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Cyberpunk 2077 Pre-Release Thread [GAME RELEASED, GO TO NEW THREAD]

Zer0wing

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Cyberpunk 2077 E3 2018 Trailer Frame by Frame EP12 - Trauma Team
vlcsnap-2018-07-10-10h31m40s321.png


The Trauma Team is composed of paramedics expertly trained in combat, who will go to any length to deliver their clients from harm. Those wealthy enough to afford a Trauma Team medical plan receive a card and biochip implant. When the chip recognizes a medical problem in a client’s system, it immediately informs the Trauma Team who rush to the scene to stabilize and extract the patient — rain or shine, war zone or picnic.
https://www.cyberpunk.net/en/news/2...-2018-trailer-frame-by-frame-ep12-trauma-team

Don't be much worry, they only have like six scenes to cover 'til Gamescom.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://www.eurogamer.net/articles/...rpunk-2077-with-the-help-of-the-tabletop-game

Jacking in to Cyberpunk 2077 - with the help of the tabletop game
A deep dive on character classes and augmentations.

Cyberpunk 2077's showing at this year's E3 was extremely strong. The 50-minute gameplay demo I saw left me hungry for more, but it also left me wondering - just how much of CD Projekt Red's game was pulled from Mike Pondsmith's pen-and-paper role-playing game? In other words: just how much Cyberpunk 2020 is there in Cyberpunk 2077?

The short answer is: loads. I've been poring over the core book for Cyberpunk 2020 over the last few weeks and I'm really impressed by how much detail from this world of netrunners, augmentations and super-powerful corporations CD Projekt managed to cram into the game. I've made a couple of videos on the subject, in fact - the first covers how character creation and classes work, and the second covers pretty much all of the Cyberware (augmentation) types that are likely to make an appearance in the finished game.

I go into considerably more detail in those videos, so I'd urge to you to give them a watch, but here's a brief overview for those who can't spare the time right this minute. Apologies for not posting the scripts wholesale, only they're the best part of ten thousand words between them.

Anyway, in Cyberpunk 2020, players are asked to pick one of nine different classes, these being:

Rockerboy - Musicians and rebels who use their music and their fans as tools to fight the authority

Solo - Assassins, soldiers, bodyguards, general all-round tough guys

Netrunner - Hackers putting their lives quite literally on the line as they soar through the digital world and infiltrate data fortresses

Techie - Gear experts, obsessed with Cyberware and how it works. Almost certainly up to their ears in augmentations

Media - Hard nosed journalists who'll stop at nothing to expose the truth

Cop - The long, metal arm of the law

Corporate - Multi-billionaires with acumen and avarice in spades

Fixer - People with a can-do attitude and contacts pretty much everywhere. If you need something doing, legal or not, a fixer can get it done

Nomad - Itinerant warriors who live on the roads and run in tight-knit groups

In Cyberpunk 2077, however, there are no classes to choose from. Instead, CD Projekt Red has gone for a fluid class system - selecting three different classes (Solo, Netrunner and Techie) and translating them into skill trees, allowing you to mix and match from all three in order to build your own personal cyberpunk on the fly.

That's not to say the other roles aren't present in the game, however - the E3 demo was more than enough to prove that these character archetypes are very much alive and well in Cyberpunk 2077. V's mission to recover some stolen military technology put her in close contact with a prominent fixer, an avaricious corporate agent and an extremely hardline techie group called Maelstrom. There was also a nice nod to Cyberpunk 2020's most notorious rockerboy Johnny Silverhand, whose music was playing in V's apartment as she woke up from a three-day bender.

The intention here, in other words, is to give you more of a say in what your character is like as the game progresses, rather than locking you into an archetype at the very beginning as per the pen-and-paper game.

When it comes to augmentations, Cyberpunk 2020 has a lot of them. Cyberware is divided into a number of categories - these being fashionware, neuralware, implants, bioware, cyberweapons, cyberoptics, cyberaudio, cyber arms, cyber legs, linear frames and body plating. Pretty much all of them were in evidence in either the E3 trailer or the gameplay demo, with the exception of linear frames (powered exo-skeletons) which I don't recall seeing at any point.

While we did get to see V as she visited a ripperdoc for a fancy new eye and a smartweapon grip, the extent of the cyberware options available to players is currently unclear - there are all sorts of augmentations we know to be in the game, but whether V can have them installed for him or herself is another matter.

If you want to know more about cyberware in Cyberpunk 2020 and 2077 - or, indeed, more about the classes - I break them down in detail in the two videos above and give examples of how each was manifested in what I saw of Cyberpunk 2077 at E3. If that's still not enough for you, the video team will also be starting a campaign of Cyberpunk 2020 on the channel next month, run by yours truly. It should be a lot of fun.
 

