Cyberpunk 2077 Will Let You Burn the City Down With Keanu Reeves – Comicbook.com

2019 is winding down, and looking back, the biggest moment of the year may still very well be the reveal that Keanu Reeves will not only be in Cyberpunk 2077, but the John Wick actor will play a major role in the game. That said, when asked if we will get the option to burn Night City down with Reeves like his character Johnny Silverhand says in the trailer, CD Projekt Red said "of course." Unfortunately, no further details were disclosed about this, so it's unclear if you will literally be able to burn the city down or if that's more figurative. Chances are it's the latter, but it's exciting nonetheless, and once again confirms that we will be seeing plenty of Reeves in the ambitious open-world role-playing game.

The Polish developer also revealed some other interesting details. For example, we now know that if you wait too long to pick a dialogue option, the person you'll talking to will eventually start getting annoyed. And in some cases, this will have consequences.

Meanwhile, if you commit petty crimes in the game, the police won't really care because that's normal life in Night City. However, if you do something more extreme, like start shooting or running people over, the police will quickly be all over you, and from the sounds of it, you don't want to mess with them.

Another interesting tidbit is that CD Projekt Red promises there will be more diversity than its previous game, The Witcher 3, which is loosely based in Slavic folklore. That said, it sounds like not every character you see in the city will have a unique model, which isn't very surprising given how many there are.

Anyway, there's a ton of new smaller details like this over on the game's Reddit page. So, if you want to read more stuff like this, here's the link.

Cyberpunk 2077 is in development for PS4, Xbox One, PC, Google Stadia, and next-gen consoles. It will be available on April 16, 2020, barring any delay of course. For more news, media, rumors, leaks, and information on the highly-anticipated title, be sure to peruse all of our past and recent coverage of it by clicking right here.

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Cyberpunk 2077 Promises State of the Art NSFW Scenes – Comicbook.com

Cyberpunk 2077 looks like one of the most ambitious games of this generation, and that's a big reason why PS4, Xbox One, PC, and Google Stadia gamers are so excited for it. That said, CD Projekt Red isn't cutting corners anywhere. In fact, even the game's sex and NSFW scenes are being made with state of the art technology. Again, most ambitious game of the generation. As you may remember, sex scenes will unfold from a first-person perspective, which is different from the third-person perspective The Witcher 3: Wild Hunt had. This means not only will they be more graphic and in your face, but they will likely force CD Projekt Red to dump more resources into the details and make things look believable.

According to the Polish studio, the team has done "a lot of mocap (motion capture)" for sex scenes, which suggests, well, realistic looking sex scenes. CD Projekt Red didn't disclose many more details on this part of the game, but it sounds like it's putting just as much focus into these scenes as any other scene in the game, which is sure to please some fans.

That said, it will be interesting to see how CD Projekt Red handles this, because it will certainly be flirting with an Adult Rating at this point, which I'm sure it wants to avoid at all costs for the simple fact that AO-rated games sell less. In other words, don't expect anything too graphic or detailed. In fact, they may even be less graphic than the scenes in The Witcher 3 simply because them being in first-person automatically makes them subject to more scrutiny from rating organizations.

Cyberpunk 2077 is poised to release on April 16, 2020 via the PS4, Xbox One, PC, and Google Stadia. For more news, rumors, and media on the open-world role-playing game, click here.

"Cyberpunk 2077 is an open-world, action-adventure story set in Night City, a megalopolisobsessed with power, glamour and body modification," reads an official elevator pitch of the game. "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 characters cyberware, skillset and playstyle, and explore a vast city where the choices you make shape the story and the world around you."

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Cyberpunk 2077 Will Have Motion Capture Sex Scenes – Don’t Feed the Gamers

Motion capture capabilities have taken video games to another level of immersive experiences. From capturing realistic motions of wielding weapons, facial movements in conversation, and natural body language, the process has elevated the level of realism within the industry. As one of he most anticipated science-fiction RPGs to come, CD Projekt Red believes sex scenes in Cyberpunk 2077 are no exception to the that. Rule 34, am I right?

Already passing through its final stages of development, Cyberpunk 2077 is readily preparing its launch on April 16th next year. Its already been revealed that cut scenes and sex will play out in first-person perspective, but recently divulged that the latter part will be motion captured as well. According to Redditor Shavod who attended a CD Projekt Red community meeting, the developers did a lot of mocap to the point that it should satisfy everyone.

In terms of how far Cyberpunk 2077 will take censorship with sex scenes, Shavod said: There was a question about censorship regarding the sex scenes. I dont remember the answer that well, but the general gist of it was that they are providing players with a full freedom regarding their in-game sexual relationships. The second part of the answer I included above, about the mocap for the sex scenes and the amount of them.

If BioWare sexy times have proven anything its that gamers want to see even more. In terms of other Cyberpunk 2077 features, what are you most thrilled to see? Do you think the industry should go so far as to motion-capture sex? That also begs the question how far goes too far? Let us know what you think in the comments section below or start a conversation on Dont Feed the Gamers Facebookpage. To stay up to date on gaming and entertainment news as it happens,follow us onTwitter! Here are some of our latest:

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CD Projekt Red: Cyberpunk 2077 Main Story Will Be Shorter Than The Witcher 3 – Lowyat.NET

CD Projekt Red (CDPR), the studio behind the critically acclaimed The Witcher 3: Wild Hunt, recently said that Cyberpunk 2077 will have a shorter main storyline than its 2015 fantasy action RPG. According to a Reddit post, the studio is doing this in order to put in more complex, meaningful, and impactful side quests that branch out from the main storyline.


CDPR also told a people in a community meeting held in Warsaw, Poland, that by keeping the main storyline shorter than The Witcher 3, Cyberpunk would have a much higher replayability. On the subject of side quests, CDPR explained that unlike the numerous side quests in The Witcher 3, the side quests would have a far greater branch out, with some other side quests actually converging at certain points in the game. Ultimately, those side quests would then branch out into other side quests that will, in turn, have an effect on the main storyline.

On another note, CDPR also said that the Cyberpunk 2077s day and night cycle isnt just in-game as a gimmick; like The Witcher 3, different hours within the world will present different paths and events and quests to the games character.

Cyberpunk 2077s slated for release on 16 April 2020. The game will be available on the PC via Steam, as well as the PS4, Xbox One, and Google Stadia.

