FL: What genres will we hear in Cyberpunk 2077?
MP: Our basis is the RPG system Cyberpunk 2020 developed in 1988 by Mike Pondsmith. It’s a universe deeply embedded in pop culture, meticulously described and defined. We quickly realised that we’re searching for energy, craziness, a bit of aggression. Also – overstimulation, as that’s a defining quality of Night City, where the plots of both Cyberpunk 2020 and Cyberpunk 2077 take place. It’s a huge, colourful city and the music has to keep up with it.
We quickly gave up on the 80s. The melancholic, neon style didn’t fully convince us. So many great bands had their golden age a decade later – the Beastie Boys, Rage Against the Machine, The Prodigy, Nine Inch Nails – I could list them endlessly. We focused on rave, industrial and techno.
PTA: During our work, we had to deconstruct those genres, make them work narratively. How do we use techno, emotionally a rather neutral and cold genre, to tell a love story?
Battle scenes are based on dance music, which connects nicely to Pondsmith’s world – your actions should be loud, regardless of the consequences. It enhances boldness – I shoot but I feel bulletproof.
FL: Is there anything more you’d like to tell the players?
MP: We’d prefer the players see everything for themselves. We’re in this cool position in which we had the opportunity to work on the game for several years, and now we can also play it. We know a lot about it, so we wouldn’t want to spoil the fun for others by revealing too many details.
FL: There are more and more game music concerts and festivals. How would you envision your dream presentation of Cyberpunk 2077 music? A concert, a party, renting an entire building for a rave?
MP: We talked about it some time ago. Piotr said that it should simply look like a techno party, preferably in an industrial location. Loud, plenty of lights, crowded and crazy.
FL: Would that be legal?
PTA: The company wouldn’t let us do it illegally. [laughs]
FL: Have you ever played a game that you really didn’t want to listen to?
PTA: I always do my best to play the way the developers would want me to. I don’t fumble with settings, I just start a new game, and I want to let my imagination run free.
MP: It’s rare for something to be off in blockbusters. I encountered such a situation once, but out of politeness, I won’t say what game it was.
Having worked with games for so long, we can’t put aside our craftsmanship and experience – and play the way most users do. Piotr and I often discuss new releases. Although we sometimes happen to have our personal preferences regarding certain ideas and the overall vision of making game music, it usually ends up with an agreement that the game has been made at least decently. With big projects like that, you can’t afford any slip-ups. Something may not appeal to us subjectively, but I can’t remember any blockbuster in which something was off or designed so badly that it ruined the pleasure of playing the game.