Run your own evil megacorporation in Spinnortality, a dystopian strategy game – PC Gamer

Ive just launched a social media network in Europe that, based on your personality and posting habits, buys things before you even know you need or want them. But its a disaster. The angle is all wrong, the market hates it, and Ive lost millions. But while this may have ruined a lesser company, the PC Gamer evil megacorporation has a plan to dig itself out of this hole. I decide to siphon cash from my pension fund, yielding up to $20 million for each worker I currently have employed. Theres a chance Ill get caught, ruining my reputation, but its worth it. A few turns later and my bank is full of dirty money.

Spinnortality is a game about managing the kind of evil corporation thats usually the antagonist in a cyberpunk story. Those monolithic, faceless multinationals that guys like Adam Jensen risk their lives to expose. Its a delicious premise and executed wellespecially when you consider that the game is being made by just one person. Developer James Patton describes his ambitious new project as a cyberpunk strategy/management game where you run a giant, insidious megacorporation. And explains that, to make your dubious business a success, youll have to spin products, influence the media, manipulate politicians, become immortal, and ultimately take over the world.

But rising to the top wont be easy. Each turn represents 3 months (or one fiscal quarter), and its possible to die of old age unless you research and develop the ability to transfer your consciousness into another body. But even when youve dealt with the inconvenience of mortality, there are a dozen other things to cause you problems. Corporate espionage, corruption, inefficiency, low public opinion. So as well as developing new technology and trying to make a profit, you have to deal with all these factors as well. Its like spinning plates, and has given me a newfound respect for all those sinister cyberpunk corporations. A lot of work goes into being evil, and I can only imagine the headaches Deus Ex villain Bob Page had getting VersaLife off the ground.

After each turn you have to make a decision. North Africa might ask you for financial aid to help with a viral outbreak, which will boost public opinion and lose you a lot of money. But refusing them could give you a bad reputation and increase the chance of the virus spreading to other nations. Or perhaps the media has caught wind of how unhappy your employees are. Ignoring the bad press will damage public opinion, but you can always make it go away by giving your workforce a costly bonus. Juggling the positives and negatives of these decisions adds yet another layer of strategy to running your empire. And sometimes deciding what to do is genuinely difficult, especially when your employees hate you and your finances are dangerously in the red.

Developing and launching products is the key to fiscal stability, but you have to know your market. If you try and launch an invasive social media network in a nation that cherishes privacy, its probably gonna bomb. But launch the same network in a country that leans more towards publicity and youll make a tidy profit. Other dystopian products you can develop include a hormone cloud used to control workers, a sentient social media profile that posts for you, and retina-implanted cameras to make sure employees arent slacking off. Development requires money, time, and staff, but making a big investment, while costly in the short term, will earn you a lot more money later.

But heres the really cool part. If your brand has a strong enough presence in a particular nation, youll be able to influence its culture to better suit your products. So a xenophobic nation could become multicultural, or a spiritual nation may suddenly become obsessed with material wealth. Manipulating the world and pulling the strings from the shadows makes you feel like a Bond villain. Its weirdly intoxicating, and I love how being evil is intrinsically linked to the games systems. The more underhanded, manipulative, and corrupt your corporation is, the more money, power, and influence itll have. Which makes me wonder if this game is set in the future at all.

If raiding pension funds isnt your thing, there are other ways to break the law for fun and profit. You can steal research from rival companies, speeding up the development of your own products. You can incite riots to destabilise nations or blackmail their politicians in exchange for influence. Or maybe you just want to indulge in a bit of good old fashioned election rigging, ensuring a certain politician wins. Again, is this a dystopian game or a contemporary simulation? But with every illegal action you take, the risk of being caught increases. The challenge is maintaining the illusion of being a legitimate company while covertly crashing stock markets and assassinating politicians.

Theres a lot more to Spinnortality, but Ill let you discover the rest yourself when the game is released on August 31. Its a remarkably deep simulation, with more layers of strategy emerging as your company grows. Im looking forward to playing the finished thing, but for now I need to find a good use for all that pension money I stole for the PC Gamer corporation. Maybe Ill spread some fake news to gain media influence, or research an advanced AI to replace my fleshy, fragile human workforce. The possibilities for evil are endless, and its nice to be playing the as the bad guy in a cyberpunk game for once.

Go here to read the rest:

Run your own evil megacorporation in Spinnortality, a dystopian strategy game - PC Gamer

Playable Classes In Cyberpunk 2077: Journalist And Executive – Gameranx (blog)

July 16, 2017

Expect the unexpected with CyberPunk 2077s classes.

Jordan Coetsee / Updates / CD Projekt RED, Cyberpunk 2077, PC, PS4, Xbox One /

CyberPunk 2077 has been one of those extremely hushed down games, giving fans nothing to go by, but a mere trailer which released a couple years back. Now in an interview with Game Reactor, Mike Pondsmith (creatorof the tabletop game based on CyberPunk 2077 and consultant to developers) let slip a little bit of information on what to expect from the anticipated title.

Alongside other mysterious classes, Journalist and Executive will be two of the playable classes players can expect in the upcoming RPG.

Theyre all going to be there, but I can tell youre going to find some surprises about how weve done it and I think youre really going to like it, he said. Theres a lot of subtlety going on there. Adam (Kiciski, CD Projekt REDs President and co-CEO) and I spent literally like a whole week messing with the ways of implementing that, so you get the most feel for your character.

So there you have it, if this is anything to go by, players will likely be able to expect more unconventional classes different from usual RPGs inCyberPunk 2077.

Excited to play it? Lets hope the developers release some more information regarding this elusive title soon for now, all we can do is wait.

Go here to see the original:

Playable Classes In Cyberpunk 2077: Journalist And Executive - Gameranx (blog)

Cyberpunk Creator Gives His Own Thoughts On Cyberpunk 2077 …

Tabletop game Cyberpunk creator Mike Pondsmith has jumped into CD Projekt REDs development of their upcoming game Cyberpunk 2077 to give his thoughts on the game. However, unlike the apparent bitterness of Andrezj Sapkowski, author of the Witcher books, Pondsmith appears to have given his approval to the Cyberpunk 2077 game.

Pondsmith has been working closely with CDPR in order to make the game as authentic as possible, but hes also gone on record saying that he cant give away too many details otherwise a big Polish man will kill him (his words, not mine).

As it takes place in a city, rather than a fantasy world, the original game on the tabletop had a number of odd career choices: you had classes like journalist, rock star, manager, and more. The Cyberpunk creator has said that all of those sorts of classes will be available in the game, and that they will also include a few surprises for players.

Cyberpunk 2077 has been in development ever since 2012 when its trailer first came out, but we havent heard much more about it after CD Projekt REDs other series, the Witcher series, started to get really popular (especially with The Wild Hunt, which came out to critical acclaim). Now that The Witcher is done, CD Projekt RED can focus on Cyberpunk.

Even though we havent really gotten any information about Cyberpunk 2077 from CD Projekt RED, the studio has announced that the game will likely be out sometime before 2019, which means we may get it sometime in the latter part of this year, or well be getting it sometime in 2018.

In the meantime, we can at least take comfort in knowing that if the Cyberpunk creator himself is fine with it, the game will hopefully be pleasing to a lot of fans of the tabletop game. And, with CD Projekt REDs normal seal of quality, the game may even be better than The Witcher.

Link:

Cyberpunk Creator Gives His Own Thoughts On Cyberpunk 2077 ...

Cyberpunk 2077 Classes Are Unconventional, Include Journalist, Executive – SegmentNext

Most games that are played on tabletops run a fairly simple group of classes, from warrior to barbarian to paladin to cleric to thief. The Cyberpunk 2077 classes, however, are going to be a little bit different. Based off the tabletop game Cyberpunk 2020, classes in the game include journalist, executive, rock star, and more.

Considering Cyberpunk takes place on a futuristic Earth, you can only expect that there are going to be other things you can do besides run around with a sword; plus, its the future. While you can run around with a gun and fight crazy robots or gangs in the streets of the games main city, you can also do stuff behind the scenes.

CD Projekt RED and Cyberpunk creator Mike Pondsmith spent at least a week going over the games various classes and how they could be implemented into the game. Pondsmith himself has said that fans may be surprised at how all of those classes are going to be worked in, and that CD Projekt RED has been able to tweak them in a rather interesting way.

Since its not based on a book like CD Projekt REDs Witcher games were, well likely be playing a more conventional RPG game where we make a character, pick a class, and work our way through the story from there. Whatever will happen in the plot, however, remains to be seen, as CD Projekt RED has so far been mum on details.

The various Cyberpunk 2077 classes, in addition to things like journalist, executive, and rock star, also include things like cop, fixer, techie, netrunner, and nomad, so depending on what class you pick you could have any number of different experiences throughout the game.

Theres almost no telling when Cyberpunk 2077 will release, but hopefully well get some more information about it soon.

View original post here:

Cyberpunk 2077 Classes Are Unconventional, Include Journalist, Executive - SegmentNext

Void Star is a beautiful novel about connections in our cybernetic future – The Verge

In the relatively near future, artificial intelligences have completely transcended human understanding, so much so that they can barely comprehend our existence. Thats the background of Zachary Masons new literary cyberpunk thriller Void Star, which examines the line between a hyper-connected society and the vast intelligences that lurk just out of sight.

Mason sketches out a fantastic, yet plausible future world. AIs are commonplace, the super-wealthy have the ability to prolong their lifespan well into their hundreds, and weaponized drones patrol the skies. To explore this world, Mason weaves the lives three characters together. Irina Sunden is a freelance contractor with a brain implant that gives her perfect recall and the ability to interface with AIs. Her abilities attract the attention of a super-wealthy businessman named James Cromwell, who pursues her after she discovers a secret that hes been pursuing.

Then theres Kern, a street fighter who is tasked with stealing an unusual cellphone and begins receiving instructions from a mysterious woman named Akima on the other end of the line. She provides him with a quest that will help give his empty life some meaning. Finally, theres Thales, a son of a Brazilian politician who was given an implant to help keep him alive after surviving an attack that killed his father. There are complications, though: he has gaps in his memory after the attack, and he keeps encountering Akima, who keeps asking him how much he remembers. But running in the background of all their lives is a super-powerful AI that has its own particular agenda, orchestrating their movements and the world around them.

Irina, Kern, and Thales are driven by their own respective paths that take them around the world. Irina wants to exact revenge, Kern needs a quest, and Thales just wants answers. As the novel progresses, they each intersect with one another, coming together into an impressive finale. Mason conveys their stories and the world they inhabit with his elegant and descriptive prose, and short, rapid-fire chapters. His writing is at times verbose, and might put off impatient readers, but its wonderfully engaging, and brings his vivid world to life with sentences like:

Vast and sheer, the glass facades of downtowns canyons, reflecting the blue of the evening, enclosing him like a trap.