(Source: Reddit via TPU)

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CD Projekt Red: Cyberpunk 2077 Main Story Will Be Shorter Than The Witcher 3 - Lowyat.NET

Cyberpunk 2077 might feature Elon Musk’s dumb truck – PC Gamer

Elon Musk wheeled out the latest vehicular innovation from Omni Consumer Products yesterday. The Cybertruck is perfect if you care about the environment but also want to pretend you're driving through an '80s sci-fi dystopia. We might be seeing more of it next year, not on real roads, but on the digital streets of Cyberpunk 2077's Night City.

Earlier today, Musk tweeted a picture from the reveal, which drew a response from the official Cyberpunk 2077 account.

The exchange was then coyly posted by CD Projekt Red's lead PR manager, suggesting that perhaps there was more to this than just Twitter banter. Musk has had cameos in several movies and TV shows, including Iron Man 2, while Star Trek: Discovery bizarrely mentioned him alongside the Wright Brothers in a list of important historical figures. Tesla's vehicles, meanwhile, have had even more.

I reached out to CD Projekt Red to confirm the collaboration, but it had no comment. We already know that Cyberpunk 2077 will let us drive several vehicles, however, and if there's anywhere that the Cybertruck wouldn't look completely ridiculous, it's Night City.

Hopefully the "bulletproof" windows will be fixed by then.

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Cyberpunk 2077 might feature Elon Musk's dumb truck - PC Gamer

Cyberpunk 2077 multiplayer monetisation is still being explored – PC Gamer

Cyberpunk 2077 will have multiplayer, but CD Projekt Red has been keeping the feature pretty close to its chest. In a recent investor call, however, president Adam Kiciski did briefly touch on the subject of monetisation, though without giving very much away.

"As far as the monetisation on the multiplayer for Cyberpunk is concerned, we believe right now it's definitely too early to share any details on that," he told investors. "The project is in a relatively early stage. We keep experimentingthis is our first multiplayer game, and we check different options and possibilities, and it's definitely not the time to point you to a certain specific direction on that."

"Monetisation" is pretty broad. CD Projekt Red previously swore off microtransactions, but that still leaves the door open to multiplayer DLC and other methods of parting players from their cash. Investors were assured that the developer wouldn't change its policy on deals with players, and that the monetisation would be "wise" and good value for money.

While Kiciski said Cyberpunk 2077's multiplayer was a first for the studio, that honour actually goes to Gwent, which seems to have been forgotten. It does contain microtransactions, but unlike Cyberpunk 2077 it's a free-to-play game, so the monetisation model is likely to be very different.

Cyberpunk 2077 is now in the final stretch, according to its financial results, shared in a video above. It's set to release on April 16, 2020, but the multiplayer won't appear until all of the free DLC has already launched, giving CD Projekt Red more time to figure out its approach.

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Cyberpunk 2077 multiplayer monetisation is still being explored - PC Gamer

Random: The Cybertruck Was Made for Cyberpunk 2077, and Elon Musk Knows It – Push Square

This week, the real-life Tony Stark better known as Elon Musk unveiled Tesla's Cybertruck. It's a futuristic-like pickup featuring an "exo-skeleton" using the same "cold rolled" stainless steel alloy featured on the SpaceX Mars rocket prototype. Elon says the design was partly inspired by Roger Moore's Lotus Espirit S1 in the 007 film, The Spy Who Loved Me.

It's also meant to be bulletproof but the live demonstration didn't go quite as planned, with Elon uttering "oh my f***ing god" under his breath as the side window smashed, while reassuring the audience it didn't completely shatter. As amusing as it was when the live demonstration didn't go as planned, what was truly hilarious was the Internet's reaction to the truck's aesthetics.

A lot of people on social media seem to think the Cybertruck looks like a low-polygon pickup from an old video game. One sound comparison via Twitter was to the early years of Lara Croft's Tomb Raider series on the original PlayStation. The best tweet of all though might have been this single reply Elon Musk received from the official Cyberpunk 2077 account:

Hell yeah, Cybertruck and Cyberpunk 2077 teaming up could the timing of this be any better? If we don't see some sort of collaboration or at least some free DLC allowing us to drive around in a Cybertruck by April next year, we're going to be thoroughly disappointed. As long as Microsoft doesn't feature the truck in the Halo series anytime soon, we don't see why this shouldn't be given the green light in Cyberpunk 2077.

What do you think? Should the Cybertruck make a cameo in Cyberpunk? Could we expect to see it in Gran Turismo? Tell Musk what you think down below.


Random: The Cybertruck Was Made for Cyberpunk 2077, and Elon Musk Knows It - Push Square

Tesla Cybertruck: The Cyberpunk Lookbook That Inspired Its Styling (Probably) – Automobile – Automobile

If we could hack into the minds of the designers behind the Tesla Cybertruck and download their inspiration for its angular, futuristic design, these are (probably) some of the scenes we would see. Take a look at Rick Deckard's sedan from Blade Runner, or the Warthog from the Halo video games, or even the Johnny Cab from Total Recall, and while they're as different from each other as they are from the Cybertruck, it's clear that they're all of the same kind.

So to help us all get the movie cars the Cybertruck reminds us of off the tip of our visual tongues, we've put together a quick overview of some of the cyberpunk vehicles (and a couple of other things) that make up our collective consciousness of cars in the (very likely dystopian) future.

But it's not just the look that gives the Cybertruck its cyberpunk cred. It's also the feature sheet, which includes things like 9mm-bulletproof sheetmetal that's made from the same stainless steel as Space X shipsand if there's anything more cyberpunk than a bulletproof truck that's related to a spaceship, well, we haven't seen it yet.

Deckard's sedan, Blade Runner

Lotus Esprit submarine, The Spy Who Loved Me

Lambda-classImperial Shuttle, Star Wars

Custom movie car, Total Recall

Police sedan, Blade Runner

Armadillo van, Blade Runner

Custom Ford Probe, Back To The Future 2

Pontiac Fiero Concept, Back to the Future 2

Moon Patrol video game, Atari

Modified Hunslet ATT77, Aliens

Modified DeLorean DMC-12, Back to the Future

Robert Q. Riley Towncar, Total Recall

Cyberpunk wraparound sunglasses

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Tesla Cybertruck: The Cyberpunk Lookbook That Inspired Its Styling (Probably) - Automobile - Automobile

Developer of Cyberpunk RPG Gamedec Highlights the Game’s Main City in New Video – Only Single Player

In a recent developer diary video, Anshar Studios provides screenshots and insight into Low City, where upcoming cyberpunk RPG Gamedec takes place.

