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

Abhay

Augur
Joined
Aug 12, 2013
Messages
204
Location
India
yes a open world FPS is a tribute to deus ex 1
So? Wasn't the first Deus Ex FP as well? If it was not an open world game then you would have accused them with something else, like copying the classic, and doing nothing different to what we already experienced in the past.
 
Self-Ejected

unfairlight

Self-Ejected
Joined
Aug 20, 2017
Messages
4,092
Deus Ex wasn't a shooter, it was a role playing and adventure game. Combat was barely even the main focus. Very often your objectives were possible to complete without even firing a shot.
Cyberpunk, on the other hand, is clearly a shooter. It's a game centered entirely around the combat and the gameplay demo they showed people showed a very usual GTA formula where you watch a few cutscenes and then go shoot stuff. The developers are clearly chasing the Grand Theft Auto and Fallout 4/Ubisoft open world game audience who want to play a open world shooter with RPG-lite elements.
 

Abhay

Augur
Joined
Aug 12, 2013
Messages
204
Location
India
Deus Ex wasn't a shooter, it was a role playing and adventure game.
It was also a shooter. Even C2077 is clearly meant to be an RPG featuring shooting, and stealth.
Combat was barely even the main focus. Very often your objectives were possible to complete without even firing a shot.
Again. C2077 is going to offer a similar experience. To what extent is the freedom given to the player and the choices affect the outcome of any given mission remains to be seen once the final version is released.
Also, read this - Cyberpunk 2077 To Feature Stealth Mechanics; Players Won’t Be Forced Into Any Fighting Style
Cyberpunk, on the other hand, is clearly a shooter. It's a game centered entirely around the combat and the gameplay demo they showed people showed a very usual GTA formula where you watch a few cutscenes and then go shoot stuff. The developers are clearly chasing the Grand Theft Auto and Fallout 4/Ubisoft open world game audience who want to play a open world shooter with RPG-lite elements.
The demo is just...a demo. Not an entire game. Its upto developers what they decide to show and how they present the demo to the players. For any doubts or questions the developers have already talked a lot about the game with a word of caution that the game is still in work in progress state and certain aspects of the game might change in future.
As long as CDPR offers a great experience I don't mind the similarities to either GTA or Fallout or any other games. Its not like GTA/Ubisoft games are great in any way than many great classics but like I already said, I don't expect C2077 to replace Deys Ex 1 altogether but I am pretty confident CDPR is the only developer to offer a much better open world experience that comes close to what we experienced with Deus Ex 1.

In fact, C2077 has some really great ideas on paper that are not seen in the actual gameplay demo. The demo itself was actually great in whatever they managed to reveal so far. They still have time to make any necessary changes (or additions) to the game till release.
It might turn out a whole lot satisfying and refreshing than the bogus Fallout 4 or outdate GTA games.
 
Self-Ejected

unfairlight

Self-Ejected
Joined
Aug 20, 2017
Messages
4,092
It was also a shooter.
Which was secondary. As I said, for Cyberpunk the shooter aspect is primary.
Again. C2077 is going to offer a similar experience. To what extent is the freedom given to the player and the choices affect the outcome of any given mission remains to be seen once the final version is released.
Also, read this - Cyberpunk 2077 To Feature Stealth Mechanics; Players Won’t Be Forced Into Any Fighting Style
Marketing wank. It's all going to be scripted bullshit.
The demo is just...a demo. Not an entire game
But the demo is clearly what the developers want to show their game as, an open world first person shooter. If that is what they want to show their game as, it's obvious that this is how they intend to focus their game, an RPG-lite open world shooter.
really great ideas
Like what? It's as generic as open world shooter can get, the only thing that is even remotely interesting is that it is in a cyberpunk world. Stealth setpieces aren't anything new, open world isn't anything new and RPG-lite bullshit isn't anything new.
 

Latelistener

Arcane
Joined
May 25, 2016
Messages
2,624
Definitely going to preorder. Its a pity that the game is getting bashed instead of supporting the developer for making such a fine piece of game.
Where is my favorite coin?

British_shilling_1963_reverse.png
 

Prime Junta

Guest
Abhay dial it down a notch, son. There'll be plenty of time to get excited about it once it's out. At this point we have little more than a few pretty pictures and some marketing talk.

