How Cyberpunk 2077: Phantom Liberty Became a Survival Horror Game (For One Mission)



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CDPR reveals the secrets behind the Cyberpunk 2077: Phantom Liberty ending. Cyberpunk 2077 Somewhat Damaged, one of the final Phantom Liberty quests, transforms the action-packed RPG into a terrifying survival horror experience. A relentless robotic hunter stalks you through chambers and corridors, and there’s nothing your weapons can do to stop it. To find out how this level and its mechanical monster were created, we spoke to staff from developer CD Projekt Red. With their insight from our CDPR interview, we examine how Somewhat Damaged mission makes use of logical environment design, increasingly stressful objectives, and resourceful AI scripting to manifest Phantom Liberty’s terrifying crescendo.

What did you think of Cyberpunk 2077: Phantom Liberty’s survival horror-inspired finale? Let us know in the comments!

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33 thoughts on “How Cyberpunk 2077: Phantom Liberty Became a Survival Horror Game (For One Mission)”

  1. Tim Cain did a video a month or 2 ago in which he talked about how devs should take risks, put surprise mechanics and designs that their fanbase aren't familiar with. I instantly thought about this particular mission from Phantom Liberty when he talked on that subject.

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  2. This was definitely not the type of mission I enjoy. It was way too stressful for me. But I appreciate that with the difficulty turned down lower, it was not really too difficult to escape and hide. I'm glad they were able to try something new and vary up their gameplay.

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  3. 1:10 I find the "running away" and "exploring" parts mutually exclusive. While I found the quest to be.. intense, the story elements were missable, and if you didnt, you were distracted by the environment (and the enemy, specifically). Hiding gear in those very environments youre supposed to run away from, on top of the design of the quest being very iterative (failing over and over again until you know the path) was frustrating. Interesting approach, but I didnt enjoy it.

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  4. I was one of the people that absolutely hated this part of the game. I hate Slenderman and other games from that genre…BUT…you guys, CPR, did a fantastic job through the story telling and I thoroughly enjoyed the experience…despite the need for underwear change couple of times πŸ˜‰

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  5. Became a survival horror?! Mf I was damn near maxed out with legendary weapons so when she wanted the fade, I was upset about having to do it, but she made her decision in the endπŸ˜‚πŸ˜‚πŸ˜‚

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  6. I did this option once just to get the blackwall hack and to some degree experience it as whole. I had literal depression and anxiety for like couple weeks after finishing it, not because of the horror factor but because i had to betray Songbird, who is in a similar situation as V – trying to survive at all costs and viewing her memories in Cynosure, seeing her true self, made me realize ''wtf have i done''', and that she didn't deserve that fate in the ending. It just broke me really.
    The whole game just gets you so invested into its characters that's its either incredibly joyful, or incredibly heartbreaking. Like when Judy leaves NC(as male V or non-romanced female V after the lake quest), it left a big hole because she is one of the best friends at that point…really felt that emptiness after.

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  7. Haha, when I first saw that mission I went "This is Alien feat. Event Horizon". The alien reference was obvious but the entire set and sound design reminded me a lot of Event Horizon πŸ˜€

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  8. They really nailed that feeling of doubting yourself and feeling broken up with the mercy kill choice. I was pretty mad with Songbird by the time I got here, once it clicked she was only using me I lost all sympathy for her due to some previous life experiences,, and I did choose the dialogue to call her out in the memory, but seeing her like that and deciding to kill her, it only took me seconds to consider if I had truly done what I believed was right in my playthrough.

    Amazing fucking story.

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  9. Personally HATED Johnny in this game. Always talking about the very thing the player has already observed…avoiding him became a goal. I hope Johnny doesn't return as a mandatory character in the next installment of cyberpunk 2077….we don't need a voice in the head, we already had a great plot…great choices, great consequences…no need for a voice to restate whatever you think

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  10. I firmly believe that siding with reed then helping So Mi die is the best ending.

    Not only were Black Steel and Somewhat Damaged incredibly good, but I fear that sending her to the moon is a mistake that will enslave her in a more permanent way.

    In Somewhat Damaged So Mi gets closure and then she gets to be free.

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