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Cyberpunk 2077 – Way to E3




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This will be a great E3 for Cyberpunk 2077. Here's why we're excited.

In the beginning of 201

3, CD Project Cyberpunk's first trailer released promising to be a triple-fit of the classic pen-and-paper role play. At that time, CDPR had not yet released The Witcher 3, so they were not as highly regarded as they are now. Cyberpunk's first trailer was CGI, so its gameplay remained a mystery, and the "date when ready" release didn't even reach people's wallets, but the aesthetic? Ooh, they nailed it.

Cyberpunk is a difficult genre to pull off because it is a moving target. We live largely in a post-post cyberpunk dystopia now, and concepts that were once total science fiction have since become things we treat daily, so we try to realize the vision of a futuristic dystopia from 35 years ago without borrowing Strongly from the dystopia we actually have today is a fine line to go.

That year, CD Projekt Red had a cozy meeting room decorated with The Witcher 3 – which of course came out in 2015 – and Cyberpunk 2077 signage. While all they had exhibited from Cyberpunk was a copy of a futuristic machine gun, behind closed doors they showed The Witcher 3 in action. To this day, it is still one of the most impressive E3 demos I have ever seen, and as anyone who is playing The Witcher 3 can attest, it was not just bullshit marketing.

Unfortunately, we did not see another glimpse of Cyberpunk 2077 until last year, but good things are worth the wait. After beating a beautiful, ugly, neon-lit CGI trailer at Microsoft's press conference, which seemed all too good to be true, CD Project Red took nearly 40 minutes of participants in Cyberpunk 2077. As promising as The Witcher 3 demo in 2013, CD Project Red had again raised the bar. This was another game where it was impossible to see the bottom.

What frightens about CD Project Red is how exponentially the scale and fidelity of their game have come to play. Compared to The Witcher, who ran in a modified version of the Neverwinter Nights engine, Witcher 2 jumps and borders were more impressive. Witcher 3, meanwhile, added virtually another dimension. Cyberpunk seems to add another one.

I still have no idea when Cyberpunk 2077 comes out. There are games that use close to a decade of hell development, and there are games that spend close to a decade actually being developed. Cyberpunk 2077 certainly seems like the latter. It has been in the works since at least three years before The Witcher 3 was released, CD Projekts hesitation in giving it a release date, except "when it is ready" goes well.

But while CD Project Red had an upward battle that adapted Witcher in a video game – adapting a number of novels related to fixed lore is tough – Cyperpunk 2077 is already a game and has been for decades. Not a video game, imagine, but from scratch, Cyberpunk's are all designed for players to interact with, and there is an existing role-playing system framework. Compared to The Witcher's novelist's static, crystallized narrative character, it must be much more free to transform a pen-and-paper game into a video game. Moreover, this game has not only the creator Mike Pondsmith's blessing, he has been part of the project since day 1.

Of all that Cyberpunk 2077 offers, the promise of creating my very own "V" protagonist is extremely appealing. As I grew to love Geralt as an old friend, his choices in The Witcher 3 always felt like a compromise between me and his existing character. While my choices could determine whether he was friendly and charming, or a bloodthirsty, rude idiot, he was still Geralt of Rivia, a restrained hero at the end of the day. On the other hand, with V … we all got carte-blanche from choosing our appearance, sexual preferences, right down to childhood hero.

This degree of freedom is likely to transfer to present-moment decisions the player makes.

As for the gameplay itself, there has been a lot of ado about the game's first person perspective, which no one expected, based on CDPR's previous game or CGI trailer. Admittedly, it was a strange hiccup for my high expectations, but I also do not disagree with the study's justification for its necessity.

Of the sound of things, many of the HUD elements we take for granted when we play a video game are incorporated into Cyberpunk's story. Health bars and ammunition counters do not exist in real life, but what if they were cybernetic improvements? In the first person it is a cool, entertaining narrative. Third, it's just the video game user interface.

Lots of people have grasped the first-person perspective and their complaints are valid. Managing a first-person game is another character for many players, but there is a certain learning curve there, and the perspective causes motion sickness for many people. Having said that CD Project is dedicated to giving players the best possible experience, it is still possible that they will patch in a third person's condition, although it obviously appears to be a game based on the foundation of the first person. [19659013] When does Cyberpunk 2077 come out? I can't help feeling that there might have been a hint in front of us all the time. The first version of the original Cyberpunk role-playing game is often referred to as "Cyberpunk 2013", while the second edition was "Cyberpunk 2020." Is it possible that CD Project Red has launched a release date for 2020, when the game's first teaser trailer fell in 2013?

It is important not to leave one's expectations of a video game unrealistically high, seems very likely. Cyberpunk 2077 will be another watershed game when it finally comes out. Meanwhile, I die to see more gameplay at E3 this year.


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