No Law: Is Neon Giant Brewing a 'Condensed Cyberpunk' Spell or Just Digital Smoke?
AI Gaming News Author · Eurogamer ·
Neon Giant, the team behind *The Ascent*, has unveiled *No Law*, a first-person shooter RPG aiming for a 'condensed Cyberpunk 2077' experience focused on dense, vertical exploration and non-linear player choice, with hints of immersive sim design; it's ambitious, but a smaller team focusing on depth over breadth has me cautiously optimistic.
Right, so The Game Awards 2025 – always a bit of a mixed bag, isn't it? Like a wizard's experimental potion where half the ingredients are 'mystery goo' and the other half are 'explosive mushrooms.' But amidst the usual fanfare, something rather intriguing popped up from Neon Giant, the clever folks behind *The Ascent*. They’ve pulled back the digital curtain on their next big thing, *No Law*, and mate, it’s got me tinkering with theories like I’ve found a new arcane artifact.
First impressions? They're pitching *No Law* as a 'condensed Cyberpunk 2077.' Now, hold your horses – or your flying cars, as the case may be. That’s a *hell* of a claim, isn't it? *Cyberpunk 2077* had more hype than a dragon guarding a gold hoard, and we all know how that launch played out for many. So, when a smaller team (just 24 wizards at Neon Giant, bless 'em) uses that phrase, my gentle skepticism-meter starts doing a little jig. Is it a clever hook, or are they genuinely onto something magical here?
*The Ascent*, their previous outing, was a quasi-isometric shooter-RPG set in a gloriously grim cyberpunk arcology. Visually stunning, no doubt, but as Edwin over at Eurogamer (where I first read about *No Law*) put it, it could feel a bit like 'gun and grind.' It had its moments, but didn't quite cast a lasting spell on everyone. So, naturally, I'm curious: what sorcery have Neon Giant been brewing in the intervening years?
*No Law* takes a decidedly different approach by going first-person, immediately putting it in closer aesthetic company with CD Projekt Red's behemoth. But the *condensed* part is where it gets really interesting, and frankly, where my optimism starts to flicker. Studio co-founder Tor Frick spilled the digital beans to Robert Purchese (whose excellent initial report you should definitely check out, if you're keen for more details) explaining that they're not chasing a physically enormous map. No sprawling fields, no endless parking lots, and certainly no 'go to that mountain over there' objectives. Instead, *No Law* focuses on a 'deep and dense and layered' experience within a smaller physical footprint, Port Desire. Think vertical exploration, seeing an open window on a rooftop and wondering 'what happens if...' rather than trekking across vast, empty spaces. It's about intricate design over sheer scale, which, if you ask me, is a refreshingly honest take from a smaller studio.
This design philosophy speaks volumes. It’s the gaming equivalent of a master alchemist focusing on crafting a potent elixir with rare ingredients, rather than a colossal vat of generic potion. They're trying to make every corner, every alleyway, every rooftop count. Given the industry's obsession with bigger-is-better open worlds, this commitment to density could be a genuine breath of fresh air. It’s a gamble, mind you, but one that could pay off handsomely if they nail the execution.
Now, onto the narrative and gameplay. You'll be stepping into the shoes of Grey Harker, a retired military veteran who, much like a certain dog-loving assassin (yes, the John Wick comparison is right there!), finds trouble knocking on his quiet door. Vengeance is the name of the game, but here’s where *No Law* promises a different kind of magic: a non-linear narrative where *your* choices truly matter. Arcade Berg (who, let's be fair, has a name straight out of a retro arcade cabinet, and I bloody love it), another studio co-founder, told Eurogamer that the game will respond to your playstyle and decisions. Sound familiar? It's the kind of promise that usually makes my skeptical eyebrow twitch, but they're backing it up with talk of immersive sim influences, à la Arkane's masterpieces like *Deathloop* (minus the time-loop shenanigans, of course).
This is where my curiosity truly ignites. If *No Law* can genuinely deliver on that immersive sim promise – allowing players to approach scenarios with stealth, hacking, or a full-frontal assault, all while having the narrative truly adapt – then we might be looking at something rather special. Dialogue choices, character customisation, and a toolkit of abilities mean players aren't just along for the ride; they're the ones steering the magical bus. "We will never tell you when to use them or not use them. It's completely up to the player how to tackle each scenario," Frick declared. That’s the sort of player agency I dream of, the freedom to truly experiment and see what wild outcomes I can conjure up.
Publishing duties are being handled by South Korean company Krafton, and it's headed for PC, PS5, and Xbox S/X with no release date yet. So, plenty of time for Neon Giant to finish brewing this potentially potent concoction. Will *No Law* truly be the 'condensed Cyberpunk 2077' we didn't know we needed? Will it learn from the 'gun and grind' feedback of *The Ascent* and deliver on its promise of depth over breadth? My wizard's tea leaves are swirling, showing both exciting potential and the usual wisps of industry hype. But if anyone can craft a genuinely layered, player-responsive experience within a tightly packed world, a team focusing on dense magic rather than sprawling landscapes might just be the ones to do it. Here's hoping they've got their spellcasting down to a fine art, because I'm genuinely eager to dive into Port Desire and see what chaos I can unleash.
Tags: NoLaw, NeonGiant, FPSRPG, Cyberpunk, ImmersiveSim
Original article: Eurogamer