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Cyberpunk 2077 Has Multiple Purchasable Apartments, But No ‘Companion System’

After the huge (according to GitHyp, almost 0.5 million tuned in on Twitch) and sudden reveal of Cyberpunk 2077’s 48-minute long gameplay demo, the developers have continued answering fan questions via different channels. For instance, a Reddit user posted the snapshot below of a conversation with the official Facebook page of Cyberpunk 2077, where the employee from CD Projekt RED confirmed that the game will feature multiple apartments to purchase and/or unlock, much like Grand Theft Auto games.

Another major source of Cyberpunk 2077 news is, of course, CD Projekt RED’s official forum. Replying to a thread where users discussed the viability of solo without companions like Jackie from the gameplay demo, Senior Quest Designer Philipp Weber (whose username on the forum is Benzenzimmern) explained that there won’t be an actual companion system as in other roleplaying games. The developers will instead occasionally pair the protagonist, V, with specific companions during certain story quests, just like in The Witcher.

Hey, like in The Witcher, if the story calls for it, you will have a companion or two for a mission, but we don’t want to do a “companion system” where you’re never alone.
In some quests you will be by yourself, in some you will have one person like Jackie or even a whole group, and in other quests you might be alone or with someone else depending on the choices you made. We really want to have it fit the story, so basically you’ll always have someone with you if we think it’ll be interesting.

Like I said, it can also be dependent on the choices you made. Sometimes if you leave someone behind and it makes sense for the story for them to stay behind, we’ll do it. And another time they might catch up. Whatever works best in a situation.

We’ll keep you updated on any further details shared by CD Projekt RED on the hugely anticipated game Cyberpunk 2077.

Источник: http://wccftech.com/cyberpunk-2077-no-companion-system/

Cyberpunk 2077 Has Purchasable Apartments But No Companion System

Cyberpunk 2077 Details Are Gradually Being Revealed

Following Cyberpunk 2077’s 48-minute long gameplay demo, developer CD Projekt Red has been answering fan questions through numerous channels, including Reddit and Facebook. One fan spoke to the developer via Facebook Messenger and received confirmation that the game will give players the ability to purchase or unlock multiple apartments.

Meanwhile, on CD Projekt RED’s official forum the company explained that there will be no companion system. However, the protagonist, V, will occasionally be paired with specific companions during story quests.

“Hey, like in The Witcher, if the story calls for it, you will have a companion or two for a mission, but we don’t want to do a “companion system” where you’re never alone.”

“In some quests you will be by yourself, in some you will have one person like Jackie or even a whole group, and in other quests you might be alone or with someone else depending on the choices you made. We really want to have it fit the story, so basically you’ll always have someone with you if we think it’ll be interesting.”

“Like I said, it can also be dependent on the choices you made. Sometimes if you leave someone behind and it makes sense for the story for them to stay behind, we’ll do it. And another time they might catch up. Whatever works best in a situation.”

Источник: http://cogconnected.data/categ2_com/2018/08/cyberpunk-2077-purchase-apartments-no-companion-system/

You Can Purchase Different Homes In Cyberpunk 2077

By Tyler Fischer – September 1, 2018 10:21 am EDT

Polish developer CD Projekt Red has revealed that players will be able to purchase multiple, different apartments in Cyberpunk 2077, however, the game won’t feature any type of companion system.

The former news comes way of the game’s official Facebook account, which when interacting with a fan, revealed that V (the game’s protagonist) will be able to buy/unlock multiple different homes to live in, similar to games like The Elder Scrolls V: Skyrim and Grand Theft Auto V.

Having the option of living/owning different residences may seem like a minor feature — and it is — but it is the type of minor feature that fans love to see, which explains why in only 14 hours it has over 6,000 upvotes on Reddit.

CD Projekt Red’s previous game — The Witcher III: Wild Hunt — didn’t contain this feature or anything like it until it’s second and last expansion, Blood and Wine, so it will be interesting to see how the Polish studio implements this. More specifically, I’m eager to know how robust it will be. Are we talking natural story progression points that have V moving from different places, or player freedom in choice of residence? Can we customize said residence? There’s so many questions, and unfortunately CD Projekt Red hasn’t provided any further elucidation.