Mason uses the novel to explore the nature of AI and the flow of information in an interconnected world. Here, thousands of generations of artificial intelligence have crafted their successors, leaving humanity unable to really understand how they function. Comparisons to the world of William Gibsons Neuromancer and The Matrix are appropriate, but Masons book is a bit more nuanced. Its characters arent driven toward a typical science fictional goal, such as uniting fractured parts of a super-powerful AI, or taking down a billionaire with aspirations of living forever. Mason feels more interested in the journey, examining how people interact with the technology around their lives and how it actually plays a role in the larger world.

the novel is full of elegant prose that enhances Masons vivid world

And what a world it is. Mason loads up with plenty of engrossing details that flesh out his future, from the mundanity of roadside construction (She sees hard-haste workmen supervising a segment drone the size of a van, dodecapodal and safety yellow, its humble forward appendages pulling fiber-optic cables up through the incisions in the asphalt of the street, all under the eye of a trio of cops.) to the exciting, as Irina hiring a security contractor to escort her. (If I fire a shot, or shots are fired around me, then reinforcements come at a run armed drones arrive in under one minute, and a squad in five, and if at that point theres still a problem, then, well, the escalation is ridiculous, but Parthenon isnt in the business of losing fights.)

Through Void Star, Mason examines our largely superficial relationship with the ever-growing ecosystem of technology that surrounds us. Its something that just exists, its own force of nature in the world. How much does the average user understand whats going on in their phones? Even characters equipped with brain implants like Thales and Irina hardly comprehend the digital world around them.

Void Star plays a delicate balancing act between cyberpunk thriller and literary fiction, spinning out a story that includes both introspection about our relationship with the digital world and fight scenes with armored soldiers. Mason is interested in how his characters understand and interpret the virtual world around us, and the growing gap as it advances far beyond our comprehension, even as we depend on it more than ever.

Photography by Andrew Liptak / The Verge

See more here:

Void Star is a beautiful novel about connections in our cybernetic future - The Verge

Cyberpunks creator on helping CD Projekt Red stay true to …

During my conversation with Mike Pondsmith, two people ask him to sign artwork from the Cyberpunk pen and paper game that he created. He tells me it never stops being weird, the fact that people want his autograph, but he gets it. Cyberpunk is cool, its rebellion, its sticking an augmented finger to the system. And its not just an aesthetic.

At core, unless you have the meaning behind the black leather and the neon, you lose what cyberpunk is. Thats the problem with getting Cyberpunk made as a videogame; people dont get it. They think its about action heroes quipping as they take down corporations. Over the years, Pondsmith has made deals with companies to bring Cyberpunk to PC but says hes glad that those deals crashed because now the real deal has arrived. CD Projekt Red, the studio behind The Witcher and upcoming Cyberpunk 2077, get it. Theyre actual fans and they know stuff about Cyberpunk that Ive forgotten.

The futures looking bright then, even through the obligatory shades.

If I could have one person running an RPG campaign for me and my friends, itd be Mike Pondsmith. Hes been living and breathing this stuff for years, and hes a born storyteller. At one point, I mentioned that Id been told he owned a lot of guns and he explained that he liked to fire guns because its important to know how they feel when figuring out combat mechanics. The guns, like the many books that he owns, are part of a library of information to be translated into world-building and systemic game design.

But theyre also weapons, and theyre not the only ones in the Pondsmith home.

I wanted a house that was hard to find. On the web and in life, I dont like to be traceable, so I wanted a place that people couldnt look up very easily. Its in the woods, you wont find it on Google Streetview, and nobody has any reason to come by unless they know Im there.

One day I looked out of the window early in the morning and there was this guy out front. I kept an eye on him and he wasnt moving. I didnt know him so I figure he has no good reason to be here, so I got hold of a katana

Wed been talking for long enough at this point that the casual katana barely registered. Of course Mike Pondsmith would have a katana close at hand in case of intruders, I thought. The day I met him he had a Millennium Falcon stud through his ear. The day before there had been another favoured pop culture reference hanging from the lobe. Like Cyberpunk itself, Pondsmith is nerdy as heck but shot through with a slightly unhinged sense of cool that he carries well, even though his particular cool is either very forward-looking or a couple of decades out of date. In conversation, hes part professor, part excitable enthusiast. He laughs a lot, often at his own lines, but is serious and sincere behind that.

Hed be a great person to have around an RPG table so, yeah, if I could have one person running an RPG campaign for me and my friends, itd be Mike Pondsmith. But if I had to fight one RPG designer with a katana, it would be just about anybody else.

I didnt have to use it but I was prepared to, he says when I ask how the encounter ended. He had just got back from a tour in Afghanistan and had somehow managed to look me up online and wanted to tell me how he and some of the other guys had played Cyberpunk out there, and how much it meant to him.

One of the stories I shared with Pondsmith was far more mundane but it helped me to get to the heart of what Cyberpunk means to him. We met at Gamelab in Barcelona and a couple of weeks earlier, right before E3, my phone had died. I had to buy a replacement in the airport before the flight out to Los Angeles and anyone who has been on the verge of a long trip and finds themselves suddenly without their most-treasured gadget can no doubt sympathise. Without it, I didnt have access to maps, hotel details, contact numbers and emails for appointments, or even the boarding pass for my flight. Its only when Im suddenly without a phone that I realise how much I need it.

I mentioned this to Pondsmith as we were talking about anxieties around reliance on technology and I used my former phone as a convenient example.

But what did you do? He asked.

I bought a new phone. I had to.

Thats cyberpunk. Its not just about the tech, its about the ubiquity of the tech. If augmentations are rare, if they make the people who have them special, thats not cyberpunk. It has to be street level. It has to be everywhere and available to almost everyone.

The phone anecdote might have triggered this central idea about cyberpunk, but before we dug into body horror, the ubiquity of tech, and real world social and political parallels, we spent some time discussing exactly what CD Projekt Red are doing with Pondsmiths fictional future, and how hes contributing to the game.

What happened was, around four years ago they called us up and Id never heard of them. I was imagining a tiny studio out in Poland that had done very little, and then I looked at The Witcher 2 and thought, Wow. This is good. This is really good. So I flew out to see them and realised they were genuine fans of Cyberpunk. What they didnt realise is that Ive worked in design on the videogame side as well as tabletop

At the beginning of the project, I talked to them a lot, every week. For a long time they didnt realise Id worked in digital, but Ive been doing pen and paper for 20 years and digital for fifteen. When I was explaining Cyberpunk to them, I was explaining the mechanics in a way that they understood and that helped them to realise I could contribute more to the actual design.

Now I do a lot more meta-talk to the whole team, to make sure that they get the gag and they know what the touchstones are. From there I got involved more in actual gameplay mechanics; what can we get away with. We had a discussion at one point, for example, about flying cars. I have them in cyberpunk because they are a fast and efficient way of getting characters from one end of a ruined city to another. And trauma teams are there because we dont have clerics.

But what happens to these things in a digital, three- dimensional environment. Flying cars are cool but theyre not there for flying car gun fights. Its not their place in the world. Theyre a convenience in the design and like so many things in Cyberpunk they have a mechanical function rather than just being there because theyre cool.

So a lot of the conversations weve had on the team are not can we do this? We can do just about anything. Instead, its me explaining why I did it in pen and paper, and then we figure out if we need it again, and whether it serves a different purpose in a videogame. I know why flying cars are there in the original but thats not necessarily the same functionality we need in 2077. Everything is taken apart in terms of what it does to the game, how it differs from tabletop, and getting the right feel.

It was news to me that Pondsmith was having this kind of input on Cyberpunk 2077, alongside his work on a new iteration of the tabletop game. The new pen and paper version, coincidentally codenamed Cyberpunk Red before any contact with CD Projekt Red had occurred, will be set in 2020, decades earlier in the timeframe. Because the two games are in the same continuity, theres a back and forth about narrative aspects that need to match in a credible way. Pondsmith has had to tell the 2077 devs that certain characters they might want to use will be dead and forgotten by the time their story begins, although he smiles, saying I do have ways to bring some of them back.

But the tone and meaning of Cyberpunk 2077 is harder to capture than the specifics of individual characters.

One of the things I love about cyberpunk as a genre is that there is a romanticism to it. Theres a sincerity. Even now, cities are romantic. Me and my wife were staring out over the chasm of the city one night and seeing the neon and hearing the sirens, and when youre there, youre aware of this whole manic aspect living underneath you. The addition of these new technologies just gives it a bigger impact.

Its about more than big guns and leather jackets. Walter Jon Williams wrote the book that really got me into this, Hardwired. Its total whack-out fable of doomed romance against desperate stupid odds. You know its not going to work but you really hope that it does, and thats what cyberpunk is all about.

Its constantly evolving though, as a genre and I dont feel any ownership of it. Take Ghost in the Shell. The new movie is not Standalone Complex, which is not the original Ghost in the Shell. Then theres something like Appleseed, which is what we will get if we manage to survive whats going on in Ghost. Theyre different kinds of cyberpunk a lot of the Japanese works have made me feel more about what defines it. Believable technology and a callous universe of people more powerful than you who are so powerful theyre faceless. Its about fighting for your piece of ground so you can have a life. Cyberpunk heroes arent trying to save the world, theyre trying to save themselves.

Im interested in the idea of faceless villains, though Im not entirely sure villains is the right word. Pondsmith uses Blade Runner as an example.

We never see the face of power in Blade Runner. Instead, we see an errand boy, Gaff, but we never see the top level. And Deckard doesnt think about what hes doing, he doesnt really question it. Some power that is tells him to kill replicants, who might well essentially be people, but the whole point when he leaves with Rachel is that he doesnt save the replicants. He saves Rachel and goes away. Thats not a heros tale. Thats somebody saving his skin and the skin of someone he cares about, but its very cyberpunk. That idea of feeling that the chance that we have with each other, and the chance of a better life, is worth incurring the wrath of these unseen and mighty powers.

But Blade Runners cyberpunk isnt Pondsmiths Cyberpunk. He likes Blade Runner though, which is more than can be said for a lot of the sci-fi movies we end up discussing. He likes internal consistency, particularly when it comes to tech and the ideas behind that tech, and its something he thinks writers often sacrifice for a thematic punch, or to move a plot. When it comes to games, hes critical of Deus Ex, though not so much because of any specific aspect, but rather, I think, because its worryingly close to the game Cyberpunk might have become in the wrong hands.