Or put another way, we have an idea of what they want to do, but even if you like that, it's way too early to speculate about how well they'll succeed.

(FWIW I do like what they want to do, for the most part.)
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,667
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
That post said:
This would be fine if the games dialog will also contain other slurs such as nigger, faggot, tranny, chink, muzzie, jewbagel etc you get it.

Uh, you're being trolled
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,367
I got flashbacks from that retardERA thread where they argued over "cunt" and similar being sexist word.
As usual in sovietERA - some folks were banned. Just normal day here.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
https://www.cdprojekt.com/en/media/...o-distribute-cyberpunk-2077-in-north-america/

Warner Bros. Interactive Entertainment To Distribute Cyberpunk 2077 in North America

October 3, 2018


CD PROJEKT RED, creator and publisher of The Witcher series of games is excited to announce that Warner Bros. Interactive Entertainment, a global leader in the entertainment industry, will distribute the studio’s highly anticipated role-playing game, Cyberpunk 2077, in North America.

Cyberpunk 2077 is a narrative-driven, open-world RPG set in the most vibrant and dangerous metropolis of the future — Night City. The game follows the story of V, a mercenary on the rise in a world of cyberenhanced street warriors, tech-savvy netrunners and corporate life-hackers. Featuring CD PROJEKT RED’s hallmark concept of choices and consequences, players will face difficult decisions that ripple through the entire game. Winner of over 100 awards at E3 2018, Cyberpunk 2077 is set in the universe of the classic pen & paper RPG system, Cyberpunk 2020.

“We’ve worked with Warner Bros. Interactive Entertainment on The Witcher 2: Assassins of Kings and The Witcher 3: Wild Hunt and both releases turned out to be really successful, so we’re entering this new stage of our cooperation with great confidence,” says Michał Nowakowski, CD PROJEKT’s Member of the Board and SVP of Business Development. “Cyberpunk 2077 is our biggest and most ambitious project to date, and I’m really looking forward to all the amazing things we can achieve together.”

“CD PROJEKT RED is one of the best game development studios in the world and it’s great to be working with the team again,” said Kevin Kebodeaux, Senior Vice President, Sales, Americas, Warner Bros. Interactive Entertainment. “Cyberpunk 2077 is a standout title and we are expecting great things from our continued collaboration with CD PROJEKT RED.”

Warner Bros. Interactive Entertainment will be responsible for the distribution and promotion of Cyberpunk 2077 in North America, and will bring the game to PC, PlayStation®4 and Xbox One.
 
Joined
May 8, 2018
Messages
3,535
Building The World of Cyberpunk 2077

An Interview with CD Projekt Red

the-world-of-cyberpunk-2077-2.jpg


CD Projekt Red has made a name for themselves by building massive fictional worlds. With The Witcher, and now Cyberpunk 2077, they have crafted an environment teaming with life and possibility. Utilizing the Cyberpunk roleplaying system, Cyberpunk 2077 promises a rich, open world experience that will let you, the player, build the character you want and interact with the city as you see fit. It is a staggering undertaking, but if the demo is anything to go by, they are making this promise a reality.

The skill and talent needed to build these games is staggering, relying on big teams all working together to allow the seamless open world feel alive. At Gamescom 2018 CGMagazine had the chance to sit down with Maciej Pietras, lead cinematic animator for Cyberpunk 2077. He started at CD Projekt Red working on The Witcher and both expansions, before moving over to the Cyberpunk Team. As he outlines the process of building this new experience, Pietras gives a good look at the complexity involved, the attention to detail, and the care put towards the players end experience that make Cyberpunk 2077 such an anticipated game hitting consoles and PC.

CGMagazine: CD Projekt is known for their cinematic experiences, how much of a challenge was it going into Cyberpunk 2077 with this level of pressure and expectation?

Maciej Pietras: I think it revolves around how you define the phrase “cinematic experience,” because what we do is tell a story in an open world that is also an RPG. At the end of the day, is still a heavily narrative driven game, and just because of that we just redefine how we approach “Cinematic-ness”. How we tackled story in The Witcher, of course, is we utilize the camera work; we worked with editing, character composition, with framing and editing very much as a cornerstone of the dialogue and cutscenes in The Witcher. For Cyberpunk what we are doing is using the open world and RPG experience, splashing them together and wrapping them in this interactive scene system overcoat.

