Port Desire, the cyber-noir setting of upcoming RPG No Law, offers endless possibilities. During the day, pops of green foliage, bustling crowds and urban wildlife scuttling away makes the city feel truly alive. At night, the crowds thin, leaving shady characters lingering in their place. Neon washes out all other colors, turning greenery to grit.
The longer I spend with No Law in a hands-off preview, the more it opens up. The melting pot of Southeast Asian and Mediterranean influences in Port Desire entices you to give everything a second look. Even the main character, Grey Harker, shows that same level of consideration. With the setting packed to the gills with such detail, a gruff and thorough detective offers the perfect lens to see it all through.
You don’t have to inspect the world with Harker's diligence, though. "You can't play No Law wrong," creative director Arcade Berg tells me.
Every NPC in Cyberpunk 2077-style shooter No Law "can be killed," though devs say maybe you shouldn't: "Death is always permanent"
If you want to stop and smell every rose you can, but if you want to breeze past everything, No Law won’t stop you. Your progression, for example, isn't tied to your playstyle. You don’t get more EXP by playing more combat-heavy rather than stealthy. Developer Neon Giant has set out to not lead the player in how to interact with their world, instead making one worth exploring. You can’t drive vehicles, so everything must be within walking distance, but the added verticality of the buildings really stacks it all on. As we descend a stairwell, I’m told each and every door you pass is accessible, so you could really spend a good chunk of time exploring just one building.
After an initial introduction to Port Desire, the demo continues with multiple approaches of the same objective: infiltrating an apartment complex to find a missing informant.
Walking into a convenience store to resupply, each item is fully modeled on the shelves, allowing you to peruse their stock rather than skim menus, before either paying the attendant or shoplifting. As we leave, Berg points to a sensor by the entrance that activates the welcome chime. I can see it’s interactable and you can swipe it if you so choose, and I’m left curious as to why such a seemingly innocuous item was not only included in the game, but also why it was brought to my attention. I’m assured all will become clear later.
For our first run at the apartment block, we’re going sneaky. With creative director Tor Frick at the helm, we climb up to an awning and sneak our way past the guards outside. On our way we glance into a window and see a room with an open door and a guard asleep on the bed – complete with Z's rising from their head.
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