
The debate over camera angles in Cyberpunk 2077 has been raging since the very first gameplay reveal years ago.
We all spend hours in the character creator sculpting the perfect V in Cyberpunk 2077, finding the wildest neon jackets, and chroming up—only to never see our character outside of the inventory screen or riding a bike.
It’s a sore spot for fans who love the third-person style of games like GTA or The Witcher. However, if you were hoping the sequel, codenamed Project Orion, would flip the script, you might want to manage those expectations.
Immersion Over Vanity
There’s a specific gritty, claustrophobic feeling when you play Cyberpunk 2077. When a Fixer blows smoke in your face or an NPC makes uncomfortable eye contact, it hits harder because there’s no camera barrier protecting you.
That “in-your-face” intimacy is exactly what CD Projekt Red seems determined to protect. Creative Director Igor Sarzyński recently took to Bluesky to address this head-on.
While he admitted that third-person cinematics can look “mind-blowingly amazing” (referencing some behind-the-scenes shots from Phantom Liberty), he drew a line in the sand.
For the team, “uninterrupted immersion” outweighs the cool factor of seeing your character act out a scene. Basically, they don’t want to break the spell. If the camera pulls back, you stop being the protagonist and start watching a movie about them.
Sarzyński dropped a heavy quote regarding the demand for a toggle option: “When something is for everyone, in reality, it is for no one.”
Project Orion: Sticking to the Vision
This isn’t just about stubbornness; it’s about narrative design. In the first game, the story was deeply internal—literally dealing with another consciousness trapped in your head and your body decaying.
Sarzyński has pointed out before that this specific type of “body horror” and subjective storytelling just doesn’t land the same way if you’re floating three feet behind the character.
While Project Orion is still in pre-production (and likely coming after the next Witcher saga), the direction is clear. They pushed third-person storytelling to the limit with The Witcher 3, but Cyberpunk is a different beast.
It’s designed to simulate the feeling of being trapped in a high-tech dystopian nightmare, not just looking at one. So, while we might not get to see our fresh drip in cutscenes, we’re likely getting a story that grabs you by the collar and doesn’t let go.
Also learn more about the expected release window of Project Orion as Cyberpunk 2077 sequel!
Verdict: Is the First-Person Approach the Right Call?
Honestly? Yes. While it hurts to hide our fashion choices, Cyberpunk stands out because of its perspective. It forces you to look up at the skyscrapers and down at the gutter trash, grounding you in Night City in a way third-person games rarely manage. If CDPR sticks to their guns, the sequel will likely be just as intense and personal as the original.
Do you think a Third-Person mode is essential, or does it ruin the immersion?
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