So, because of that overcoat, what we think about storytelling and how to create this narrative experience always involves thinking about how the player will experience that from the first-person perspective. One of the ways we think about designing is around the experience of cinematic moments. For example, we are just talking right now, you’re sitting here and let’s say I am the player. So I, as a player, would Point at your bag and ask you why is it grey and you could react to that or not, because you might not be interested, or you may just nod and wonder why we are talking about your bag.

This is kind of how we approach this cinematic storytelling and transforming the experience with it; thinking that this is a living breathing world. The NPC’s set in that world are fully fleshed out characters [and] not just templates, because we approach design like that. It means that you somehow got here. You’re here, you’re doing your job, you’re working, and I approach you and we have a discussion. The outcome is mostly dependent on the player choice. I could pull out the gun and the conversation will go in a very different direction. This example outlines how we think about cinematics and narrative content. So obviously it’s a huge challenge when compared to The Witcher. It’s an open world, one big city that you can explore. There are no loading screens, except for fast travel, and because of that, we have to keep the player as immersed and focus on what’s happening as possible.

CGMagazine: How as designers do you ensure players have a seamless experience with so many different types of narrative tools at play? How do you ensure they feel they are part of that world, part of the overall experience while still showing visual flares, and setpiece moments?

Maciej Pietras: Yeah that’s really a cumulative task of all the teams in the company because you don’t think about it. The reason you’ll notice certain elements is not just because someone decided to put that thing there. It’s a cumulative experience because the game designer will plan out how the level works, the level designer will place structures but they also check out how it will all work with the environment team that builds their environment around it. And then you have the open world team who are placing the whole environmental elements like characters, vendors, and prostitutes walking the city.

And then you have cinematic designers who are creating the narrative experience that is strictly connected to that one person. And then you have the lighting guys who are working to make sure that if we want to showcase that specific character, we probably do some light showers or maybe a skylight that will highlight with light and show that you might be able to talk to this guy. We can also use light to show all those foods vendors, to actually make sure that the player looks at that point they may find the most Interesting.

CGMagazine: Cyberpunk 2077 has a very distinctive style, what was it like crafting that, and how did all the teams at the studio work to make that come to life?

Maciej Pietras: It’s a never-ending process. I think the best way to describe it is: what we do at CD Projekt is try to create this iterative process of feedback and iteration. So basically when we make something we look at it very closely from all the angles and we get feedback and iterate on that and then we’ll pick it up again and iterate, etc. This is because we are not using any procedural aspects to create the world while still developing our tools sets. I think every team has developed some kind of toolsets that not only speed up their work but also increase quality and the way it all binds together is literally though reviewing the game constantly. The game has to run over again, all the time. Regardless if it is done yet, or not, it doesn’t matter, it has to be played constantly, and you basically iterate based on that

CGMagazine: Is there ever concepts you or the team at the studio come up with that simply can not be done due to hardware limitations?

Maciej Pietras: Oh no, actually from the top we knew we were developing the game for PC, PS4 and Xbox One. And we started the process of optimization right at the start. So that’s probably what you see running the demo is a PC with like an i7 and 1080TI, so it’s not astronomical specs. Basically, because we are thinking from scratch about optimization, how streaming works, how to introduce global illumination for instance without overwhelming the PC or the GPU. Now we take those things into account right at the start and optimize for that.

CGMagazine: With that in mind, did you ever have a concept that you wanted to do that could not work due to the optimizations, or did the tech allow you to make all ideas a reality?

Maciej Pietras: Yeah absolutely. You know we’re working on the Red Engine which we are still upgrading. You know we are always finding new ways to use the new technical features that speed up the work and there are very low costs when it comes to the optimization part, and as I said, that we have a team of programmers who are dedicated to work on optimization. Simply because of that, I don’t think we ever reached that point and say something is too costly based on hardware requirements. That did not happen yet. What we showed in the demo was running in real runtime so there’s nothing there that we were trying to hide.



CGMagazine: Due to the fact you are giving the player the freedom to customize their character in any way they see fit, including gender, did that change any aspect of how the story would play out?

