Cyberpunk 2077 News – “75” Street Stories, Non-Lethal Is “Harder” & TONS Of Developer Details!

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Cyberpunk 2077 developers and some clarification on “new information”, statements about the cyberpunk 2077 delay from senior quest designer Philip Webber, the status of the Taipei Game Show and misinformation on a new Cyberpunk 2077 demo, a Cyberpunk 2077 fan film, CD Projekt shares breaking records and more will all be talked about .

First we have an article from ONMSFT.com where a interview with Head of Krakow studio John Mamais was mentioned.

Now due to the nature of the article, I went through CDPR’s community manager and PR to make sure this was a legitimate interview. It does seem like it is multiple articles from PAX Australia slapped together, which is not at all mentioned or explicitly stated and PAX Australia was quite some time ago.

This pieced together interview if you can call it that did get picked up by a ton of other media outlets, so I just want to mention that this information although new to many, is subject to being somewhat outdated.
Regardless there are tidbits we haven’t talked about yet.

The first question of interest to me was in regard to the teaser trailer and if it was the original vision for Cyberpunk 2077 or just proof of it’s concepts.
John Mamais answers with he thinks this was the original vision at one point, but it has evolved and changed a lot since then.

Customization is a big element of Cyberpunk 2077, and when asked how wild customization can get and if you can make a hilariously disfigured character, Mamais responds with there are limits because the customization options still need to fit the skeletal rig of the character.

We have talked about the Nintendo Switch in the past and as for any plans on the Nintendo Switch, Mamais mentions that Cyberpunk 2077 may be too heavy for it. It seemed like it was a miracle getting The Witcher 3 on the Switch and with Cyberpunk 2077 being so massive in it’s scale and density, I think this is something that will have to wait for.

Whatever Nintendo has planned for it’s next generation may be able to accommodate Cyberpunk, but only if CDPR wants to go that route.

We already know we can play Cyberpunk 2077 100% non-lethally, but John Mamais adds that this not only makes the game harder by not killing enemies, but that it will take a lot longer to play. The easiest way to play the game is to run and gun.

Tons of questions have been asked about simulator type experiences and Mamais mentions that “we don’t have any simulator stuff or gameplay. In Witcher 3, we did the open-world elements very late in the developmental process when we only had two or three people working on it.”

VR was also brought up, and Mamais admits that they do have VR dev kits, but that in many senses VR is not viable yet, and is still experimental and niche. If you guys are super into VR, GTA V just released a first person VR mod that seems to be quite good. For 2077 in the future, if there is a demand for it, there will probably be an unofficial mod for this.

Mamais goes on to mention an interesting detail, in that there are around 75 street stories. These street stories are a way to explore the world and level up your character and they are all custom and hand-crafted.
Clarifying with CDPR’s community manager Lilayah, she adds that the only thing confirmed right now is that we have street stories and she wouldn’t call them minor quests because those already exist alongside the main quest.

Street stories are more akin to the “?” from the Witcher. Street stories in the past have also been likened to monster contracts from the Witcher, which we obtain from Fixers, which will increase our street cred giving us access to things like higher-tiered vendors in the world. So pretty much street stories are not your traditional main side-quests, as those will also already exist.

When asked if there is anything, he is particularly excited about Mamais mentions that the real-time global illumination system has yet to be shown to the public and that it’s going to look more breathtaking that we’ve seen so far. He also mentions that the acoustic system that one of their sound programmers came up with is going to sound really realistic because of how it uses the geometry. It creates a reverb effect so it changes as the space changes. It’s going to be very immersive, deep and beautiful-sounding.

Moving on we have news from the Taipei Game Show which was supposed to happen on February 6th, before it was cancelled due to the Corona Virus.

Moving on we have a developer post from Senior Quest designer Philip Webber with some additional transparency on some of the rumors as to why Cyberpunk 2077 was delayed.

We also have some updates regarding Censorship and China. This comes from some a stout journalistic work from Sybsidian from the Triple S League.

Triple S League – https://www.youtube.com/channel/UCMWKb-id2icjihQdTL0btuw

Cyberpunk 2077 News – Collector’s Edition Confirmed, Demo Differences & My E3 Invite Explanation!

