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BullworthAcademy

Cyberpunk 2077

Recommended Posts

Candy_Licker
1 hour ago, Dryspace said:

I know what you mean. For myself, I no longer have any general optimism about the AAA industry and its future--all I have anymore are occasional games of particular interest that I hope will turn out to be great experiences, but that's not the same thing as expecting them to.

 

Right now, the threads of hope that pull me forward consist of...Cyberpunk 2077, Dying Light 2, and I suppose World of Warcraft Classic (r00flez). Wow--that was all I pulled up when I looked through my list. There are a few more that I just don't have any real hope for based on what I know, such as Beyond Good & Evil 2, The Sinking City, and TES VI. Also, there are others that I just don't know enough about yet, like The Outer Worlds and GreedFall.

 

And the funny thing is: I have DL2, but have only played the demo so far. The reason I'm looking forward to it is that I think they really did something innovative with the movement mechanics (aka parkour), and my understanding is that they are taking other aspects such as story, characterization, and world building more seriously this time...so if they succeed, I think it could be a really fun and immersive game.

 

For me it's Cyberpunk, RED Dead 2 PC version, Mechwarrior 5 and Mount&Blade Bannerlord (aka Half Life 3)

 

Atleast with Cyberpunk I know the quality will be top notch + CDPR won't ruin it with shady business practices.

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Static
14 minutes ago, Candy_Licker said:

Mechwarrior 5

Even with it being an EGS exclusive for a year?

Kinda killed my hype for it, at least til its steam release.

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Dryspace
Posted (edited)
27 minutes ago, Candy_Licker said:

For me it's Cyberpunk, RED Dead 2 PC version, Mechwarrior 5 and Mount&Blade Bannerlord (aka Half Life 3)

Well....I didn't say RDR2 because I hadn't yet heard that it was coming to PC. (Edit: I've never played RDR, and wish that one would be given a PC release as well.)

I think I'm going to have some real problems with the Form over Function, highly scripted gameplay, but I am looking forward to having it on PC, especially because of the amazingly, unexpectedly good port that was GTAV. Everything else aside, the coding and optimization of the PC port puts 98% of PC ports to shame.

 

Quote

 

Atleast with Cyberpunk I know the quality will be top notch + CDPR won't ruin it with shady business practices.

Hear!

Edited by Dryspace

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StuntMaster100
27 minutes ago, Dryspace said:

Well....I didn't say RDR2 because I hadn't yet heard that it was coming to PC. (Edit: I've never played RDR, and wish that one would be given a PC release as well.)

I think I'm going to have some real problems with the Form over Function, highly scripted gameplay, but I am looking forward to having it on PC, especially because of the amazingly, unexpectedly good port that was GTAV. Everything else aside, the coding and optimization of the PC port puts 98% of PC ports to shame.

 

Hear!

RDR2 pc version files have been leaked... an announcement is around the corner.. 

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Dryspace

I just noticed that the GOG store page for Cyberpunk 2077 reads: "Works on: Windows (10)".

That would be funny... Reeeeeal funny....

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Commander S
On 11/28/2018 at 11:32 PM, Commander S said:


Come to think of it, I'd really like it if there was a smaller, Pontiac Fiero/Toyota MR-2 kind of thing as an alternative - it'll be really interesting seeing how much variety there is in that regard, considering how in so many other open-world, GTA-like 'city simulators' (Mafia, Sleeping Dogs, etc.), picking your ideal ride is just as important for defining your personal game experience as how you tweak your character's outfit/appearance.



...oh.

 

ECZfaCFX4AAZCeg.jpg:orig

 

 

 

Bunch more screenshots in this Twitter thread - all (presumably from the upcoming gameplay reveal - same slice as shown at E3, more or less).

 

 

I'm looking forward to seeing more of the game in action - particularly since (again, assuming the publicly-available gameplay demo will do the same as the E3 one) this next preview will swap between two different Vs, and show off the difference between a more combat-orientated playthrough, and one making use of hacking and non-combat options. I really hope they're going for that classic Deus Ex 'immersive sim' approach, where there are multiple intertwined approaches to any given obstacle, and you're given plenty of leeway to play through your mistakes (rather than 'game over - restart from checkpoint' - getting killed being the obvious exception!).