I like a lot of the things that are going on there but the main characters are special because of the technology so its very far from street-level cyberpunk. The tech shouldnt make you a hero, it should just be a part of ordinary life.

This bring us back to my dead phone and the ubiquity of technologies that were so recently unimaginably powerful.

If you lose your phone, or it dies, then you just replace it. Pondsmith says, waving around his own smartphone, which is currently pinging him real-time information about seismic activity somewhere in South America. Im plugged into the planet with this thing. Thats how amazing it is, but the tech is everywhere. It took me about an hour at most to re-establish everything that had been on my old phone on this one when I bought it. Information and preferences are easily transferable.

I think theres a deeper issue though: even if I can replace the phone, I dont control the networks and the satellites that allow the phone to operate. So much of the power isnt in the phone, its in the access that the phone has, and that is not replaceable. Not by me at any rate. If my provider cuts me off from data and telecommunications networks, I own a very expensive brick that can play match-3 games.

Think of it in the context of net neutrality, which is really about corporations not wanting people to have access to other people. Within six to eight years of net neutrality crashing and burning, if that happens, well end up with an alternate net. You might not be able to build it yourself, but somebody will create it and provide ways for you to access it. The upshot of the ubiquity isnt just that you can buy a thing or access it through official channels, its that when those official channels are taken away, or censored or throttled or controlled, somebody will always replace them. People will make alternate forms. It even happens with currency. Look at Bitcoin; its money that the government doesnt necessarily control.

To build his vision of the future, Pondsmith has absorbed knowledge about technology, futurism, politics, social trends, fashion, geology, and just about any other topic you might care to mention. A designers library, he says, should be deep and broad.

Were just having two new bookcases into the bedroom, which will mean every wall contains books, and thats on top of an entire room devoted to books downstairs, and the ones stored in the office. Its paleontology, a hobby of mine, to human history and everything in between. Part of the reading is building knowledge, but its about trying to get a sense of the zeitgeist: what is going on, what is visible, what will give us certain outcomes.

I asked if finding the zeitgeist had become easier now that theres so much data to dig through, or if all the noise made finding a clear signal harder than it had been in the eighties, before information clogged the air that we breathe.

What you have to do is go outside your bubbles. The more dataflow you can stand in, the more you can learn. I hit reddit and twitter, and do a lot of lurking. There are only three places where I let people know who I am, mainly so that I can get a reaction from fans and people who are interested in our work. I can learn a lot by going to a store, looking at the magazines people are reading. I can learn a million things by visiting a toy store. These are the ideas the next generation will grow up with.

The internet is important too, of course. I spend a lot of time trawling for information, checking things and going down rabbit holes. But you expose yourself to a lot of terrible things as well as wonderful things out there. I had a really nice young woman who was my social media person and she almost had a breakdown dealing with it. The biggest advantage you can have out there is to be unflappable. That helps. The most horrible voices are usually the loudest because they have no other place to yell.

All of that noise, the yelling and the disenfranchisement included, often seems symptomatic of a peculiarly modern mania. Does Cyberpunk have to reflect the times we live in, and the geopolitical changes from one edition to the next?

Cyberpunk Red has an entire bunch of sections that say 2020 is closer than you think. I talk about ramifications of what we are doing now. This is my sons reality and future, and unless we start straightening our shit out, its not going to be pretty. There is a strong political undercurrent in Cyberpunk, but the biggest message is simple: if you want a future you have to take it into your own hands and realise that nobody else will build it for you. That may involve political action, hacking, or picking up a gun. But the future doesnt come out how you want it unless you make that change.

Another central tenet of Cyberpunk, Pondsmith tells me, is that even if a cause is doomed, you need to fight for it. Indeed, the Cyberpunk world is full of people striking against what they see as misuse and abuse of power, whether in the form of ecoterrorism or anti-corp hacks and assaults. The line between freedom fighter, survivor and terrorist is blurred.

There are some eerie parallels in things Ive written about terrorist attacks and situations in the real world, but if you follow the trends as you write about the future youre probably going to end up a place that is sometimes painfully familiar. But Cyberpunk is a parallel future rather than a prediction of our future. Terrorism comes about when you have people who want to fight someone but dont have the means to fight them except through these acts. These situations arent new they could reflect 19th century India, mid-20th century Europe or 21st century America.

But whether these futures are parallel or predictive, Pondsmith doesnt think were far from our very own cyberpunk lifestyle.

The thing of it for me is that it all boils down to people and how they use tech. It boils down to tool-use and that is the extension that makes us kind of meta-creatures. You remember things on a much larger level because you have memory devices. At any minute you can get a story and translate it into five languages, then throw graphics behind it. You have access to these insane tools.

Part of whats happening now is that these tools are becoming accessible to more and more people; across history, powerful creative tools have been the promise of the very few, like the printing press and even paper and ink. Benjamin Franklin said the power of the press belongs to those who own one. Well, a whole lot of us own things more powerful than the printing press now.

But how far away is a device transmitting information and providing access to tools from actual body augmentation?

Body horror creates an interesting cultural sliding point. Once we get over the body horror aspect though, well be happy to have it all built-in as long as, once again, its easy to repair or replace. One of the things about the cyberpunk culture is that were not going to get man-machines because we want to turn ourselves into robots; not in terms of jumping fifty feet in the air or punching through a wall. Itll happen because we want more choices, more knowledge and more access.

So no bionic arms then?

I didnt say that, but I certainly wouldnt be first in line. My kids might though. The idea that Im going to cut my arm off all the way to the elbow and replace it with metal is he shudders. But the tipping point is already gone. Old people have artificial hips, my mother had surgery to remove cataracts and now her vision is better than it was before the cataracts.

Eventually the transgressive nature will be reduced. An entire new thing right now is 3d printing to build prostheses for kids that lack limbs. Well, somebody who has a silver-chrome cyberlimb like [Cyberpunk character] Johnny Silverhand might tempt some kid who isnt missing a limb to have their hand removed just so they can have a better one. Like Johnnys. At some point, when that process is easy to do, it wont seem like such a big deal.

Pondsmith introduces me to Aimee Mullins, through the medium of a TED talk rather than in person. Ill leave you with that excellent talk, but first a word about a familiar character.

I think Geralt is a little bit cyberpunk and I hope we can sneak something in 2077 that relates to him without the fans immediately catching on. He does what he needs to do, he doesnt necessarily get any joy out of it he just makes sure that what needs to go down does go down. Its a combination of fatalism and romanticism. Thats cyberpunk.

Read more from the original source:

Cyberpunks creator on helping CD Projekt Red stay true to ...

Cyberpunk 2077 release date, trailer and news | TechRadar – TechRadar

Following on from the wild success of The Witcher 3 isnt going to be easy but with Cyberpunk 2077, we think CD Projekt Red might have a pretty good shot at it. In this new IP theyre moving from the gritty, high fantasy world of the Continent to the gritty, science fiction word of a neon cyberpunk metropolis.

This game looks like its going to offer a significant aesthetic refresh from The Witcher 3, but hopefully without abandoning everything we loved about it in terms of gameplay, themes and tone. Of course, at the moment we dont know all that much about Cyberpunk 2077.

The internet is crawling with news and rumors, though, so weve collected everything that's been said about the game here for your convenience and we'll be constantly updating this page as more details emerge.

After an extremely short title reveal trailer, in 2013 we were treated to a more than two minute long teaser trailer although it didn't reveal much about what will be in the actual game.

It did, however, capture Cyberpunk's futuristic setting incredibly well and let us know that when it comes we can expect something dark, dangerous and visually stunning. At the end it also looks like we get a look at the Braindance technology discussed further down.

In the games official teaser trailer its stated that the game will be coming when its ready. But for now it appears that CD Projekt Red is hoping that will be sometime in early 2019.

In an investor call in early 2016 it was suggested that Cyberpunk 2077 would be released before June 2019. It was also said in this call that CD Projekt Red is planning to release two new triple A RPGs before 2021.

It was later clarified in forums that Cyberpunk 2077 would be the first of these games to arrive and work on the second would not start before Cyberpunk 2077 was finished.

Considering The Witcher 3 took around three and a half years to develop, a 2019 release doesnt seem unmanageable for the studio.

As well as a deadline theyve no doubt set for themselves, the studio also has a deadline from the Polish government.

In December of last year they were given a grant of more than $5 million from the government to research new game techniques related to multiplayer, animation and city creation. The sizable sum came with a project deadline attached and if it does relate to Cyberpunk 2077 itll mean the game really does have to be released in 2019. The government said so, which ironically isnt particularly Cyberpunk.

Its going to be bigger than The Witcher 3

It would have been a pretty safe guess to say that Cyberpunk 2077 is going to be a big game, but in an interview with MCV in 2015 visual effects artist Jose Teixeira said its going to be far, far bigger than anything the studio has ever done.

In fact, he said that The Witcher 3 was being treated as a learning experience and that they could do better. To do better, the studio has doubled in size with studio head Adam Badowski saying that after The Witcher 3, Cyberpunk 2077 needs to be even better, even bigger, even more revolutionary than what had originally been planned.

Youll be travelling on more advanced tech than boats and horses

So, we know the game map is going to be intimidatingly big. How will we get around it, then? Well fortunately, moving out of the high fantasy realm gives CD Projekt Red a little more freedom when it comes to creating vehicles.

Dont expect horses and basic boats here a job listing for a Senior Vehicle Artist for the studio said theyd be expected to work on incredibly complex vehicles, planes, bikes, robots and mechanics.

Itll have a big single player story

We dont imagine well shock many people when we say this but Cyberpunk 2077 will take place in the year 2077.

Specifically CD Projekt Red has confirmed itll be set in a place called Night City. Night Citys streets will be huge, filthy, and invested with drug problems. As youd expect from the Cyberpunk genre, therell be a huge wealth gap, where the rich and corporations preside over poverty-stricken citizens, many of whom are driven into gangs.

Desperate for escape, many of the poor residents of Night City turn to an addictive escape known as Braindance which for just a few hours allows them to feel physically and mentally like theyre someone (anyone) else.

According to CD Projekt Red theyre digital recordings of a persons experience. The viewer can stream a braindance directly into his neural system via special brain augmentations, 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.

Braindance experiences that place you in the lives of the rich and glamorous are naturally sold by corporations. However, much darker and illegal Braindances that can turn those using them into bloodthirsty killers are also distributed on the black market.

In this incredibly dark world youll play a young man thats been raised in the lowest section of society but wants to make something of himself and rise out of the gutter. Like most Cyberpunk protagonists we imagine hell be something of an anti-hero and find himself embroiled in the criminal underworld, manipulated and forced into difficult situations. How Braindances will be used by or on the protagonist is unclear.