One thing CD Projekt Red is carrying over from its most recent release however, is no companion system. According to Senior Quest Designer Philipp Weber, there will be no companion system in the game that has a companion following you everywhere you go, rather, like in The Witcher III, a companion will accompany V on certain missions and when the story calls for it.

“Hey, like in The Witcher, if the story calls for it, you will have a companion or two for a mission, but we don’t want to do a “companion system” where you’re never alone,” said Weber in a forum post thread.

“In some quests you will be by yourself, in some you will have one person like Jackie or even a whole group, and in other quests you might be alone or with someone else depending on the choices you made. We really want to have it fit the story, so basically you’ll always have someone with you if we think it’ll be interesting.

“Like I said, it can also be dependent on the choices you made. Sometimes if you leave someone behind and it makes sense for the story for them to stay behind, we’ll do it. And another time they might catch up. Whatever works best in a situation.”

Cyberpunk 2077 is in development for PlayStation 4, Xbox One, PC, and possibly next-gen systems. For more on the game — including its recent 48 minute gameplay reveal demo — click here.

Источник: http://comicbook.com/gaming/news/cyberpunk-2077-purchase-homes/

Cyberpunk 2077 Details On Badlands, Multiple Endings, Progression, Apartment

New information about Cyberpunk 2077 has popped up on Reddit thanks to an in-depth PSX Extreme coverage. The Polish magazine has obtained details that have not been discussed before on the game, and those are particularly interesting, so here we go.

Among the most exciting things, we learn that outside of Night City players will get to traverse Badlands, a hostile place where the flora is very minimal and so is fauna, because of humans. The Nomads in the title are the hostile Wraights and the Aldecados, who are slightly more keen in dealing with you; those factions are always at war.

The ending of the game will depend on your choices not only throughout the main quest but also in the side quests and the way you end them so, despite the lack of a direct morality system, watch out for all the things you do. New Game Plus is being made, and it will be valuable in relationships, too, because you’re free to bang everyone in the game, but you will attract not everyone, and that will change based on the way you create your character like.

As for progression, you’ll get two different types of points that will help you reach new skills and boosting attributes such as strength, reflex, cool, intelligence; the level of these attributes will allow you to install more and more powerful chips. Otherwise, you’d be locked out of them.

Using a weapon will make you better in that, and the same goes for melee, hacking, and bonus perks (passive, active, and special). Street Cred will also be a parameter that, the higher it goes, the more dangerous and rewarding quests you’ll be offered.

Other details involve the apartment, where you store your equipment and check emails, that will be at the center of a lot of meetings throughout the story but won’t be customizable. You can also steal cars, but those won’t get in the garage, unlike cars and bikes you purchase; it will tough to steal them, but there’s no jail.

Cyberpunk 2077 is releasing on April 16, 2020, for PC, PS4 and Xbox One.

Источник: http://www.gamepur.com/news/cyberpunk-2077-badlands-endings-progression-apartment

Best of 2018: Cyberpunk 2077 – CD Projekt on Night City, its buildings, NPCs, and the deserts and mountains beyond

By Kirk McKeand, Monday, 17 December 2018 08:55 GMT

It’s been a wild year for VG247, so to celebrate we’re going to be republishing some of our favourite work published in 2018 – opinion pieces, features, and interviews, that we’ve enjoyed writing and reading, and which we believe showcase some of our best work. Enjoy!

Cyberpunk 2077 – CD Projekt on Night City, its buildings, NPCs, and the deserts and mountains beyond was first published on August 25, 2018.

Towards the start of Cyberpunk 2077’s gamescom demo, lead character V awakes in her apartment and pulls back the blinds.

As light shafts penetrate the room, we get our first glimpse of Night City – all neon and metal, dozens of skyscrapers jostling for space among the noodling highways and cross-section back-alleys.