 

Must admit, the Silverhand/Keanu reveal put a dampener on my hype somewhat - I don't mind it being a BioWare-style 'you are the only person who can save humanity, and your choices will have massive consequences!' power fantasy, but I'd still prefer a more grounded, noir-esque 'there are a million stories in Night City - this is just one of them' thing, where the stakes are more personal. That's probably not going to happen, now (what with getting tangled up in Johnny Silverhand's story an' all - that, and the 'find the implant that can grant immortality' stakes...), but that's a minor gripe if the world-building and interactivity still push all my buttons.

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Matrelith

 

 

Really looking forward to get lost in this world

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Slappy212

ECkOH9NXoAAN-ZT?format=jpg&name=4096x409

 

ECkOGrGXsAAfKjM?format=jpg&name=4096x409

 

This is looking sick. I wonder how much population density their engine will manage. It was good in W3 but the scope here is far greater. 

Edited by Slappy212

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Dryspace
1 hour ago, Slappy212 said:

This is looking sick. I wonder how much population density their engine will manage. It was good in W3 but the scope here is far greater. 

I'd like a population density that mirrored reality, but if it's one or the other, I'd much rather the processing power went toward making the behavior of fewer NPCs as realistic as possible.

 

Because of the necessity of focusing console power on pushing up graphical realism, as a console ages, progressively less and less power is devoted to gameplay-based aspects like physics and AI, and consequently AAA games have had no innovation in these arenas in over a decade. GTA V is a good example of this. There was simply no way they could have pushed the graphical realism as much as they did while also keeping the physics and AI of GTA IV. Some may claim that, as far as vehicle physics, that's a good thing, but physics and handling are not the same thing. The handling could have been improved (or better yet, adjustable) while still maintaining the satisfaction of cars that respond realistically to both input and the environment.

 

I'm really excited to see what we'll get with Cyberpunk 2077 and can't wait until it releases, but I won't pretend that I'm not very disappointed that it's an end-of-life console game instead of a new-gen killer app. Which is what it could have been. People may claim that there's not enough of an install base to release a title for a new generation right away, but correct me if I'm wrong--the reason for this is that there are hardly any games right away, and almost never anything great.

If a game that people were really looking forward to, like GTA V or C2077, were designed and released for a new generation, a great number of people would purchase new consoles that would otherwise wait, because they actually have a compelling reason to.

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Turan

I want to experience this game for the first time on a next-gen console. 

 

But can I wait 9 months for that? Doubtful. :(

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Mr. Scratch
1 hour ago, Turan said:

I want to experience this game for the first time on a next-gen console. 

 

But can I wait 9 months for that? Doubtful. :(

You'd probably wait even longer, CDPR said they don't have any plans for a next gen version any time soon.

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Commander S
12 hours ago, Slappy212 said:

 

This is looking sick. I wonder how much population density their engine will manage. It was good in W3 but the scope here is far greater. 

 

10 hours ago, Dryspace said:


I'd like a population density that mirrored reality, but if it's one or the other, I'd much rather the processing power went toward making the behavior of fewer NPCs as realistic as possible.

 

 

I think it'll probably help that (IIRC) the places with the highest population density will most likely have the most concentrated architecture and whatnot - for instance, Pacifica (the area shown in all the 2019 previews) has a lot of wide-open areas, but it's mostly abandoned, so the game won't need to fill it with loads of people. Meanwhile, in a bustling tower block, you'll have far more people, but the game won't need to show hundreds on screen at once, because narrow walkways and corridors, etc.

 

I can't say if that's how they're actually doing it, but it'd make sense - bit like how GTA V 'cheats' with pedestrians and traffic. In GTA, the game generates NPCs in the area around you up to a certain distance, and you really need to make an effort to see far enough away to notice that the area many blocks over is currently empty. And zoom in using a rifle scope, and that makes the game start generating traffic in that previously-empty area, because you're zoomed in close enough for the game to need to populate it.

