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​’Cyberpunk 2077′ And Its “Many Explorable Buildings” Might Be Bigger Than ‘The Witcher 3’

Last updated В 12:22 PM ,В Monday November 26 2018 GMT

CD Projekt Red has shared further details on its upcoming first-person RPG, Cyberpunk 2077 – in particular information on the game’s size and structure – to a fan on Facebook.

Since the secret (and subsequently not-so secret) gameplay screenings at E3 and Gamescom 2018, CD Projekt Red has kept most of 2077‘s juicy features to itself.

But it turns out that all it took to extract some previously unspecified details on the anticipated title was for someone to reach out to the studio, most famous for its Witcher series of games, on Facebook Messenger last week.

Said fan probably wasn’t expecting an answer, when asking CD Project Red how big Cyberpunk 2077 will be in comparison to The Witcher 3.

But, as reported by PlayStationLifeStyle, CDPR replied with an absolute essay, detailing a “huge upwards, or downwards” world, and an activity filled “urban environment”. Who knew that sliding into the DMs could actually pay off?

They also noted that Night City, the futuristic setting of Cyberpunk 2077, will home six districts: City Centre, Santa Domingo, Pacifica, Watson, Heywood and Westbrook. You can read the full reply below:

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‘Cyberpunk 2077’ sounds pretty big.

But I guess the answer to the initial question is that Cyberpunk 2077‘s huge world will home quests and events in high-rise buildings and deep basements alike, whereas “The Witcher 3 was, in a way, much flatter – the activities were scattered.” Verticality is very much a key element of exploration in CDPR’s new game.

The Polish studio didn’t confirm whether 2077 will categorically be bigger than The Witcher 3, but reinforcing the idea that Night City goes up and down, maybe more so than outwards like most open-world games, The Witcher 3 may well be larger in terms of conventional map size, laid out flat. But with stories to spare – physically, and hopefully narratively – 2077 could offer much more.

Hopefully CD Projekt Red will spill a few more beans regarding its next single-player adventure, especially details surrounding when the damn thing releases. All we know is that 2077 will launch in 2019, with June rumoured to be the chosen month.

What do you think about this news? Are you looking forward to 2077? Do you think it will be better than The Witcher 3? Make sure you let us know.

Источник: http://www.ladbible.com/technology/gaming-cyberpunk-2077-could-be-bigger-than-the-witcher-3-20181126

Cyberpunk 2077 buildings

The Corpo section is probably the shiny pristine bit.

We’ve mostly seen the outskirts of it as well as Pacifica.

Basically out of the different districts of Night City, the innermost downtown areas where the Corporations and rich reside will be the most “Cyberpunk” in terms of appearance, with tall buildings and shiny chrome.

The outskirts and less well-off areas will be poor people trying to get by and gangs who basically rule the streets as the police don’t care about the poor areas as the Corporations own them.

It wasn’t all designed like that from the get-go. Lore wise, the poorest area we’ve seen, Pacifica, was originally designed to be some kind of big shopping center, but the investors pulled out at the last second, and the projects and constructions were all abandoned. The police don’t even go there, and the gangs like the Voodoo Boys basically act as the Law around there.

Cyberpunk is more than just post apocalyptic aesthetics like Blade Runner.

Robocop, for example, was in the Cyberpunk genre. Johnny Mnemonic, also a cyberpunk.

Basically, cyberpunk is a world where the Governments have collapsed or have been abolished by corporations that run the entire world. The wage gap between the poor and the elite is so far they may as be between America and Africa. Only it’s all happening in the same city. Another good example is the movie In Time (2011) with Justin Timberlake. Not necessarily a post apocalyptic setting.

The lower level citizens are fighting to compete for space and power, being handed down technology and resources that the elite throw away.

In Cyberpunk 2077, most of the world is barren is dead. And humans only live in giant megacities around the world, packed so densely inside you may have 10,000 people in a single 100 story apartment building. And inside the building is its own community, with stores like restaurants and barbers, and even some have schools and parks in them.