This is V’s first apartment and it acts as your hub until you purchase another property in one of the game’s six districts. While stuffed with detail, it isn’t exactly lavish. It is located right near the top of a megabuilding, a superstructure built to pack in Night City’s residents and solve the housing crisis of the future.

Leaving your apartment isn’t a case of clicking the door, watching a loading screen, and appearing on the city streets. Instead, you put on your jacket, walk out the door, and find the massive industrial elevator to take you all the way down, past the boxing gym, shops, and apartments housed in the block. The megabuilding seems almost like a level in itself.

During the demo, we’re taken through abandoned factories, into the dam, and through the city streets, both on foot and by car. The attention to detail is impressive, with hundreds of different NPCs milling about, cars cruising by, crime scenes being attended to, and steam hissing up from the sewer grates. On the side of one building, a neon tree juts out, its glowing leaves drifting to the ground. The person playing the demo walks past like it’s nothing.

The Witcher 3 was detailed, but Cyberpunk 2077 is on another level. This, in part, is because of the new perspective – you’re more likely to notice something looks off from first-person, so CD Projekt has crammed Night City with character. Even the NPC crowds walking the streets appear distinct despite their numbers, and the developer says each will have their own unique regime.

“Our community system is based around routines,” producer Richard Borzymowski tells me. “In certain parts of the city there are communities set up, they have their routines and they behave differently during the day and night. Districts that might be very lively during the day might be very empty during the night, which might influence you going there because there might be some other guys going around. You have to constantly think about what you’re doing at what time.”

Just like the blacksmiths of The Witcher 3 who serve you during the day and return home during the night, Night City will have its own rhythm. “Some people are [shopping] for groceries, calling people, etc,” Borzymowski explains. “We aim for a realistic city. To create a realistic city environment, you need the blood of the city which is the population, otherwise it would feel empty.”

Because Night City is a global metropolis, you will meet people from all walks of life. It’s a multicultural hub and will be a melting pot of various cultures, which allows the developer to expand on the variety promised. It’s all about creating a believable space, a “realistic city” that feels alive. This ethos even extends to the interiors, where level design intersects with the environmental team to keep areas believable. CD Projekt call Cyberpunk 2077 an RPG, but there’s more than a flash of the immersive sim to its design process.

“We want to make sure each situation is approachable in different ways for the many different builds the player might have,” Borzymowski says. “They have to be able to enter in any way, and they have to be able to complete it. This is certainly a challenge for us, but we are building level design around two things. We want to keep every location realistic – we don’t want to build big mazes that don’t feel right. An office space is an office space. On the other hand, we have to implement all the gameplay systems into them as well.”

Every interior not only has to act as a space to accommodate both stealth and combat, they also have to appear lived-in.

“The level design team is very strongly cooperating with the environment team,” the producer continues. “We are building the first blockouts based on level design, we are providing the first locations in order to implement walkthrough, but we also need to think about how those locations need to be passed onto the environment team.

“That means we need to make sure what the environment team does is consistent with the location we create. Otherwise, we give them something that works scenario-wise but they say, ‘Hey, guys, this is an old factory and they tend to look like this, so we need to extend the corridors, add additional rooms’. We’re adding toilets, we’re adding receptions, we’re adding back areas. Otherwise a nightclub isn’t a nightclub. No nightclub in the world has just a dancefloor.”

Because the city is split into different districts, the developer is attempting to give each its own distinct flavour as well. Each area will feature different architecture – some will be affluent, some will be poor – different NPCs will walk the streets, and different cars will zoom by. If you listen to the sound of the city, you will even notice different languages appear more often in the various districts and the residents of each prefer different genres of music.

“All of that adds to the ability to distinguish between each district,” Borzymowski explains. “We want the player to feel they’re in a district even without looking at their compass. It’s a big city, people tend nowadays to use GPS, but we’re building it in such a fashion that the player should always have a point of interest in sight so they can orient themselves. It’s not always a big building, sometimes it’s a hill or the mountains on one side, the sea on the other side.”

