The MSG Sphere is as Cyberpunk as it comes.
#shorts #cyberpunk #TheSphere #LasVegas
The MSG Sphere is as Cyberpunk as it comes.
#shorts #cyberpunk #TheSphere #LasVegas
Brand new Gameplay featuring beautiful shots of Night City, Silverhand and the character creation options including facial cyberware and teeth, Just how expensive the development for Cyberpunk is based on analysts, Night City Wire 5, rollercoasters and new ads as well as a new 2077 music video filled with eye candy!
Cyberpunk 2077’s 25 minute gameplay footage is layered with detail and so today we’ll be going over 77 or so things that you missed. Without further ado let’s go through it.
First let’s jump into our favorite part, the gameplay section. As we make our way to a Maelstrom hideout on the edge of the city, we see a new ad. THis says “Sweet, clean speed because life is too short to be slow.” THe music on the radio strikes me as something Nina Kraviz would play and we hear grimes later in the badlands driving sequence so the behind the music artists are here in full effect. Our controls are finally shown on the bottom right using the Xbox Controller. We have sprint, jump, draw weapon and double tap to dodge. Apparently this double tap mechanic was mentioned as pretty awkward in some of the previews, so hopefully that gets rectified.
As we scan the Malestrom ganger on the outside of the crates, we gain access to the NCPD database. This is where you can check the wanted levels and bounties of enemies and is likely tied to some sort of eye upgrade or hacking mechanic to get full access to this. YOu can quick hack enemies or another option tag them for later, which to me sounds like they’d be marked on the map even if you leave.
Now hacking is also heavily tied to our cyberdeck and it’s memory which acts as mana if you are familiar with many fantasy games. THis particular character has 11/11 memory slots to use on the quick hacks. COmms noise to distract for example takes 1 memory unit, overheat to override cybernetics takes 4, pin and breach protocol take 1, and to make the enemies weapon malfunction takes 3.
Detonate grenade is shown in the side window as a tier 3 skill, which takes 2.43 seconds to channel and has a 420 second cooldown. In comparison overheat which is actually used only takes .739 seconds and has a 0 second cooldown. I’d imagine these numbers are still being tweaked, but balancing cyberdeck memory and cooldowns and prioritizing the stronger enemies with these skills is probably pretty essential.
As overheat is used and this gang member burns up, we see our healing inhaler and some grenades on the bottom left, which we end up using both of. The radius of our grenades is shown, similarly to the 48 minute demo so no major changes here.
Whipping out our shotgun, and taking a closer look this is an iconic weapon we have seen before. The Crusher is the pistol sized shotgun used on the Cyberpsycho by the MAXTAC officer in the teaser trailer.
We also auto loot the eddies this guy has on him, And as you can see above the minimap we transition from public to combat to show the player this area is not safe, and that hostiles have probably noticed your presence.
We whip out a rifle known as the Genesis 19:24. Doing a brief google search this is from the bible and the passage reads “Then the lord rained down burning sulfur on Sodom and Gomorrah – from the lord out of the heavens.” Interesting little easter egg here.
We end up killing the leader, where is says removed MAXDOC Mk3, and we get a boost to our stats and levels.
A little further on there is one more baddie, so we whip out our mantis blades, where it appears we can have a fast attack, a strong attack and the ability to block. Killing the final maelstromer, there is a brief frame where we can loot her as she has a constitutional arms unity, which is likely this pistol, an X-22 flashbang grenade, which we pick up along with a frag grenade. There are likely more variants and styles of grenades as the lore had some pretty interesting ones that I would love to see in 2077.
Now this whole sequence was to rescue a monk who are against implantation, but were being forced to receive cyberware at the hands of the malestom. As we’ve seen in the 48 minute demo and some screenshots, it seems like monks are big targets in this world for forcibly undergoing implantation a stark contrast to the harvesting of cybernetics and organs by the scavengers.
Moving on we have the brief Street Kid Lifepath beginning. At 6:29 we see a timed sequence to gun it as Jackie holds us up because he wants the car you are stealing to himself. TImed sequences are a pretty common occurrence and this was something i really wanted more from in the witcher 3 so its nice to see it become more prevalent.
