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Thema: Cyberpunk 2077

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    Cyberpunk 2077





    Bin gespannt.

    CD Projekt

    KNOCK KNOCK KNOCK - Mugon no kuukan o daite
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    AW: Cyberpunk 2077


    KNOCK KNOCK KNOCK - Mugon no kuukan o daite
    Kabe o tataite wa mogaku yo - Daiji na serifu nani mo ienai mama

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    AW: Cyberpunk 2077


    KNOCK KNOCK KNOCK - Mugon no kuukan o daite
    Kabe o tataite wa mogaku yo - Daiji na serifu nani mo ienai mama

  4. #4
    Regisseur Avatar von Caliburn
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    AW: Cyberpunk 2077


    CGI teaser trailer from January 2013 and here is the making of.
    Here is an accurate analysis of the trailer by IGN.


    Summary
    • Open world action RPG
      • Near futuristic setting with ultramodern technology in the corrupt and tech-advanced world of the year 2077
      • Set in the sandbox of Night City (fictional west coast American city) in a country where mega-corporations prop up the government
      • No map gating based on story progress
    • Sequel to the pen and paper game designed by Mike Pondsmith in 1990
    • Primarily single player but has multiplayer
    • First person and third person
    • Advanced RPG mechanics based on pen and paper RPG system, upgraded to the 2077 setting
    • Gigantic arsenal of weapons, upgrades, implants and cool high-tech gadgets
    • Character creation
      • Choose your gender
      • Choose your appearance and clothing
      • Choose from different character classes
    • Non-linear character progression with cybernetic implant system
    • Non-linear, complex and mature story
      • Morally ambiguous choices
      • New dynamic conversation system
      • Rise to power story about someone who rises from a filthy gutter to stand against a hostile world.
      • Many factions
      • Type of character created, appearance and past actions influence quest options and outcomes
      • Set in a decadent and degenerate human society
    • Core theme is "style over substance"
    • Inspirations include System Shock, Fallout, Baldur's Gate, Deus Ex and Skyrim
    • Cyberpunk 2077 will be a much larger game than The Witcher 3
    • CDPR wants Cyberpunk to be a franchise
    • The Witcher 3 composer is returning
    • CGI trailer graphics represent the target for the actual game
    • Cyberpunk 2077 began development in 2012 and will not be discussed before 2017


    The world of Cyberpunk 2077 presents a grim vision of the future. Tech advancement went hand in hand with the decay of society. Body augmentations invented to serve society simply multiplied the problems, and sometimes lead to mayhem on the streets. New inventions led to addictions and poverty became an even larger problem.

    In Cyberpunk 2077, the player will be thrown into a dark future. The metropolis of Night City is a stage set to tell the tale of one individual, raised on the streets, who tries to lift himself up from the gutter and find a way to survive amongst boostergangs and megacorporations in a city of filth and sin. Drugs, violence, poverty and exclusion haven’t disappeared by 2077, as people stayed as they were for centuries – greedy, closed-minded and weak. But not only ghosts of the past trouble mankind, but new issues have appeared. Psychos go on rampages and the streets are filled with junkies addicted to a new form of entertainment – the braindance, a cheap way to experience the emotions and stimuli of someone else, someone living a more exciting life.

    [...] This is the world of 2077. The gap between high and low is bigger than ever. Drugs, violence, braindance, psychos on the loose… Will you be able to function in this defunct society or end up a BD-junky with nothing left, set aside like garbage - still living someone’s else life – not aware of what’s going on around you? Whether you like it or not - this is the age of braindance decadence; this is Cyberpunk 2077.
    Overview of Cyberpunk 2077 (January 2013)



    Story, character and setting

    The format of the story (June 2012)
    "Players should be able to choose how deep they want to enter the story or the plot," said CD Projekt's head of marketing, Michal Platkow-Gilewski. "If they're really hardcore, they can really dig deeper and deeper and deeper, and if they're just casual, they can still learn about the characters and the story, but they'll do that by going in another direction."

    While CD Projekt isn't talking about specifics for Cyberpunk just yet, Badowski said the team plans to add this depth by creating plenty of optional content for players, spanning everything from "new quests, characters, areas," and more.

    By reorganizing the game's optional story elements and creating a more focused main plot, the team hopes that Cyberpunk will be able to attract and hold the attention of a much wider audience, while still upholding the studio's dedication to rich, well-realized stories and worlds.
    The focus of the plot (May 2013)
    “The psycho squad is just one of many cool elements in this world," Sebastian explains. “We had several ideas for this short teaser and had to focus on one of them. Augmentations and cyberware is a big subject in the world, and that’s why it’s in the teaser. But it won’t be a game about police hunting cyber-psychos. That’s a sub-plot… The story will be low-level. We are not going to save the world, or even save a city. We are focused on the main character and his problems, or her problems.”