Maciej Pietras: Of course, this is an RPG, and because of the character creation process, you’re defining your body type at the beginning. Because of that, you take your game gender as a choice and you as a player represents that role throughout the game. Yes you can try and do anything, but it is not always up to you, it is also up to the NPC’s in the game world. As I said before we treat characters as characters, so that means they’re predefined people. They are predefined characters who have different sexual orientations and wants. So simply because of that you might as a male or female gender player in the game try to romance an NPC but that might not happen because of that character’s orientation and their preferences. This is a conscious design choice that we want to give the player as much freedom as they want to make sure that the game they play regardless of their body type choices to fit their approach the way they want to go as their version of V a mercenary, a cyberpunk mercenary.

To read the full interview with CD Projekt Red, pick up Issue #35 of CGMagazine

https://www.cgmagonline.com/2018/10/02/the-world-of-cyberpunk-2077/
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,863

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
More partner to aid this ambitious production: https://www.cdprojekt.com/en/media/...es-long-term-partnership-with-digital-scapes/

CD PROJEKT RED establishes long-term partnership with Digital Scapes

October 8, 2018


CD PROJEKT RED, creators of The Witcher series of games, announce the establishing of a long-term strategic cooperation with Vancouver-based studio Digital Scapes. The partnership will focus on CD PROJEKT RED’s upcoming futuristic role-playing game — Cyberpunk 2077.

Founded by industry veterans hailing from BioWare, Radical Entertainment and Relic, Digital Scapes is an ambitious video game development studio specialising in AAA multiplayer console and PC game development, development tool creation, asset production, and cloud computing. Digital Scapes team members worked on blockbuster game series like Company of Heroes, Warhammer 40,000, Dying Light, Prototype, and more.

“Cyberpunk 2077 is our most ambitious project to date and we work hard every day to make it a creative and technological achievement. The Digital Scapes team brings aboard a lot of talent, experience and technical knowledge, and I’m very confident our long-term cooperation will add plenty to the game,” says Michał Nowakowski, SVP Business Development, CD PROJEKT RED.

“We are both excited and honoured to work with CD PROJEKT RED. Their incredibly creative and accomplished team of developers have been pushing narrative-driven, role-playing games to unprecedented levels. We look forward to helping them create the very best video games on the planet,” said Marcin Chady, Studio Head, Digital Scapes.

The Canadian partner studio will closely cooperate with CD PROJEKT RED on creating and optimizing technological solutions for use in the development of Cyberpunk 2077.

Multiplayer mode?
 

Freddie

Savant
Joined
Sep 14, 2016
Messages
717
Location
Mansion
More partner to aid this ambitious production: https://www.cdprojekt.com/en/media/...es-long-term-partnership-with-digital-scapes/

CD PROJEKT RED establishes long-term partnership with Digital Scapes

October 8, 2018


CD PROJEKT RED, creators of The Witcher series of games, announce the establishing of a long-term strategic cooperation with Vancouver-based studio Digital Scapes. The partnership will focus on CD PROJEKT RED’s upcoming futuristic role-playing game — Cyberpunk 2077.

Founded by industry veterans hailing from BioWare, Radical Entertainment and Relic, Digital Scapes is an ambitious video game development studio specialising in AAA multiplayer console and PC game development, development tool creation, asset production, and cloud computing. Digital Scapes team members worked on blockbuster game series like Company of Heroes, Warhammer 40,000, Dying Light, Prototype, and more.

“Cyberpunk 2077 is our most ambitious project to date and we work hard every day to make it a creative and technological achievement. The Digital Scapes team brings aboard a lot of talent, experience and technical knowledge, and I’m very confident our long-term cooperation will add plenty to the game,” says Michał Nowakowski, SVP Business Development, CD PROJEKT RED.

“We are both excited and honoured to work with CD PROJEKT RED. Their incredibly creative and accomplished team of developers have been pushing narrative-driven, role-playing games to unprecedented levels. We look forward to helping them create the very best video games on the planet,” said Marcin Chady, Studio Head, Digital Scapes.

The Canadian partner studio will closely cooperate with CD PROJEKT RED on creating and optimizing technological solutions for use in the development of Cyberpunk 2077.