The game obviously couldn’t translate 1:1 exactly the world that Mike Pondsmith created because of technology limits like CPU and GPU rendering power, but it’s a very close approximation.

Источник: http://steamcommunity.com/data/categ2_app/1091500/discussions/0/2246679252936515722/

Cyberpunk 2077: It will have a lot of explorable tall buildings with “a lot of activities.”

Cyberpunk 2077 is the big game that’s on everybody’s mind after Red Dead Redemption 2 is out of the way.

It has been developed by CD PROJEKT RED, the Poland based hugely ambitious RPG studio commonly known for The Witcher games, mostly the recent The Witcher 3 Wild Hunt.

It’s no surprise that fans have started speculating how big the world of Cyberpunk 2077 will be, with the devs stressing again and again that the game’s world will be even bigger than the one we explored in The Witcher 3: Wild Hunt back in 2015.

Sounds impossible right? Well not for them.

From what I have seen, bigger mostly means denser and If you have seen the 45 minutes gameplay footage they revealed two months ago, you would know what I mean.

Well, recently a fan just asked the dev team on facebook how big the game’s world would be when compared to their 2015 releases and this is what they answered-

“In a tall building, and we will have many of them explorable, each floor can house a lot of activities.

The world can be huge,but it can be huge upwards or downwards.

You can find the actual post on Reddit here.

So as far as I can comprehend, it will be something like how Fallout 4 was when compared to Elder Scrolls V: Skyrim. The game was hugely packed with lots of things to explore and kill but when it comes to square kilometre space, I believe it was smaller? I don’t exactly remember but I believe that was the case.

In terms of exploring the buildings, I think it will be somewhat like the Deus Ex games which may be the closest comparison as of now.

The Night City has a total of 6 different districts but then if it’s only a city, then how big can it actually be?

I guess we will find out when it launches.

For more Gaming News, stick to Sportskeeda.

Источник: http://www.sportskeeda.com/esports/cyberpunk-2077-it-will-have-a-lot-of-explorable-tall-buildings-with-a-lot-of-activities

DSOGaming

New Cyberpunk 2077 4K screenshot released, showcasing big buildings

CD Projekt RED has released a brand new 4K screenshot for Cyberpunk 2077. This new screenshot showcases one of the game’s environments in daylight, as well as some big buildings. It also features some flying vehicles (though from what we know you won’t be able to drive them).

Cyberpunk 2077 will be using the next iteration of the RED Engine, REDengine 4. While the game will take advantage of real-time ray tracing effects, we don’t know whether they are active in this screenshot. Still, CD Projekt RED and NVIDIA have stated that RTX will improve the game’s ambient occlusion and diffused illumination.

Back in August 2019, CD Projekt RED released a new demo playthrough for its E3 2019 and Gamescom 2019 demo build. If you haven’t watched it, I suggest you do so.

It’s also worth noting that the game will mainly feature first-person cut-scenes. While there will be some rare third-person cut-scenes, all of the conversations will be in first-person perspective. Moreover, CD Projekt RED recently confirmed that it will add a multiplayer mode via a post-launch update.

Cyberpunk 2077 releases on April 16th, 2020. You can also head over to this page to find more details that we’ve shared over the past few months about this highly anticipated title.

John Papadopoulos

John is the founder and editor in chief of DSOGaming. He is a PC gaming fan and highly supports the modding and indie community, although his gaming roots can be found on consoles. Basically he is the one you can blame for everything you read at DSOGaming so go ahead and bash him. Contact: Email

Источник: http://www.dsogaming.com/screenshot-news/new-cyberpunk-2077-4k-screenshot-released-showcasing-big-buildings/

New Cyberpunk 2077 4K screenshot released, showcasing big buildings

CD Projekt RED has released a brand new 4K screenshot for Cyberpunk 2077.

Releases.com – Your guide to Game, TV and Movie Releases

goty is irrelevant to me but I always enjoy the fanboys killing each other over awards, it’s always the corporate slaves too, never the gamers.

gamers are just those who play games

Well God of War beat out RDR2 for all the big ones..so anything is possible when it comes to Sony first party. I will say that it being a fps is already a knock on it knowing what kind of games get nominated.