The game will be an RPG like The Witcher 3 and videogame character progression will fit in well to Cyberpunks world of physical and mental augmentations.

Its based on the Cyberpunk board games, the creator of which, Mike Pondsmith, has been working closely with the development team to ensure it stays true to the source material and doesnt lose the Cyberpunk at its core.

This contrasts with the studio's relationship with the author of the Witcher novels, Andrzej Sapkowski, who has always been ambivalent about the games.

But there will be multiplayer elements

It was confirmed years ago that the game would have multiplayer elements but what exactly theyll be is unclear. It was said, though, that the game would mainly focus on single player.

Considering some of the grant CD Projekt Red received from the Polish government was to go towards creating new techniques that included multiplayer experiences were expecting something exciting and refreshing.

Combat inspired by the original tabletop RPG

We know that the designer of the tabletop RPG Cybperunk on which Cyberpunk 2077 is based is heavily involved in the creation of the game. We hope his involvement extends to the game's combat because the combat system he created in his own game was fairly revolutionary for the tabletop genre.

Rather than involving drawn out and long turns, it was fast, brutal, gritty and overall perfectly suited to the spirit of Cyberpunk.

A big part of Cyberpunk combat involves upgrading your body with new abilities and robotics which would be perfectly in line with a video game character development system like those created by CD Projekt Red.

In Pondsmith's game bodily enhancement has to be carefully considered it's a balancing act where every benefit has a drawback. When a player makes robotic additions to themselves they reduce their humanity and empathy leading to an uncontrollable state of cyberpsychosis. This has the potential to be a really interesting system if it's adapted for the game and could be used in a similar manner to excessive consumption of combat-enhancing potions in The Witcher.

Keep checking back here for all the latest Cyberpunk 2077 news

Read the original post:

Cyberpunk 2077 release date, trailer and news | TechRadar - TechRadar

CD Projekt RED will make Cyberpunk 2077 feel authentic – TweakTown

CD Projekt RED are big fans of the original Cyberpunk 2020, and have conscripted original Cyberpunk designer Mike Pondsmith to preserve authenticity

CD Projekt RED is working with original board game designer Mike Pondsmith to ensure their new Cyberpunk 2077 magnum opus stays true to the original.

Cyberpunk 2077 is the biggest project Polish games developer CD Projekt RED has ever worked on--and that's saying a lot since the studio is known for the massive sprawling The Witcher game series. But Cyberpunk 2077 is something different altogether, and rerepsents a much greater opportunity for the company to flex its might and talent. We know Cyberpunk 2077 will have insane next-gen level technology with massive living, breathing cities with flying cars and real-time AI, and that CD Projekt RED has received a $5.6 million grant from the Polish government to help fund their vision for the game.

Despite the massive next-generation tech barrier, CD Projekt RED wants to ensure Cyberpunk 2077 is as authentic to the original source material as possible. The studio has been working with original Cyberpunk 2020 board game designer Mike Pondsmith to ensure the game exemplifies the unique techno-punk universe he helped make back in the late 80s and early 90s. Pondsmith told Rock, Paper, Shotgun that CD Projekt Red "gets cyberpunk" and that the studio is passionate about the fictional series. "They're actual fans and they know stuff about Cyberpunk that I've forgotten."

"At core, unless you have the meaning behind the black leather and the neon, you lose what cyberpunk is. That's the problem with getting Cyberpunk made as a videogame; people don't get it. They think it's about action heroes quipping as they take down corporations."

Read Also: Cyberpunk 2077 is more ambitious than planned

Pondsmith goes on to highlight how he's worked with the Polish studio to help guide their progress through the massively ambitious game, and shape its high-tech world.

"What happened was, around four years ago they called us up and I'd never heard of them. I was imagining a tiny studio out in Poland that had done very little, and then I looked at The Witcher 2 and thought, "Wow. This is good. This is really good." So I flew out to see them and realised they were genuine fans of Cyberpunk.

"At the beginning of the project, I talked to them a lot, every week. For a long time they didn't realize I'd worked in digital, but I've been doing pen and paper for 20 years and digital for fifteen. When I was explaining Cyberpunk to them, I was explaining the mechanics in a way that they understood and that helped them to realize I could contribute more to the actual design.

"Now I do a lot more meta-talk to the whole team, to make sure that they get the gag and they know what the touchstones are. From there I got involved more in actual gameplay mechanics; what can we get away with."

As we've previously reported, Cyberpunk 2077 will indeed have flying cars and large, next-generation city-scapes with impressive AI. Pondsmith highlights that he helped the team adapt key features of the board game into video game form, and give ideas to shape the scope of the project.

"So a lot of the conversations we've had on the team are not "can we do this?" We can do just about anything. Instead, it's me explaining why I did it in pen and paper, and then we figure out if we need it again, and whether it serves a different purpose in a videogame. I know why flying cars are there in the original but that's not necessarily the same functionality we need in 2077. Everything is taken apart in terms of what it does to the game, how it differs from tabletop, and getting the right feel."

Since Cyberpunk 2077 is CDPR's most ambitious game, the studio says it needs a lot of time to make it. The project is expected to release by 2021 alongside another AAA RPG (which could be another Witcher game), but we won't have any reveals or showcases this year.

Continue reading here:

CD Projekt RED will make Cyberpunk 2077 feel authentic - TweakTown

RoboCop at 30: how its cyberpunk vision of the future became a reality – iNews

Thirty years on from the release ofRobocop, applied futurist Tom Cheesewright notes thatthe films vision of cyborgsecurity and the privatisation of public life has become a startling reality

Talk to people about cyborgs, and even 30 years on from its arrival in cinemas, RoboCop remains a common point of reference.

Strutting the streets of Detroit in his shiny metal hide, Officer Murphys robotic reincarnation really stuck in peoples minds, as did the rest of Paul Verhoevens vision: rampant consumerism and the privatisation of public life.

But how does this vision stack up against todays reality? Is it already here, yet to come, or perhaps totally unfeasible?

If you want to know about the privatisation of public life, and particularly public spaces, ask any skateboarder.Large swathes of our cities have been turned over to private property developers, and are now policed as such.

Try to skate in the wrong place, and you might not get a warning shot from an over-zealous cyborg. But you could beshut down by a security guard on a Segway.

Theres no physical fusion of biology and technology here, but Id argue its still a cyborg.

The sci-fi vision of cyborgs as machine and human in the same body were driven by the technology of the Cold War era, when the term was coined.

Scientists knew that the human bodys frailty was a weakness in environments like outer space or a nuclear fallout zone, but our minds outstripped the power of any computer.

If we could find a way to closely connect the human mind to physical might, the result might be unstoppable.

The physical might of machines hasnt moved on that far, but computers are now much closer to human capabilities.

Weve also developed much better interfaces between the two.

The result is computers we can control with a single spoken command, phones that respond to the slightest touch or swipe, and self-balancing scooters that only require us to lean in the direction we want to go.

We are all cyborgs now. We just dont recognise it. In our minds, all cyborgs look like RoboCop.

This more subtle blending of human and machine represents the future of security today.

Researchers around the world continue to develop exoskeletons for the human body to enhance our physical strength.

Imagine citiessurveilled by roaming drones its already happening in Dubai.

But why put a human in harms way when they could be sat in the safety of a control room, remotely piloting a drone?

This is increasingly the reality of modern warfare, and witha long tradition of military technology making its way into law enforcement, it wont be long until these techniques are implemented on our streets.

Imagine citiessurveilled by roaming drones its already happening in Dubai. There wont be one operator for each drone; maybe one for everyfive or every10.

Most of the time they will be entirely autonomous, roaming the streets, taking pictures, and answering questions. Only when there are criminals to be caught will the humans take over.

This fits with the changing picture of work in a broader sense.

Replacing humans takes real artificial intelligence, something that is a little way off.

RoboCops world showed us what might happen if automation and globalisation arent countered

But with some intelligent automation as software companies are now calling it a much smaller amountof humans can achieve a lot more.

Science fiction is an important part of imagining the world we might one day live-in, and considering the risks and opportunities.

RoboCops world showed us what might happen if the effects of automation and globalisation arent countered.

Rising violent crime follows a growing gap between rich and poor as robots take more and more work something the Sutton Trust warned about just last week.

The technology may be more subtle and sophisticated than the clunking armour of 1980s imagination. But the issues driving tomorrows security challenges remain very real.

Tom Cheesewright runs Book of the Future.com, where he uses his knowledge to give a view of the future

More from i:

The Top 50 British films according to cinema-goers

War For The Planet Of The Apes reviewed by a primate expert

The Circle flopped because its vision of the future already exists

More here:

RoboCop at 30: how its cyberpunk vision of the future became a reality - iNews

Cyberpunk 2077 Will Have Journalist/Executive Classes, Mike … – Wccftech

Cyberpunk 2077 remains one of the most highly anticipated RPGs, between the developers pedigree and the Cyberpunk setting.

Mike Pondsmith, the creator of the tabletop roleplaying game in 1988 and a consultant on the game, appeared today in a video interview with GameReactor. While the legendary writer and game designer remained fairly tight-lipped (otherwise there are tall Polish people waiting to kill me), he did provide some new details.

His tabletop features unconventional classes like journalist, rockstar, executive, and others. The interviewer asked whether those will actually be in Cyberpunk 2077 and Mike Pondsmith replied positively.

Yes, you can. Theyre all going to be there, but I can tell youre going to find some surprises about how weve done it and I think youre really going to like it. Theres a lot of subtlety going on there. Adam (Kiciski, CD Projekt REDs President and co-CEO) and I spent literally like a whole week messing with the ways of implementing that, so you get the most feel for your character.

In case youre wondering, the classes (actually called roles) in the Cyberpunk tabletop RPG are nine:Cop, Corporate, Fixer, Media, Netrunner, Nomad, Rockerboy, Solo, Techie, and Med-Tech.

Will CD Projekt RED deliver them all in the final game? Its hard to say. Cyberpunk 2077 feels like its been in development forever, given that it was announced in May 2012, though the Polish studio only focused on it once The Witcher III: Wild Hunt was completed. There are reportedly more developers working on Cyberpunk 2077 now than there ever were on The Witcher III, though, which provides some hope that we wont be waiting too long to get a full reveal.

Meanwhile, Mike Pondsmith said that the project is shaping up exactly like he wanted to.

The vision is really pretty close to what I had in my head years ago. When did the CGI trailer, I looked at it and said, Oh my God, thats like perfect. And there were all these little touches from Cyberpunk in the background, because theyre fans. I said to me, They really did it! Thats awesome. So, the feeling has stayed the same and weve also been continually developing it to keep that feeling.

