Neon Giant's upcoming game, No Law, presented a strong cyberpunk aesthetic upon its reveal, featuring neon-drenched environments and a dystopian corporate setting. However, initial impressions suggested it was primarily a first-person shooter. A recent preview, however, demonstrated that the game is significantly more ambitious, incorporating deep immersive sim mechanics alongside its shooter elements. No Law is now shaping up to be one of the most anticipated releases of 2027.
The game is set in Port Desire, a Mediterranean-inspired city described as "Las Vegas on steroids," unregulated by government and rife with criminal activity, shady science experiments, and black-market weapon development. Despite the lawlessness, government-backed Peacekeepers maintain a semblance of order.
Players step into the role of Gardener, a retired protagonist drawn back into action to retrieve a stolen item, a narrative akin to John Wick. The developers emphasize that while the core revenge story is straightforward, the game offers extensive opt-in depth for those seeking an immersive sim experience. Conversations with NPCs can provide crucial information for later use, but these interactions are not mandatory for completing the main objective. The developers aim to cater to both players who prefer a simpler shooting experience and those who desire a more intricate simulation.
Port Desire features a dynamic weather system, influencing gameplay. For instance, waiting for rain can make entering heavily guarded areas easier as NPCs seek shelter. The day-night cycle also plays a role, with shops closing at night and NPCs retiring, altering opportunities for stealth or acquisition.
The city itself is designed to feel alive, with NPCs engaging in daily routines, such as mechanics working on cars or baristas serving patrons. Detailed environmental elements like street signs and building addresses are present, with an optional "immersive mode" that requires players to use this information for navigation, contrasting with traditional video game waypoints.
No Law encourages player agency, with developers stating, "You can never play the game wrong – that's our core tenet." This philosophy extends to item interactions and combat. For example, players can steal an anti-theft device from a store and combine it with a grenade to create a proximity mine, showcasing a system of crafting and emergent gameplay.
Progression in No Law is tied to objective completion rather than specific actions like headshots or lockpicking. "We always reward the 'what,' but never the 'how,'" explain developers, ensuring players are not incentivized to exclusively use one playstyle. Experience points are awarded for reaching objectives, regardless of the method employed.
The narrative is designed to be nonlinear, offering different endings based on player choices and their impact on the world. It's impossible to experience every skill or conversation in a single playthrough, a deliberate choice by the development team to focus on making the first playthrough feel significant and personal. The developers are content with players not seeing all content, aiming for a memorable initial experience while acknowledging the game's depth beyond what a single playthrough can reveal.
Neon Giant, the studio behind No Law, has doubled its team size since developing The Ascent, now comprising 24 employees. This growth supports the intricate design and ambitious scope of No Law. The game is slated for release in 2027 on PlayStation 5, Xbox Series X/S, and PC via Steam and the Epic Games Store.