Should be the other way around.

Looking forward to both, but I think The Last of Us Part II is taking that crown.

Ya more like good luck Cyberpunk, either way we have two major major games coming our way.

Bad luck? Because 4k big buildings Lmao!! Both games gonna rock and roll in 2020. I am just more excited for LOU 2 now. Once I finish LOU 2 .. I will be excited for Couple 2077. Got both preordered.

I’m just curious to see what it looks like on current gen consoles. Those 4K shots are kinda useless we already know it’ll look amazing on a 2080ti

Altho I’m not interested, this game will probably be GOTY 2020 , Hope TLOUP2 and this gets a fair share. Anyhow great developer who truly cares about gamers nonetheless.

Источник: http://n4g.com/data/categ2_news/2297582/new-cyberpunk-2077-4k-screenshot-released-showcasing-big-buildings

Cyberpunk 2077: This is Night City

Updated June 19, 2019, 10:41 a.m.

Posted June 19, 2019, 10:41 a.m.

At E3 2019 we got a deeper look into Cyberpunk 2077 and its world: Night City. Behind closed doors we watched an awesome 50 minutes of new gameplay where we did not only learn more about V and how you can customize your character, but also on Night City and its inhabitants. The world V lives in is definitely not easy. The gap between the rich and poor is huge and rivaling gangs make each others lives harder by the day. Modern definitely doesn’t always meen better.

Rich vs. Poor

Right of the bat you notice there is a big discrepancy in wealth in Night City. The rich are very rich and the poor are very poor. Meat has become a luxury item and fake meats are sold on the black market for lots of money. The poor wear worn out clothes that still have a futuristic look but look worse than the thousand dollar suits the corporate guys wear.

You have to decide at the start which background your V comes from. Did he (or she you can bloy both male and female) grow up as a street rat or is he from a corporate background. This decision molds the game your way right from the start and will influence your life and interactions with people in Night City. If you are a street rat you will thrive well with the Voodoo Boys, a clan that lives in the considered poor parts of town. If you choose to be corporate these gang members won’t like you that much, but the Corporate people in town will recognize your upbringing and like you for it.

We also saw a pretty weird group called the Animals who are clearly easily influenced by other groups. They inject themselves with something that can be compared with steroids, which makes them buff, huge and quick as lightning.

There are more groups and clans in Night City to discover, but these are one of the already interesting ones we have seen.

Big City Life

Night City is big, very big, and a depiction of what our future could look like. Buildings rise higher than we have seen before with more advanced technology and architecture than we have nowadays. Neon lights spread over town like weeds and fill the city with light.

The city holds 6 districts which are filled with buildings you can explore. Counting the square meters is hard, or comparing it to the Witcher 3, since each level of a building is even more square meters you can explore. When the buildings rise up, the amount of explorable square meters of Night City rise as well. Add to that the option to go underground and the 6 districts become even larger.

Since the city is so big CD Projekt Red decided to add vehicles to the game to get you from a to b quicker. We have already seen a motorcycle and a car V can use to get around town, but there are undoubtedly more ways to go around town. They also made sure to add no loading screens in the game. So when you enter a building you can just walk in without having to wait. The only time when you will see a loading screen, is when you are fast traveling, which is an even quicker way to get around town.

The city never sleeps

Night City is alive and under surveillance 24/7. There are machines and cameras everywhere which keep an eye on you, but could be of use if you build your V in the right way. Almost everything in Night City is operated by a computer system, which makes it the ideal playground for an hacker. From the cameras to the doors and even enemy turrets, everything is hackable for V. We even saw how V hacked the weights on a machine one of the Animal guys was using, crushing him under the weight of his workout. The city is alive and your playground if you choose to be a hacker.

Cyberpunk 2077 releases on april 16th for PlayStation 4, Xbox One and PC.