DalekFlay

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Yes, no idea who buys them though. I don't want print to go out entirely, but in the case of most games 'journalism' I wouldn't care if they do.

PC Gamer is good flight reading when I take an airplane across the country. No idea how it sells in other situations, but I do use it then.
 
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Cyberpunk 2077 quest designer says it's 'inherently political'

Also discusses why they've made their new RPG first-person.

In the latest issue of Official Xbox Magazine there's an interview with CD Projekt Red quest designer Patrick Mills, who discusses Cyberpunk 2077 and makes a few comparisons with The Witcher 3, which he also worked on. Of particular interest is his response to being asked about whether the new game will contain "political themes or social commentary".

"Cyberpunk 2077 is a game about people with power at the top and people at the bottom with none", he replied. "That power can come from money, hierarchies, technology and violence. The original Cyberpunk 2020 setting, like the setting of The Witcher stories, was a complex critique of the author's world, and we don't shy away from that in our games. On the contrary I think it's one of the things that sets us apart [...] Cyberpunk is an inherently political genre and it's an inherently political franchise."

Mills also talked about the decision to make their new game a first-person RPG. "There's a lot of things we get from first person, and part of it is being closer to the character and to feel like you're inhabiting that character. But at the same time I would also say this: go play a third-person game, go play The Witcher 3, and look up. Just try to look straight up. You'll find that the [immersion] never truly works. It never feels like you are looking up. It feels like you're moving a camera around.".

https://www.pcgamer.com/cyberpunk-2077-quest-designer-says-its-inherently-political/

Mike Pondsmith said:
No, it's political. Cyberpunk has ALWAYS been political. That's where the PUNK part comes in, choomba.

Wikipedia: Punk subculture includes a diverse array of ideologies, fashion, and other forms of expression, visual art, dance, literature and film. It is largely characterized by anti-establishment views and the promotion of individual freedom, and is centered on a loud, aggressive genre of rock music called punk rock. Its adherents are referred to as "punks", also spelled “punx” in the modern day.

Punk politics cover the entire political spectrum. Common punk ethos includes anti-authoritarianism, a do-it-yourself ethic, non-conformity, direct action and not "selling out".

It doesn't have to be heavy handed preaching. But if you're out in the Street fighting for your space, you're being political whether you want to call it that or not.

https://old.reddit.com/r/cyberpunkg...7_quest_designer_says_its_inherently/e39zg0a/
 

DalekFlay

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It should be political. That's not the same as being "SJW." In fact, assuming it has good political questions, moral grays and whatnot it should be the opposite of the censored bullshit those people would want.
 

Quillon

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https://www.cyberpunk.net/en/news/2...ame-by-frame-final-episode-13-speed-and-style

Cyberpunk 2077 E3 2018 Trailer Frame by Frame Final Episode 13 - Speed and style
vlcsnap-631.png


Speed is a major theme in Cyberpunk 2077. For many, it’s just a way of life. The city moves fast, so keep up or get blown back. Any edgerunner will tell you: If you stop, you die — Night City waits for no one.

vlcsnap-2018-07-06-13h17m38s495.png


Our protagonist’s well-worn bomber jacket oozes style, but that’s not it’s only purpose. Like most fashion choices in Night City, the jacket is also designed to be functional, offering the ability to connect the character to different forms of tech.
 
Self-Ejected

RNGsus

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Cyberpunk 2077 quest designer says it's 'inherently political'

Also discusses why they've made their new RPG first-person.

In the latest issue of Official Xbox Magazine there's an interview with CD Projekt Red quest designer Patrick Mills, who discusses Cyberpunk 2077 and makes a few comparisons with The Witcher 3, which he also worked on. Of particular interest is his response to being asked about whether the new game will contain "political themes or social commentary".

"Cyberpunk 2077 is a game about people with power at the top and people at the bottom with none", he replied. "That power can come from money, hierarchies, technology and violence. The original Cyberpunk 2020 setting, like the setting of The Witcher stories, was a complex critique of the author's world, and we don't shy away from that in our games. On the contrary I think it's one of the things that sets us apart [...] Cyberpunk is an inherently political genre and it's an inherently political franchise."

Mills also talked about the decision to make their new game a first-person RPG. "There's a lot of things we get from first person, and part of it is being closer to the character and to feel like you're inhabiting that character. But at the same time I would also say this: go play a third-person game, go play The Witcher 3, and look up. Just try to look straight up. You'll find that the [immersion] never truly works. It never feels like you are looking up. It feels like you're moving a camera around.".

https://www.pcgamer.com/cyberpunk-2077-quest-designer-says-its-inherently-political/

Mike Pondsmith said:
No, it's political. Cyberpunk has ALWAYS been political. That's where the PUNK part comes in, choomba.