Gamedec is an isometric, adaptive cyberpunk RPG where players embody the role of a private investigator to solve virtual crimes that occur in Warsaw City.

The game contains no combat or quests. Instead, players will have to solve through interrogation, hacking, and following the evidence until youre ready to come to a conclusion, according to an interview by PC Gamer.

Commentary on one of the levels, Low City, was provided in a recent developer diary.

In the video, executive producer ukasz Hacura and author of the Gamedec book series Marcin Przybyek discuss Low City, the games main level within the hub world of Warsaw City.

One of the unique features of Low City is that it exists in the ruins of Warsaw. If the player is visiting a client to begin an investigation, you might be robbed, ripped off, or get into some bother with the local gangsters.

With the absence of combat, there is not much the player would be able to do about this kind of interaction.

While the game does not have a precise release date yet, just a 2020 window, Steam users are currently able to add the game to their wishlist.

For all the latest news from the world of single-player gaming, be sure to follow OnlySP onFacebook,Twitter, andYouTube. Also, be sure to join the discussion in thecommunity Discord server.

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Cyberpunk 2077 Has Lots of Ways to Go Up and Down, as CDPR Really Took Advantage of Verticality – Wccftech

Even though there are some highly anticipated titles due this Holiday season, nothing compares to the hype surrounding Cyberpunk 2077. The Last of Us Part II might reach similar levels upon its release date announcement if that happens as expected later today.

Luckily, CD Projekt RED has been providing fans with lots of new Cyberpunk 2077 tidbits lately through various press interviews. The latest one appeared on PlayStation Official Magazine (November 2019, issue 167), where Senior Concept Artist and Coordinator Marthe Jonkers highlighted the importance of verticality in the exploration of Night City.

Related [UPDATED Multiple Presentations] Cyberpunk 2077 Public Gameplay Demo Announced For EGX Berlin

The city is really the core of Cyberpunk 2077. We approached it very holistically; we started with very big ideas of the city and then went into detail and detail and detail and detail. We have an urban planner in the team, for instance, which really helps us with the map and the layout to make the city feel very realistic.

We now have this option of vertical exploration that we didnt really have in The Witcher, which was more of a spread-out map. We really take advantage of that, and we have a lot of ways of going up and down.

Jonkers also wanted to make it clear that while Cyberpunk 2077s Night City is big, there is a focus on quality exploration versus quantity.

Night City is enormous. But we also value quality over quantity, I have to be honest about that. Theres a lot to explore, but we would never just make all these half-empty buildings. We make sure that wherever you go, you actually get this high quality of exploration. We really try to make sure that around almost every corner theres something interesting. When youre somewhere you can already see another thing that might be interesting.

So its really like a puzzle, actually, when you think about Night City and how we designed it, a sort of big 3D puzzle to make sure that stuff stays interesting and not repetitive.

Her mention of players always being able to spot something interesting, wherever they may be, seems to be an indirect confirmation that the 40-second rule seen in The Witcher 3 is still there. If youre not familiar with it, thats a rule CD Projekt RED came up with to ensure the open world always had something that would catch the players eye, every forty seconds or so. Given how much praise The Witcher 3s open world got, thats definitely a good sign.

Cyberpunk 2077 is out April 16th, 2020 on PC, PlayStation and Xbox One.

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Cyberpunk 2077 Has Lots of Ways to Go Up and Down, as CDPR Really Took Advantage of Verticality - Wccftech

Gamedec is an investigative cyberpunk RPG that swaps combat for case files – PC Gamer

Gamedec is a cyberpunk RPG from a Polish developer, but you'd never mistake it for Cyberpunk 2077. Set in Warsaw, in a future where people escape reality by plugging into virtual worlds, it's an isometric detective yarn that plays out case-by-case as you solve VR crimes with real consequences.

The demo, unfortunately hands-off, begins in a familiar street soaked in rain and neon. There is, of course, a bar nearby. It's a watering hole for gamers that's filled with topless women and places for people to plug into VR. It's a sleazy, bleak joint, but we don't stick around. There's a client who needs the services of a gamedec, and they're waiting inside a free-to-play farming sim.

Each case is a discrete mission with several possible conclusions based on evidence you've collected, which you've then got to tie together like a cyberpunk Sherlock Holmes. In this case, the client wants someone to look into people getting sick while playing the farming sim, which also happens to be set in the Wild West. Even the UI changes to match the new setting.

(Image credit: Anshar Studios)

Pretty quickly, the farming sim gets weird. There's a suspicious fella spying on people working the fields, a player collapses but isn't automatically logged out and a mod is discovered that allows the user to accelerate time in the game. Each of them opens up a new avenue of investigation, but you can ignore them or get locked out of them, potentially losing that piece of information forever.

To find out more about the collapsed player, it's possible to hack the device they're connected tothe couch. Various skills can be used to give the gamedec the upper hand in when they're interrogating someone or exploiting a game, which can then become permanent 'aspects' that guarantee success. With the Hackerman aspect, for instance, the intelligence roll can be skipped during hacking attempts, making you a cyberspace wiz.

Anshar Studios CEO Lukasz Hacura says that the team prototypes the cases by running pen and paper sessions where players have to come up with their own solutions, then they pick the most interesting or common ones and tries to implement them in Gamedec. It's still the illusion of choice, but it's rooted in the anything goes philosophy of tabletop roleplaying.

(Image credit: Anshar Studios)

There will be plenty of ways to solve a case, then, and even if you made terrible decisions and have a series of unlucky rolls, there are always going to be enough clues to close itthough maybe not to your satisfaction. You could even phone it in. Maybe you're a crappy detective, or maybe you've been paid to not follow the trail of evidence. Whatever conclusion is reached, however, the world just adapts and moves on. You'll still need to live with being an awful person, of course.

Notably, nothing violent happens in the demo. That won't always be the caseyou'll be able to shoot people, hack turrets and find other less than peaceful ways to find information, but there's no dedicated combat system. These opportunities will crop up as cases unfold and play out like other actions. Hacura likens it to Quantic Dream's Detroit: Become Human, though without the quick time events, but he emphasises that Gamedec is an RPG, not an adventure game, and bristles at the idea that RPGs need to have combat.