The game will also have multiplayer features. Whether that means drop in/drop out cooperative multiplayer, competitive multiplayer or maybe even an MMO-like game world is anyones guess at this point. Stay tuned on Wccftech for all the latest rumors and official updates on Cyberpunk 2077.

Share Submit

View post:

Cyberpunk 2077 Will Have Journalist/Executive Classes, Mike ... - Wccftech

Mike Pondsmith Talks Creating Cyberpunk 2077 With CD Projekt Red – One Angry Gamer (blog)

(Last Updated On: July 13, 2017)

The creator of the Cyberpunk tabletop game franchise, Mike Pondsmith, has taken up an interview with another publication site to detail what its like to take Cyberpunk the board-game and turn it into the upcoming video game currently in development at CD Projekt Red.

According to the interview between Mike Pondsmith and publication site Rock, Paper, Shotgun, information on the progress of the game as well as Pondsmiths role in helping the development of Cyberpunk 2077 comes to light.

In an attempt to keep the whole thing short and readable, Pondsmith is said to be a key collaborator over the last four years of CD Projekt Reds involvement in the Cyberpunk 2077 game. Pondsmith shared that he feels he has been very important to the development process, and that his explanations surrounding the propertys world have been useful for the team:

At the beginning of the project, I talked to them a lot, every week. For a long time they didnt realise Id worked in digital, but Ive been doing pen and paper for 20 years and digital for fifteen. When I was explaining Cyberpunk to them, I was explaining the mechanics in a way that they understood and that helped them to realise I could contribute more to the actual design.

Although there are no videos showing any gameplay or in-game footage as of this moment, it is said that Pondsmith is trying to keep things level-headed along with CDPR so that the game can portray everything necessary at launch. Additionally, he explains how the team at CDPR is approaching putting content in the game that reflects features from the pen and paper version that will work in the 3D version of the tabletop game:

A lot of the conversations weve had on the team are not can we do this? We can do just about anything. Instead, its me explainingwhy I did it in pen and paper, and then we figure out if we need it again, and whether it serves a different purpose in a video game. I know why flying cars are there in the original but thats not necessarily the same functionality in 2077. Everything is taken apart in terms of what it does to the game, how it differs from tabletop, and getting the right feel.

In other words, both Pondsmith and CDPR know that they can put anything into Cyberpunk 2077, but instead of just throwing content into the game to make it cool, they instead are going through content and weighing what works in the pen and paper version and what will work in the 3D version. If each piece of content serves a purpose and propels the video game to becoming that much better, I can only hope that the content is well optimized and not a glitchfest.

Cyberpunk 2077 is in development as we speak, and although the game is slated to be for PC and the latest consoles, it will be ready when it is ready. Lastly, you can read the full interview between Mike Pondsmith and the publication site over on Rock, Paper, Shotgun.

Go here to see the original:

Mike Pondsmith Talks Creating Cyberpunk 2077 With CD Projekt Red - One Angry Gamer (blog)

Making Cyberpunk: when Mike Pondsmith met CD Projekt Red – Eurogamer.net

By Robert Purchese Published 12/07/2017

"We had Communism and we had Cyberpunk."

Mike Pondsmith would hear those words 25 years after he'd joked about how few people would play a Polish translation of his American paper role-playing game Cyberpunk in a country behind the Iron Curtain. They would be the words spoken by a company offering him the deal of his life, and the words responsible for him signing it. Now nearly 30 years after Mike Pondsmith first published Cyberpunk, we're about to see the fruits of the seeds he once inadvertently sowed: Cyberpunk 2077.

With The Witcher series resting in the wings, CD Projekt Red is ready to bring this new collaboration centre stage, and as the spotlight of attention on Cyberpunk 2077 swivels closer, Mike Pondsmith is naturally caught in the glare. Who is this man behind the game CD Projekt Red's near future will be based on - and how is he helping shape it? I followed Mike Pondsmith to Spanish conference Gamelab to find out.

Face to face, Mike Pondsmith is a storyteller. You've seen him before in a video promoting Cyberpunk 2077, but he's embarrassed by it. It was four years ago and he isn't anywhere near as moody in real life. If anything he's sassy, relishing in a story's build up before dropping his head and looking over his pencil-narrow specs for the punchline. He's easy company and seems to know everything, as game designers do. "You need to read everything; you will use everything," he says. "You eat mozzarella, you eat dough, you eat tomatoes and you spit out pizza." He's got a million silly sayings like that.

He grew up a "service brat", always moving home with his US Air Force dad, spending time living in Germany as well as all round the States. It gave him an eclectic perspective, a never-ending string of teachers and influences, and who knows? Perhaps not a regular crowd of friends to entertain himself with. By 11 he'd discovered science fiction, and by 11 he'd also made his first game: a chess-like creation played on a rectangular board with raised squares representing different stages of hyperspace. The idea was to get your ships to the other side, dodging the enemy ships by dropping in and out of hyperspace.

He tells a memorable tale about his first run-ins with Dungeons & Dragons. "This was way the heck back," he begins. "One of the guys in our circle brought back a copy of the original Dungeons & Dragons and came back and we made characters and played, up all night. And we were loud with it.

"[My friend's] apartment was down in a fairly seedy part of Berkeley, and one of the nights we were making so much noise that one of the ladies of the evening actually came by to find out what we were doing and... she got into it! So we had this woman who, when she wasn't turning tricks, was basically playing our cleric."

He was into sci-fi, comics and war gaming but also played in bands. "I wasn't exactly a geek," he says, "because there weren't geeks then," and by university he was even positively "obnoxious", as his future wife would once describe him - he'd asked her friend out instead of her. "That was during my weird 'big man on campus days'," he explains, "when I was dating a lot of people and being, 'Hey, here I am!'"

To get another shot he'd have to pick up gaming again and join an Advanced Dungeons & Dragons group she was in. "And I got invited into a game that was currently being run by her old boyfriend," he says, "who proceeded to try, in every way possible, to kill my character!

"You've gotta understand, back then I had a big afro, I wore mirrorshades, a ratty army jacket, motorcycle boots and carried a six-inch knife - I'd been working in West Oakland which is a real rough neighbourhood. I did not look like the person you wanted to bother! And so there I am in his game and we'd all be on the wall somewhere, fighting some orcs, and he'd send a balrog after me."

But the balrog didn't work - do they ever? - and Mike and Lisa are now living happily ever after. But more importantly back then, Pondsmith was back in gaming, and back in gaming shops, where one afternoon he bumped into Traveller, a science fiction role-playing game. "I was stoked," he says. "I got it back and I whipped out my black books and I started working."

He was around 20 years old when he made what would become his first commercial game, Mekton, inspired by Japanese comic Mobile Suit Gundam. A game about big robots fighting each other. He used the type-setting machine at the University of California, where he was working, to make it, then took Mekton to a conference nearby to try it out. Six people played the first day but 40 people turned up the next, and they wanted to know when they could buy it. Pondsmith borrowed $500 from his mum in 1982 to start R. Talsorian Games and fulfil their wishes. "I was now a game designer whether I planned to be one or not."

The idea of Cyberpunk came to Pondsmith while crossing the San Francisco Bay Bridge at two o'clock in the morning roughly five years later. Blade Runner was his favourite film and he really loved how the city looked that night. "Hmm I wonder..." he thought.

He wanted to create a future - the first edition was set in 2013, jarringly - where society didn't work but access to technology and information allowed normal people to overcome the barriers and restrictions usually held in place by a powerful and influential elite. "And that access," he says, "is rebellious, it's dangerous, it takes risks."

Cyberpunk was the 1980s: the bottled excitement of where all the rapidly evolving technology - mobile phones and personal computers! - would lead, mixed with a blaring screech of punky nonconformity. A game of "big guns, rock and roll, drugs and craziness". "All the bad things you're supposed to not do in other role-playing games - not supposed to rob, not supposed to steal, not supposed to bust into buildings and say, 'Give me your cyberware and all your chips!' - you do that in Cyberpunk." He would give people "a wonderful opportunity to do bad things".

"I figured it would do well," he says, "but I didn't expect I would be riding a cultural wave. It sold just ridiculously. It was a life-changing release."

The success of Cyberpunk, released in 1988, moved R. Talsorian Games out of Pondsmith's house and into a proper office, and would dominate the company's output for years, producing numerous supplements as well as a second edition, Cyberpunk 2020, in 1990. A third edition would have arrived earlier than 2005, but was delayed when Pondsmith's self-described knack of predicting the future threw up a problem.

"I blew up the Arasaka twin towers in Night City with a nuclear weapon," he says. "I'd written it. I was sitting there, finishing off, doing a sequence where a full-body cyborg is running around - she's basically part of the recovery team getting bodies out of these gigantic buildings that have been blown up. I finish this, I walk out, and I look at the TV and I go: 'Is that a movie or something?'"

It was September 11th, 2001.

"This is too chilling," he thinks. "I'm watching the World Trade Center going, 'Not only am I horrified about this but I've just done this entire sequence, including the fire and rescue people going in, pulling people out of the building, the wreckage. I'm going, 'Oh no, no no - this is just ridiculous.' This is why Cyberpunk third was late."

But no amount of success and forecasting could keep the paper gaming market from crashing and burning in the late '90s, and Pondsmith, now with dozens and dozens of releases under his belt - including new series Castle Falkenstein - was forced to put Talsorian on ice and look for another job. "I had a kid to raise," he says.

Then the phone rang. "And Microsoft showed up out of leftfield and said, 'Hey you want a job?' And I went, 'I already have a job - I have a whole company.' And they went, 'Oh you can keep your company, that's fine.' And I went, 'Okay... How much are you paying me?' And they gave me a number and I went, 'That's more money than God.'"

His Microsoft job was running a concept team, coming up with ideas for big teams to move onto when their projects wrapped. He worked on games like Crimson Skies, Blood Wake (an Xbox launch title) and the Flight Sim series, and "oversaw a bunch of other teams that did things that never made the light of day". Microsoft even sent him to pitch a Matrix game idea to the Wachowskis, but despite bonding over a love of kung fu/wushu, and enjoying each other's company, he didn't get the gig.

He would go on to work on The Matrix Online at Monolith, though, "a very odd project I never quite figured out what was going on with, except that the directions kept changing". By the time The Matrix Online came out and sunk, Pondsmith was freelance and eyeing a teaching post at DigiPen Institute of Technolog in Redmond, Washington - and The Matrix Online remained, for a long time, the closest he came to making a Cyberpunk video game.

