When diving into expansive games like Cyberpunk 2077, it’s not unusual for players to brainstorm potential enhancements—one idea that’s popped up is to extend the first act. However, Igor Sarzyński, cinematic director for Cyberpunk 2077 and the upcoming sequel, has firmly dismissed this suggestion. He believes it could disrupt the game’s pacing, even if many fans wish for a bit more bonding time with Jackie.
In a recent thread on Bluesky, Sarzyński unpacked his thoughts on whether a longer Act 1 pre-heist would truly improve the overall experience. He was quite clear in his stance and supported it with a wide array of points. “It’s like saying we should spend more time on Tatooine with farmer Luke before he got involved with all this Jedi stuff,” he stated, kicking off his argument.
That comparison hits the mark nicely. In Star Wars: A New Hope, Tatooine does serve specific narrative needs, and lingering there too long could create an imbalance. Yet, it’s his next point that resonates more deeply with me.
Would lengthening Act 1 before the heist actually enhance Cyberpunk? Sarzyński succinctly answered, “No, it wouldn’t.” He elaborated that it’s an open-world game where players can easily spend 20 hours in Watson if they choose. “Pick your own pace,” he encouraged.
This aspect—freedom—amplifies the charm surrounding Jackie. He’s not just a character; he’s your partner during critical early-game moments, which allows players to savor their time together, extending those pivotal interactions as much as they’d like.
Sarzyński also pointed out that your motivation at that stage is intentionally vague. Spending too much time in that mindset could result in a “meandering, unfocused experience.” Moreover, he noted the divide among players; some feel there’s just enough time with Jackie, while others believe it’s not quite sufficient. “All things considered, I think we struck a good balance,” he concluded.
I tend to agree with his perspective, although it’s understandable if some players see it differently. Honestly, it’s refreshing to hear a developer articulate their creative decisions so transparently—it heightens my anticipation for Cyberpunk 2, whenever it eventually arrives.
No, Cyberpunk 2077’s elevators aren’t just loading screens in disguise, says lead: “The engine is a miracle. I will not accept slander.”