Источник: http://nordic.ign.com/m/cyberpunk-2077-data/categ2_pc/26309/promoted/cyberpunk-2077-this-is-night-city

Cyberpunk 2077 – The city’s night buildings can house many activities

Cyberpunk 2077 – The city’s night buildings can house many activities – TecNoticias, your information portal

CD Projekt RED explains how the Night City scale differs from the world of The Witcher 3.

CD Projekt REDs Cyberpunk 2077 Be a great game. Although you have not followed the developer’s previous statements, your pedigree is in The Witcher 3: Wild Hunt It is proof of your ability to create a dense and memorable world. That said, how big is Night City compared to The sorcerer 3?

A Reddit user poses this question on the official Facebook page of the game. Although a representative confirmed that there will be six districts in total, the total size in square meters is still unknown (because nobody has counted it yet). However, the comparison is difficult simply because there are many buildings with different floors.

If there is a tall building, and there are many that can be explored, each floor can house “many activities” and stack one on top of the other. Then while The sorcerer 3 The world had many scattered activities because it was “flatter”, Night City can be big both up and down. Given how unique each district is and how everything “blends well in a coherent and credible city environment,” there should be a lot to keep players occupied.

Cyberpunk 2077 It is currently in development for Xbox One, PS4 and PC. Although it does not have a release date, there are reports that it may be released in 2019.

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Источник: http://www.funzen.data/categ2_net/2020/02/26/cyberpunk-2077-the-citys-night-buildings-can-house-many-activities/

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Cyberpunk 2077: 10 Gameplay Teases To Be Excited About

Cyberpunk 2077 looks like it will be a gamechanger. From what we’ve been shown in these gameplay teases, it will have some great features.

CD Projekt Red released The Witcher 3: Wild Hunt in 2015 and won tons of awards for their craftsmanship, polish, innovation, and consumer relationship. In 2020 they’ll be releasing Cyberpunk 2077, a highly anticipated first-person role-playing game that’s made huge waves at the last two E3’s.

Though CD Projekt Red has earned the respect and trust of gamers, its the gameplay that really has fans anxious for next year. Thanks to last year’s demo and this year’s behind-closed-doors impressions we have plenty of gameplay details to be excited about. Let’s take a look at just 10 of them implemented in Cyberpunk 2077.

10 No Loading Screens

Game developers often tend to overall promise what their games are capable of. It’s mostly never malicious in intent, but rather they see possibilities earlier in development that become impossible as the project inches towards completion.

CD Projekt Red has stated that Cyberpunk 2077 will feature no loading screens as players explore the city, enter and exit buildings, and so on. This sounds incredible, but it may be something only possible on Cyberpunk 2077′s likely port over to next-gen console hardware.

9 Replay Value

With services like Game Pass, or free-to-play titles like Fortnite or Apex Legends, gamers are always looking for value in their purchases. Games aren’t cheap and most consumers can only afford a handful of titles every year.

Role-playing games are often a genre associated with value due to having multiple endings, lengthy campaigns, or large open-worlds with hundreds of hours of gameplay. Cyberpunk 2077 is looking to have all of these things and hopes players finish the campaign with eagerness and interest to hop back in for another adventure.

8 Merchants

CD Projekt Red wants merchants to feel organic and real. Far too many times in games merchants stick out like a sore thumb and can really break the immersion. In Cyberpunk 2077 the focus is to have merchants feel authentic and communicate as real parts of the living breathing world.

Your decisions and actions will drastically affect which merchants you have at your disposal, how much they charge you, and what inventory they have available. It seems that maneuvering the bartering world will be a game in itself.

7 Clothing Matters

A common problem in role-playing games is that players are often stuck between choosing armor and outfits that either look really cool or are actually useful in combat. You either decide to look good but be less powerful, or look horrible but get some sweet stat bonuses.

Clothes in Cyberpunk 2077 play an even deeper role as the clothes you wear will affect how non-playable characters perceive you and can result in different dialogue options. You may not want to judge a book by its cover, but everyone else will be doing it.