 

Smoke and mirrors, basically - same as how "no loading screens" just means 'no overt loading screens', because that same job is handled by lifts, doors, etc. (as seen in stuff like the original Mass Effect).

 

 

Unrelated, but that yellow car in the new screenshot is the same sports car as the red one from earliernot to be confused with this spiffy new muscle car (which looks like a futuristic spin on the Ringbrothers "Defiant!" Javelin): 

 

Cyberpunk2077-Sweet_ride-en.jpg

Edited by Commander S

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Jason

That car is 😍

 

Every shot I see of the city impresses me more and more, it looks like we're finally going to see a Rockstar level city from a developer that's not, uh, Rockstar.

 

Considering the studio size of CDPR the game just looks mad impressive.

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Turan
13 hours ago, Mr. Scratch said:

You'd probably wait even longer, CDPR said they don't have any plans for a next gen version any time soon.

 

Marketing speak. They want people to go all in on the current-gen version so obviously they pretend like there is not going to be a next-gen version. 

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DareYokel
4 hours ago, Turan said:

 

Marketing speak. They want people to go all in on the current-gen version so obviously they pretend like there is not going to be a next-gen version. 

Yeah. We know that the PS5 will be fully backwards compatible with PS4 titles. CDPR will probably have some kind of upgraded version for next-gen consoles. It shouldn't be hard to implement.

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Dryspace
13 hours ago, Commander S said:

In GTA, the game generates NPCs in the area around you up to a certain distance, and you really need to make an effort to see far enough away to notice that the area many blocks over is currently empty.

When I think about it, on the PC I don't remember ever noticing any pop-in or obvious fall-off of pedestrians or vehicles, which meant they did their job correctly. One thing I remember is that, looking down on the city from above, I would still glimpse an occasional vehicle in the medium distance, even though normal traffic wasn't loaded that far away. It's one of those little things that helps.

 

13 hours ago, Commander S said:

That looks really nice, though in my opinion I think they went overboard with the wheel size. I think somewhat smaller wheels and beefier tires would complement the aesthetic better.

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Commander S
7 hours ago, Dryspace said:

When I think about it, on the PC I don't remember ever noticing any pop-in or obvious fall-off of pedestrians or vehicles, which meant they did their job correctly. One thing I remember is that, looking down on the city from above, I would still glimpse an occasional vehicle in the medium distance, even though normal traffic wasn't loaded that far away. It's one of those little things that helps.

 

 

Yeah - that's another clever system for managing pop-in in V: instead of just having things go from *nothing* to *suddenly: thing!*, you'll have them load in, but with lower-detail placeholder models, which then swap to higher-detail ones the closer they get. Indeed, with the current-gen/PC version of GTA V, the second-highest level of detail (which swaps in about the distance of a city block) uses the last-gen vehicles and whatnot.

 

It's something that the folks at R* occasionally overlook in small areas - right now, the new Gauntlet Classic has a slight glitch where moving the camera too far away from it causes custom roof details to disappear (so if you've got a black vinyl roof, it'll disappear and show the regular stock, painted roof instead), because someone forgot to check that the lower-detail models retain all the right customisation settings.

 

I was watching Shamus Young's old streams of V recently, and he shows off what happens when you look at a previously-empty road through a rifle scope - what I've just noticed is that in order to sell the illusion even more, the game doesn't just have cars pop in when you move the camera into range. Instead, they start spawning out of view (behind buildings and down side roads), then drive into 'frame' - so it looks like 'there was an empty stretch of road, but traffic's moving now', and not just 'presto - magic cars!':

 

(timestamp is 40:26, if the link insists on starting at the beginning... :sigh:)

 

https://www.youtube.com/watch?v=V2aMUMS7KYU&t=2426

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TheSantader25

It's amusing that every screenshot that I see of this game makes me want it more. The last game that did this to me was GTA V. Incredible level of detail in the city. 

Edited by TheSantader25

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