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No Law - Interview @ IGN

Discussion in 'Game/SP News & Comments' started by RPGWatch, Dec 14, 2025.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]IGN interviewed the devs of the Cyberpunk RPG No Law:
    [​IMG]

    The Developers of No Law Know Everyone Will Compare It to Cyberpunk 2077, but There Are Important Differences

    "We can't write grim dark angsty."

    Fresh from its reveal at The Game Awards 2025, first-person open world shooter RPG No Law is already raising eyebrows for looking a fair bit like CD Projekt's Cyberpunk 2077. It turns out developer Neon Giant expected those comparisons, but are keen to point out important differences.

    No Law is the next game from the developer of The Ascent, the well-received cyberpunk-themed twin-stick shooter that launched in 2021. No Law sees Neon Giant shift perspective not just in terms of the camera but tone, to a more grounded cyberpunk aesthetic that revolves around a single city. And based on the debut trailer, No Law is giving off big Cyberpunk 2077 vibes.

    In an interview with IGN ahead of the announcement, co-founders and co-creative directors Tor Frick and Arcade Berg explained why Neon Giant went with a brand new game rather than, say, The Ascent 2, or even going for a first-person The Ascent follow-up. We talk about everything from the feel of the city to the combat, the impact of dialogue choices to the fun-looking kick attack.

    IGN: How did you settle on this as a project, as well as a shift into first-person?

    Tor Frick: Actually both me and Arcade, but also a big part of the team, we actually come from a first-person games background. And for us it was The Ascent that was the new and uncharted territory where we had never made a twin-stick shooter, anything like that before. So with this game we actually feel like we are going back to our roots and the things that we are more comfortable with as developers. So that's a huge part of it. We wanted to make something that the team is very passionate about and something that fits the individuals in the team. We have worked on a lot of first-person franchises through the years, a big chunk of the big ones, and for us, this is something that we just felt comfortable in trying to take on something more ambitious. We are familiar with making pretty high fidelity ambitious first-person games, especially single-player games. So for us it was a natural step. What do we want to do as a team? It was to take a first-person, single-player game and push that further.

    I think also with the first-person perspective, a big reason for that as well is that, in The Ascent we focused a lot on the world-building and the lore and the mood, and we really like building games where you can immerse yourself in the world. That was something we really wanted to go a lot deeper with this game. Because in first-person you can actually appreciate all the little storytelling, and there's just a lot more stories to tell. And that's something that we missed with The Ascent a little bit, to be a little bit more intimate with everything. So that's a big reason as well.

    [...]
     
    Last edited by a moderator: Dec 14, 2025
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