Just like in The Witcher 3 when you first get to Skellige and you realise there’s more to this game than the one massive landmass you start on, Cyberpunk 2077 will also feature areas beyond Night City and its many interior locations.

“It’s the city and there’s a certain degree of the outskirts of the city as well,” Borzymowski says. “We are not putting an invisible wall after the last building in the city because it would completely break immersion. The city is located on the West Coast in California, there is a desert, there might be something else, and we have the sea on the other side.”

If the finished product is in line with what we’ve seen behind closed doors, Night City and the spaces beyond will be as dense as they are vast. Personally, I can’t wait to pull back the blinds, bask in the morning glow, and imagine what adventures await me in the city below.

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Источник: http://www.vg247.data/categ2_com/2018/12/17/cyberpunk-2077-night-city-buildings-npcs-deserts-mountains/

Cyberpunk 2077 offers 100+ hours of gameplay. Learn more about its size

100+ hours’ worth of gameplay, verticality taken to the next level, and the city changing by the minute. That’s the reality of CD Projekt RED’s Cyberpunk 2077, as told by the company’s level designer.

Cyberpunk 2077 is still a mystery – even in spite of the release of the nearly 50-minute long gameplay (below), which frankly offers more questions than answers. Some of these questions have been heard and answered by CD Projekt RED’s Miles Tost, a level designer for the upcoming blockbuster sci-fi RPG. And so here’s Cyberpunk 2077 – a little less inscrutable.

The game provides 100+ hours’ worth of gameplay

Tost confirmed that the developers “are not going back compared to The Witcher 3 when it comes to playtime. And at the core level, The Witcher 3 was to deliver 100 hours of experience by design. That doesn’t account for whatever time the players spend doing whatever they wanted beyond the main and side questlines. And from that, ladies and gentlemen, we ought to expect at least 100 hours’ worth of gameplay from Cyberpunk 2077.

Locations are bigger – and much taller

To understand the world of Cyberpunk 2077, one must realize that vast vertical levels scale differently than vast “flat” levels. And Cyberpunk 2077 is full of both. In the gameplay demo, you could catch a glimpse of a superstructure called a megabuilding – an apartment complex resembling Kowloon Walled City, housing so many residents it actually creates an entire social ecosystem.

Because these megastructures are not uncommon within the game world, Tost says, and they still take up a lot of space, “a meat factory [this big] in Cyberpunk 2077 equals to half the size of Novigrad [from The Witcher 3]”. It’s also the reason why these two game worlds “do not compare well in size”.

The world is still huge – but easier to navigate

You know what’s better than Roach? A futuristic supercar, of course. It’s also faster, which combined makes driving ‘round Night City both more enjoyable and quicker. Don’t worry, though – the world scales accordingly to the pace:

A 15-minute ride in The Witcher 3 corresponds to a 2-minute drive in Cyberpunk 2077. But the world size keeps up to this, and you really feel like you’re covering a really long distance – even though you’re driving a car.

The city center is crowded – but the outskirts are humanless

Six of Cyberpunk’s city districts need to be… well, distinctive. Expect downtown Night City to be overwhelmingly busy during the day and less crowded at night. Prepare to meet different (quantities of) people in different areas, as well. Tost emphasizes:

One district is crawling with Latino Americans, the other – Japan Town – revolves around Asians, with strong Japanese influences.

Long story short: the world feels different wherever you go, and all the districts differ both in terms of vibe and population density.

Источник: http://www.gamepressure.com/newsroom/cyberpunk-2077-offers-100-hours-of-gameplay-learn-more-about-its/zf5a9

You Can Purchase Different Homes In Cyberpunk 2077

By Tyler Fischer – September 1, 2018 10:21 am EDT

Polish developer CD Projekt Red has revealed that players will be able to purchase multiple, different apartments in Cyberpunk 2077, however, the game won’t feature any type of companion system.