    Possible character classes (October 2012)
    There are nine classes - known as Roles - to pick from in the game. They are Cop, Corporate (businessman), Fixer (dealer-type), Media, Netrunner (hacker), Nomad (gypsy warrior), Rockerboy (rebel rockers!), Solo (assassin) and Techie (renegade doctors and mechanics).
    These were the classes for Cyberpunk 2020 - the game that CDPR wishes to stay true to so the classes in Cyberpunk 2077 should be either these nine or something like them.


    Character customisation (August 2012)
    "As opposed to the regular fantasy set-up with mages, warriors and archers, we're going for something different," said Momot. "In Cyberpunk, each character role will offer a set of special skills that will impact your stats in many different ways. That's where the challenge kicks in, we want to create a game where character customization will be strongly tied with the plot. Now going from that, we believe that we can make a game where, with many different role choices, you will get a very strong, engaging story, just like it was with The Witcher."

    He went on to say, "We definitely want to give players way more freedom with customization of the main protagonist then they had with Geralt in The Witcher series. We are planning on letting them change their statistics, equipment, implants and much more."

    More about character customisation (May 2013)
    Character customisation, for instance, was necessarily not an option in Geralt’s world. But in Cyberpunk 2077, it’s self-defined role-playing: your style and personality will have deep and far-reaching effects on the world and how it reacts to you. “We will have several features that allow you to create your [visual] style, and your style will affect gameplay, storyline and relationships between characters,” explains creative director Sebastian Stepien. “Your appearance and your dress will change the behaviour of NPCs, and also the story also in some parts,” Mateusz adds. Style and appearance works together with the personality you create for your character and express in conversation to determine how the world reacts to you.

    The new dialog system (May 2013)
    “It’s about telling story via what happens, not cutscenes or other features,” Mateusz says. “To do that we need to create a totally new unique dialogue system – we’re doing that right now, it should be awesome.”

    The setting
    (August 2012)
    "Cyberpunk's story takes place all over the world, but we're going to focus on it's most characteristic venue - Night City. One thing is certain, we want to make a game with an open, living world that stays true to the source material," said Momot.

    More about the setting (October 2012)
    A multi-thread, nonlinear story designed for mature players (a CD Projekt RED trademark) will take place in the sprawling metropolis of Night City and its surroundings. Players will have a chance to visit places well known from "Cyberpunk 2020", including a combat zone completely taken over by gangs, the legendary Afterlife joint and the nostalgic Forlorn Hope.
    The surroundings were described as "surrounding wastelands" in their Siggraph 2013 PowerPoint. They also confirmed that the game was third person + first person (without any elaboration).

    Building the city (January 2013)
    The city is being designed so it doesn’t look like a purely futuristic metropolis. Older elements of buildings will be mixed in with more modern structures to make it look like the city was built in layers to create a more realistic, Blade Runner-esque style. Badowski commented, "It’s important to show that the city was not built in a day."


    Multiplayer and graphics

    Cyberpunk has some form of multiplayer (March 2013)
    "It will be a story-based RPG experience with amazing single-player playthroughs, but we're going to add multiplayer features," Badowski said.
    They were "thinking about something" for The Witcher 3 at that time.

    Unofficial: The kind of multiplayer that we can expect based off job listings (August 2013)
    Given the posting lists things that are relevant to both regular gameplay as well as database backends, it seems they will probably have both direct player interaction and some kind of backend services that will presumably consist of things like multiplayer stats tracking, campaign telemetry data, and other such things. [...] They put up another technical posting directly under the Cyberpunk category that makes it sound like a pretty traditional multiplayer setup.

    The trailer represents the level of graphics that they are targeting (January 2013).



    The technology in the world of Cyberpunk 2077

    Entertainment in 2077 (January 2013).
    Among these is a new kind of entertainment called "braindances." These digital recordings let viewers fully experience events in their mind — the sites and smells of an explorer out on an adventure, for instance, or if you're into underground recordings, you can check out what it's like to be a serial killer. In 2020 braindances were still a nascent technology, but in 2077 they've become a massive entertainment industry that has incited widespread social problems. "People live someone else’s life while sleeping in the gutter," explains Janiszewski. "It’s like a new drug."