In today’s Cyberpunk 2077 News video. Today we have a Q1 2019 Earnings Transcript from CD PROJEKT which gives us some insight into new Cyberpunk 2077 information, the developmental speed of CD PROJEKT RED when it comes to Cyberpunk 2077, and some clarification about what I’m doing for E3.

First we have the Q1 Earnings Conference ran by CD PROJEKT where they go into some financial details about CD PROJEKT and CD PROJEKT RED. Now I’m going to heatseek out the meaningful content here as im sure all of you are mainly interested in Cyberpunk. In the opening summary for the earning section CD PROJEKT references payments remitted (which means sent back) by CD PROJEKT RED to its suppliers in relation to the production of physical components of the Collector’s edition of Cyberpunk 2077. This production is carried out at a remote location; Hence it needs to begin early and calls for advanced payments. They also mention their funding of their marketing materials for their ongoing marketing campaign including the quickjly approaching E3.

This is great news because it all but confirms a Cyberpunk 2077 Collectors edition. Now the remote location is interesting because CD PROJEKT RED loves to do all of their stuff in house. Their geralt ronin statue the latest high quality figure from CD PROJEKT RED is produced in house, so I’m incredibly interested to see what will be in the collectors edition if they feel like outsourcing it is a better idea than using the incredible talents they have in studio. Now they don’t necessarily speak on outsourcing, but they do say a remote location which could be owned by CD PROJEKT and CD PROJEKT RED so maybe it is in house but being created somewhere other than in the studio.

CD PROJEKT also mentions that the CD PROJEKT RED store is a limited undertaking but they are satisfied with being able to present high quality designed items for their consumer. They want their merchandise to match the quality of the games they produce. They do plan to expand it in preparation of the launch of Cyberpunk.

Next they mention E3 and make note that they will have a public exhibition with Warner Bros where selected fragments of the content shown at the private business demo will be showcased. While the slides summarize the bulk of our presence at the fair, they are also preparing certain surprises and invite us to monitor social media and / or come to E3 in person.

Now later on in the video I want to clarify up my E3 plans so stick around for that.

In a statement to a question asked to CD PROJEKT, they mention that they want the expansion of the merch store to occur prior to the release of Cyberpunk. They intend to launch it in america as well, but they want to provide American gamers with access to the same selection as the Europeans. According to them, This is coming soon – maybe not in a week or two but soon.

In a question about VR support CD PROJEKT answers that is its not technically speaking difficulty to support VR, but that the issue comes in when factoring game design. They add that their focus on PC and console editions they are not moving in the VR direction as of now.

CD PROJEKT RED also mentions that the 400 people working on Cyberpunk is a team that is no longer growing, except for the QA branch. They also mention that the development of Cyberpunk 2077 is going at Full speed.

Now I did want to clarify on my invitation from CD PROJEKT RED to business sides demo.

Cyberpunk 2077 Community Podcast #3 – Customization, Difficulty, Relationships, Cyberware (Part 2!)

Cyberpunk 2077 Community Podcast PART 2! – Customization, Difficulty, Relationships, Cyberware!

– 0:00 – Cyberpunk Difficulty & Difficulty in Gaming
¬ 5:20 – Character Creator + Customization / Character Body Types / How Impressive is Cyberpunk 2077 / Graphical Quality /
¬ 11:00 – Red Engine 2 vs 3 vs 4
¬ 15:00 – Cyberpunk Lore / Natural Disasters + Crops + Food Shortage / Petrochem Megacorporation + CHOOH2 / Can you be vegetarian?
¬ 18:30 – Long Term Relationships in Cyberpunk 2077 / Marriage in Night City / Cyberpunk Role-play
¬ 20:52 – Cyberprude / STDs / Mr Studd + Midnight Lady Sexual Augmentations / Characters
¬ 23:00 – Hacking Augmentations + Implants / Removing Cyberware + Implants / REO Meatwagon / Cyberpsychosis + Cyberpsychos
¬ 29:00 – Sony Censorship / Cyberpunk 2077 Censorship
¬ 31:30 – Ripperdocs + Medtechs
¬ 32:00 – Vehicle Customization / Mods
¬ 37:30 – Cyberpunk 2077 VR

Cyberpunk 2077 – Braindance & Its History! (Lore!)