Despite once being prescient, cyberpunk can sometimes feel a bit stuck in the '80s, but Gamedec seems a lot more unconventional. It's exploring things like gold farming, exploitative game mechanics and the seedier side of the medium, so maybe it has something interesting to say. A proper investigative RPG is also a rare treat, especially outside of tabletop games.

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Gamedec is an investigative cyberpunk RPG that swaps combat for case files - PC Gamer

Cyberpunk Creator Reveals The Dark Side Of Night City – SegmentNext

Remember that bustling commercial hub from the earlier Cyberpunk 2077 footage? Thats Watson and just one of six districts you can explore in Night City. CD Projekt Red did mention that each area has a unique story to tell. According to the creator of the original tabletop game, though, you would be surprised to know how deep (and dark) the rot goes.

Pacifica is one of the other districts of Night City that has been made home by a number of gangs. Unlike the vibrant atmosphere of Watson, it has a gloomy cloud hovering above its series of slums. In an interview for the latest issue of PC Gamer magazine, Mike Pondsmith described Pacifica as the playground by the sea that didnt work out.

There was a time when massive skyscraper hotels were being constructed in Pacifica but then investors pulled out and left the district at the mercy of the criminal cyberpunk underworld. The tragedy that shook Pacifica can be seen through its architecture, which Pondsmith made sure of by collaborating with CD Projekt Red. There are all kinds of incredibly subtle details buried in the architecture of the city, he said.

Interestingly, Pondsmith revealed that Pacifica and the other districts of Night City have a dark side just like any city in the real world. While working on Cyberpunk 2077, he strived to make sure everything in the setting is rooted in some kind of truth. He did this by pouring his own personal experiences into the game.

We were hitting some very strange bars, and some of them were just amazingly cyberpunk, he said. Industrial bars, biker bars. We were walking through the rainy streets of San Francisco and it was dangerous. I had a big-ass afro and mirror shades, and I was packing a nine-inch knife.

Pondsmith believes that every detail of the Cyberpunk Night City resonates with some truth of the real world. You will be able to sense these aesthetics when jumping into Cyberpunk 2077 yourself, or at least thats what the tabletop creator firmly believes.

Last week, concept art coordinator Marthe Jonkers also explained how Night City has a complex design and history behind it. He stated that the folks at CD Projekt Red had to see every cyberpunk movie and read every cyberpunk book. A lot of time was invested into visualizing Night City for Cyberpunk 2077.

CD Projekt Red is known to never compromise on lore and storytelling. The developer is even attaching a narrative to the multiplayer component, which wont release unless it fits the lore of Night City because thats just how CD Projekt Red works.

Cyberpunk 2077 is scheduled to release for PlayStation 4, Xbox One, and PC on April 16, 2019.

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Cyberpunk Creator Reveals The Dark Side Of Night City - SegmentNext

Bruce Sterling on Boris Johnson’s bizarre, cyberpunk dystopia address to the UN – Boing Boing

This week's bizarre speech to the UN by the UK's clownish, authoritarian Prime Minister pro tem Boris Johnson has sparked a lot of talk, especially among science fiction readers who recognise the difference between cautionary tales about hi-tech dystopias and suggestions for public technology policy (unlike PM Johnson).

Especially trenchant is Bruce Sterling's commentary, which correctly points out that Boris Johnson could easily be a character from Sterling's 1998 novel Distraction, which remains one of the all-time great political satire novels (along with Neal Stephenson's Interface): "I could have written this speech as a fictional speech by a politician in one of my novels, for instance, 'Green Huey' in the novel 'Distraction.' And Boris Johnsons speech would have passed muster in one of my novels: readers would have been entertained by it, in the standard science-fictional fashion: 'of course a politician in a cyberpunk sci-fi novel is gonna dwell on the killer robots and the mutant chickens.'"

*If hed delivered this rant from a podium at South by South West in Austin instead of the floor of the UN, people would have just nodded thoughtfully, and even been rather pleased that a major G-7 politician was so up to speed with the mutant chickens.

*In terms of cultural sensibility, this must be the most cyberpunk intervention that Ive ever seen from any major politician (as opposed to say, elected officials of the Pirate Party, who are commonly actual counterculture punks obsessed with computers). BoJo is trying to conjure up a transgressive cyberpunk atmosphere of ecstasy and dread here, hes trying to put the previous world order on the back-foot and make it feel old and out of touch.

Visionary high-points of the recent Boris Johnson speech at the United Nations [Bruce Sterling/Beyond the Beyond]

Sorry, no cosplay

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You already take your games and movies on the go. Why not share them? Thanks to the PIQO Powerful 1080p Mini Projector, you can have that communal, drive-in movie experience anywhere on your own massive screen. This gadget packs a lot of functionality into a roughly 2 square package. First and foremost, its got a []

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Bruce Sterling on Boris Johnson's bizarre, cyberpunk dystopia address to the UN - Boing Boing

If The Avengers Were Cyberpunk 2077 Characters | Screen Rant – Screen Rant

Three new pieces of digital art have been unveiled, reimagining some of the titular heroes fromAvengers: Endgame as characters from the upcoming Cyberpunk 2077 video game. The latest (and arguably greatest) Marvel team-up movie debuted in theaters earlier this year. The adventure saw the collective superheroes journey through time and face off with Thanos once again in an effort to undo the Mad Titan's actions from Avengers: Infinity War. As well as amassing rave reviews, the franchise redefining installment also shattered box office records. In the wake of the film's already considerable success, Disney will next turn their attention to an Oscar campaign.

Developed by CD Projekt Red, Cyberpunk 2077 has been in the works for a number of years and, to many, is as highly-anticipated as any MCU installment. The role-playing game is due for release in 2020 and came to more widespread prominence at this year's E3 convention- where actor Keanu Reeves surprised audiences with a breathtaking appearance and unveiled the game's first official trailer. Although Reeves himself enjoyed pride of place within the footage, he'll unfortunately not be a romance option. It was later revealed that almost all of Cyberpunk 2077 would be first-person, and that the game will receive a multiplayer mode at some point in the future.