Officer Stints looks like a familiar face, and for those who don’t recognize him, he is reminiscent of gaunter o dimm aka master mirror from the witcher 3 expansion hearts of stone. In an interview lead quest designer Pavo Sasji was asked on why stints looks like O’dimm to which he responded along the lines of you’ll have to wait and see.
CONT IN VIDEO …
A very special Cyberpunk 2077 “The Gig” trailer frame by frame analysis for you guys today. If you guys have been with the channel for a while, you’ll know that these are some of my favorite videos to make and I go and pick apart every little thing I can. There are some lifepath spoilers here just incase you haven’t watched the night city wire or have listened to the recent previews, but they are minor. Without further a do let’s get started. We’ll be going over everything from the graphical upgrades from 2018 to 2020 for the game, the relic the chip that housing silverhand, the origins of The Afterlife, the street kid, nomad and corporate lifepath, the moxes, braindance, and all the open world goodies this Cyberpunk trailer has to offer. Let’s begin!
Today we are going over 5 BIG reasons the Open World of Cyberpunk 2077 Is going to push the boundaries on believably, design, visual design and density of activities and why the World of Night City and Cyberpunk 2077 is going to be the most realistic RPG game city.
When it launches in September of 2020, the world if finally going to see Night City for the first time, and really soak in, to what degree CD PROJEKT RED has improved upon their open world design prowess that was first shown in The Witcher 3. With such a bombastic change in not only the narrative in an augmented future, but also the infrastructural open world design of a bustling city surrounding it viewed from the first-person perspectives, this is new territory for CD PROJEKT.
The first reason that the open world of Cyberpunk 2077 pushes the boundaries, is in the team filling the open world with meaningful content. There is a ton of emphasis on the term meaningful, and you could spend hours in the Witcher 3 simply eavesdropping on interesting and expansive conversations expressed as ambient noise in the background between NPCs. At the precipice of The Witcher 3’s production, The Open World team was established and going into full production with this hand-picked team is going to make Street stories, side activities, vagrant mini-games and even aforementioned ambient conversations beaming with diversity, color, life and disguised as opportunity situational nuiances. This is a big reason we as a player will be getting side-tracked into the depths of Night City, forgetting all together the progressions of the main plotline. The Witcher 3 is arguably more memorable with all the marbling of a thick cute of kobe, and I think the Open World Team is a progressive move in never wanting to trim the fat of a true open world.
With this known and with the violent exposure of toxic tailored advertisements, product imagery and marketing slapped across every knock and cranny of night city, the In Games Ads team plays a pivotal role in making Night City as much of an antagonist as a Corporate big wig or ‘dorphed out booster ganger.
The in-games ad department is a separate entity, and is responsible for designing realist in game ads for the world of Cyberpunk, and their dedication to believe-ability, and their technical skill and creativity in combination with the rich lore makes the ads in Cyberpunk as visually provoking as it is thought provoking. If you’d like to know more about all the Ads seen in the almost hour long demo of Cyberpunk check the pinned comment for that video.
Next we have the hiring of actual city planners in building Night City from the ground up. From everything to realistic layouts for easiest flow of traffic, to positioning of buildings and points of interest that would make the most sense to even priming it properly for organic growth just like the ongoing construction efforts in real cities, CD PROJEKT RED has thought about everything here. This even begs the question of if consistent growth or pivotal changes in the city can lead to infrastructural changes as the franchise develops in future iterations of Night City, whether that’s in expansions, sequels or multiplayer. This is dedication once again to the believability of this world.
Next we have the sheer vertical scale of Night City, which will set a new precedent for open-world verticality. Night City features 6 Districts across a map teeming with Skyscrapers that reach for the heavens. While The Witcher 3 was known for its expansive Horizontal scale, Night City will feature vertical exploration through these megabuilding sans towering structures which will be teeming with life, quests and things to do. With the Badlands , the romping grounds of the Nomads highlighting the fringes of the playable map, there has yet to be an open world environment featuring this cyberpunk staple of mile high verticality. CD PROJEKT REDs John Mamais has even mentioned that The Witcher feels almost like a 2D game in comparison, to highlight just how different our traversal will be. CD PROJEKT RED has continually mentioned high quality exploration, and is looking to stay with their rule of encountering something eye catching, every 30 seconds within this vertical exploration.
