Cyberpunk 2077 – The 100 Hour Review

100 Hours into Cyberpunk 2077 and the Good, Bad & Ugly of the game. Things have started to become more black and white, so let’s dive into just what this game accomplishes, where it falls short and where it surprises.

Here is my review for the game after a substantial amount of time with combat, lifepaths, dialogue, characters and all the main quests and all forms of side content.

Cyberpunk 2077 News – Jam-Packed NPC Crowds, NOT A Run & Gun, Dirty Quest Rewards & Hype Builds!

Some ( ͡° ͜ʖ ͡°) Quest Rewards, Elbow to elbow NPC crowds and high density traffic, why you have to be tactical in your combat approaches, Mike Pondsmith’s thoughts on Cyberpunk 2077, Sword and melee play, Night City and just how detailed and big it really is and more all in todays Cyberpunk 2077 News!

9 Days Left!

Cyberpunk 2077 News – NCW Episode 2 Date, Extremely Immersive Dialogue & NEW Previews!

A potential NCW Episode 2 date via CDPR through their Chinese community manager, some additional details from a new hands on preview from Easy Allies quelling some worries about melee and gunplay, the extreme immersion of the dialogue system and a 2077 scam you guys are going to want to avoid all in today’s Cyberpunk 2077 News!

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Cyberpunk 2077 – All Customization Options So Far! (Skills, Perks, Weapons, Vehicles, Lifepaths!)

Today we will be going over all the Cyberpunk 2077 RPG systems and customization options in Cyberpunk, so you’ll really know what kind of choices you will be able to make when you make the plunge and dive into Night City on April 16th.

First we have the option to choose our past or origin story via the Lifepath system. These will influence dialogue options in the game and will allow you to interact with different factions on a different scale. For example if you choose the Street Kid background, your knowledge of the streets and gang life might allow you to press gang members for deeper answers to your questions.

First we have the Nomads which are described as “Roaming the Badlands, looting scrapyards, raiding fuel depots – life on the road wasn’t easy, But growing up in a nomad clan has its perks. Honesty, integrity and a love of freedom – qualities that few in Night City possess and no amount of money can buy”

Next we have Street Kids. “They say if you wanna understand the streets, you gotta live em. Gangs, fixers, dolls, small-time pushers – you were raised by them all. Down here the law of the jungle dictates the weak serve the strong – the only law in Night City you have yet to break.

Finally we have the Corporate Lifepath. “Few leave the corporate world with their lives – fewer still with their souls intact. You’ve been there – you’ve bent the rules, exploited secrets and weaponized information. There’s no such thing as fair game. Only winners and losers.

Next we have something that im sure a ton of you will be spending an inordinate amount of time on, and that’s the character creator. Within this we will have to choose our physical style, what our character will look like and their physical traits.

We start of with body type which you can match with a male or female voice. You will be able to use sliders for body types according to this post on reddit, but to what degree is still to be determined. Moving on to the appearance tab, we have an expansion of the character creator since E3 2018, although visually it might seem condensed. If we combine these character creators we have skin tone options, eye type, eye color, nose, ears, mouth, jaw, beard, surface wiring, hairstyle, scars, tattoos, makeup, piercings.

Moving on we have the ability to choose our attributes, which will run into our perks and the fluid class system. The attributes include Reflexes, which funnels into handgun, rifle and blade proficiency, cool which leads to assassination, nerve and sniper rifle skills, technical which leads to engineering skills, intelligence which leads to hacking options, as well as body which opens up shotgun, melee, two handed and athletics options.

Raising our base level attributes is done by levelling up and installing body cyberware, skills are raised by performing actions like hacking crafting and using weaponry, and perks are unlocked via street cred and general XP.

Your options when it comes to cyberware are replacing things like legs, arms, torso and even your nervous system implants

Speaking of Street cred we also have clothing options and customization that will boost resistances and add street cred, which is your social currency. Physical, thermal, emp and chemical resistances vary from clothing item to clothing item. The visual styles of neokitsch, kitsch, entropism and neomilitarism extend to not only the architecture and districts, but also the clothes and the options in Night City will reflect this. Increased street cred will also unlock additional vendors for more clothing, cyberware & customization possibilities.

When it comes to weapons, we will be able to augment how they look and operate. Skins, scopes, and even firing modes. Using weapons will augment your shooting proficiency and will help narrow your crosshairs for more accurate shooting. You will also be able to craft specialized ammunition that can be more lethal against certain enemies.

Vehicle customization seems like its in the cards as well, but nothing at the moment has been confirmed for this yet, although we do know that different vehicles will have different stats.