The former news comes way of the game’s official Facebook account, which when interacting with a fan, revealed that V (the game’s protagonist) will be able to buy/unlock multiple different homes to live in, similar to games like The Elder Scrolls V: Skyrim and Grand Theft Auto V.

Having the option of living/owning different residences may seem like a minor feature — and it is — but it is the type of minor feature that fans love to see, which explains why in only 14 hours it has over 6,000 upvotes on Reddit.

CD Projekt Red’s previous game — The Witcher III: Wild Hunt — didn’t contain this feature or anything like it until it’s second and last expansion, Blood and Wine, so it will be interesting to see how the Polish studio implements this. More specifically, I’m eager to know how robust it will be. Are we talking natural story progression points that have V moving from different places, or player freedom in choice of residence? Can we customize said residence? There’s so many questions, and unfortunately CD Projekt Red hasn’t provided any further elucidation.

One thing CD Projekt Red is carrying over from its most recent release however, is no companion system. According to Senior Quest Designer Philipp Weber, there will be no companion system in the game that has a companion following you everywhere you go, rather, like in The Witcher III, a companion will accompany V on certain missions and when the story calls for it.

“Hey, like in The Witcher, if the story calls for it, you will have a companion or two for a mission, but we don’t want to do a “companion system” where you’re never alone,” said Weber in a forum post thread.

“In some quests you will be by yourself, in some you will have one person like Jackie or even a whole group, and in other quests you might be alone or with someone else depending on the choices you made. We really want to have it fit the story, so basically you’ll always have someone with you if we think it’ll be interesting.

“Like I said, it can also be dependent on the choices you made. Sometimes if you leave someone behind and it makes sense for the story for them to stay behind, we’ll do it. And another time they might catch up. Whatever works best in a situation.”

Cyberpunk 2077 is in development for PlayStation 4, Xbox One, PC, and possibly next-gen systems. For more on the game — including its recent 48 minute gameplay reveal demo — click here.

Источник: http://comicbook.com/data/categ2_gaming/2018/09/01/cyberpunk-2077-purchase-homes/

Cyberpunk 2077 Open World Won’t Have Procedural Elements; Whole Game To Take Place In Night City

Cyberpunk 2077 is going to feature an extremely large and detailed world, and it seems like developer CD Projekt Red is determined in keeping quality high, judging from a recent statement made by a member of the team.

Speaking with Jeux Act, Cyberpunk 2077 lead cinematic animator Maciej Pietras revealed that all of Cyberpunk 2077 will be created by hand, and none of its elements will be procedurally generated.

Measuring the size of the open world of Cyberpunk 2077 is difficult. To compare it to The Witcher 3, let’s say that the world of the latter was very vast in its length. It was an open world made of very large natural landscapes. Going from point A to point B took a lot of time, because you were riding, but also because it was a game that stretched horizontally. The world of Cyberpunk 2077 is above all a vertical world, with buildings everywhere, and in this, it is difficult for us to establish a metric comparison. In the demo, you saw the main character waking up in his apartment, looking out his window and seeing a living world. To go out, take the elevator, you can see that there are several floors in a building. The game will allow you to enter many buildings, knowing that everything was done by hand, because we believe that quality comes first through manual creation, nothing is procedural in our world. It is in this that the city of Night City will be vast to go, thanks to this verticality.

Speaking about the game’s locations, Maciej Pietras also confirmed that the whole game will take place in Night City, and that fauna will be extremely limited.

The whole game will take place in the city of Night City. It’s a huge metropolis that you can explore. Regarding animals, you will find cats and dogs, but that will be all.

Cyberpunk 2077 launches on a yet to be confirmed release date.

Источник: http://wccftech.com/cyberpunk-2077-procedural-elements/

Cyberpunk 2077 [Out 04.16.2020]

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    THE REAL YOU IS NOT ENOUGH.

    Cyberpunk 2077 is an open-world, action-adventure story set in Night City, a megalopolis obsessed with power, glamour and body modification. You play as V, a mercenary outlaw going after a one-of-a-kind implant that is the key to immortality. You can customize your character’s cyberware, skillset and playstyle, and explore a vast city where the choices you make shape the story and the world around you.