Wikipedia: Punk subculture includes a diverse array of ideologies, fashion, and other forms of expression, visual art, dance, literature and film. It is largely characterized by anti-establishment views and the promotion of individual freedom, and is centered on a loud, aggressive genre of rock music called punk rock. Its adherents are referred to as "punks", also spelled “punx” in the modern day.

Punk politics cover the entire political spectrum. Common punk ethos includes anti-authoritarianism, a do-it-yourself ethic, non-conformity, direct action and not "selling out".

It doesn't have to be heavy handed preaching. But if you're out in the Street fighting for your space, you're being political whether you want to call it that or not.

https://old.reddit.com/r/cyberpunkg...7_quest_designer_says_its_inherently/e39zg0a/
Yeah, but Punk was a revolt against political correctness, and it was all white in it's roots. The Ramones and Sex Pistols hated the 70s and the 60s, hence their music... which didn't rise out of an agenda to "make a space" for every xir.

Do CDPR and Pondsmith understand that?

Fuck Blues and the SLA

 
Last edited by a moderator:

Dexter

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Mar 31, 2011
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15,655
I mean when you can easily swap bodies and replace parts, the idea of gender really can be changed too.

When most ofvyour bodies arent DNA but plastic and steel, the x/y chromosome become irrelevant and depending on their mind, they literallty can be any gender they want, even become a crazy futanari with multiple vaginas and penis fingers that can orgasm at the same time possibly frying your brain from chemical and stimulant overdose.
That still doesn't turn a man into a woman or a woman into a man, nothing changes about that biological reality. They'd just be freaks that replace their biological organs with spare parts instead of mentally ill freaks that cut off their dicks, and enabling said mental illness would arguably have even worse psychological and societal consequences, which is one of the reasons this setting is regarded as a dystopia. The setting is also more about transhumanism and transcending or losing "humanity" in relation with technology and robotics, not about identity politics as popularized in the past 10 years, trying to insert that cheapens it. At least they could finally fulfill the desire of becoming Apache-kin.


Cyberpunk 2077 quest designer says it's 'inherently political'

In the latest issue of Official Xbox Magazine there's an interview with CD Projekt Red quest designer Patrick Mills, who discusses Cyberpunk 2077 and makes a few comparisons with The Witcher 3, which he also worked on. Of particular interest is his response to being asked about whether the new game will contain "political themes or social commentary".

"Cyberpunk 2077 is a game about people with power at the top and people at the bottom with none", he replied. "That power can come from money, hierarchies, technology and violence. The original Cyberpunk 2020 setting, like the setting of The Witcher stories, was a complex critique of the author's world, and we don't shy away from that in our games. On the contrary I think it's one of the things that sets us apart [...] Cyberpunk is an inherently political genre and it's an inherently political franchise."
Oh wow, another person that was exposed to Foucault/Derrida and the thesis that power dynamics are in everything and "everything is (inherently) political" and developed galaxy brain, he certainly seems to hold most of the right views: https://twitter.com/pkernaghan

Counter-point, you're developing a FPS/RPG-hybrid about shooting people in the head in a Sci-Fi setting, a commercial product that you're trying to sell to millions of people to amuse them and there ain't going to be political ideologies sprouting out of it, nor are you going to change anyone's mind with your spectacular quest design of whether the player decided to shoot NPC A or B in the head in order to complete Quest C. Try concentrating on making it fun and writing good and believable characters and an engaging story while keeping verisimilitude in mind instead of trying to make political statements. Why do Poles need to import Americans like this guy as quest designers for their franchises again in the first place?
 
Last edited:
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1,620
Mills also talked about the decision to make their new game a first-person RPG. "There's a lot of things we get from first person, and part of it is being closer to the character and to feel like you're inhabiting that character. But at the same time I would also say this: go play a third-person game, go play The Witcher 3, and look up. Just try to look straight up. You'll find that the [immersion] never truly works. It never feels like you are looking up. It feels like you're moving a camera around.".
As if that's inherent to all third person camera schemes and had nothing to do with TW3's implementation of it not even letting you aim all the way up and not culling Geralt's model while trying to do so, essentially an mmorpg-ish camera scheme to go with the game's N64-era player&horse controls.

I also recently had the misfortune of playing a bit of one of the modern call of duty games, complete with the kind of seamless first person dialogs during which you're free to move/look around that is revolutionarily promised for cbpk...
I'm sure neither the prospect of appealing to the COD audience nor the money saved from no longer having to minutely animate the protagonist during cutscene dialogs (one of TW3's strengths) nor no longer having to develop proper protagonist armor porn had anything to do with those decisions.
 