Cyberpunk 2077 News – LOADS Of Q&A Details! (Story, Destructability, Lifepath, Loot & MORE!)

A Huge Info Dump ft. FPP Sex Scenes, Lifepath Apartments, Destructibility, Story length VS Witcher 3, Skipping Cutscenes, Useless Loot, Car Customization & Street Racing, Timed Dialogue, Difficulty Settings, Day-Night Cycle & More For Cyberpunk 2077 was revealed via Reddit the last couple of days so today we are going to go through this latest Cyberpunk 2077 News and put some context behind it!

The ULTIMATE Cyberpunk 2077 Dictionary –150 + Lore Terms!

Welcome to The Cyberpunk 2077 Dictionary. The lore and world of cyberpunk is absolutely flooded with street slang and terminology that if you aren’t well acquainted with can make dialogue and narratives hard to follow.

Cyberpunk 2077 looks like it will have a heavy emphasis on cyberpunk slang, lingo and colloquial terms so today we’ll be going over more than 150 terms from A to Z to help you acclimatize to the world of Cyberpunk so you can really understand what’s happening and being spoken about when you jump into Night City for the first time. This video will feature terms from both demos we’ve seen so far, as well as general Cyberpunk & Cyberpunk 2020 and Red terms and their definitions. Timestamps for letters of the alphabet will be in the description.

If you guys have any terminology you’d like to add, drop a comment and educate your fellow choombas. Don’t worry if you don’t know what that means, we’ll get to it.

A – 0:46
Airhypo – Bones McCoy
AV
Afterlife
ACPA
Agriplex
Amped Out
Alien

B – 1:24
Biomonitor
Braindance
Bring Your Iron
Bhikku Monk
Borg
Badges
Bonebrain Buffalos on Steroids
Bioware
Bodysculpt
Bag-man
Bodybank
Booster
Brain potato
Buttonhead
Blackwall

C – 2:58
Chrome
Chrome Bangers
Chromer
Chromatic Rock
Chromed Out
Chippin In
Corpo
Cam
CHOOH2
Credchip
Chip Had the Clap
Chairjocks
Cyberdeck
Cyberspace
Cybersecurity
Call-girl
Choombatta / Choomba
CHOOH-head
Chop
Combat Zone
Combat Drugs
Console Cowboy
Crystal Jock
Conversion
Cybered Up
Cyberpsychosis

D – 4:24
Dirtgirl / Dirtboy
Data Fortress
Deep Net
Data Term
Deckhead
Dock
Dorph
Dragon Piss
Dream Time

E – 5:15
Eddies / Eurodollars
Edgerunners
Exotic

F – 5:35
Fixer
Flathead
Face
Faust
Flatbacker –
Flatline –
Fodder –
Four-Five
FUBAR – FUGAZI

G – 6:07
Gonks
Gonked
‘Ganic Hand
Geisha –
Getting Lacey –
Gibson –

H – 6:30
Handle –
Hexed –
Highrider –
Hosho Kaisha –
Hotdogger –

I – 6:48
I.C.E. –
ICEBREAKER –
Input / Output –

J – 7:02
Jaina –
Jacking In
Joygirls / Joyboys
Joytoy
Juicy Sucratine
Juice

K – 7:26
Kibble

L – 7:31
Linefoot –

M – 7:35
Megabuilding –
MAXTAC –
Meat Puppet –
Metalhead –
Mizu Shobai –
Monkey –
Mudboy –

N – 8:12
Neurosocket
Netpig
NCPD
NCART
Netrunner
Netwatch
Netrun
Nudie

O

P – 8:48
Psychogang
Psychoborg
Paint Boys
Pasta Boys
Panzerboy –
Posergang –
Puppets –
Polymer-One Shot

Q

R – 9:22
Ranyon
R.A.B.I.D.S –
Reality Junkies –
Reflex Booster
Ripperdoc
Rin Tin Tin –
Ronin –

S – 10:00
Shard –
Screamsheet –
Sandevistan
Spiderbot Splinter
Suits
Solo
Samurai
SCOP –
SimStim –
Skagman –
Spook –

T – 10:50
Trauma Team
Trip Six
Taking Sake –
Tiger –
Tiger Team –
Throwbacks
Tin Can –

U

V – 11:15
Vatjob –
Vector
Vidiot –
VRCade –

W – 11:26
Watcher
Weefle –
Wetwork –
Wetware –
Wilson –

X

Y

Z – 11:45
Zip gun
Zombie
Zonedance

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Cyberpunk 2077 News – Censorship, Multiple AAA Titles, Switch Port & Scene System!

