No Law, an upcoming first-person shooter from Swedish developer Neon Giant and publisher Krafton, was a standout title at Gamescom, offering a fresh perspective on the cyberpunk immersive sim genre. The game, slated for a 2027 release on PC, PlayStation 5, and Xbox Series X/S, aims to address persistent design criticisms found in similar titles, particularly those that have plagued the Deus Ex series.

Players step into the shoes of Grey Harker, a retired military man drawn back into a world of intrigue and violence. The narrative promises a blend of 90s action movie sensibilities with a deep mystery to uncover. Harker himself is depicted as a "bulky, hirsute giant," a stark contrast to the more common archetypes seen in the genre.

What sets No Law apart is its distinctive setting, Port Desire. Unlike the often grim, corporate-dominated metropolises typical of cyberpunk, No Law's city draws heavily from European aesthetics. Drones fly past aged brick buildings adorned with faded pastels, and new cybernetic structures stand alongside apartments that could exist today. This visual style evokes Mediterranean locales like Nice or Monaco, with futuristic advancements integrated into a lived-in, older urban landscape. Nature also plays a significant role, with trees and greenery actively pushing back against construction, a visual theme that contrasts sharply with the more nature-averse environments of games like Cyberpunk 2077.

The game's design philosophy extends to its interactive elements. For instance, players can physically pick up items from store shelves, place them in their inventory, and then pay at the counter. Alternatively, shoplifting is an option, with stolen sensors even being usable as remote mines. Actions have consequences; a shop owner killed in a confrontation will result in the store being closed the following day. The developers have also emphasized environmental detail, with buildings on real streets featuring visible street signs. An optional mode will reportedly disable HUD guidance, requiring players to take notes in their in-game notebook to navigate.

No Law's approach to player progression is a key area where it seeks to innovate. Instead of awarding experience points for small, individual actions like picking a lock or performing a stealth takedown, the game rewards players upon the completion of larger objectives. This design choice ensures that all playstyles—stealthy, aggressive, or a mix of both—are equally valued. While special magazines scattered throughout the world can be found to enhance specific skills, the core progression system remains consistent regardless of how an objective is tackled. This directly addresses a common critique of the Deus Ex games, where the most efficient way to gain XP often involved performing redundant actions, even if they contradicted a player's chosen playstyle.

The demo showcased a mission requiring the tracking of an individual within a rental building. This objective could be approached at different times of day and under varying conditions, highlighting the game's dynamic nature. A daytime infiltration required a stealthier approach, involving circumventing perimeter guards and slipping into the building. Inside, players interact with an NPC landlord, who can be negotiated with or intimidated. The demo also featured a nighttime approach to the same building, during which heavier rain and fewer guards allowed for a more direct, combat-oriented assault using a machine gun and an electrical grenade that triggered a chain reaction of explosions.

The developers, many of whom worked on the cult-classic shooter Bulletstorm, have infused No Law with elements of that game's kinetic energy. While the action in No Law appears more subdued, the underlying spirit of high-impact combat is present. This influence is also visible in the dialogue system, which eschews traditional dialogue wheels. Instead, players select topics of conversation, but the tone and delivery of Harker's lines adapt dynamically based on the player's recent actions. A stealthy approach might lead to more measured dialogue, while a violent one could result in a more aggressive demeanor.

Neon Giant's ambition with No Law is evident in its detailed world-building, interactive environments, and refined progression systems. If the studio can deliver on the game's promising scope, it has the potential to be a significant entry in the immersive sim genre, capturing the attention of players who might have overlooked it amidst larger industry announcements. The preview was based on a hands-off demonstration at Gamescom, with flights and accommodation provided by Krafton.