Related: Avengers: Endgame Proved To James Cameron That Avatar 2 Can Be Successful

Posted on Screen Rant's own Instagram page, fans can now check out three new pieces of original art that crosses the streams of both franchises. The first depicts Chris Hemsworth's Thor as part of the futuristic world - complete with bright yellow eyes, a cool new scar, and a fitting new outfit. The second features Robert Downey Jr's Tony Stark. Though the character also known as Iron Man sacrificed his life to see Thanos and his forces defeated once and for all, the art depicts him very much alive and as cool as ever. Blessed with a purple hue, Stark sits comfortably in a chair with a stunningly realized backdrop behind him, one hand wholly human and the other infinitely more robotic. The third image is of Chris Evans' Steve Rogers. Although he was last seen to be retired and passing the Captain America mantle to Sam Wilson, the new image sees the character back on the street and in the thick of it. All three stunning images can be checked out in the space below.

Hemsworth will remain within the MCU for the foreseeable future. Last seen leaving Earth with the Guardians of the Galaxy, he'll return to star alongside fellow returning players Tessa Thompson and Natalie Portman in Thor: Love and Thunder. Evans, meanwhile, has officially moved on for the time being. The Boston-born actor has a number of projects in the pipeline, including the Rian Johnson-directed murder mystery, Knives Out. Downey Jr. will apparently continue to straddle both worlds despite the character's demise. Along with the upcoming Voyage of Doctor Dolittle, it's been reported that he may make an appearance in the solo Black Widow movie. The titular heroes also have their own Marvel's Avengers game set to debut next year.

That will surely not prove enough for fans, however, after seeing the images. Based on the comments, many are already wishing the crossover was real and the imagined game was actually available to play. John Wick star Reeves has already been experiencing a resurgence in popularity in recent years. Seeing him alongside the equally popular Avengers, however, would no doubt take that to a whole new level and certainly be a team-up for the ages. Sadly, however, until such time as Kevin Feige finally does find the perfect role for Reeves in the MCU, fans will just have to continue to enjoy the combination of Avengers: Endgame and Cyberpunk 2077 in artwork.

More: Cyberpunk 2077 First-Person Focus Is Right For The Game

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Zenith, the Cyberpunk MMORPG, Celebrates Over 1,000% Funding as Most Successful VR Kickstarter Ever with New Video, New Playable Race – GamingLyfe…

Ramen VR, an indie VR studio thats creating a unique VR metaverse, today revealed that its crowdfunding campaign forZenith, a fantasy cyberpunk VR MMORPG for VR and PC, has hit over 1,000% crowd funding by hitting a total of $250,000 with 24 hours left to go. The campaign continues to prove out the appeal of being able to play, socialize, and create unique experiences in the first cross-platform VR MMORPG, and Ramen is celebrating with the release of a new Spellcasting Teaser video.

The studio also released the first concept art for the new Mineko race added in the games sixth funded stretch goal:

The Mineko are a race of humanoid cat people from a distant land who will be playable inZenith. They are distinguished by their cats eyes, pointed ears, and tails. They are, on average, the same height as humans, but they tend to be slender and more lithe, able to jump long distances and maintain their balance well. For many years, the Mineko Ballet has been a popular Zenith attraction; humans and Mineko alike love to watch the graceful dancers. The only thing that sets them off? Dogs, of course!

Inspired by anime and JRPG classics and reimagined as a dynamic living world with cross-play between VR platforms and PC,Zenithoffers a futuristic universe in which players will fight, craft, explore, and live as they forge alliances and friendships in guilds and parties. In the game world, heroes are needed to venture forth to save Zenith from calamity. Characters who take up this challenge can participate in epic raids and world events or go solo to become a powerful leader whose deeds will be forever immortalized. With the $250,000 milestone, the game has now added seven stretch goals including the new Mineko race and the final goal of a level editor that will allow players to design their own levels.

Zenithis the brainchild of Andy Tsen and Lauren Frazier, co-founders of Ramen VR with a decade of experience at Unity, Google, and building startup companies. In addition to the games success in passing over $250,000 of funding on Kickstarter, it has attracted investment fromY Combinator, the highly respected provider of seed funding for startups that has funded startups such as Airbnb, Dropbox, and Twitch.

TheKickstarter campaignwill help the team at Ramen VR further develop the epic adventure while sharing early benefits with fans who help create the exciting world.

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Zenith, the Cyberpunk MMORPG, Celebrates Over 1,000% Funding as Most Successful VR Kickstarter Ever with New Video, New Playable Race - GamingLyfe...

Cyberpunk 2077: 5 Things To Look Forward To (& 5 Were Worried About) – GameRant

Easily the most anticipated game of 2020, Cyberpunk 2077 has been gracing us with tons of information and sneak peeks this year. From E3 to Gamescom,rich gameplay footage has given us a bit more insight into what the game promises for us exactly and what we can expect come next year's April. If you're still on the fence yourself about whether or not this upcoming open-world cyberpunk RPG from CD Projekt RED, the makers of The Witcher series, is for you or not, we've prepared this handy list of five features we're incredibly excited to get our hands on and five that has us biting our nails in worry.

Click the button below to start this article in quick view

Cyberpunk 2077 wouldn't be a complete game without the possibility of cyberware. These are various cybernetic additions you can put on your body to enhance it for combat, for cosmetic needs or even for medical purposes. A RipperDoc can be visited to browse a selection of available cyberware. The enhancements can vary from optical scanners that give you the ability to scan any target for more information to special sensors on your hand that allows you to connect to your weapons, view ammo count and have increased damage on connected weapons.

Cyberpunk 2077 is a rich game with lots of diverse gameplay, but ultimately it all comes down to combat. Sure, there's a way to get through the game without killing a soul, but it won't be the easiest route.

RELATED:Cyberpunk 2077 Dev Defends The Decision To Make The Game First-Person

If your aim isn't the best, there are special pistols that will help you with that. However, these weapons will do significantly less damage than most guns. If you're not particularly into first-person shooters yourself, then Cyberpunk 2077 might be a hard one to get into despite its atmospheric gameplay.

One challenges in games featuring vehicles and combat is merging the two together. It's pretty hard to focus on driving your car through high speed traffic when you also need to worry about a vengeful group of gang members driving before you in an attempt to kill you. Luckily, in Cyberpunk 2077 the automatic drive function allows you to seamlessly shift from driving to peeking your head from the window and shooting at the target. This makes high speed car chases so much more fun to play when you know you can focus on the right thing and feel like an absolute badass doing it.