    A braindance is a new form of media in the 21st Century, which consists of a digital recording of a person's experience. The viewer can stream a braindance directly into his neural system via a special brain augmentation, called a BD player. Braindances allow the viewer to experience all brain processes registered, including emotions, muscle movements and all stimuli perceived by the recording person.

    The braindances made by megacorporations have relatively simple and attractive themes, allowing the viewer, for example, to feel the full experience of an explorer with all the appropiate thrills, sweats, smells, views, sounds and even the drive and curiousity that pushes some men to go beyond the horizon in defiance of fear and physical weakness. But there is also a darker and more controversial side to braindances - because some recordings are created illegally in the underground, free of megacorp oversight, You can enter the mind of a serial killer, seeing not only the monstrosities he performs, but also living out his lust to kill and the fulfillment of that desire.

    All kinds of these emoitions and stimuli can be achieved from the comfort of an armchair for a reasonable price, which makes BDs the most popular form of mass entertainment in 2077.
    More about the impact of braindances (January 2013)
    You haven’t experienced the latest New Hollywood recording? You’re nobody! The streets live with braindances, everyone just got crazy and wants to be a part of this new entertainment fad. Some people push it even too far and they cannot stop living other people’s lives. If you’re not linked to a braindance right now, you are probably discussing what happened to you during your last session. Of course, just like every great new cultural movement, BDs have people who criticize them. Just watch these two guys arguing about this phenomena.

    How new technology affects society in Cyberpunk 2077 (January 2013)
    "This is what the street loves; everyone is into braindances," Stępień said. "New Holywood lets you be a space pilot, but there's also an underground for illegal recordings, for example, putting you in the mind of a serial killer. The problem is that this new medium is completely addictive. So people are thrown out of their houses and onto the street, because they don't pay their rent. They lie in the gutter and still experience some cool braindance, but don't know what is going on around them.

    "This is just one of the new social issues the player will encounter. Another are psychos — people who went too far with cyber implants and just lost it; they are more machine than human and they can't handle it. The woman in the teaser trailer is one."

    Cybernetic implants in Cyberpunk 2077 (January 2013)
    “In 2077 as we imagine it, technology will be so advanced that implants will fit in the tip of a needle, making modification easy. The decision to change will therefore be largely aesthetic and ostensibly harmless. Realskin synthetic skin looks real but is better than real. It’s soft, it has pores that subtly release sweat, but it is so much more. It’s amazing, those who adopt it look like pumped, modified dolls, because they are perfect, or some version of it. When people choose modification, they’re making a statement, they’re expressing a preference.”

    “When somebody walks around with a chrome hand, it’s not because there’s some underlying technology that makes their hand look like that. It’s because they think chrome hands look cool. When somebody has a leg with servomotors, it’s because they choose to look extreme (like the best new carbon fiber bike). And their choice is completely based on style, it extends and enriches their style. You’ll get access to a rich arsenal of firearms, but if you want to have blades because they look cool, go for it. All these elements will make it into Cyberpunk 2077. 'Style Over Substance' is our core theme, after all.”

    NPCs may talk in multiple languages and you may require a translator implant (March 2013)
    In an interview with dubscore.pl, CD Projekt RED’s Sebastian Stepien said, “Decisions are not yet made, but we are thinking about some kind of system which could tell more about the game world.

    “The idea is to record everything in its original language. If there are, for example, Mexicans in the game, they will speak with slang. All performed by Mexican actors. Then a player could try a translating implant, and according to its level, he will get better or worse translation.”




    Development
    The game was announced in May 2012 and the teaser trailer was released January 2013 to attract new hires and build an international team. It was a success that brought people from more than 20 countries to Poland. Cyberpunk 2077's preproduction staff consisted of 50-60 developers shared with The Witcher 3. Today, most of CDPR is working on it.

    CD Projekt RED opened a new studio in Kraków, Poland in August 2013. This was to bolster development on The Witcher 3 and Cyberpunk 2077 but they will eventually develop their own games. CDPR had 250 employees as of May 2015. They are planning a two-fold expansion with the creation of four new teams and new local branches within the next 5 years.

