No Law sounds like Cyberpunk 2077 meets Atomfall, and its “opt in” narrative already has my attention: “If 100 players play the game, there should be 100 different user stories”

No Law is a fast-paced cyberpunk RPG set in a gritty, lawless city. You play as Grey Harker, a mercenary driven by revenge. While the Swedish studio Neon Giant – known for its isometric games – might seem to be changing direction, No Law actually represents a return to their roots.

We’re really good at this kind of thing,” Berg explains, pointing to their experience with games like Wolfenstein and Gears of War. “We’re aiming to be more creative and try new things beyond just first-person shooters, and it’s important to us that the violence in this game is enjoyable—something players can have fun with and even laugh at. We’re not trying to make something grim or serious; that’s just not our style or how we approach storytelling.”

Town called malice

Video games often feature violence – I’ve even played Dead Island 2 – but this RPG is taking it to a new level. According to the developer, Frick, the game will have powerful, satisfying weapons and the ability to physically push enemies off buildings with sturdy boots. However, they also want to offer a variety of unique gadgets, giving players lots of different ways to approach combat and challenges.

Neon Giant wants players to feel empowered to create incredible chaos and destruction within the game’s dynamic environment. According to Berg, the cyberpunk setting is perfect for this kind of freedom. The team is dedicated to innovation, aiming to deliver a fresh experience for both players and genre enthusiasts, while also pushing their own creative boundaries. Having founded the studio eight years ago, they prioritize challenging themselves technologically and creatively, believing that’s what makes game development truly enjoyable.

While Harker’s adventure definitely features a lot of intense blood and violence, the developers emphasize there’s more to it than just that. They describe the game’s story as having a clear start and finish, but how you get there – and which of several endings you achieve – is entirely up to you. You’re even free to make drastic choices, like eliminating key characters early on, without being locked out of completing the game.

I asked for more details about the game’s structure – I pictured something like Atomfall, a story-focused game without typical quests – and Berg explained they want to appeal to a wide range of players. Even those who enjoy RPGs but aren’t deeply interested in the story details. He assured me that players can still have fun simply by enjoying the action. “You’ll always be able to just shoot enemies,” he said, highlighting the game’s flexibility.

However, for players who do want a deeper experience, No Law will offer plenty of story, character development, and world-building – but it’s all optional. You can choose how much you engage with those elements.

This approach ties directly into Neon Giant’s distinct vision for how roleplaying works in their game. Berg explains that while players will make choices with consequences, the game focuses on how your actions during gameplay shape the world and how it reacts realistically. The goal, he says, is for each player to have a unique experience – ideally, with 100 players, there would be 100 different stories unfolding, all based on how the game world responds to their specific choices and actions, and how NPCs react to them.

Suited and boooted

We’re still pulling everything very far, stretching everything very far

Tor Frick

The success of No Law really depends on how much freedom players have to explore and make meaningful choices with real consequences. The developers emphasize that everything players do in the game needs to feel grounded in the game’s story and world. As Frick explains, they want to ensure that everything is logically explained, even if it’s based on futuristic science rather than magic.

Don’t expect a romance with Grey Harker, the main character. According to the developers, he’s too focused on action to get involved in that. However, relationships are still important in the game, not just for Harker, but even between the villains. The developers at Neon Giant are really focused on creating a world with believable characters and connections, even within the conflicts between gangs. They want a compelling and exciting experience, prioritizing entertainment and spectacle while still aiming for a sense of realism.

Neon Giant describes the map in No Law as being focused on creating a rich, detailed environment rather than a vast one. They aim for an ‘intimate’ feel, and even suggest Port Desire has moments of being surprisingly… cozy. They’ve included elements like sunshine, jazz music in courtyards, and even an elderly resident to create this atmosphere. The developers wanted to move beyond the typical grim, dystopian setting and showcase a wider range of emotions within the city.

One of the most striking differences between the world of No Law and Night City is its overall tone. The game feels surprisingly optimistic for a cyberpunk story, offering moments of hope and connection in a vibrant, green city where genuine human warmth can be found. While it’s still a gritty cyberpunk narrative, the developers at Neon Giants aimed for balance. As Berg explains, ‘We need both extremes to create contrast and make the world feel real.’

While we don’t have a release date for No Law yet, 2026 is still a possibility. This RPG sounds truly unique – it aims to be both deeply personal and incredibly expansive, with a strong story but also offering players a lot of choice in how they experience it. It reflects what players now want from RPGs: the freedom to really shape their own adventure, and it seems No Law is determined to provide that.

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2026-01-09 17:12