Cyberpunk Legends: Into The Night Interview – Bringing Classic Cyberpunk World To The Tabletop Scene

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Cyberpunk Legends: Into The Night Reinvents The Early Days of Night City!

Story Highlight
  • Cyberpunk Legends’ art direction intentionally differs from the Cyberpunk 2077 video game to honor the original tabletop RPG’s (TTRPG) gritty aesthetic.
  • Events in the game are not officially part of the Cyberpunk canon unless they are incorporated into the TTRPG by its creator, Mike Pondsmith.
  • The game is designed as an entry point for people unfamiliar with tabletop games or Cyberpunk lore.
  • The game is most comparable to the Arkham Horror Card Game, but it aims to be more streamlined and faster to learn.

Cyberpunk Legends: Into The Night is taking fans back to where it all began, the early, grimy days of Night City. Before Cyberpunk 2077’s neon chaos, this card-based tabletop game drops players into 2012, at the very start of the Cyberpunk timeline.

We got to chat with James Portnow, the game’s designer and founder of Night Crew Games, and Irene Malatesta, the art director, about how this project came together and what makes it stand out from other Cyberpunk titles.

Right away, the art catches your eye. Instead of copying 2077’s flashy look, Cyberpunk Legends goes for something raw and old-school, more true to the tabletop roots. Irene told us how the team studied every version of characters like Johnny Silverhand, Morgan Blackhand, and Kerry Eurodyne to make sure their designs felt familiar but still fresh.

Working closely with R. Talsorian Games and Cyberpunk creator Mike Pondsmith, they’ve made sure this new take still feels like real Cyberpunk.

James explained that the game is meant to be super easy to jump into, even if you’ve never played a tabletop game before. It’s co-op, fast to set up, and doesn’t use dice, just cards.

There’s combat, puzzles, choices, and a whole lot of replayability, especially once you unlock the roguelike deckbuilding mode. Whether you play solo or with friends, there’s always a new way to mess things up in Night City.

With its Kickstarter campaign smashing goals and fans hyped to dive into the early Cyberpunk lore, Cyberpunk Legends: Into The Night feels like something special. It feels like a love letter to the world Mike Pondsmith created, told through cards, art, and a ton of passion from a team that clearly knows and loves this universe.

Cyberpunk Legends: Into The Night

 

My very first question would be regarding the game's art, which is something that seems to be emphasized a lot and is probably the game's main selling point. Going for a completely different aesthetic from Cyberpunk 2077, what were your biggest fears of living up to the bar or your thought process on creating new designs for fan-favorite characters like Silverhand (who now resembles the original intended David Bowie/Billie Idol look), Young Blackhand, Santiago, or others?

James Portnow (game designer, studio founder): Ha, on that I’ll defer to Irene!

Irene Malatesta (art director): It’s a huge privilege and responsibility to create images of these well-known characters, and one that we all take seriously. We dove into all the existing imagery and descriptions of characters like Blackhand, Santiago, Kerry Eurodyne, and of course Johnny Silverhand to understand how they’ve been depicted before and what were the essential aspects of those characters, both visual details and personality vibes. We’re officially licensed by R. Talsorian games, and James (Night Crew Games founder and head game designer) is good friends with Mike Pondsmith, creator of Cyberpunk, so we’ve had Mike on speed dial when it comes to ensuring that our vision of the characters honor his original creative intent.

Our game is set in 2012, at the beginning of the Cyberpunk timeline, so we really wanted to capture the characters as they appear in the TTRPG. As far as the aesthetic being different from the video game, that’s intentional. We wanted to contribute and offer players a new way to experience this narrative world we love so much, and communicate the sense of grit and darkness along with hope. I think the artists we commissioned have done an amazing job in helping realize and expand the vision.

Are the events and potential storylines in Cyberpunk Legends: Into The Night considered canon within the Cyberpunk 2077 timeline, or is it a separate adventure set in the same universe?

James Portnow: Great question. It’s been a blast getting to explore and expand the early history of Cyberpunk, but to me, nothing’s canon until Mike and the crew at R. Talsorian bring it into the TTRPG. Though they’ve been great about that, we’re not even released yet, and tiny bits of Legends lore have already started to seep in…

Since the art looks so interesting, could we have an art book somewhere down the line for Cyberpunk Legends?

Irene Malatesta: A Cyberpunk Legends art book would be a dream project! It all depends on the amount of interest we get from fans. Creating a high-quality book featuring the artwork, the stories, and the incredible artists and studios we’ve worked with would be a fascinating and fun project; if we raise enough funds and get the time, we would love to do it.

How would you appeal Cyberpunk Legends to someone who hasn't played tabletop games before or isn't familiar with this genre of games?

James Portnow: This is designed to be a good entry point for new players. It’s quick to set up, quick to learn, and because the narrative has your crew coming to Night City for the first time, you don’t need to know anything about the world before stepping in.