    Cyberpunk 2077 Development Staff
    Game Director: Mateusz Kanik (Lead Gameplay Designer on The Witcher 2, Secondary Game Director on The Witcher 3)
    Story Director (?): Marcin Blacha (Lead Writer on The Witcher 3)
    Writer: Rafal Praszczalek (Additional writer on The Witcher 3)
    Senior Designer: Marcin Janiszewski (Game designer on The Witcher 3)
    Series Creator and Advisor: Mike Pondsmith
    Producer: Antoni Strzalkowski (Quest designer on The Witcher 3)
    Composer: Marcin Przybyłowicz (composer for The Witcher 2 and The Witcher 3)
    The Witcher 3: Wild Hunt credits

    Inspirations for Cyberpunk 2077 (October 2012)
    Dystopia and Syndicate are, of course, not the only games that we are looking at, though they are obvious inspirations. There are quite few more. I will only highly major features of these games that have guided what we want Cyberpunk 2077 to become, and maybe in the future we will go into more details about how these concepts work together.

    • System Shock (1994) – Great atmosphere combined with non-linear gameplay
    • Fallout 2 (1998) – A character’s development could determine the available dialog options he/she would encounter
    • Baldur’s Gate Saga (1998-2000) – Faithful adaptation of a Pen& Paper RPG system without getting bogged down in numbers.
    • Deus Ex (2000) – Considered by many to one of the best (if not the best) Cyberpunk game. It had an involving story multiple ways to accomplish a goal. One of first games of its time and still one of the very few games where it was possible to finish it without killing anyone.
    • The Witcher series (2007, 2011) – Rich and mature story. Stunning graphics.
    • Skyrim (2011) – One of the best implementations of an open, sandbox world.

    CDPR is working with the creator of Cyberpunk, Mike Pondsmith, and intends to create a game franchise (May 2012)
    CD Projekt is collaborating with Pondsmith on the title, and says it intends to create a whole franchise of games based on Cyberpunk, just as it did with The Witcher book series created by Polish author Andrzej Sapkowski.
    Cyberpunk 2077 will be a much larger game than The Witcher 3 (October 2015)
    “Cyberpunk is far bigger than anything else that CD Projekt Red has done before,” visual effects artist Jose Teixeira told MCV. “Far, far bigger.

    “We're really stepping into the unknown in terms of complexity and size and problems we encounter.”
    Note that he is not talking about the game's map but its density, scope, story and content. The actual map is smaller than The Witcher 3 but much more dense (building up/down instead of TW3's sprawls).

    Cyberpunk will not be announced before 2017 (May 2015)
    "We hope and we are certain that Cyberpunk has even bigger commercial potential. It is too early to talk about it, though. This year, and the next one will be the years of the Witcher," Kicinski said.
    Cyberpunk 2077 will not be at E3 2016 (or anywhere before 2017) (March 2016)

    Reason for the silence on Cyberpunk (December 2015)
    Life after The Witcher exists. We've been working on Cyberpunk 2077 for a long time. It's a completely different reality, set in the future, with corporations and morally grey world. Just to be clear: We already have the release date for Cyberpunk 2077 planned, but we won't announce it until we are ready to start the marketing campaign. At the moment we're concentrating on The Witcher and don't want to distract users from that product, which we are still monetising.

    Plans for Cyberpunk 2077's reveal (June 2015)
    "We're impressed with Fallout 4's rollout. They came on stage and said 'It's here, it's real, and it's coming out on this date.' We're going to do something similar. We're going to wait [to reveal the game] until we can show off a very meaningful piece of it."

    Most of CDPR is currently working on Cyberpunk 2077 (November 2015)
    "The team is divided right now," Michal Nowakowski, CD Projekt SVP of business and publishing, told GR+ news guy Leon Hurley at the show. "There's a sizable team still working on [The Witcher 3: Blood and Wine], but an even more sizable team has actually been working on Cyberpunk for quite a while right now."

    The Witcher 3 music composer returning to score Cyberpunk 2077 (February 2016)
    GamePressure: Are you thinking about Cyberpunk already?
    Marcin Przybylowicz: My superiors already force me to do it, because I spend most of my time with Geralt; however, some first attempts with Cyberpunk were already made.

    Why CDPR wanted to make Cyberpunk (October 2012)
    While still working on The Witcher 2, we started thinking about creating a huge RPG set in a Sci-Fi world. We wanted to take the universal values we used in the game about Geralt and show them from a different perspective. On top of that, we had plenty of ideas for features that couldn’t be implemented in The Witcher simply because they didn’t fit in the setting. We were still commited to create a game for mature audiences that dealt with important, thought-provoking matters. We would put in place exactly what we’ve learned while creating The Witcher 2 with just one difference – the game would be set in the future. No elves, no dwarves and no magic.