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Aim1ess

Novice
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Jun 6, 2018
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United States
Short guns vs long guns sounds like a good way to separate firearms.
Multiple ways to gain perks a big plus.
Not so sure I want to be able to change attributes at level up, depends on to what extent. I don't wanna have all max stats(or close to it) through level ups, but getting there through cyberware is reasonable for the setting.

Checks out, though. Looks like this might be an RPG.:P
 

Aim1ess

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Bethesda style leveling up skilla by use tho

:deathclaw:
Eh, I'm kinda fine either way. I mean yea you get less control, but its reasonable that the character gets better at what he does most. I do remember it fucked me in Oblivion when I wanted to make an athlete so I ran and jumped a lot and ended up getting steamrolled as enemies leveled up and all I could do was swim well or something.
 
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RNGsus

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Mills also talked about the decision to make their new game a first-person RPG. "There's a lot of things we get from first person, and part of it is being closer to the character and to feel like you're inhabiting that character. But at the same time I would also say this: go play a third-person game, go play The Witcher 3, and look up. Just try to look straight up. You'll find that the [immersion] never truly works. It never feels like you are looking up. It feels like you're moving a camera around.".
As if that's inherent to all third person camera schemes and had nothing to do with TW3's implementation of it not even letting you aim all the way up and not culling Geralt's model while trying to do so, essentially an mmorpg-ish camera scheme to go with the game's N64-era player&horse controls.

I also recently had the misfortune of playing a bit of one of the modern call of duty games, complete with the kind of seamless first person dialogs during which you're free to move/look around that is revolutionarily promised for cbpk...
I'm sure neither the prospect of appealing to the COD audience nor the money saved from no longer having to minutely animate the protagonist during cutscene dialogs (one of TW3's strengths) nor no longer having to develop proper protagonist armor porn had anything to do with those decisions.
Cutscenes are twitcher 3's strengths? Quality-wise, sure. Not for the sheer number of them. Nothing revolutionary about their system, but it isn't a loss.
 

Ruchy

Scholar
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Jan 11, 2017
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Australia
I believe they have spoken about most cut scenes being 3rd person anyway so your point is moot. I am very happy they went down the 1st person perspective route myself but that is more a question of taste.
 

Kem0sabe

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Azores Islands
First person was the only solution really, I knew they would use that perspective as soon as the game was announced, considering its a shooter in a futuristic setting, it just makes sense.
 

Zer0wing

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Mar 22, 2017
Messages
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Cyberpunk 2077 Has 10 Writers; Gangs Won’t Be Comic Book-esque Villains

https://wccftech.com/cyberpunk-2077-10-writers-gangs-villains/
It’s around eight to ten people. Ten at the moment. So, it’s quite a team.

At the beginning it’s like all the team sort and on a higher level it’s decided what’s the direction. And then we come up with sort of a story outline so to speak – a very bird’s eye view of how the story progresses. Narrative is key at CD Projekt RED. I like to say narrative is key, rather than story is key. Because it all comes down to all the narrative teams really working closely.

Every department has a different focus: whether everything is logical, whether it works as levels, how good the cinematics and the mood of the scene is. Then it comes back to us and we organically change the scenes in that way, as the other teams suggest. We write the dialogue, it comes back to us again. So, it’s really a multilayered process.

We use the mythos as a strong road sign for us in terms of mood and atmosphere because we’re making a similar universe to what you`ve seen in 2020, but we are giving ourselves the creative freedom to do major tweaks to what the universe is, and what rules it has.

That’s sort of needed because Cyberpunk 2020, which I played as a role-playing game, was pen-and-paper right? So we’re making a very different game over here. But for us it’s really about the mood and what’s important about the world.
The moment when trauma team is descending – I was on the team writing that. Trauma team and the meat wagon sort of mythos – so, you know, really tough guys in ambulances flying around, but also armed to the extent that you can’t really call them health care workers, They’re super-dangerous to be on par for this world. The moment when they descend it’s like ‘All right, yeah, this is the vibe I used to imagine’.
And also the machine gang you make a deal with. With the gangs we really want to emphasize that we don’t want them to be our comic book-esque villains – they’re not abominations that decided for almost no reason to put cyberware in themselves. It’s a dark, dangerous world and some people who aren’t able to make it to the megacorps or don’t want it… It’s a human need to seek identity, and some people just gravitate towards the gangs. Although their faces are modified they’re still human underneath, you know. It touches upon a universal feeling we all have: the need to belong to a group.

So ten cooks in one kitchen.

Why is it third person?
Because it's a cutscene?
mystery.png
 

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