it differs hugely from the final product. May be the Studio would have done better would it had not made the game’s announcement until it had completed its other games, such as its DLC expansion and the Witcher 3 in 2016. The early announcement of the Cyberpunk 2077 launch added more pressure to the team as fans were by now feeling that they had waited for eight years while the game had only been in active development for less than five years.
False answers and misleading marketing
A close look at how the game was marketed demonstrates opaqueness, which is most notable in the review guidelines. The company only provided video game outlets with PC copies of the game. Even more strange was that reviewers were not permitted to share their specific footage of the game; instead, CD Projekt Red’s, provided a video that users were to use. This failure to offers users freedom to share footage shows that the Studio was doing everything to conceal the fact that the game had performance issues. This further asserts that the development team didn’t know of the game’s glitches even more uncertain. The Studio tried to explain that the game’s final delay was to guarantee that everything runs smoothly. However, going with how it conducted the release process and the delays during the process, it’s hard to stomach CD Projekt Red’s delay.
CD Projekt Red’s wasn’t informed by its history
The hype that CD Projekt Red’s had on the game was too loud, making it hard for the Studio to live to its words. Even worse, the Studio didn’t seek to be driven by a look at its past; instead, some rosy perception led it. The Studio would have done better had it been informed by some of its major past setbacks, such as The Witcher 3 console versions’ rough shape. Failure to use the past as a lesson was a precursor to the Cyberpunk 2077 disastrous release.