It’s also got a lot of variety in the play; beyond just the obstacles and combat, there’s puzzles, narrative, mysteries to solve, choices to make…when I’m watching playtests, I love seeing players who might not be as familiar with tabletop games light up when they see the answer to a puzzle where no one else does. It gives them their moment to shine and to contribute to the team as they’re still getting their sea legs with tabletop play in general.

Oh, and it’s a co-op game, so all the other players are there to help you out. We’ve specifically designed the tabletalk rules to encourage people to work together while still keeping anyone from taking over and just telling people what to do.

There are multiple ways to play this game: solo, co-op, whether it's two-player, three-player, or four-player. What would you define as the best way to play this game?

James Portnow: It really depends on what you’re looking for. Personally, I love the banter and the role-playing aspects, so I like having a full party, but as you lower the player count, the combat encounters become a little more strategic. Each player has more control of the action, so the challenge becomes less one of how to communicate and a little more about solving the puzzle of how you address whatever terrible mess you’ve gotten into with the more limited card selection you have available.

Eh, as much as I say my favorite is four-player, it really is just different. After saying that last sentence, I realized how many nights I’ve spent trying to do a perfect run solo…

How would you rate the card game's replayability, and what elements contribute most to it?

James Portnow: Great question. The main game is a co-op campaign card game. This means that it’s narrative-driven, and as much as I’ve loved testing it hundreds of times, most of the variation you’re going to get is from who you play with and some of the choices you make along the way.
But there’s also a roguelike deckbuilding mode, so when you’re done with the campaign, you can use all the cards you’ve gotten to take on a tough-as-nails roguelike’ boss rush’ mode.

Cyberpunk Legend's Kickstarter campaign was fully funded in less than 20 minutes, and at the time of this writing, it has surpassed 10X of its original goal, nearing almost $800k. What is your response to the overwhelming support from the community, and what would be your message to Cyberpunk fans?

James Portnow: You’re breathtaking!

Seriously, though, this is life-changing for us. Your support means that we can focus on this game full-time and really make it become what we always thought it could be. Because we don’t see this first set as the end, it’s only the beginning. We have many more expansions and campaigns planned. We want you to be able to use the cards you get now in adventures five years from now.

So again, thank you, everyone. This support means we really get to take a shot at making that dream a reality.

Can gamers get into the card game without having played Cyberpunk 2077? Would they have the same amount of fun with the co-op card game, or would they miss out due to not knowing enough Cyberpunk lore?

James Portnow: Ha! Good question. There’s plenty of easter eggs and lore revelations for veteran players to pick up on, but we set the game in 2012 specifically so we could start at the very beginning of the Cyberpunk timeline.

Legends kicks off right at the outset of events that will have a huge impact 65 years down the timeline, but because this is where things start, it’s easy for anyone to jump in and follow along.

What inspired the decision to go dice-free and choose a card-focused tabletop experience instead?

James Portnow: I started working on this during the pandemic, and I really wanted to create something that I could play with all of my friends. This meant something with little setup time, something that was easy to pick up and bring with you anywhere, something that could be paused and restarted when needed. The fewer components I used, the easier it was to meet all those design goals.

Plus, there’s so much design space left in the card world…we see the same types of card games get trotted out over and over with minor variations; I was excited to see if we could offer a totally new experience with a deck of cards.

What are some of the features or plans that did not make it into the final version of Cyberpunk Legends: Into the Night? Perhaps a design idea you loved but failed to include due to scope or balance issues?

James Portnow: The one I’m really excited about is the possibility of players creating their own scenarios: building adventures for their friends like they could with a TTRPG. The problem was that doing so required a lot more cards than we could possibly release in the core set.

But we’re actually beta testing it with some of our Kickstarter backers. If we could give people a tool to tell unlimited stories in a way that’s a bit easier than the blank page tabletop RPGs present you with, I’d consider that a huge win.

In your opinion, which tabletop game comes closest to Cyberpunk Legends in terms of gameplay, theme, and overall experience?

James Portnow: The Arkham Horror Card Game, no doubt. And don’t get me wrong, I love Arkham Horror (I even have a copy of Arkham Horror sitting right next to me on my desk), but I wanted to make something a little more streamlined, that was faster to set up and faster to learn. I also wanted the cooperative mechanisms to be built a little more directly into the play.

But if you like the Arkham Horror style of co-op card game, with narrative, progression, and choices, I think you’ll get a kick out of Legends.

Talking with James and Irene made it clear that Cyberpunk Legends: Into The Night isn’t just another spin-off; it’s a real passion project. You can tell how much the team cares about the original world and the fans who’ve stuck with it since the tabletop days.

It’s cool seeing a game that doesn’t try to outshine Cyberpunk 2077 but instead goes back to what made the world so interesting in the first place.

With the Kickstarter already blowing past expectations, it’s obvious that people are ready for more stories from Night City, just told in a new way. Whether you’re a long-time fan of the series or someone who’s never played cards in your life, this game sounds like the perfect entry point.

Big thanks to James Portnow and Irene Malatesta for taking the time to chat and share what’s next for Cyberpunk Legends. Night City’s future looks bright, or at least neon-lit and dangerous, just the way we like it.

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