Open World Rpg Shooter No Law Is Going Straight On My Wishlist...
No Law comes from the developer of popular cyberpunk game The Ascent.
When Swedish developer Neon Giant got in touch earlier this year to tease its next game, I took the call because of how much we liked its first game, a top-down action RPG whose setting we called "cooler than Night City" in 2021.
Now we've had our first proper look at the studio's ambitious sophomore outing, which was revealed today at The Game Awards: It's called No Law, and it's a singleplayer FPS set in a cyberpunk city ruled by gangs that, from the looks of it, we're going to dismantle violently.
I spoke to Neon Giant heads Arcade Berg and Tor Frick again last week, and can add a little more context to the trailer. The gameplay we see in the video reminds me of Bulletstorm—big kicks, exploding heads, lots of shooting—but we also spy some sneaky assassinations, so it isn't entirely about blowing stuff up. The studio is calling No Law a "first-person open world shooter RPG."
"You have experience points and skill trees, and you opt into how you want to play the game," said Berg. "Do you want to be more into lockpicking, or do you want to be a hacker, or do you want to be a specialist with certain types of weapons … We never tell you which route to take, we say that the player can never play the game wrong."
We're not quite looking at a Cyberpunk 2077-sized world here: Berg and Frick emphasized the density of the city, called Port Desire, rather than its acreage, and this is a much smaller development team than CD Projekt Red's (just two dozen people, says Frick).
There will be multiple endings, but don't expect a novel's worth of 'nice guy vs mean guy' dialogue choices—the directors say they're more interested in how No Law's world can respond subtly to player actions.
"You approach things as you see fit," said Berg. "You control the pace, you control the method, and then our job as creators is to make sure that the game, the narrative, and the world responds, and keeps an eye on you and listens to you to see what you do. So instead of just putting you in a situation where you get to choose dialogue choice A, and that puts you down this way, or dialogue choice B, we think it's much cooler if you come back after completing a mission and the mission giver goes like, 'Yeah, that wasn't very smooth.' They're responding to how you actually played it."
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Source: PC Gamer