I wonder how much pondsmith would want for the digital game license for that. Make an extremely dialogue-heavy Disco Elysium style revisionist steampunk game.
https://twitter.com/moriyoshijon/status/1276577316521431046
Apparently there are twins in Cyberpunk who are named âleftâ and ârightâ in Portuguese⊠but the word they used for ârightâ doesnât mean the direction, it means âcorrectâ.
Just a slight demonstration of the importance of native speakers checking your work!
With a direct internet interface to your brain you accumulate 10 Brain Worm points per hour
PS, Philipp Weber is a senior quest designer on this game
Which probably means this is not a game being written in polish first before adaptation into english, even though the studio is polish
Esquerda and Certo are rad names and a right goofy combination.
I wish that had been in a game I intend to play.
It was definitely just a mistake though.
it would be cool if they were named translations of ârightâ as in correct and âleftâ as in left behind
Catching up on all of this and watching some of the B-roll footage, the two things that occur to me is that despite this being based off a licence, it seems loose enough to allow for whatever, since cyberpunk is just a setting at this point and that seems to be what theyâre mostly trying to pitch, and following that, thereâs no way thisâll be as maximalist as theyâre trying to sell, Iâm expecting a lot of canned animations and linear story setpiece moments.
Iâm far more curious to see what the actual limitations are going to turn out to be and if this is even as player expressive as something like the Deus Ex reboots, Iâd be surprised, theyâre kind of coy about how open this open-world is supposed to be.
Iâm expecting it to be structured pretty much how the Witcher 3 was with tons of quests from major and minor characters throughout and eight to ten specific types of open world activities shot throughout to hit on your way to the next quest giver. I doubt it will be much like Deus Ex or Dishonored at all beyond having a few different endings or ways for quest lines to turn out based on your dialog choices.
Watching the footage of this Iâm curious what it actually feels like. The melee combat does not look very good at all. It looks like thereâs some kind of snap-to-target system going on and the animations donât blend as well as something like Dishonored. The shooting and driving look a bit better but I still expect both to feel weird and jank to anyone used to playing FPS or racing games.
Feedback so far is the drivingâs miserable even by non-racing standards, with no inertia to the vehicles at all.
Thatâs my worry because The Witcher 3 felt egregiously game-like in its bullet points structure to story missions and activities in a way that was at odds with its attempts at a credible and lived-in environment. In fact, I felt this was less of a problem in earlier games on account of their smaller scope. This looks to considerably want to double-down on that presentation of verismilitude but all of thatâs just production budget and I canât say Iâm confident from their pedigree or from whatâs shown so far that theyâve got a coherent design or structure to pull it off.
I am aware that the artifice of open-world games in particular is something that Iâve always found obvious and difficult to obscure and that Iâm more taken in with immersion sims or the like because the subsystems they allow you to play around with feel far more integrated. I have ended up enjoying things like Death Stranding or Red Dead Redemption 2 more in the former vein if only because of how concerned with the granality of your player avatar than is usual for these affairs they are.
Honestly, I think my worry here boils down to not really knowing what Cyberpunk 2077 is actually going for out of those particular design schools and I feel like expectations should be mitigated because of how little theyâve actually ultimately shown about how itâs supposed to play out so far.
Most definitely. Listening to what some of the people who got hands-on with it are talking about it sounds basically like a scifi Witcher 3. Lots and lots and âstoryâ in the form of quests and characters and possible ways for a decision you make in one questline to have a delayed consequence in another questline several hours later. That was the sort of thing people were talking about when they talked up those gamesâ story or writing. That sense of unknown possibility and not knowing how your decision with a particular character will play out and what ramifications it could have with other characters later on.
In terms of gameplay systems that play off each other thatâs pretty much what The Witcher series has going for it. Itâs not an immersive sim type game at all really. Combat was never super interesting. It was a bit of chore until you were able to build Geralt up enough and then it was just a matter of remembering which sword type or potion/spell type worked best against which enemy type.
It does sound like theyâre leaning further in on being able to build a particular type of character like how you could build Geralt into a ninja or a tank or a demolitions expert in Witcher 3. So by the end game there was room to be a bit creative and pick a particular path for how to deal with the monsters. But in none of their previous games did their story âsystemâ really interact with their character building âsystemâ. At least not from my experience playing a third or so through the first game and probably also a third or so through the third.
All of these things could be done a lot better if they werenât trying to do them all at scale for a huge open worlder. That itâs even possible for companies to do these things at that scale is impressive etc. but reigning in the scope of a project almost always produces much better results overall.
as someone who grew up on dubbed stuff I feel like people complaining about how VO isnât synched to facial animations and how that âtotally breaks the immersionâ to be the most crybaby first-world problem iâve ever seen
If I canât bodymod as hard as this Revenant looking motherfucker, then theyâll have really fucked up.
Just blare Club DooM everywhere you go.
I mean you are right but I think this ultimately proves that it is a failure of imagination, like the entire thematic premise of this game seems to miss the point of what âcyberpunkâ body/neuromods imply for humanity, identity, etc.
I feel any thematic ethical ambiguity this game presents is going to amount to âtechnology is bad, actually, bc u have a freakinâ circuit board implanted in ur forearm lol but also having a freakinâ circuit board implant sure looks cool donât it? wow rly makes u thinkâ
The ads really echo this hollowing out of the genre. This needs a new name. Cyber-pop?
i mean foundational cyberpunk texts are full of reactionary sexist/racist shit, these doofuses just arenât paying attention to anyone other than the white guys who wrote a couple books in the 80s
like i enjoyed Neuromancer as much as the next girl but itâs full of orientalism and sexism & is an expression of 80s western fears of japanese dominance over the global market
find someone who appreciates you the way kojima appreciates seemingly everything
One thing Iâve been thinking a lot about is how much this game seemingly rejects the original 80s tabletop RPG which was made by a huge anime fan so it was filled with refs to japanese produced cyberpunk stuff, arguably even more than refs to american cyberpunk stuff, and how that doesnât seem to be an influence on 2070 at all.