Like most open-world RPGs, Cyberpunk 2077 will feature a main quest, but also numerous side quests. It's yet unclear how many quests will be included in the game in total, but we can assume there will be plenty judging by the sheer size of the world and the amount of characters we've seen so far. However, with V being a mercenary and with how earning money to unlock different augmentations and additions to your kit is important, many of the quests might become quite repetitive mercenary quests or follow similar, linear paths. Hopefully, the developers give us the most amount of quest variation as possible.

Cutscenes are an essential part of a game, as they build the story and help us get immersed into it. When Cyberpunk 2077 announced it had made the decision to ensure all cutscenes would be in first person, we were pretty happy with this decision.

RELATED:Here Are All Of Cyberpunk 2077's Quest Types

The whole point of this game is to feel like we're really there and experience this rich and diverse world. It'll be interesting to see if VR is going to be enabled for players, which might make the game especially interesting when getting a new cyberware installed.

At the beginning of your journey, before you even enter Night City, you need to choose your character's lifepath. This is an attribute that will influence your story and some of the choices you'll be able to make, as well as some of your interactions with the world. So far there are only three options to choose from: Nomad, Street Kid and Corporate. While these no doubt embody the key archetypes the game, it feels like there should be just a few more options to bring in a bit more nuance to your character. It's unlikely there will be more lifepaths, but at least there will be three different ways to complete the game.

There's few people who don't get excited when hearing the word "open-world". But what if we told you that not only is Cyberpunk 2077 going to be open-world, it'll also have six different areas for you to explore? In true cyberpunk fashion, you can visit a corporate owned City Center region. Alternatively you have an immigrant suburb called Watson, luxury hotspot Westbrook, a more suburban area known as Heywood, gang territory Pacifica, industrial area Santo Domingo and finally the surrounding Badlands. You won't be bored for a while, that much is certain.

It shouldn't come as a big surprise to anyone that a game featuring gun fights and a seedy city filled with crime and possibilities is going to be stock full of mature content.

RELATED:Cyberpunk 2077: 5 Burning Questions We Have

However, if you plan on playing this game near your younger siblings or your older family members, beware that the developers have confirmed the game will feature full nudity and tons of cussing, as well as graphic violence. This isn't that big of a surprise after The Witcher series, but it's important to keep in mind, especially if you plan on gifting the game to someone. Mature audiences and players only.

Creating a character and beginning your journey in a new game is one of the most exciting feelings, and Cyberpunk 2077 definitely has us anticipating with all the features it has announced. The main character V will be genderless, meaning you can choose between a male or female body and define your sexuality yourself. You can customize your appearance to your liking, and even pick between a few different voice options for your character. Finally, you get to choose your stats, which include Body, Intelligence, Reflexes, Technical and Cool, and from those you can create the character build you'd like. Some of builds we've already seen are the NetRunner which focuses on hacking, Techie which specializes in machinery and Solo that has a strong combat preference.

With all these features coming for the game and with how immersive the world looks to be, the question needs to be asked: how much will it cost your computer to run? For console players this won't be such a big headache, but PC players eagerly pre-ordering the game this can be a legitimate concern. So far the developers have been using a pretty strong computer to showcase their game, with an NVIDIA GeForce GTX 1080 Ti graphics card, an Intel i7 core and 32 GB of RAM of 3000 MHz. Thankfully, reports state that the game has yet to be optimized and won't have such tough requirements, but if you want to experience Cyberpunk 2077 in the highest of qualityit's probably best to also invest in a PC upgrade before splurging on the game itself.

NEXT: Here's How Cyberpunk 2077 Crafting Will Work

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Cyberpunk 2077: 5 Things To Look Forward To (& 5 Were Worried About) - GameRant

In Cyberpunk 2077 It Is No Use to Look for Empty Buildings and Undeveloped Spaces – Code List

Cyberpunk will offer players a huge world. There were many fears about the network that apart from the main parts of the city there would be slightly more empty locations.

This was answered by the developers of CD Projekt RED, who say that it certainly will not be.

You will not find empty buildings and locations

Marthe Jonkers assures that although Night City is huge, the creators took care of the amount of details on the map.Hence, there is not even one building or room that seems empty to us.

Wherever we go, we have a great opportunity to explore and explore the world.

Weve made sure that something interesting appears in every corner.

What does something interesting mean?Hard to say.Perhaps it is about additional tasks or specific people with whom you will be able to interact.

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In Cyberpunk 2077 It Is No Use to Look for Empty Buildings and Undeveloped Spaces - Code List

The beautiful bugs of the Call of Duty: Modern Warfare beta – Eurogamer.net

As the Call of Duty: Modern Warfare beta soldiers on, so do the bug reports from its army of players.

Many of the issues with Modern Warfare are important to the integrity of the game, as you'd expect. Clipping, for example, is one (the last thing you want is players hiding in the wheels of vehicles). Shotguns don't seem to work properly, either. And the spawns need some work.

But some of the reported bugs are a lot of fun - and one in particular makes Modern Warfare look like Cyberpunk.

Here's a fun one: if you sprint near a door you can sometimes open it - even if you're not actually touching the door or even springing away from the door. It's the Force push bug, if you will. (By the way, Infinity Ward has said this is being worked on for launch.)

Speaking of doors, the following bug involves a door opening with such force, it blows a soldier across the room. (I love this clip because you can see the confusion running across the minds of both players present.)

I've seen multiple players report the following bug: it makes your soldier appear as if they've teleported into the game from the Nintendo 64.

This next one's a bit nightmarish.

Speaking of nightmares, kill this one. Kill it with fire.

And finally, my favourite: this bug, experienced by it seems multiple players, turns Call of Duty: Modern Warfare into a neon-drenched Cyberpunk setting. It's super cool, and makes me wonder what a Cyberpunk-set Call of Duty game might look like.

Now, reporting bugs is what betas are for, of course, and it's good to see players report these bugs with a laugh rather than with a pitchfork. The launch of Call of Duty: Modern Warfare is a month away, so with any luck the developers at Infinity Ward will be able to sort this stuff out before release.

Well, not the Cyberpunk graphics. They can stay.

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The beautiful bugs of the Call of Duty: Modern Warfare beta - Eurogamer.net

From Death Stranding to Cyberpunk 2077, here are all the games of Milan Games Week 2019 – Play Crazy Game

From 27 to 29 September, the 2019 edition of Milan Games Week will be held at the Fiera Milano Rho, one of the most important and followed videogames fairs in Europe.The organizers of the 2019 Games Week in Milan are thus preparing for the big event by drawing up the list of video games at the fair.