    Cyberpunk 2077 is an upcoming role-playing video game developed and published by CD Projekt, releasing for Microsoft Windows, PlayStation 4, and Xbox One on 16 April 2020. Adapted from the 1988 tabletop game Cyberpunk 2020, it is set fifty-seven years later in dystopian Night City, California, an open world with six distinct regions. In a first-person perspective, players assume the role of the customisable mercenary V, who can reach prominence in three character classes by applying experience points to stat upgrades. V has an arsenal of ranged weapons and options for melee combat.

    Play as a mercenary outlaw

    The game is played in a first-person perspective as V, a mercenary whose sex, hairstyles, face, body type, body modifications, background, and clothing are customisable. V’s clothing alters how interactions fare with non-player characters, who are also at V’s disposal for romantic and sexual relationships; some characters will be gay, heterosexual – it has been mentioned that most characters will be bisexual. Players will be able to choose a first and last name and their future path with multiple branching quest-lines as well as pick their life-story (major life event, their reason for going to Night City, etc.) furthering the immersion and role playing aspects.

    Stat categories—Strength, Constitution, Intelligence, Reflex, Tech, and Cool—are malleable to the character classes that players assume, which are mainly NetRunner (hacking), Techie (machinery), and Solo (combat).

    V must consult a “ripperdoc” to upgrade and purchase cyberware implants, at the cost of eurodollars, more so in black markets for military-grade abilities. Colours signify the rarity of any given equipment, from “uncommon” (green) to “epic” (purple). V can take cover, aim, run on the ground and walls, jump, double jump, and slide. If provided with arm blades, V may climb walls and, like with other close-combat weapons, deal melee strikes. There are three types of ranged weapons—Power (standard), Tech (which penetrate walls and enemies), and Smart (with homing bullets). These can be customised and modified. Ranged weapons are equipped to ricochet bullets in a target’s direction and (with a reflex booster) slow them down in bullet time. Four types of damage can be inflicted—Physical, Thermal, EMP, and Chemical (which are identified in enemies by scanning them with a bionic eye). Gunsmiths repair and upgrade weapons.

    Live in the city of the future

    Enter the massive open world of Night City, a place that sets new standards in terms of visuals, complexity and depth.
    Night City is an American megacity in the Free State of California, controlled by corporations and unassailed by the laws of both country and state. It sees conflict from rampant gang wars and its ruling entities contending for dominance. The city is contingent on robotics for everyday aspects like waste collection, maintenance, and public transportation. Homelessness abounds, but does not preclude cybernetic modification for the poor, giving rise to cosmetic addiction and consequent violence. If they become a threat, the armed force Psycho Squad is deployed to deal with them. Because of the constant threat of physical harm, all citizens are allowed to own and openly carry firearms in public.

    Night City consists of six regions—the corporate City Center, immigrant-inhabited Watson, luxurious Westbrook, suburban Heywood, gang-infested Pacifica, and industrial Santo Domingo. V navigates these locations on foot and in vehicles, which are customisable and subject to either a first or third-person view. Autonomous cars allow V to focus on combat instead of driving while engaging in gunplay; pedestrians can also be run over. The full day-night cycle and dynamic weather affect the way NPCs behave. Apartments can be bought and used as home bases, where V will fetch weapons, dress, use a computer, and bring back NPCs for sexual activity.

    The game features non-English-speaking characters; players who do not speak the languages can buy translator implants to better comprehend them. “Braindance”, a digital recording device streamed directly into the brain, allows the player character to experience the emotions, brain processes, and muscle movements of another person as though they were their own. Branching dialogues are employed to interact with NPCs and take actions in quests. Experience points are obtained from main quests and fuel the stats, while side quests yield “street cred” and unlock skills, vendors, places, and additional quests. Quests are acquired from characters known as Fixers. Throughout the game, V is aided by various companions. Consumables, like soft drinks, are used for healing, and objects can be inspected in V’s inventory. “Game over” messages only appear at the point of death; if a quest is failed, the game moves on all the same. Player agency and choice lead to different endings.