Then in 2012, in the midst of an R. Talsorian Games reformation, the phone rang again. It was a call from Poland, from The Witcher studio CD Projekt Red. "CDPR drop out of the sky and say, 'Hello we're a bunch of guys from Poland and we want to do Cyberpunk.'

"We're cracking up," he says. "When we did the licence my comment was, 'Well there will be six guys who play it in Polish,' and it turned out they were the people who did!"

He was sent The Witcher 2: Assassins of Kings as a kind of convincer and, "holy crap", he thought it was great. But he was also sceptical. It wasn't the first time someone had asked to do a Cyberpunk video game. "It's been pretty much under licence since its inception," he says, and several major publishers had had a shot. The closest it came was contract negotiations "but the problem was they wanted to change almost everything involved" and so the negotiations fell apart.

He'd also seen Eastern European development studios during his several years at Microsoft, where he also worked as a studio sorter-outer - a fixer. "I had been to a lot of countries that had just come out from the Iron Curtain and worked with dev houses over there, so I figured CDPR was a bunch of guys in a little sweatshop somewhere," he says. "In one place in Hungary they produced beautiful stuff but it was literally a broom closet with 25 guys crammed over overheated monitors. That's what I expected."

Yet, intrigued, he took the offer of a trip to Poland - and his mind began to change. "I get over there and they set me up in this really nice hotel and give me this driver who looks like he should have been driving spies around. He was almost as wide as he was tall, had heavy accent like ziss, spoke very little English, wore a severe black suit and drove a Mercedes.

"'This is pretty posh for a bunch of guys working in a broom closet,'" he thought - but he was still preparing to let CD Projekt Red down. It wasn't until he got into the studio and cast his Microsoft-trained eye over tools, procedures and general set-up that he thought, "Wow. This works."

What impressed him most, however, was how much CD Projekt Red knew about Cyberpunk. "They knew more about a lot of the things we did in the original Cyberpunk game than anybody we'd ever talked to," he says. "There were points where I was going, 'I had forgotten that,' and I wrote the damn thing! I realised these guys are fans. They loved it because they had grown up playing it. Nobody had really looked at it from that standpoint before."

CD Projekt Red shrugged and explained: "We had Communism and we had Cyberpunk."

"And that," Pondsmith says, "sealed it for us."

When he struck his deal with CD Projekt Red, Mike Pondsmith had many advantages over the studio's other major licence partner Witcher author Andrzej Sapkowski, who openly bemoans his lot. Sapkowski had no faith in games and no faith CD Projekt Red would actually make one. A decade later, Pondsmith - who had plenty of faith in games already - could play The Witcher 2 and see development of The Witcher 3. He had also spent time working on intellectual property at Microsoft so he knew what kind of deal he wanted to cut. "Suffice to say we made a lot more money in this deal than Sapkowski," he tells me. "I don't want to retire but I could."

The deal took around six months to strike. "It was a longer process because we were thinking in terms of a series and a franchise," he says, "so we had to figure out 'how is this going to work five games from now?'"

The deal declares CD Projekt Red the rights to "Cyberpunk 2077-backed stuff until the end of time and hell freezes over" - and exclusively, from what I can tell. "The way we operate is we do everything up to the 2077 period and they do beyond. Part of that was to allow everyone a little room.

"When I write new stuff for Cyberpunk now, I talk to them so what I do in 2030 matches up with what's going to happen in 2077. It allows them the ability to move forward and I can still create new stuff as long as we stay coordinated."

For instance: "A couple of weeks ago I went over the current story script and was going through it, 'okay okay this is great this is great - oh by the way that person is dead'," he says. "We're constantly going back and forth, we work really hard on the timeline. We want people to have that sense that there's a coherent universe. They mesh together surprisingly well."

CD Projekt Red didn't realise Pondsmith had a decade in video games until a few meetings in. "That's when the deal shifted from being an IP deal to my being actually pretty involved," he says, and the collaboration began with getting the Cyberpunk feel and concepts in place.

"Most people tend to look at it as 'if it's grim it's Cyberpunk'," he says. "I really believe that there should be something that's kick out the jams, rocking it, raising hell - the rebellion part of it. That's what we've been aiming for, to get that feeling. I want people to feel like it's a dark future but there are points you can have fun in it."

Cyberpunk also has to be personal. "You don't save the world, you save yourself," he says. "That's a very important thing. You're usually not the hero, you're absolutely downtrodden, you're usually the people who are not going to be up top but access to technology, knowledge, and 'what the hell I'm going to do this' gets you through."

Concepts and feeling aside, there's just a sheer mountain of Cyberpunk data to get through, spanning three sourcebooks and numerous supplements with them. Cities are mapped right down to minutiae - use your own technology access to find scans of Cyberpunk sourcebooks and you'll see what I mean. The amount of data swamps what CD Projekt Red had to work with for The Witcher, and while it's a gift of a resource, laying all of it down takes time.

But time they've had. There's been a small team beavering away on Cyberpunk 2077 ever since the game was announced in 2012 - an announcement done to attract talent to the studio, which isn't something CD Projekt Red has to worry about now. When I visited CD Projekt Red in 2013, to learn the studio's history, there were roughly 50 people working on the game. I don't know how large the team grew after that because when I returned as a fly on the wall during The Witcher 3's launch, I wasn't allowed to see. This is because of CD Projekt Red's reinforced silence surrounding the game, a way of managing expectations in a post-Witcher 3 world. Simply, CD Projekt Red is not talking about Cyberpunk until it has something to show.

Since The Witcher 3 launched, Pondsmith says CD Projekt Red has grown. "The number of bodies there has at least doubled," he says, "and now they're pretty much all on Cyberpunk. It's an impressive ton of people. I remember one trip I met the entire team in Warsaw and then went to Krakow [CD Projekt Red's smaller, second studio, opened in 2013], met the team and then went back to Warsaw again. The team has grown tremendously."

Pondsmith visits three or four times a year, hand-delivering paperwork and data - to avoid any "disasters" like the recent Cyberpunk 2077 asset theft - and spending days in endless meetings with every team. One of the reasons he believes his paper Cyberpunk game was so successful was the "tremendous" amount of research poured into making it feel real. A ranger paramedic, who had put people back together in combat situations, advised on the damage system, and a trauma surgeon explained exactly what happened when you drilled into someone's head for an implant.

As for guns: there's nothing like firing the real thing. "I just bought some new hardware," Pondsmith happily tells me, but it's as much for his Talsorian team as for him. "You're not going to write about shooting guns without knowing how to shoot guns," he tells them. "You need to go down and find out because otherwise you're going to be talking about silly things like, 'Yeah I one-handedly picked a .357 [Magnum] and fired it.' Yeah, and you broke your wrist."

How many guns he owns he won't tell me, which makes me think he owns a lot. He's got a Broomhandle Mauser, the vintage gun Han Solo's Star Wars pistol is based on, but his favourite [which he doesn't own, he has since clarified] is an H&K MP5K. "It's the shorty equivalent of the Uzi and it's a beautiful gun," he assures me. "When we go down to Vegas I go out and shoot them then because they're illegal as hell in most of the United States."

His son is also a fan of weaponry, albeit medieval, and owns several swords and bows. "The joke is that if someone broke into our house, the biggest pause would be everyone in the house deciding what they were going to kill them with, between the swords, the guns, the crossbows..." he laughs.

Pondsmith has cast his fastidious eye for authenticity over Cyberpunk 2077 development from the beginning. And it's that, coupled with the wisdom imparted from more than a decade of making games, which makes his contribution an entire world away from the snooty indifference Andrzej Sapkowski showed CD Projekt Red during Witcher development. And all the hard work is paying off.

"We saw some gameplay stuff when I was over there last time and I went, 'Yeah this feels like I'm doing a good Cyberpunk game here; I'm in the middle of a run I would have set up,'" he says. "It's pretty flashy I tell ya. We go, 'Yeah. Yeah. Yeah! You told me this is good - but this is really cool.'"

One unexpected off-shoot of the Cyberpunk 2077 collaboration is the Witcher 3 paper role-playing game, which wasn't part of the original deal but arose after yet another phone call. "We want to do a Witcher tabletop," said CD Projekt Red, "you know anyone?"

Pondsmith was busy and doesn't do fantasy, but staring him in the face was someone who did: his son Cody, who popped his head around the door and said, "I want to do Witcher."

"My son is actually a pretty damn good designer," Mike Pondsmith proudly tells me now. "I don't know that he was paying attention when the old man was doing stuff - I didn't know he was in my classes! - but at any rate he's got a knack for it.

"The first time I realised it we were on one of the trips over to Warsaw and he was bumming along with me and I look over and he's in a bar and he's talking to Damien [Monnier - former Witcher gameplay designer and Gwent co-creator], the systems guy - a really good systems guy - and he and Cody are sitting there going at it hammer and tongs on how to implement something. They're going at it," he says for emphasis. "I don't know where he learned it but he learned it. He looks at games the way I do: he will tear them apart."

Mike entertained Cody's idea but said if Cody wanted it, he had to go and get it. "You have to do the pitch, you have to put it together, you have to convince CDPR to let you do it, the whole nine yards."

Months later they travelled to Poland, Mike for Cyberpunk 2077 meetings, Cody to make his pitch. Mike was running here, there and everywhere, but every time he passed the cafeteria where Cody was pitching, he saw a different member of CD Projekt Red on the receiving end, nodding enthusiastically. This carried on until it was company co-founder Marcin Iwinski doing the nodding, which was a good sign and Cody got the gig. He has been immersed in Witcher lore ever since. He's even apparently heading off to Witcher School - I hope he is prepared!

The Witcher paper RPG was supposed to be released in the middle of 2016, but wasn't because CD Projekt Red couldn't spare anyone to look over it. "CDPR is pretty exacting making sure it's good," Mike Pondsmith says. It's written, though. "It's actually in editing now getting cleaned up."

It's funny to think what the future now holds for Mike Pondsmith, a man who plied a trade imagining it. Perhaps what he saw in Night City scared him, because there he was, nearly 60 years old, out of the public eye at his house hidden by forest, "raising hell" with his corgi Pikachu, when CD Projekt Red landed like a meteor in his life and put he and Cyberpunk squarely, unequivocally, back on the map. At 63 years old he may be about to become more famous than ever, and like a surfer surveying the sea, he's preparing for the wave. "We're sort of expecting things to lift off," he says.

"I was actually in the process of doing Cyberpunk Red when CD Projekt Red showed up," he tells me, so he will continue with that. He'll also "probably" do a 2077 version for pen and paper in addition to the Mekton Zero game he's way behind on. In other words he has no intention of slowing down. "Lisa says I'll retire when they pry the keyboard out of my dead hands," he says.