6 Hacking

It’s impossible to have a game so focused on technology and robotics as Cyberpunk 2077 is and not assume that it will feature hacking to some extent. CD Projekt Red hasn’t only confirmed that hacking can play a big part in your experience, but that it can be used in non-lethal runs.

Yes, you can play through all of Cyberpunk 2077 without shooting or killing anyone. This will also bring into question the moral and ethical dilemma’s surrounding the control of robots and computer systems in violent and non-violent crimes.

5 Play How You Like

The moment you label your game as open-world, players will immediately expect a certain level of freedom. Genres communicate a lot more than what the main gameplay mechanics will be, they often let the player know how open or streamlined their experience will be.

Cyberpunk 2077 is the type of game that won’t hold your hand or force you to play a certain way to feel accomplished. It wants you to take on the world in a way that feels right for you, but in the same breath understand that there will be consequences and challenges unique to you along the way.

4 Solid Shooting

Many people are already sold on Cyberpunk 2077, but the biggest area of concern is centered around the shooting mechanics. CD Projekt Red has proven they can design and deliver an amazing open-world role-playing game experience with great side quests and tons of post-launch content.

They’re not however known for making games that feature guns or shooting. The demo footage released in 2018 was promising and showcased CD Projekt Red knows what they’re doing no matter the genre or combat style.

3 Seamless Experience

Earlier the idea of virtually no loading screens was mentioned and this goes hand-in-hand with CD Projekt Red’s statements about wanting Cyberpunk 2077 to feel like a seamless experience.

They want the game to have very few barriers and immersion-breaking things, so players feel engaged at all times. Removing loading screens, classes, and other staples of large AAA games is what they hope sets the game ahead of its counterparts. No developer wants to pull you out of an experience, but it’s different when it’s a pillar of focus for the entire team.

2 Branching Narrative

A staple of the role-playing genre is giving players a branching narrative that changes based on dialogue decisions, or actions the player performs as well. Cyberpunk 2077 will take this to the next level, and choices you feel are inconsequential could affect a quest or interaction with a non-playable character dozens of hours later in the game.

The goal is to make each player experience feel unique to them and will likely lead to some incredible water-cooler moments among friends as they discuss how different their story was.

1 No Classes

Most role-playing games have players choose a class early in their adventure and have them work towards excelling at that class throughout. In Cyberpunk 2077 there are no classes due to the developers wanted you to be able to evolve your interests along the way and not back you into a corner.

Instead they want your playstyle to naturally upgrade your attributes and in turn, create a custom class that fits specifically what you enjoy doing most in the game. This is another pillar in CD Projekt Red’s philosophy of letting the player be free.

Источник: http://www.thegamer.com/cyberpunk-2077-gameplay-teases-excited/

Cyberpunk 2077 is inspired by Blade Runner and Ghost In The Shell

CD Projekt Red has revealed that the aesthetics of Cyberpunk 2077 are inspired by Blade Runner and Ghost In The Shell.

Cyberpunk 2077 is going to be amazing when it eventually comes out. Although a lot of us were admittedly trepidatious about it being first-person only, CD Projekt Red’s nearly hour-long gameplay demo was a spectacle that made everyone shut up and trust the people responsible for The Witcher 3. We haven’t heard much about the game since then, but the developers have recently confirmed that it will not contain any “procedural” design elements, and that the world will be reminiscent of renowned cyberpunk blockbusters such as Blade Runner.

CD Projekt Red’s lead cinematic animator, Maciej Pietras, was asked during an interview about the size of Cyberpunk 2077’s open-world map. As reported by Gamerant, Pietras went on to explain it’s “difficult” to measure the world thanks to its vertical nature, but revealed that everything has been designed by hand:

“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 [to The Witcher 3]. [. . .] 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.”

In another interview reported by Gamepur, Cyberpunk 2077’s Senior Quest Designer, Phillip Webb, said the game’s aesthetics are inspired by Blade Runner, Ghost In The Shell, and the pen and paper RPG Cyberpunk 2020:

“The core of the inspiration: the entire studio likes ‘Cyberpunk 2020, the pen and paper RPG. And just, generally, Cyberpunk as a genre, movies like Bladerunner, Ghost in the Shell, and books like Neuromancer.

