00:00Hey everyone, my name is Marcin Iwiński and I'm the co-founder of CD Projekt.
00:04When I started CD Projekt 25 years ago, one of its founding principles was honest and direct communication with gamers.
00:11When CD Projekt Red, the game development part of CD Projekt was born, it added something important to that principle.
00:17The ambition to make the best games in the world, it became our mission and something that guided us up
00:23until now.
00:24Based on that legacy of genuine and honest communication, you've trusted us and pre-ordered our game.
00:30And despite good reviews on PC, the console version of Cyberpunk 2077 did not meet the quality standard we wanted
00:38it to meet.
00:39I and the entire leadership team are deeply sorry for this and this video is me publicly owning up to
00:45that.
00:46Please, don't fault any of our teams for what happened. They all are incredibly talented and hardworking.
00:53Myself and the board are the final decision makers and it was our call to release the game.
00:58Although, believe me, we never ever intended for anything like this to happen.
01:03I assure you that we'll do our best to regain your trust.
01:07Now I'd like to tell you how the situation looked like from the inside.
01:12Cyberpunk 2077 is huge in scope.
01:15And I'm not only talking about quests or things you see at first glance.
01:18I'm talking about a multitude of custom objects, interacting systems and mechanics.
01:23In the game, everything is not stretched out over flat terrain where we can make things less taxing hardware-wise,
01:29but condensed in one big city and in a relatively loading-free environment.
01:34On its own this is a challenge.
01:35But we made it even more difficult for ourselves by wanting to make the game look epic on PCs and
01:41then adjusting it to consoles, especially old gems.
01:43That was our core assumption.
01:46And things did not look super difficult at first.
01:48We knew the hardware gap, yes, but ultimately, I think that time has proven that we've underestimated the task.
01:55To give a concrete example and the main culprit, we had to constantly improve our in-game streaming system for
02:01all-gen consoles.
02:02Streaming is responsible for feeding the engine with what you see on screen, as well as the game mechanics.
02:07And since the city is so packed and the disk bandwidth of all-gen is what it is, it constantly
02:13challenged us.
02:14Every change and improvement needed to be tested, and as it turned out, our testing did not show a big
02:19part of the issues you experienced while playing the game.
02:22As we got closer to the final release, we saw significant improvements each and every day, and we really believed
02:28we would deliver in the final Day Zero update.
02:31Now let's talk about the review process. We started sending our PC review keys in the first days of December.
02:37On launch day, December 10th, we hit the ground running with a really good start on PC.
02:41While not perfect, it's a version of Cyberpunk we are very proud of.
02:46At the same time, we're fighting for quality on all-gen consoles till the very last moment.
02:50And every extra day of us working on the Day Zero update brought visible improvement.
02:54This is why we started sending console review keys on the 8th of December, which was later than we originally
03:00planned.
03:01This all happened while working from home with all the challenges resulting from the COVID-related restrictions.
03:07A lot of the dynamics we normally take for granted got lost over video calls or email, and we took
03:12that hit too.
03:14Now I'd like to tell you about our plans for the future and present a path for Cyberpunk 2077 on
03:19consoles and PC.
03:20We have already released three hotfixes improving the game, but that's just the beginning.
03:25Our ultimate goal is to fix the bugs and crashes gamers are experiencing across platforms.
03:30Please expect bigger and smaller patches on a regular basis.
03:34The first update will be dropping within 10 days, and it will be followed by another, more significant one in
03:39the following weeks.
03:40We will, of course, continue to work on the game in future updates and improvements beyond that.
03:45Our big plans for supporting Cyberpunk in the long term did not change.
03:50As for the free DLCs, our initial plan was to deliver them just after the release, much like we did
03:55with The Witcher 3.
03:56We decided to focus on the most important fixes and updates first, and we'll be releasing the DLCs afterwards.
04:03Expect more information in the upcoming months.
04:06For those of you playing on next-gen consoles in back compatibility, you can still expect the free next-gen
04:12update for Xbox Series consoles and PlayStation 5 arriving in 2021.
04:16We are aiming at the second half of the year.
04:19I'd like to end this video by assuring you that we treat this entire situation very seriously and are working
04:25hard to make it right.
04:27The guiding principles of our company are still core to what we do.
04:31We still want to make amazing games and have an open communication with you, our players.
04:36For now, our immediate focus is to work hard on making sure you enjoy Cyberpunk 2077, regardless of platform.
04:43Beyond Cyberpunk, we have many plans for the future, which we'll share more about when we're ready.
04:49Thank you for taking the time to watch this video.
04:57Thank you.
04:58Thank you.
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