But first, of course, there's Cyberpunk 2077. When it will be out, we don't know - 'not before 2017' is all CD Projekt Red has ever said. My guess is 2019, but then what do I know?

"Think of me!" blurts Pondsmith. "I know a bunch of stuff and I can't tell anybody. Lisa and I are likening it to the first Indiana Jones movie years and years ago. We went to a midnight showing before it was a mass release. We're in there, it's this midnight showing at this rinky-dink little theatre in Davis, California, and we watch and we're two of 12 people in the theatre, and we walk out and we go, 'OH MY GOD!' We were frothing. And it's the same thing here."

"As Lisa likes to say: 'We backed the right horse.'"

See more here:

Making Cyberpunk: when Mike Pondsmith met CD Projekt Red - Eurogamer.net

Is Net Neutrality Cyberpunk? – Motherboard

The last few days have seen massive online demonstrations in favor of net neutrality, the principle that internet service providers should treat all online traffic equally. But they've also sparked a bit of an existential crisis over on r/cyberpunk, the subreddit dedicated to the drizzly, grimy, neon-drenched genre dominated by technology and pioneered by books like William Gibson's Neuromancer and Neal Stephenson's Snow Crash.

"You know, I feel like /r/cyberpunk should take a stand towards net neutrality," user MxP1nk wrote in a July 12 post, pointing out the subreddit's relative silence on the issue on a day when Reddit, alongside hundreds of the internet's most popular websites and millions of users, took a stand against the Trump Administration's plans to dismantle federal rules safeguarding net neutrality.

"The current situation with the FCC looking to repeal net neutrality should be talked about more, especially on a community like this where the internet and communication play such a big role," the user went on.

This sparked a lengthy and ongoing debate within the subreddit, which boasts nearly 140,000 subscribers. Is net neutrality a cyberpunk issue? And if so, what can be done about it?

Many responders to MxP1nk's post highlighted that, by nature of its very name, the cyberpunk community ought to fight against any plans to abolish net neutrality.

"Cyberpunk is more than neon lights, rainy streets and cybernetics, or the Punk part of it is supposed to be anyway," said Reddit user M0rtis86. "It's meant to be about opposing big business deciding on what you have access to. Something like ditching net neutrality really is taking a step to the dystopian side of things."

Others joked about how to actually get cyberpunks to care about the issue.

"You've exceeded the number of neon lights your plan allows you to view. Please upgrade your internet package to continue viewing neon lights," quipped snailboy.

But to truly live in the dystopian world where cyberpunk thrives, in fiction at least, wouldn't the big, web-throttling corporations have to win first? That way, the intrinsic purpose of punk would come alive and have something to fight against.

"We have one of the building blocks of a cyberpunk dystopia materializing before our eyes," wrote blookies. "I think net neutrality not only should be here, but belongs here."

Blookies explained how corporations pushing deregulation that only gives them more power over the "common folk" is a trope already firmly in place in cyberpunk settings.

Read more: After Net Neutrality 'Day of Action,' Internet Activists Face a Tough Fight Ahead

I asked MxP1nk whether they really believed net neutrality has a home in a cyberpunk universe.

"Net neutrality, in itself, is not a cyberpunk issue, let me say that first," MxP1nk wrote me via a Reddit private message. "However, the prospect of that being taken away from the people is very much so."

"Considering cyberpunk has many themes of freeing information or taking back rights or what have you, that have been taken by greedy mega corporations, I would think the prospect of losing net neutrality is totally cyberpunk," MxP1nk added. "Even if, realistically, I would not want it to happen."

Obviously, at the end of the day, the fight for net neutrality affects anyone who uses the internet. And while protesters this week hailed the massive day of action a success, the fight is an uphill battleone that will be fought alongside several other fictions-cum-realities we thought were firmly staying in the land of make-believe.

Get six of our favorite Motherboard stories every day by signing up for our newsletter.

Read the original post:

Is Net Neutrality Cyberpunk? - Motherboard

‘Deus Ex’ Mods: GMDX 9.0 release brings the cyberpunk classic into … – Mic

The original Deus Ex is a classic, one that I spent several hours with as a younger gamer, but it hasnt aged that well. Enter GMDX (Give Me Deus Ex, of course) a mod for the original Deus Ex that aims to give the game a glorious HD update with a bushel of additional tweaks, such as changes to the UI, graphics, AI and other augments that would give even protagonist JC Denton a run for his money.

Though the mod itself has been around for about four years since its debut in 2013, its recently welcomed its latest iteration in the form of GMDX 9.0, which is available now for you to download.

The latest version of the GMDX mod, GMDX 9.0, includes advanced artificial intelligence, new effects, animations, graphics and more. The team behind the mod has also worked to improve the games physics engine, RPG systems, weapons and more. There are even changes to difficulty settings, if thats something youre interested in seeing altered.

GMDX states that the entire point of the mod as well as the teams mission statement is to enhance the player experience wherever possible and not to change the fundamental core of Deus Ex, but rather to dig deeper and more fully achieve and build upon the creative vision from the Deus Ex team. From the look of things, the people behind GMDX 9.0 are doing just that.

As you can see in the three-minute long release trailer, its almost as if Deus Ex were a game released in the past couple of years or so. And if youve only ever played games like Deus Ex: Human Revolution or the other, newer iterations, youre missing out. Whether youre a Deus Ex newbie or are looking to rediscover the classic game, youll want in on this free mod, which you can download here.

Check out the latest from Mic, like this essay about the sinister, subtle evils lurking in rural America that Far Cry 5 shouldnt ignore. Also, be sure to read our review of Tekken 7, an article about D.Vas influence on one Overwatch players ideas about femininity and an analysis of gamings racist habit of darkening villains skin tones.

See the original post here:

'Deus Ex' Mods: GMDX 9.0 release brings the cyberpunk classic into ... - Mic

Beat cyberpunk gangs to free turfs in Neon City Riders, now on Kickstarter – IND13

Mexican developer Mecha Studios has launched a crowdfunding campaign for Neon City Riders, a futuristic game full of punks, superpowers and warring gangs.

Its a rough world out there, but Neon City is particularly rough. Theres a vicious street gang in every direction, and gang warfare is a daily reality. All of thats about to change when the protagonist of Neon City Riders enters the scene.

The mask-wearing Rick might look more like a baddie or a serial killer (and well, the latter might not be entirely untrue), but he has ambitious plans: hes going to free the people trapped in gangland turfs and unite them under one banner. So like a cyberpunk Nobunaga, of sorts?

Now up on Kickstarter, Neon City Riders throws you into an open world and lets you explore it freely, kind of like the 2D Zelda games, but with Metroidvania exploration. In your quest to break down the gangs, youll hunt for items and superpowers while building up your own gang. You can even chat with your fellow gang members, an ability that reminds me of the Saints Row games.

Combat is fast-paced, and involves using your abilities and the environment in tandem. Theres a wide range of enemies, and each gang has its own superhuman powers. They look kind of cool, actually? A cyberpunk gangland overrun by Vanilla Ice impersonators, BDSM fetishists, actual walking crocodiles and Native American robots is one I want a look at.

Neon City Riders is in development for PC, Mac and Linux. Depending on whether or not the campaign reaches the stretch goal, it will also release on PS4.

Want to unite people in a Zelda-inspired game but by less violent means? Yonder: The Cloud Catcher Chronicles lets you do this. If the idea of running around violently in a cyberpunk city does enthuse you though, have a look at Tokyo 42.

Independent DevelopmentIndie GamesIndiesKickstarterMecha StudiosNeon City Riders

Go here to read the rest:

Beat cyberpunk gangs to free turfs in Neon City Riders, now on Kickstarter - IND13

The Geniuses Behind Texhnolyze – Crunchyroll News

Changing things up, the spotlight for this week doesnt focus on a single individual, but rather the creative team behind the cyberpunk epic, Texhnolyze: director Hiroshi Hamasaki, producer Yasuyuki Ueda, character designer Yoshitoshi ABe, and scriptwriter Chiaki J. Konaka.

Texhnolyze is a recent addition to Crunchyrolls catalogue of anime, and its one of the most viscerally powerful shows in their library. Originally airing in 2003 and produced by animation studio Madhouse, Texhnolyze was created during the cyberpunk anime boom and still has a strong cult following to this day. Painting a bleak vision of a slowly decaying world, the anime is like the death metal funeral of its genre. Dominated by its powerful soundscape and imagery, Texhnolyze is a brutal yet contemplative look at human struggle, a cybernetic arms race, and anarchy. Its ruthless depictions of violence and Lovecraftian symbolism (courtesy of scriptwriter Chiaki J. Konaka) are not for the faint of heart. However, for those that are able to look past that, theyll find a meditative anime born from the minds of its brilliant creators; theres nothing quite like Texhnolyze in anime.

Set in the sprawling underground city of Lux, Texhnolyze follows the story of a stoic prize fighter named Ichise. Waking up in a dilapidated underpass with no memory of what has transpired, our first view into Texhnolyzes world are through Ichises eyes. His emotionless face serves as an honest vantage point as we see him wandering the abyss of a dark and foreboding underworld. Ichises first steps are without a destination, but they reveal so much about the state of the world around him. Surrounded by silence and distorted scenes of architectural decay, his detached expression speaks more than any dialogue would. Driven entirely by diegetic noise and poignant imagery, Texholyzes first episode is not one to forget. With Ichises journey culminating in a disturbing sexual encounter and the dismemberment of one of his arms and legs, the anime establishes an unshakable precedent for its chaos.

The opening scenes of Texhnolyze are some of the strongest moments of cinema to come out of a TV anime, and highlight the best work of director Hiroshi Hamasakis career. The anime has a distinctive visual ethos which is defined by Hamasakis washed out color palette and blinding white lighting. Lux is a barren wasteland ruled by crime and mafia, with its inhabitants being more lifeless than the city itself. Although the flames of rebellion linger beneath the surface, people have accepted their state of hopelessness and entered a dormant state.

Hamasakis directing style is the perfect complement to the cold and unforgiving world that scriptwriter Chiaki J. Konaka creates throughout Texhnolyze. He emphasizes sound and scenery in any given scene, creating a mood more for the audience as opposed to one that reflects the characters experiences in the story. Its an uncommon approach in anime, but is fitting of Texhnolyze as many of its human characters rarely show visible emotion. Rather than attempt to get the audience to emphasize with these characters, the director aims to paint more of an all-encompassing view of their existence. This is not to say that characters in the anime arent relatable or well-written, but rather that Hamasaki approaches Texhnolyze as more of an atmospheric art piece.