In Today’s Cyberpunk 2077 video we are talking about Braindance, what it is, the history of braindance, creating a braindance, how to view braindances, what it’s used for, and its dangers in Cyberpunk 2077.

The best way to explain a Braindance is that it is your own personal immersive Virtual Reality experience. In Night City, poverty, class disparity, slums, homelessness and an overall poor quality of life leads to the inescapable hum drum of existence. Despite all of this, there is still the concept of showbiz and the glitz and glamour of luxurious lifestyles.

Now with the leaps in Neural technology of 2077, this can be easily experienced by even the poorest slum dweller via a Braindance. Braindances are similar to a Netrunners Interface, as it allows someone to experience a completely different realm or reality via a neural transmission.

Braindance was originally developed as a program for convicted criminals, and later as a Military simulator for troops to practice in before they are deployed.

Once the braindance chips have been compiled and edited, they are distributed for mass production to the public.

The public has 3 ways they can access and views Braindances.
First we have arcades. These are multiple level rooms of private booths where people can experience the latestest braindances distributed by that particular arcade.

The second are in bars which have a couple Black Boxes to view braindances in, and a subscription to a service that distributes Braindance recordings.

The 3rd way is to buy your own Black Box and rent chips from arcades or subscribe to BD services yourself.

In the gameplay Demo for Cyberpunk 2077, it also looks like we can order braindance chips from these Night City Vending Machines.

Braindance otherwise known as the Alternative Reality process was invented by Yuriko Sujimoto a graduate of the University of California at Santa Cruz in 2007.

Using the Moss equation, which is the basis for neural responses, and a Netrunner interface, Sujimoto managed to record all of her thoughts, emotions and physical sensations into a standard information chip. Plugging the chip back into the Netrunner interface or Cybermodem, she was able to experience all the thoughts, emotions and physical sensations that she had recorded.

Knowing this, and trying to apply it to real world Problem, Sujimoto deduced that it was best used as a method to reform and recondition hardened criminals and their mental states.

Criminal reconditioning was approved by the Supreme court within this time period for certain anti-social crimes.

Now before this, criminal reconditioning was largely ineffective, but with Sujimoto’s new Discovery this psychological reconditioning could be done cheaply and effectively.

Now in order to create an aversion to crimes in the minds of these Criminals, these braindances had to be recorded in such a way where if a criminal repeatedly played in in their minds, they would start to loathe all crime in general and lull themselves back into a mentality that is safe for the streets.

In order to do this however, they had to make new recordings of criminals actually committing these crimes and recording their sensory and neural processes.

Sujimoto eventually got the Californian State Senate to fund the project and offered reduced sentences to volunteers who would re-enact these crimes with small changes made to them, that when viewed would turn any potential criminal off that specific crime. This got the attention of Militech who stepped in and helped with funding in exchange for a license to market Braindance machines as a military simulator.

Despite this the program still lacked volunteers, but on March 7th, 2009 Sujimoto and crew would get a big break.

This also led braindancing to be pivotal in treating and reforming different kinds of criminals, namely Cyberpsychos who suffer from Cyberpsychosis, a prevalent mental disease in Night City you can induce if augment yourself with too much Cyberware.

Now Creating a braindance for mass consumption is a fairly straight forward process. All you need is one Braindancer, a video technician, and a braindance technician who control the neural feeds.

Recording a braindance can be done in one of two ways, either via a scripted sequence or by real life events.

A braindancer typically compiles 5 hours of footage, and hands it off to an editor who curates the footage down to around and hour.

There are some dangers associated with Braindance however. Illegal duplication and distribution of braindance chips come with a multitude of risks.

Cyberpunk 2077 VR? (Virtual Reality!)

Talking about Cyberpunk 2077’s VR Potential, Cyberpunk VR games from the past like BladeRunner Memory Lab + Technolust, How it is a Cyberpunk Genres fantasy, It’s connection to the world of Cyberpunk and Potential Virtual Reality Development and Mod Support. Would you like to see a Cyberpunk 2077 VR Officially developed from CDPR after launch? Would you be okay with Mod Support and having a Virtual Reality Experience by them?