    Development


    Источник: http://lanaboards.com/index.php?/topic/10776-cyberpunk-2077-out-04162020/

    Cyberpunk 2077 Community Meeting Details Gameplay, Animations, and More

    Cyberpunk 2077 Community Meeting Details Gameplay, Animations, and More

    Last weekend saw a yearly CD Projekt RED community meeting where lots of details about Cyberpunk 2077 were revealed in a Q&A session.

    More details surrounding CD Projekt RED have come to light after a yearly CD Projekt RED Polish community meeting took place at the New Meta Gaming Bar last Saturday, 23rd November. The information comes from Reddit from user “shavod” who was in attendance that day and made notes of the Q&A session that took place amid the Cyberpunk 2077 themed food and drinks.

    Obviously, there may be spoilers ahead, so if you don’t want to know specifics, then it’s probably best to gasp melodramatically and go back to the homepage.

    Apparently, the length of the Cyberpunk 2077 main story is said to be shorter than The Witcher 3, but despite that, it should make up for its length in replayability. This is keeping out the added length of exploration elements and side-missions, which as anyone who has played The Witcher 3 knows can be rather time-consuming. They also said that they’ve found a “really cool” way of allowing the player to continue the game after the main story, but they’re not releasing details as it’s “for the players to see”.

    There was a question surrounding loot in the game to which CD Projekt RED said that while they’re trying to find a balance between useful loot and pointless loot, they’ve still kept lootable items that aren’t of use to the player to add to the NPCs personality that makes sense. Essentially, I imagine they’re on about if you loot an engineer, it would make sense they’d carry…a wrench?

    Shavod states that they saw some gameplay where the NPC grew annoyed with the player for not choosing a dialogue option quick enough, but apparently there are characters that will come with consequences if you leave it too long to answer.

    Pawel Burza, CD Projekt RED’s Senior Community Manager explained the story structure. With The Witcher 3 there’s the main storyline which has side-quests branching off of it. However, in Cyberpunk 2077, the main story has side-quests that branch off of it, but then those side-quests have more branches leading to more side-quests. Additionally, side-quests have the capability of affecting other side-quests.

    The Q&A went into gameplay, in which it was detailed that most locations should be available to players no matter what choices are made. However, depending on the choices made, some areas might be more restricted. And when players reach a border to an unexplorable area, the game will just turn them around.

    The team also steered away from revealing details surrounding car customization, asking for a little more patience before they reveal anything. I bet you it’s that damn Cybertruck. Players won’t be able to purchase new apartments, but it was confirmed that the style of the apartment would change depending on the choices made throughout the game. The game is apparently designed to make every playstyle valid and not favoring one over the other.

    Источник: http://www.dualshockers.com/cyberpunk-2077-2019-community-meeting-features-revealed/

    Cyberpunk 2077 Will Have AI Uber Self-Driving Cars

    By Eric Garrett – June 20, 2019 03:36 pm EDT

    Now that we finally know when we’ll be getting our hands on CD Projekt Red’s highly anticipated futuristic RPG, the devs are beginning to roll out more and more information about the game. We have already learned that Keanu Reeves will be featured in Cyberpunk 2077, players will be able to go outside of Night City, there will be multiple endings, and so much more. In addition to this, UI coordinator Alvin Liu spoke with Prima Games recently to discuss the upcoming title, including the fact that it will feature an AI Uber service to help players get around town.

    As we have seen in the footage released so far, there are going to be plenty of vehicles for players to get their hands on. The apartments in Night City will have large garages so one will be able to collect some of these automobiles. However, there may be some times where you don’t want to get behind the wheel. Maybe you have some business to handle but need to get somewhere. Whatever the case may be, there will be some AI self-driving cars that can get you to where you need to go.

    “We have an AI robot Uber self-driving car service, so if you hate driving, you can just call your local AI and have them pick you up,” Liu said. It is definitely worth noting, however, that this service will come at a cost and the debt can pile up pretty quickly, according to CD Projekt Red.

