#CYBERPUNK 2077 đŸ’»

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.

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https://twitter.com/moriyoshijon/status/1276577316521431046

Apparently there are twins in Cyberpunk who are named “left” and “right” in Portuguese
 but the word they used for “right” doesn’t mean the direction, it means “correct”.

Just a slight demonstration of the importance of native speakers checking your work!


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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

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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 ‘right’ as in correct and ‘left’ as in left behind

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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 they’re mostly trying to pitch, and following that, there’s no way this’ll be as maximalist as they’re trying to sell, I’m expecting a lot of canned animations and linear story setpiece moments.

I’m 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, I’d be surprised, they’re kind of coy about how open this open-world is supposed to be.

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I’m 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 I’m curious what it actually feels like. The melee combat does not look very good at all. It looks like there’s some kind of snap-to-target system going on and the animations don’t 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 driving’s miserable even by non-racing standards, with no inertia to the vehicles at all.

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That’s 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 that’s just production budget and I can’t say I’m confident from their pedigree or from what’s shown so far that they’ve 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 I’ve always found obvious and difficult to obscure and that I’m 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 they’ve actually ultimately shown about how it’s supposed to play out so far.

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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 “story” 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 games’ 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 that’s pretty much what The Witcher series has going for it. It’s 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 they’re 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 “system” really interact with their character building “system”. 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 weren’t trying to do them all at scale for a huge open worlder. That it’s 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.

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as someone who grew up on dubbed stuff I feel like people complaining about how VO isn’t synched to facial animations and how that “totally breaks the immersion” to be the most crybaby first-world problem i’ve ever seen

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If I can’t bodymod as hard as this Revenant looking motherfucker, then they’ll have really fucked up.

Just blare Club DooM everywhere you go.

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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 “cyberpunk” body/neuromods imply for humanity, identity, etc.

I feel any thematic ethical ambiguity this game presents is going to amount to “technology is bad, actually, bc u have a freakin’ circuit board implanted in ur forearm lol but also having a freakin’ circuit board implant sure looks cool don’t it? wow rly makes u think”

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The ads really echo this hollowing out of the genre. This needs a new name. Cyber-pop?

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i mean foundational cyberpunk texts are full of reactionary sexist/racist shit, these doofuses just aren’t 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 it’s full of orientalism and sexism & is an expression of 80s western fears of japanese dominance over the global market

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find someone who appreciates you the way kojima appreciates seemingly everything

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One thing I’ve 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 doesn’t seem to be an influence on 2070 at all.

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