    Interview with Cyberpunk 2077 writer and producer (September 2013)

    Series creator, Mike Pondsmith's thoughts on the cyberpunk genre
    Cyberpunk 2077 – Mike Pondsmith About the Cyberpunk World (January 2013)

    What is cyberpunk? (October 2012)
    Most people think cyberpunk is just a summary of specific tropes; big guns, dark streets and dangerous guys in ubiquitous leather dusters. But the core of cyberpunk is a lot more subtle than that. Cyberpunk is about the seductive qualities of corruption and decay. In a world where rules and morality are non-existent, the temptation to descend to the level of the mean streets is always there. It doesn’t have to be dirty or grimy on the physical level. But on the psycho-social level, even the cleanest and most orderly Corp-zone should be rife with darkness and collapse. Ambiguous moral choices are key to cyberpunk, as are victories that aren’t always clear victories, and defeats that feel like victories because they are hard won against impossible odds.

    True cyberpunk also needs an adult feel (and that means more than just the sex). Unlike other genres, cyberpunk characters should have vices to go with their virtues. How they DEAL with those vices is a big part of their complexity. When we looked at the Witcher series, we saw a world where gambling,drinking, hookers and other vices were a big part of character development, but were also handled as part of the general adult character of the world. But in addition, relationships were treated as actual relationships, with the fights, negotiations, regrets and reconciliations that are part of the way real adults handle real situations.

    How futuristic is Cyberpunk? (October 2012)
    Cyberpunk isn’t just about high tech. It has to be the right level of high tech. Most “cyberpunk” games miss this important element, larding up the process with superpowers, spaceships, blasters and other overblown technologies. But the devices, vehicles, weapons and gadgets of a truly cyberpunk world have to be things that are only a few seconds ahead of where we are right now. They should be things that will spring from the real world we live in; direct extensions of trends currently in play. You can’t have ray guns in a cyberpunk setting—but you can have advanced sub-machine guns. Perfect example: in a Cyberpunk® project written several years ago, I created the “agent”; a hand held super cell-phone that used small micro-programs that could tailor the device to the users needs. At the time, it was a logical extension of what cellphones should be able to do in the near future. Ten years later, I’m writing this on my tablet smart-phone. See what I mean?

    Examples of cyberpunk and why Deus Ex isn't it according to Mike Pondsmith (February 2013)
    But being a good game and a good cyberpunk game are two very different things in his eyes. He explained:

    “I played the original Deus Ex and enjoyed it a lot. Warren Spector is a master at layering complex plots and inferences. But Deus Ex always felt more like a conspiracy game than a cyberpunk game to me. Mirror’s Edge is great, but too clean. System Shock and Oni [from Bungie] are also good. Perfect Dark. Ghost in the Shell. Matrix. And Grand Theft Auto 3 is basically cyberpunk minus the hardware.”

    (Dreist kopiert von Walpurgis)

    AND AS TIME COMES TO A HALT
    SILENCE STARTS TO OVERFLOW


  5. #5
    Regisseur Avatar von TheUsualSuspect
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    AW: Cyberpunk 2077

    Danke für dieses informative Sammelupdate. Für mich eines der spannendsten Projekte der nächsten Zeit.

  6. #6
    Regisseur Avatar von Caliburn
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    AW: Cyberpunk 2077

    Für dich auch interessant: Tyranny | Paradox Interactive

    AND AS TIME COMES TO A HALT
    SILENCE STARTS TO OVERFLOW


  7. #7
    Regisseur Avatar von TheUsualSuspect
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    AW: Cyberpunk 2077

    Zitat Zitat von Caliburn Beitrag anzeigen
    Für dich auch interessant: Tyranny | Paradox Interactive
    Sagt mir momentan noch nicht viel. Wenn Bethesda dransteht, lohnt es sich aber vermutlich ein Auge darauf zu haben.
    "Sometimes, when you bring the thunder, you get lost in the storm."

  8. #8
    Regisseur Avatar von Caliburn
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    AW: Cyberpunk 2077

    Obsidian. Aber jo.

    AND AS TIME COMES TO A HALT
    SILENCE STARTS TO OVERFLOW


  9. #9
    Regisseur Avatar von TheUsualSuspect
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    AW: Cyberpunk 2077

    Zitat Zitat von Caliburn Beitrag anzeigen
    Obsidian. Aber jo.
    Das kommt davon, wenn man an dem einen Tag auf den Link schaut und erst am nächsten Tag ins Forum schreibt. Hast natürlich recht.
    "Sometimes, when you bring the thunder, you get lost in the storm."

  10. #10
    Regisseur Avatar von Caliburn
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    AW: Cyberpunk 2077




    AND AS TIME COMES TO A HALT
    SILENCE STARTS TO OVERFLOW


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