“If you want to tell really, really good stories, you have to really know the world. So, story team — the writers, the quest designers, cinematic designer — we had to assemble a list. ‘These are the books you have to read,’ ‘these are the rulebooks of Cyberpunk 2020 you have to read,’ ‘these are the movies.’ We had to get really immersed in it. Of course, many of us who were fans of cyberpunk knew those things already.”

We don’t know when Cyberpunk 2077 will be coming out, but rumours suggest it might be released on the PlayStation 4, Xbox One, and PC this year. We haven’t seen or heard much about the game since its impressive demo, but the studio’s passion and sincere love all things cyberpunk makes it destined to be great.

Have something to tell us about this article? Let us know

Источник: http://www.hitc.com/en-data/categ2_gb/2019/01/14/cd-projekt-red-cyberpunk-2077-blade-runner-ghost-in-the-shell/

Cyberpunk 2077: Almost All Cutscenes Will Be in First-Person Perspective

Including the sexy ones.

Posted Sept. 3, 2019, 12:54 p.m.

All of Cyberpunk 2077’s cutscenes will be locked to first-person perspective, according to CD Projekt Red.

Since the core gameplay of Cyberpunk 2077 is also first-person, this means players will rarely see their character’s appearance. The studio’s global community lead, Marcin Momot, says this is a deliberate decision that prioritises narrative flow.

He tweeted, “Achieving full immersion in an FPP game is extremely important and the decision made by the team to go 100% first person in @CyberpunkGame is something that will benefit it greatly from gameplay and story-telling perspectives.”

He added that players would still be able to see what their character looks like in the inventory screen, during driving sequences, in reflections and “very occasionally” in some cutscenes. Any sex scenes in the game will play out from a first-person perspective, according to the official Cyberpunk 2077 Twitter account.

Cyberpunk 2077 builds upon science fiction’s body modification subculture with a deep character creator. Players can combine male and female biology, add surface wiring, and adjust the colour of nearly every feature. As such, the news has upset some fans, with one Twitter user replying, “such a shame to have heavy customisation but never see our character. For me this is a huge mistake.”

However, an interview by German website NightCityLife translated on the Cyberpunk 2077 forums points out that the tight spaces and buildings in Cyberpunk are much better suited to first-person than the open landscapes of The Witcher. Senior level designer at CD Project Red, Miles Tost, explained that third-person view means developers need to leave a bit of extra space at a building’s entrance to allow the camera to sweep in behind without bugging out. First-person means they don’t have to worry about that.

For more of a sense of how gameplay will work, check out 15 minutes of gameplay or these new screenshots that reveal intricate details about the game’s weapons and characters.

Alysia Judge is a writer and presenter. Follow her on Twitter @alysiajudge.

Источник: http://nordic.ign.com/m/xbox-one-gaming-data/categ2_hardware/28847/news/cyberpunk-2077-almost-all-cutscenes-will-be-in-first-person-perspective

Cyberpunk 2077’s Night City strives to be a unique and grounded cyberpunk city

Marthe Jonkers is a senior concept artist at CD Projeckt Red working on Cyberpunk 2077. Jonkers actually designed the location in the first very first teaser trailer for the game back in 2013, featuring the cyberbabe with mantis arms, and was resigned to the fact that nobody was really looking at the building behind her.

Jonkers’ team work on locations and interiors, and even the broader piecing together of Night City. “We even have urban planners on our team,” she explains, since after all, someone has to work out how a city centre actually works in practise, and how you drive around it all. And the way this cyberdystopia RPG backdrop is all designed is really bloody interesting.

One thing Jonkers emphasises again and again is that the whole dev team “really want to make you feel like you’re in a real city”. She says the word “believable” an encouraging number of times, especially when she’s saying it in reference to a game where you can turn enemies into fricassee with a slow-mo laser whip that comes out of your arm.