Among the many titles destined to magnetize the attention of the trade press and the lucky participants in the Milan fair, we will find theprestigious triorepresented by the highly anticipated video games of Cyberpunk 2077, Death Stranding and Watch Dogs Legion.

Atfuturistic RPG CD Projekt REDwithKeanu Reeveswill be dedicated an entire stand of the Italian gaming event, through which you can relive some of the most iconic scenes of gameplay admired in these long months of waiting for the release of the new blockbuster by the authors of The Witcher 3. As forDeath Stranding,those wishing to receive more information on the adventure of Hideo Kojima will be able to admire a trailer in the theater set up on thePlayStation stand.No less important is the program organized by Ubisoft forWatch Dogs Legion,with a demo played by the same developers that we can always watch from the PlayStation stand theater.

Those who will go to Fiera Milano Rho can also immerse themselves in many other videogames experiences.Each industry giant will showcase its prized pieces with live demos, rehearsals and various insights.Here is a (more or less) exhaustive list of thetitles present at the Milan Games Week 2019:

Eternal DOOM, Dragon Quest XI S, Dreams, FIFA 20, Final Fantasy 7 Remake, GRID, Just Dance 2020, Laytons Mystery Journey Katrielle and the Millionaire Plot, Luigis Mansion 3, Mario & Sonic at the Tokyo 2020 Olympic Games, Marvels Avengers, Marvels Iron Man VR, MediEvil, Nioh 2, Ori and the Blind Forest Definitive Edition, Pandemic, Pokemon Sword and Shield, The Witcher 3 Complete Edition for Switch, Ghost Recon Breakpoint, Borderlands 3, Gears 5, Zelda Links Awakening and many others.

Theninth edition of Milan Games Week will, therefore, be staged fromFriday 27thtoSunday 29th September:on these pages, you will find all theinformation on ticket sales.

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From Death Stranding to Cyberpunk 2077, here are all the games of Milan Games Week 2019 - Play Crazy Game

‘Quarter Killer’ Introduces New Vision of the Future (Preview) – Hollywood Reporter

Joining Ayala and Lore on the series are artist Jamie Jones (Joey Ryan: Big in Japan, Puerto Rico Strong) and letterer/designer Ryan Ferrier, who together draw on very specific parts of the past to create a complete vision of the future that nods to cyberpunk and classic SF, as well as hip-hop and video game cultures, as can be seen in the preview below.

Jones, Lore and Ayala talked to THR about the series.

Quarter Killer feels like multiple comics in one, in the best way; its something that is wonderfully complex, without feeling overly complicated. For a world that feels not only complete, but also as if its always existed, Im curious: What and where were the origins of the book? Where did Quentin come from?

Vita Ayala: One of the most fundamental parts of Danny and my friendship is riffing creatively. Its like freestyling, but with storytelling. This has been the case from the beginning.

QK as a general concept came very early in our friendship almost 10 years ago now when we were talking about some of our favorite cyberpunk stories and going but what if it was New York and black? We are both huge fans of the genre overall, and the idea of digital espionage and fighting corporations with their own tools.

The idea of the hacker as a lone cowboy type is pretty standard, and so the spin is that, no, what if they were doing it for the culture? Why wouldnt a hacker use their skills to help their community? That is such a big part of who Danny and I are, and we wanted to bring that to a genre we love.

Danny Lore: QK mostly originates in the fact that were a big group of nerds, but like, cool nerds well, the rest of the team is cool. QKwas literally us riffing in the comic shop like yo, what if there was this dude... and they took mercenary jobs... but its the future, so they take quarters because they can play games and call their mama. Over time, [Quentin]became a real character, and we started to populate the world around them. Some of the character concepts were just joke concepts to start and then they took on lives of their own. And thats especially true once Jamie started doing concepts.

Jamie Jones: When taking on the look of the book, something we all thought a lot about is how NYC would look in the not-too-distant future. What this means from my end is taking trends that are happening now and making them bigger or taking fashion trends from the past and bringing them back to light. Hip-Hop fashion of the '80s plays a big part in the way people dress in our future. So the work comes in making these dated trends and uncomfortable fabrics work for future fashion. One of the ways I approached that was by giving characters a distinct print. A pattern that could be pasted in the lining of jackets or shirts that would make the world feel vibrant in a pretty bleak setting.

Vita, you alluded to this already, but the book feels like a purposeful response to the fact that so much sci-fi and especially the cyberpunk-esque space that this feels like it fits into is, well, filled with cis white dudes frowning a lot. This is more colorful, and for all the retro touches, feels far more like the future. Am I reading too much into that?

Ayala: I grew up on sci-fi, both hard and more gentle, gritty and shiny. It was my first love as a genre, and will always be where I return to.

That being said, a lot of what I do when given the choice, is to try and be in conversation with what is lacking (or what there is not as much of). I write for younger versions of myself, to try and give them what they didnt have when they needed it, and for future versions of myself, to look back on and feel seen.

And I also want to write for folks that are nothing like me to see folks like me I lost count of how many people I was a first (black friend, queer friend, non-binary friend, etc) for. A large part of empathy is exposure to different folks in ways that humanize them, and that has always been a goal for me to engender empathy so that younger folks coming up have less nonsense to deal with.

Also, yes, there is a lot of Serious and Frowny sci-fi, and I want to help add to the fun and slick corner of the genre! You can have things to say and still make jokes and be more light hearted, absolutely.

Lore: So whats always been important to me is that the underpinnings of cyberpunk have always been brown and queer! Transhumanism is about technology and its relationship to the body and how one changes the other, right? In the same vein, cyberpunk has always been about marginalized people under the shadow of those in power, and how they survive, fight, and game the system. While a lot of the stories that made it big in the supposed canon feel very cis white dude, but weve always existed as part of the structure and heart of the genre.

I think what makes even the retro touches feel futuristic is that its not simply a future that we made brown and queer. Its our future, its the future of the people that Vita and I grew up around, that we become, and how those communities react to what comes next.

Jones: Diversity is something that I really wanted to translate in the world around QK. I spent a few weeks prior to working on the book just coming up with a color palette that I could always go back to. Finding colors that worked well together under different lighting. Running through the middle of the palette is a progression of skin tones varying from very dark almost usability so to very white also unusable. This helps me just pick different colors from background characters and constantly being varied.