Finally we have No loading screens, which is the holy grail of an Open World Game. Being able to seamlessly transition from skyscraper to ground to various districts, locales and regions without a momentum killing loading screen however quick it may be may very well be the cherry on top of the already heavily decorated sundae that is Cyberpunk 2077. Now whilst this is not necessarily revolutionary and has been done before, this in combination with the ambitious scale of the entire project is only natural!
Today we are diving into Cyberpunk 2077s stunning Art design and direction and how it brings the world of Night City alive.
In a single player RPG, the art direction is paramount in creating an authentic vision. Throw in the fact that this is a game based in a Cyberpunk universe with over 4700 pages of stylized source material and you have all the tools at your disposable to make the most believable sci fi world in any medium to date.
CDPR has approached it’s art direction cautiously and there are some very important reasons behind this. Art Director Kasia Redesiuk attributes some of this hesitance and time invested because of the visual challenge of developing technology and the world to reflect 50 years of progress from 2020.
Concept artists draft up a variety of different concept pieces and it allows the art department to meet with the other departments to determine which of these styles connect to the overarching themes and ideas of the game as a whole.
We know by know that there is 6 distinct districts in Cyberpunk 2077 with their own unique flare. We’ve seen the Corporate centre and Watson so far, with Pacifica being detailed by media and influencers, and both areas offer styles on opposite sides of Cyberpunk 2077’s spectrum. Whilst Pacifica is a gang ridden slum, riddled throughout the skeletons of a once promising coastal retreat, Watson and the city centre is a Marketers wet dream with buzzing neon billboards, the blur of public transport and on the move street dwellers.
Quest Designer Pawel Sasko has recently highlighted that the 4 distinct styles of the world referenced in their Cyberpunk conceptual art series is not only going to be tied to clothing and our own personal style, but the buildings and environments will also be tied to these specific niches.
Now whilst CDPR has a majority of the freedom in their adaptation of Cyberpunk 2077, Mike Pondsmith is referenced as a walking encyclopedia and the go to man for clarification on some of the harder thematic and visual choices. He’s been very vocal about Weapons in the past.
The UI design is something CD PROJEKT has mentioned highly iterative. CDPR mentions that it needs to be readable, but at the same time it needs to be in universe and consistent. The goal when it comes to this design is that it should be apparent on your HUD if for instance you are getting hacked or fried.
Boisterous color is weaponized on your screen by the Megacorporations. The dichotomy between suffering, pain and struggle with the vivid and overtly “out-there” billboards and ads is a Cyberpunk trope that CD PROJEKT RED has gone full force with. Take one look on some of the more hectic streets of night city and it’s almost suffocating how much toxic brand allegiance seems to propagate throughout the world. If you don’t consume the latest drinks, have the latest car, or the second version of the Mr Studd sexual augment, you’re destined to be sucking cement as lowly street scum.
According to CD PROJEKT RED ads will also give a chance to show more of the universe and the background locales in some of these ads will show the state of the world outside of Night City. Good art allows you to extrapolate with some direction along the way.
Cyberspace was also a big challenge although CDPR have seemingly pinpointed their direction when it comes to this. From realistic to abstract, they’ve moved towards creating a digital playground that is surrounded in an air of mysticism.
Culturally, the genre has many times shown a melting pot future, which 2077 will align with. From the Voodooboys, Haitian immigrants who speak Creole, to the Maelstrom who speak Norweigan, to the fact that a language translator is an important piece of Cyberware for V, which without would make it harder to unwravel the citizens of Night Cities secrets.
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Cyberpunk 2077 – It Took CDPR “Multiple Years” To Nail Down the Game’s Art Direction
In Today’s Cyberpunk 2077 video we’re looking at all the Ads and advertisements in Cyberpunk 2077 + Night City and explaining what they are and what they mean.