    Either way, players will get to experience all of this for themselves when Cyberpunk 2077 launches on April 16, 2020 for PC, PlayStation 4, and Xbox One. For more on the upcoming game:

    “Cyberpunk 2077 is an open-world, action-adventure story set in Night City, a megalopolis obsessed with power, glamour and body modification. You play as V, a mercenary outlaw going after a one-of-a-kind implant that is the key to immortality. You can customize your character’s cyberware, skillset and playstyle, and explore a vast city where the choices you make shape the story and the world around you.”

    What do you think about all of this? Will you be taking advantage of the AI Uber service in Cyberpunk 2077? What else about the game are you looking forward to? Sound off in the comment section below, or feel free to hit me up over on Twitter @anarkE7!

    Disclosure: ComicBook is owned by CBS Interactive, a division of ViacomCBS.

    Источник: http://comicbook.com/gaming/news/cyberpunk-2077-ai-uber-self-driving-cars/

    Frontal Nudity And One Night Stands Confirmed for Cyberpunk 2077

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    Recently Microsoft surprised us all by showing us the latest trailer of Cyberpunk 2077 which has created more hype about the upcoming game. It has been reported that the game will include aspects of Witcher including nudity and sexual content.

    Cyberpunk 2077 will have full frontal nudity and you can take non-playable characters to your apartment if you want a one night stand. This information was revealed after the showcase of the game at E3 and in a Tweet by Eurogamer Editor, Wesley Yin-Poole.

    This won’t come as a surprise to anyone as CD Projekt RED who’s the developer of the game has a good experience with sexual nudity as they featured it along with a lot of sex scenes in their previous game, The Witcher 3.

    In Witcher 3 you could romance with many non-playable characters or you could just head to a brothel and choose a lady to get laid with. We even have a guide for that if you are someone who’s having a hard time getting laid in Witcher 3. That’s not all as Redditors made Witcher porn too, yes you heard that right.

    It’s not been mentioned yet that whether you’ll be able to flirt or not but it’s definitely going to feature everything twice more than it was shown in The Witcher 3.

    Other than that, The game will apparently be a first-person RPG game, something that CD Projekt RED hasn’t done before.

    From the trailer, we can see that gunplay will be a big part of the game along with RPG elements. Players might be experiencing some sort of Deus Ex-like gameplay when the game finally releases to the public but obviously, Cyberpunk 2077 gameplay will be quite different and make it stand out from others.

    It’s such a big disappointment that there is no release date yet for the game but we do know that it will be available on Xbox One, Playstation 4, and PC when it releases.

    Источник: http://segmentnext.data/categ2_com/2018/06/13/cyberpunk-2077-will-have-full-frontal-nudity/

    Vehicles and garage in Cyberpunk 2077 Cyberpunk 2077 guide, walkthrough

    This page of our guide to Cyberpunk 2077 contains basic information about the vehicles available in the game. This page will be updated with new information.

    Can I store my cars?

    Yes. You have access to your private garage where you can store vehicles you like.

    How can I travel?

    You can drive a car or motorbike. However, you can’t use water vehicles and planes (outside some missions).

    Can I modify vehicles?

    Yes, the game has the option to do that. You can choose, for example, to install bulletproof body elements that will help you survive in dangerous missions or during meetings with armed opponents.

    Does the game have public transport?

    The developers claim that the game will have public transport. We can expect something like a taxi or uber drive. Public transport will be used mainly for fast travel.

    Can I steal someone’s car?

    Yes, you can steal a car. However, the characters and the police will react accordingly.

    Is it possible to change or decorate your apartment?

    No, the main character lives in one of the apartment blocks in Night City. The game doesn’t have the option to change the place where you live. There are also no options for decorating the apartment or changing furniture, and this is a conscious decision related to the original, oppressive vision of Night City.

    Источник: http://guides.gamepressure.com/cyberpunk-2077/guide.asp?ID=51083

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