Appropriately for this kind of story, theres a more going on that meets the eye in this first issue which is saying something, considering how great the visuals of the book are, but well come back to that in a second. Yet, despite the plot twists and reveals, each character feels very clear and immediate. How did you go about making Quentin and Aya so complete so quickly? Within their first interaction, the reader is left knowing who they are and what theyre about or is that a sneaky double bluff on your parts?

Lore: Quarter Killer and Ayas meeting is quick, but, to be honest, it was years in the making for all of us, and I think itd be disingenuous to discount that. Part of the clarity of that opener comes from us having known the characters for as long as we have. Its much easier to write that opener once youve got a good grasp for who they are. As for double bluffs weve got plenty of those, but were not going to let you in on our tells!

Ayala: For me, I wanted to find a way to make them tangible quickly in the way that when you first meet someone at a party, you dont necessarily know a persons entire history but you get a sense of them as an entity. I thought a lot about first introductions to folks, and more, about introducing two people I know very well to each other. What does that look and feel like?

A lot of it has to do with dynamics everyone has their needs, wants, and dislikes, how do those interact? Because Danny, Jamie and I have been living with these characters for a long time; we know them well and we know how their edges will fit together. I am glad they feel complete, because to us, they are we know almost everything about them, and so the trick is to find a way to NOT put it all in one scene, but to give enough while hinting at the hidden parts.

Jones: Posture is everything! Just little head tilts or leans can translate entire personality traits to characters.

Quarter Killer is a comic that, it feels, is perfect for something like ComiXology Originals a comic that speaks to a mainstream audience that might not go to comic stores, but will instantly understand the references and worldview of the book. When youre working with a publisher like ComiXology, do you feel a freedom to push what you can do, compared with something aimed at the direct market?

Ayala: There are different, not less though, considerations for the digital model, but I think not having to think about physical production and distribution gives us a chance to show what we can do without stressing out a longer chain of people who have to consider things like the overhead of a store. Having worked comics retail for a while, I sympathize and respect the balancing act!

The folks over at ComiXology have been incredibly supportive of us doing our thing. I think part of it is the medium and the story, absolutely and yes, a cyberpunk book that is digital definitely has a nice flavor to it but I think part of it is that they are confident of us as a team.

Lore: ComiXology really allowed us a lot of freedom, and that means that were telling the exact story that we set out to tell. In a way, for me, doing QK for ComiXology feels like the first time I got an E-reader: the very first thing I ever did was buy Neuromancer by William Gibson and load it up. It feels different to engage with that story in the digital world, and I think we wanted to tell a story that was very specifically made to be about the future, and engaged with on a platform that reflects one of the many futures of the medium.

Lets talk about the art for a second. Jamies artwork, and Ryans letters and design, feel like theyre completely in sync, and completely immersive. Theyre sharing influences and aesthetics, and the result is something unlike any other comic out there right now. How much of this was in the script, and how much is the two of you simply going, Oh, wow, oh, yes, that?

Ayala: The fun thing about working with Jamie and Ryan is that they are both friends of ours, and so we get to talk about all that stuff before Danny and I script. Part of it is Danny and I riffing and Jamie and Ryan taking that and making magic, but as important and often, it is Jamie going, Wait, what about this or Ryan tinkering and sending files, and Danny and I screaming, Hell to the yeah! and blasting victory music.

There is always new stuff we add in the script stage, absolutely, but Jamie then goes, Yo, I did that, but also I was studying X, or this reminded me of Y, and I did a remix.

Danny and I have a vibe that is fundamentally important for this book, and Jamie and Ryan bring their experience, expertise and all sorts of ideas to the table and we get the best of it all something better than the sum of its parts.

Lore: Every day, Jamie sends us pages hell, even straight-up layouts its us going, Oh, wow, oh, yes, that. We give references sometimes, describe things, but I think Vita and I both subscribe to the idea that panel descriptions arent the be all and end all. Theyre a conversation with the artist, sometimes a jumping off point to something thats cooler and wilder than we could have conceived. There are plot points in the latter half of the series that exist because we saw what Jamie did in the first two issues and played off of that the words are as shaped by the art as it is the other way around.

And Ryan is a lettering and design beast. We would toss out inspirations, and hed hit us back with work that just blew our minds regularly. Every SFX placement, the shapes of every sound, it really brings the whole book together and is one of the best representations of our goals and aesthetic that show up, I think.

Jones: Ryan and I have worked together in the past. He is one of my favorite letterers in the biz now. You can suggest something and he comes back with a look for the book that is better than you were expecting. Speaking for myself, I come with a lot of old comics influence. One of the greatest is Eisner and the Spirit. I cant escape it. There are places in the script where Vita or Danny will add some hyperlinks to give me a reference to a specific NYC thing that they grew up with and other times when they just let me do my thing. The three of us talked a lot about what the book should look like before we started the project proper. So during the actual page production its pretty much me just trying in pages.

Heres an obvious place to end: How do you introduce Quarter Killer to a new audience? What would you say to the curious THR reader whos about to read the preview and thinking about picking the series up?

Ayala: I think that there are a lot of points of entry to this book. It is visually stunning and kinetic/dynamic. The line work, the colors, the energy of it is off the charts! The design and lettering is so slick and clean and fun master-level work that makes you just fall into the story.

The story is universal while still being so very New York. It is about community, about redemption, about the struggle between those with and those without. But it is also very rooted in hip-hop, in city culture, in the experience of people who know all the best spots to avoid a camera so they can play unharnessed and know that the bodega brand icee is as good as the fancy ones that come with their own spoon.

This is Robin Hood meets Neuromancer, Lone Wolf & Cub meets Snow Crash. If you like any of that, youll do just fine with Quarter Killer.

Lore: Normally, when I pitch QK to a reader, I like to phrase it as Lone Wolf and Cub meets Shadowrun. Its a cyberpunk near-future thats as queer and as brown as the world around us. Its a book for people who are looking for a vibrant adventure story in which the characters are empowered to change the world around them and get to look so fresh while doing it!

Quarter Killer No. 1 will be released Wednesday on ComiXology, and available for no additional charge for Amazon Prime, Kindle Unlimited and Comixology Unlimited members.

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'Quarter Killer' Introduces New Vision of the Future (Preview) - Hollywood Reporter