Multiplayer mode?
It sure looks that way. They said during E3 that single player is the most important thing and that if there's going to be MP, it's going to be released after SP campaign. My guess is that outsourcing MP for huge title like this to experienced team is actually good move. Time will tell.
 

curry

Arcane
Joined
Jan 10, 2011
Messages
4,012
Location
Cooking in the lab
More partner to aid this ambitious production: https://www.cdprojekt.com/en/media/...es-long-term-partnership-with-digital-scapes/

CD PROJEKT RED establishes long-term partnership with Digital Scapes

October 8, 2018


CD PROJEKT RED, creators of The Witcher series of games, announce the establishing of a long-term strategic cooperation with Vancouver-based studio Digital Scapes. The partnership will focus on CD PROJEKT RED’s upcoming futuristic role-playing game — Cyberpunk 2077.

Founded by industry veterans hailing from BioWare, Radical Entertainment and Relic, Digital Scapes is an ambitious video game development studio specialising in AAA multiplayer console and PC game development, development tool creation, asset production, and cloud computing. Digital Scapes team members worked on blockbuster game series like Company of Heroes, Warhammer 40,000, Dying Light, Prototype, and more.

“Cyberpunk 2077 is our most ambitious project to date and we work hard every day to make it a creative and technological achievement. The Digital Scapes team brings aboard a lot of talent, experience and technical knowledge, and I’m very confident our long-term cooperation will add plenty to the game,” says Michał Nowakowski, SVP Business Development, CD PROJEKT RED.

“We are both excited and honoured to work with CD PROJEKT RED. Their incredibly creative and accomplished team of developers have been pushing narrative-driven, role-playing games to unprecedented levels. We look forward to helping them create the very best video games on the planet,” said Marcin Chady, Studio Head, Digital Scapes.

The Canadian partner studio will closely cooperate with CD PROJEKT RED on creating and optimizing technological solutions for use in the development of Cyberpunk 2077.

Multiplayer mode?

Or console versions
 

Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,297
More partner to aid this ambitious production: https://www.cdprojekt.com/en/media/...es-long-term-partnership-with-digital-scapes/

CD PROJEKT RED establishes long-term partnership with Digital Scapes

October 8, 2018


CD PROJEKT RED, creators of The Witcher series of games, announce the establishing of a long-term strategic cooperation with Vancouver-based studio Digital Scapes. The partnership will focus on CD PROJEKT RED’s upcoming futuristic role-playing game — Cyberpunk 2077.

Founded by industry veterans hailing from BioWare, Radical Entertainment and Relic, Digital Scapes is an ambitious video game development studio specialising in AAA multiplayer console and PC game development, development tool creation, asset production, and cloud computing. Digital Scapes team members worked on blockbuster game series like Company of Heroes, Warhammer 40,000, Dying Light, Prototype, and more.

“Cyberpunk 2077 is our most ambitious project to date and we work hard every day to make it a creative and technological achievement. The Digital Scapes team brings aboard a lot of talent, experience and technical knowledge, and I’m very confident our long-term cooperation will add plenty to the game,” says Michał Nowakowski, SVP Business Development, CD PROJEKT RED.

“We are both excited and honoured to work with CD PROJEKT RED. Their incredibly creative and accomplished team of developers have been pushing narrative-driven, role-playing games to unprecedented levels. We look forward to helping them create the very best video games on the planet,” said Marcin Chady, Studio Head, Digital Scapes.

The Canadian partner studio will closely cooperate with CD PROJEKT RED on creating and optimizing technological solutions for use in the development of Cyberpunk 2077.

Multiplayer mode?

Or console versions

Consoles are prolly their main platform anyway. W3 didn't get a downgrade cos of PC.
 

Prime Junta

Guest
Consoles are prolly their main platform anyway. W3 didn't get a downgrade cos of PC.

I hate to break this to you but if they make a game that doesn't run well on consoles, it won't run well on the majority of PC gamers' machines. The W3 downgrade would have happened for that reason even if they weren't even making a console version. If anything it had a surprising number of bells and whistles you could enable on higher-end PCs.
 

Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,297
I seriously doubt they'd have changed their rendering engine/method, removed water physics etc if consoles were as powerful as they had expected. Remember when there were day & night difference between high and low settings in PC games? Now its medium/console settings, plus-minor some post processing effects for high and low.
 

Prime Junta

Guest
I seriously doubt they'd have changed their rendering engine/method, removed water physics etc if consoles were as powerful as they had expected.

Sure. But if consoles had gotten to that point, then the average PC would have too.

The two are not unconnected hardware-wise you know.
 

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