They’ve drawn a lot from the TRPG Cyberpunk 2020, originally created in the 80s by Mike Pondsmith. Jonkers describes him as “a walking encyclopedia of cyberpunk.” Because of this long established source material, there’s a lot of history to the world that they can use to make a very rich, very layered city — even, she says, in the literal sense, because you can do so much vertical exploration.

Jonkers explains that “of course we’d seen every cyberpunk movie that’s out there, but we wanted to create something original.” So they went back not only to the TRPG, but also to their timeline, and connected styles in the city — architectural and fashionable — to a history.

The end result is four overarching kind of epochs of style. The earliest, for example, dates back to when people were poor, so they used cheap materials and plastics, with muted colour palettes. “It’s very practical, you know. It’s not about looking great. If it works, it’s fine.”

Immediately after that comes a more style over substance era, where people were happier and wanted to show it. Buildings built during that period have rounded edges, and pinks and yellows are predominant.

These and two other styles were then mixed into Night City, based on the key events in its history and the materials available, so the whole city should make sense if you look at it with a more critical eye. “At the same time, if you use these styles to create a city it becomes so much more believable,” says Jonkers. “If you walk around Cologne you will see architecture from different times, and peoples’ fashion as well.” They wanted to have that feeling of layered, on-going history, so approached it like reality (or the kind of reality that makes sense in Cyberpunk 2077, anyway).

Within that, the six different districts feel different based on their own histories. Pacifica, the district shown in the latest demo, experienced a rapid boom and bust when corporations poured gentrification money in and then pulled it out again before anything got properly finished. It has a real fixer upper vibe. Meanwhile, if you go to the city centre, where the corporations have their stronghold, it’s more in a “neo-militaristic” style. “It’s a very different vibe. You see a lot of colours that are white and black and metal, it’s very slick.”

Santo Domingo, which hasn’t been shown yet, is what Jonkers calls “the powerplant of Night City”. It holds most of the factories and industries that actually keep the city running (and I’m sure the Santo Domingo residents won’t have opinions about that). “It’s very industrial and it’s dangerous in a very different way.”

I mention the tyranny of neon, the image of pink glowing signs that is inextricably tangled in the idea of cyberpunk as a theme. For Jonkers, though Cyberpunk 2077 doesn’t have none neon, it isn’t the selling point. She does, however, cite Watson, her favourite district and the one from last year’s demo, which has more than a few neon street signs. According to Jonkers, Watson has a large Asian community, and so the neon signs there are descended from the ones in Tokyo.

It was very important for the team, Jonkers said, that each of these places feels distinct, and that the whole thing feels real. They worked closely with other teams, and the level designers, so that the whole thing feels more immersive. In this, after all, you’re building your own version of the protagonist V, and experiencing it in first person. Compare that with looking over the shoulder of an already-experienced Geralt Of Rivia in The Witcher series.

Jonkers feels they’ve made something that can’t be confused for any other cyberpunk-y thing. If you take a screenshot of 2077, she says, nobody wonders if it might be Bladerunner. “For me that’s really exciting, because we created a cyberpunk world that’s unique but grounded.”

But you still get a slowmo laser whip, which you can also use for hacking. So, best of both worlds, right?

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Источник: http://www.rockpapershotgun.data/categ2_com/2019/08/22/cyberpunk-2077s-night-city-strives-to-be-a-unique-and-grounded-cyberpunk-city/

Cyberpunk 2077 – City Center District

The center of Night City is the largest district in the game, and as you might imagine it is dominated by the corps that run the place. Alongside the wealthy is the “the quintessence of luxury,” and it seems likely that the player will be able to buy some upscale fashion in this part of town.

Home of Arasaka?

As the main adversary of Keanu Reeves’ character Johnny Silverhand, the Arasaka Corporation will no doubt be a major antagonist in the game, and in the tabletop game their American Division HQ has historically been in the City Center district. We can also see a large building in what appears to be the City Center in one of the screenshots released by CD PROJEKT RED.