Censorship, multiplayer standalones, A cyberpunk Nintendo switch port, microtransactions and a potential release on Project Scarlett and the PS5 are just some of the topics in todays Cyberpunk 2077 news. We also have details on a new contest from CD PROJEKT RED as well as a new snippet tease of what’s to come in the robust soundtrack of Cyberpunk!

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NEON NATIONERS!
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Cyberpunk 2077 Community Podcast Episode 6 – Cyberpunk RED, Timeline, Maturity, Dialogue & More!

Cyberpunk 2077 Community Podcast! Discussing Cyberpunk Red and 2077’s Timeline, Dialogue and Cyberpunk 2077’s narrative, Maturity, Nudity and Ratings, Ripperdocs, Exotics and more!

This is a Cyberpunk 2077 focused podcast featuring LastKnownMeal, TheNeonArcade, Triple S League & TheMaqueenShow where we discuss Cyberpunk 2077 News, Details, Information, Gameplay, CD PROJEKT RED and more!

LastKnownMeal – https://www.youtube.com/user/LastKnownMeal
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Cyberpunk 2077 News – NPCs, Animations & Dialogue, Night City!

In today’s Cyberpunk 2077 news we will be looking at how CDPR is developing the world of Cyberpunk, Night City and NPCs, and how they are making it truly unique, As well as how CDPR has stepped up their game with their revamped animation system and how it relates to dialogue.
So first we have a discussion with Environment city coordinator Hiroshi Sakakibara, who delivers some new details about creating night city and what their design philosophy is.
Now whilst he says making every building unique is a difficult challenge, he assures us that the world of Night City is very large and that in order to provide a visually interesting world, assets are created by eye and details like color and signage will be diverse and as non repetitive as possible. In the gameplay demo you can recall that a lot of the signage was the same, and we saw repeated vendors at times so that is something that they are iterating and working on for release.
The game director also made mention that Cyberpunk is a fusion of future and tradition and that it’s not quite science fiction, but at the same time it’s not contemporary.
Youll be able to find an old dirty Asian style building with a woodern door, with a cybertech device used to control the doors lock and this creates a mixed aesthetic of the setting.
Now CDPR also wants this Cyberpunk version of the city to feel distinctly Californian, as opposed to the rainy gloomy Cyberpunk dystopias weve seen before. Iconic neon lights and rainy night are still there, but there are also colorful buildings, palm trees and blue skies. As someone who really feels the depth of a dark and twisted world more deeply when its juxtaposed with color, I think this is a great design choice.
Due to it’s design, Night City isn’t bigger than the world of the witcher but Sakakibara believes it will feel the same size if not bigger.
Next we have a comprehensive PCGamer article where some interesting details regarding NPCs are unraveled.
In this article Stanis Swieciki talks about the creation process of NPCs. He claims that crowds are generated semi-procedurally to avoid repetition, mixing body parts, faces, clothes and hairstyles. In the final game they’ve promised to feature a great variety of heights, weights and body shapes. We’ve seen hints of this through the gameplay demo with some characters being beefier, leanier and having variations in their builds. We have also seen some pretty blatant repetiton, which signals that there is still work to be done in this department.
The article also goes in to a little depth regarding the animations and how the perspective changes will influence the dialogue. (Machai) Maciej Pietras, lead cinematic animator says “The third person camera in the witcher floated slightly above NPCs which we took into account when animating them. But now you can really look at what theyre doing close up and weve improved animations to reflect this. When we animate characters, even the NPCs, we think about their personality and their past. The way they move or something in their face might reveal something about them, we work from the inside out.”
Now this clear attention to detail can be seen in the Mexican holdup scene in the meeting with the Maelstrom. Although not a facial animation, we see V take her finger off the trigger when things have cooled down, a detail that could have been forgone by studios who aren’t as detail oriented.
When it comes to facial animations specifically however, they’ve changed the way they do them. Moving to a new muscle based system, and having a huge library of facial animations lets them pick out subtle details to incorporate in the face. Pietras adds the example of a street vendor and his excitiement through his body language and warmth of face as he ushers you over to his pop up noodle hut to take a look at his food.
Finally we have disappointing news about the VGAs. Marcin Momot tweeted yesterday that there wouldn’t be anything Cyberpunk related shown at the Video Game Awards and thus ive decided to cancel the livestream for December 6th. We will still have livestreams in the future, so follow me at Twitch.tv/theneonarcadeNA for cyberpunk realted content there
Thanks for watching guys and remember to subscribe to the arcade and become a part of the notification squad so you don’t miss a video!