From Cyberpunk 2077’s logos to vendors to all those stereotypical larger than life full scale building ads and advertisements that the Cyberpunk genre is known for.
The 48 minute gameplay demo had an incredible amount of ads you may have missed so lets go through them and point some of the obvious and well-hidden ones.
Starting off in the Scav lair we can see some boxes with the Logo for DTR. Now DTR is a shipping conglomerate in Night City and you frequent see them all over the place, mostly on boxes and small adverts.
As we carry Sandra Dorsett onto the Balcony for Trauma Team to rush to her aid, we see an open complex with some of our first ads and logos.
First we have Kiroshi. Now Kiroshi is a Japanese cyberoptic manufacturer in Night City. This is the company that makes V’s optical scanner, and whose actual Logo can be seen in the O in Kiroshi. Next we have Riot which is a Night Club or bar in Night City. We know this because of this gameplay demo screenshot. lIn this screenshot there is a poster for Riot referencing Lights music, dancing and partying non stop. We also see Below Deck, which we will explain later in the video.
Next we have Turbo which is most likely a reference to Supercars. This has similar lettering to the V Tech Quadra logo on Jackies super car later in the demo, so this could be a car parts store or even a dealership of sorts. We have Fuyutsuki and Hometown deli which are both as you can imagine, restaurants in Night City. Fuyustuki is most definitely japanese.
We see a sign that says “POD” on it as well which could be a reference to these Japanese Pods that they have in densely populated cities for people to rest and relax in.
A little later in this sequence we see a peep show sign, which is a form of strip tease where the stripper is behind a window.
Next we have V’s apartment. Now on the table we see Stanley Media as the Radio station being played, and 2 more curious things. We see the Vodka on the table, whose logo seems eerily similar to Cyberpunk game of 2017 Observer. Take a look at the covers and let me know what you think. We also see a take away bag from Tom’s diner, which is an old school diner, we walk through later on in the demo.
As V opens the blinds of her apartment buildings windows, we see the city and the boisterous ads the cyberpunk genre and cyberpunk 2077 is known for. Devon strikes me as a prostitution service or a sex cyborg. The ad features a woman with 3 mouths and a white substance dripping out.
Now under it is says 3 mouths 1 desire the Sasha devon experience. Maybe this is a famous prostiture or joygirl in Night City known for her 3 mouths. Next up we a Plug in Now advertisement. Now if you guys have been paying attention to the world of cyberpunk 2077 this should look familiar.
The silhouette is of a netrunner seen in this concept art piece for the E3 trailer. Plug in now is in reference to Netrunner components, which could mean this ad is obviously for netrunner gear including netrunner chairs and interface plugs. Up next we have the Sky is the Limit. Now this ad is hard to see here, but later on we see that it says Orbital air on the bottom right corner. This is a megacorporation based in Africa that sends cargo and passengers to space. This most likely means we will be visiting space at some point in the game.
We see second amendment on the tall building, which we now as a weapons vendor in night City. In your own personal building, Wilson runs the 2nd amendment which features a weapon menu. 2nd Amendments are seen frequently through Night City.
Nicola Soda’s “Feel the Chemistry” slogan can be seen here as well. Nicola soda is a drink which will most likely act as a healing agent in the game, and V interacts with a Nicola ad that shows her exactly where to purchase the drink. This is going to be standard in Night City with more interactive ads, showing you exactly where to purchase the product.
Brookyln barista Mac n cheezus AOBA are most likely restaurants and coffee shops, and Spunky monkey is a again a drink.
We’ll skip some of the other ads in the back as we will see them later, but more clearly.
As we step into V’s weapons bunker we see a magazine which shows us an Arasaka Smart Rifle similar to the Type 41 we see later in the demo. We also see a magazine under the desk with a another super car, which can be seen more clearly in this Cyberpunk 2077 Screenshot and really does look like a white Audi R8.
As we spin around and see the Samurai poster, we also see that Broseph beers is a sponsor.