The primary exception though is Ichise, who serves as the viewpoint character throughout Texhnolyze. Although he rarely speaks or shifts from his stoic demeanor, the key moments during the narrative where Ichise lets his feelings out are some of the most impactful in the series. During the scenes where Ichise has to drag himself up a flight of stairs with his newly texhnolyzed limbs, we see a young man essentially give up all hope as his body fails him. Hamasakis silent long-takes are beautiful pieces of cinema that express deep sorrow and frustration. Ichises silent scream is without a doubt one of the most chilling moments in anime.

While Hamasaki is a talented director capable of great cinematic feats, he owes a lot to Texhnolyzes core production staff for the animes groundwork. Producer Yasuyuki Ueda has been the forefront of many imaginative and thought-provoking anime series. Back in the late 90s, Ueda formed a core team that he would work with on many productions. When he wrote the basic concept, setting, and story as a proposal for Serial Experiments Lain, he approached graphic artist Yoshitoshi ABe and scriptwriter Chiaki J. Konaka (individuals who he felt would be able to visualize his ideas). With ABe providing character and concept artwork and Konaka handling the TV screenplay, Lain was born.

Ueda, ABe, and Konaka are all talented individuals who tend to create their most brilliant stories when in each others company. Ueda is a producer who plays an active role in the planning stages of an anime, cementing the projects ideas, themes, and potential impact from the get-go. He then collaborates with other creators as they begin shaping his ideas into a more concrete story. For Ueda, he enjoys taking risks with animation projects and would rather create a piece that provokes a strong response from viewers as opposed to one that sold well. Serial Experiments Lain was a multimedia project that communicated the relationship between the self, technology, and the world to youth audiences, but was not explicit about what it stood for. Ueda wanted his audiences to interpret the show as they saw fit and find their own theme.

With Texhnolyze, Ueda left most of its original planning to ABe, going off his original concept artwork for the anime. ABe has a distinctive art style with dark colors and edgy, sharp line work, with many of his dojinshi being stories conceptualized around an abstract theme. For example, Haibane Renmei was originally a short dojinshi about angels living in a strangely soothing state of purgatory that Ueda liked and adapted into a full-length TV anime.

ABes artwork is not just striking to look at, as hes very keen on expressing specific themes or emotions to his audiences. While he didnt have as clear of a roadmap for Texhnolyze (compared to Haibane Renmei), he has stated in an interview that he was fascinated by the concept of an organic being with mechanical limbs. ABe had little experience drawing machinery, but wanted to design a story revolving around a character with a severed arm. In Texhnolyze, he hoped to express the pain of loss to viewers with the narrative of Ichise losing his real limbs and having to live with a mechanical substitute. As a result, he wanted the first half of Texhnolyze to stress Ichises struggles as he slowly adapts to his texhnolyzed limbs.

With Ueda and ABe forming Texhnolyzes concepts and ideas, they left it to Konaka to script the animes scenarios. Konaka is a very unique scriptwriter in anime, as his primary influences are H.P. Lovecraft and Lewis Carroll. Many of the anime that Konaka had a hand in, such as Digimon Tamers, often contained heavy elements of Lovecraftian horror and Texhnolyze is no exception. With the anime revolving around cybernetic body modifications, Konakas influence can certainly be seen during the series later half. Horror is a literary device that is very central to dystopian science fiction, and can be used to express peoples fears surrounding new forms of technology. Konaka builds off that literary theme in many disturbing ways with some truly haunting creations during Texhnolyzes series finale.

Texhnolyze is brutal in terms of its subject matter, but thoughtful in its approach. It is not an anime for the faint of heart, but is clearly a passion project born from the genius of its creative team. Very few anime can express pain, sorrow, and emptiness in such a raw and affecting manner. Cyberpunk anime are sadly a vestige of a bygone era, but Texhnolyze remains as one of the genres greatest achievements.

Let us know your thoughts about Texhnolyze and its creative staff in the comments below!

----

Brandon is a Brand Features Writer for Crunchyroll and also writes anime-related editorials on his blog,Moe-Alternative.Hit him up for a chat on his Twitter at@Don_Don_Kun!

Here is the original post:

The Geniuses Behind Texhnolyze - Crunchyroll News

The Last Jedi trailer gets a cyberpunk-as-hell remake – A.V. Club

The below remake of The Last Jedi trailer is certainly interesting, in part, because of how it was produced, using an Apple IIc from 1984, a program from the era called Dazzle Draw, and some 48 floppy disks, the entirety of which contained 6 MB of information. But the method is a little less important than the end result, which is completely, stupidly cool, like youre seeing through the code from The Matrix to visualize the Magic Eye-like images buried underneath it.

According to TechCrunch, Twitter user @pinotski produced the video over the course of three weeks, apparently while holding up transparent plastic sheets against the monitor. That sounds like a lot of work, but the end result is worth it. This probably goes without being said, but maybe someone could do this for the entire prequel trilogy? Just a thought.

Submit your Great Job, Internet tips here.

Previous Great Job, Internet! Whats left over if you block all offensive content online?

Next Great Job, Internet! Nothing to disagree with here, just a definitive list of the best actors to play each superhero

More here:

The Last Jedi trailer gets a cyberpunk-as-hell remake - A.V. Club

Voice of Geralt from The Witcher Series Stars in Upcoming VR Cyberpunk RPG – Twinfinite

Publisher Coatsink has today announced the voice acting cast in its upcoming VR role-playing game, Augmented Empire. The esteemed cast includes Doug Cockle, the gruff voice behind Geralt from The Witcher series among several other notable names.

Other actors voicing characters in Augmented Empire include:

Augmented Empire is a cyberpunk tactical role-playing game for Samsung Gear VR. Played from an isometric, top down perspective, players navigate a team of 6 characters in X-COM-like strategic encounters. The games neo-noir setting not only feels wholly suitable for a VR game but it also functions brilliantly in a gameplay sense, too. Twinfinite played the game at EGX Rezzed and we were very impressed with how well VR felt applied in a strategy setting.

Coatsink CEO Tom Beardsmore told us With a strong focus on deep but accessible gameplay, we wanted to give Gear VR Gamers an extraordinary experience. Were thrilled with the caliber of talent involved in Augmented Empire.

Augmented Empire is due to launch this summer for Samsung Gear VR. There has been no word on other platforms as of yet.

Go here to see the original:

Voice of Geralt from The Witcher Series Stars in Upcoming VR Cyberpunk RPG - Twinfinite

Layers of Fear devs on psychological rape in their cyberpunk horror Observer – PCGamesN

Subscribe to PCGamesN on YouTube

Observer is a new non-combat horror game from the developers of Layers of Fear, set in a Cyberpunk future in Krakow, 2084. To explain the concept, theyve just released a developer diary to talk potential players through what they can expect.

Related: here are the upcoming PC games.

As developer diaries go, its got a very strange tone. You can tell the developer narrating is enthusiastic about their game, but it sits strangely alongside some of the topics discussed.

At one point, he enthusiastically talks about the specific style of horror they create, saying one player described it best: So thats what it feels like to be insane! Obviously that comment refers to Layers of Fear, but apparently Observer will show you what it feels like to be an Observer.

What is an Observer? Well, theyre future detectives who hack cybernetically-enhanced humans to see their memories, thus helping them piece together crimes. One could argue its a new form of psychological rape, and thats certainly how the Class-C citizens of Krakow feel, here in the year 2084, he explains.

The metaphor seems to continue after that, too, the tone jumping all over the place. Hopefully the finished game is a bit more self-aware.

Have a watch above. Observer is due out this summer.

Read more from the original source:

Layers of Fear devs on psychological rape in their cyberpunk horror Observer - PCGamesN

Cyberpunk 2077 Job Hiring Details Proprietary Level Design Through RedEngine 4 – One Angry Gamer (blog)

(Last Updated On: June 23, 2017)

A new Cyberpunk 2077 job listing has appeared and this time CD Projekt Red dives into the open world and level design spectrum. Cyberpunk 2077 level design is said to focus on unique open world spaces where gameplay flow and visual composition form memorable experiences.

Levels really do tell how a game will play out, for instance the more open and circular a map may be the more spontaneous and lax the gameplay will turn out due to the lack of emotion present in that particular map. The more narrow a map is constructed with choke-points and strategical objects scattered around a stage the more tactical the game will play out. The above description for open and linear maps are most noticeable in FPS PvP games, which means how do you create an open world game that features both lax and strategical gameplay?

According to CD Projekt Reds latest job hiring that seeks out a Level Designer and a Lead Level Designer, the game will have both named jobs using a proprietary level editor in the RedEngine 4. This means that the unique level editor specifically designed for future CDPR games (that includes Cyberpunk 2077) will be able to reflect different compositions and memorable experiences through astonishing in-game levels by using flexible tools in the new engine, as seen below.

The first job hiring details what CDPR is looking for in a Level Designer and what this person of interest must do, which is described below.

CD PROJEKT RED in Krakw is looking for a creative and talented Level Designer. By joining us you will be a part of the newly-formed level design team in Krakw and will be responsible for creating astonishing in-game levels for great Cyberpunk 2077.

CDPR also posted up the usual bulleted list that explains what that specific job will be doing in this case a Level Designer:

The second job listing comes a Lead Level Designer. The same setup as the Level Designer is used to explain the role of the former job.

CD PROJEKT RED is currently looking for a Lead Level Designer who will be leading the Level Designers team in day-to-day operation of designing, prototyping, iterating on and polishing in-game levels including level geometry, enemy encounters and other gameplay elements, using proprietary game engine. The person on this position will work closely with the Design Producer to help ensure proper balance between quality, deadlines and technical requirements.

Once again, the same concept as the last bulleted list explains the role and job of a Lead Level Designer, as seen below:

This news about level design is rather interesting in that the tools used for the map creation are proprietary to the RedEngine 4, meaning that the devs have full control of using this new powerful engine to create flexible maps for people and vehicles on ground and fly vehicles, too.

The images above are actually from Cyberpunk 2077, however they stand to be a CGI model of a flying police car and concept for a street-way.

Expect more job listings in the months to come given that the devs are hard at work on Cyberpunk 2077. Something worth mentioning before signing out is that although 2017 is the year of GWENT, it doesnt rule out that you might receive info from the devs on Cyberpunk 2077 when Promised Land roles around in d on September 3rd-6th.

Cyberpunk 2077 is et to come out when its ready.

Read the original here:

Cyberpunk 2077 Job Hiring Details Proprietary Level Design Through RedEngine 4 - One Angry Gamer (blog)