Cyberpunk 2077 scraps wall running

Joanna Estrada
July 5, 2020

"Designed for precise, ergonomic support and lasting comfort, the Secretlab Cyberpunk 2077 Edition is the ideal companion for gamers looking to spend hours exploring every nook and cranny of a neon-drenched future", the official announcement reads. With such a huge project come concerns and bugs of the same scale and hence removing certain features to prioritize game release and reliability is something fans would definitely expect.

If you were wondering which APIs Cyberpunk 2077 will support, CD Projekt Red finally announced the answer: Only DirectX 12.

A handful of trailers for the game back in 2018 showed a pretty cool wall-running mechanic.

In a recent dialogue with GameReactor, Cyberpunk 2077's level designed Max Pears have opened his thoughts on this matter, claiming that wall-running or vertical traversal won't be available due to design reasons. "There's still going to be a lot of flexibility in how you move, that's for sure", Pears said.

I wouldn't be surprised if some game testers found they could just skirt past way too much of the game by Mantis Blade wall-running; the cyberpunk future equivalent of speedrunners making Link backflip all the way through the Lost Woods, into a corner, and then directly to the final boss fight with Ganon. Moreover, he further stated that the absence of the feature won't in fact have any major differences in the overall movement experience of the game. As an RPG with a focus on first-person combat we already know that players will be able to approach situations in a multitude of ways.

Other reports by Click Lancashire

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