The Arasaka logo can be seen on the building to V’s right.

However, the building we see doesn’t quite seem to match the description given in the Cyberpunk 2020 tabletop game:

At 130 stories, it is the tallest building in Night City, and is clearly visible from most areas in clear weather. It is almost two separate buildings, with the twin towers being structurally connected only below the 20th floor. Above that, the narrow (20m) gap between the towers is bridged regularly by closed tunnels with exposed walkways on top. Above the 90th floor, the tunnels have no exposed walkways or windows. The towers are featureless surfaced in black glass and steel, imparting a rather sinister look. The logo and name are on a black marble plaque that stands by the walkway to the main entrance. There are heliports and AV-4 pads on both tower roofs, and a restricted subterranean parking and loading area. Each tower has its own internal elevators and stairways.

We will have to wait and see if Arasaka has been overtaken as the corp with the tallest skyscraper in Night City, or if their HQ is somewhere else in the large City Center District.

Источник: http://www.mapscyberpunk2077.com/cyberpunk-2077-city-center-district/

Cyberpunk 2077: Almost All Cutscenes Will Be in First-Person Perspective

Including the sexy ones.

Posted Sept. 3, 2019, 4:24 p.m.

All of Cyberpunk 2077’s cutscenes will be locked to first-person perspective, according to CD Projekt Red.

Since the core gameplay of Cyberpunk 2077 is also first-person, this means players will rarely see their character’s appearance. The studio’s global community lead, Marcin Momot, says this is a deliberate decision that prioritises narrative flow.

He tweeted, “Achieving full immersion in an FPP game is extremely important and the decision made by the team to go 100% first person in @CyberpunkGame is something that will benefit it greatly from gameplay and story-telling perspectives.”

He added that players would still be able to see what their character looks like in the inventory screen, during driving sequences, in reflections and “very occasionally” in some cutscenes. Any sex scenes in the game will play out from a first-person perspective, according to the official Cyberpunk 2077 Twitter account.

Cyberpunk 2077 builds upon science fiction’s body modification subculture with a deep character creator. Players can combine male and female biology, add surface wiring, and adjust the colour of nearly every feature. As such, the news has upset some fans, with one Twitter user replying, “such a shame to have heavy customisation but never see our character. For me this is a huge mistake.”

However, an interview by German website NightCityLife translated on the Cyberpunk 2077 forums points out that the tight spaces and buildings in Cyberpunk are much better suited to first-person than the open landscapes of The Witcher. Senior level designer at CD Project Red, Miles Tost, explained that third-person view means developers need to leave a bit of extra space at a building’s entrance to allow the camera to sweep in behind without bugging out. First-person means they don’t have to worry about that.

For more of a sense of how gameplay will work, check out 15 minutes of gameplay or these new screenshots that reveal intricate details about the game’s weapons and characters.

Alysia Judge is a writer and presenter. Follow her on Twitter @alysiajudge.

Источник: http://in.ign.com/cd-projekt-red-project-data/categ2_untitled/139065/news/cyberpunk-2077-almost-all-cutscenes-will-be-in-first-person-perspective

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Resident Evil 6


Plataforma: Playstation 3.

Observações:
1 – Com a legenda em mãos extraia o arquivo zip e copie a pasta USRDIR extraída sobre a pasta USRDIR do seu jogo, a pasta USRDIR fica dentro da pasta PS3_GAME do jogo, confirme quando pedir para substituir arquivos, ou seja, cole a pasta USRDIR da tradução dentro da PS3_GAME.

2 – Apague os dados do jogo Resident Evil 6 no menu “Jogo > Utilitário de Dados de Jogo” na tela principal do PS3 (XMB), caso tenha instalado algum PATCH (PKG) desinstale e instale novamente, no caso do EBOOT.BIN não é necessário substituí-lo novamente.

3 – Ative as legendas nas configurações do jogo. Pronto!

Источник: http://traduzconsoles.blogspot.data/categ2_com/2013/04/RE6-PS3.html

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