A new Cyberpunk 2077 teaser asks what you’re looking for in Night City – Windows Central

There's a lot to do in Cyberpunk 2077, which is just a month away from release. In a new teaser, Keanu Reeves returns to ask players what they're looking for in Night City. Prior ads reminded players there are no limits and that you need to seize the day. You can check out the teaser below.

Keanu Reeves founded a custom motorcycle company which is actually featured in the game. There's many different vehicles to acquire and use, from small compacts to massive hulking trucks.

Cyberpunk 2077 is promising a sprawling city and its surroundings to explore. Your experience will differ depending on your Lifepath and other choices as you tangle with the different gangs of Night City.

Cyberpunk 2077 has gone gold and is set to release on November 19, 2020 exactly one month away, as the team is reportedly crunching to finish any day one patches. When it arrives, the game will be available on Xbox One, PC, PS4 and Stadia, with a free next-generation upgrade coming for Xbox Series X, Xbox Series S and PS5.

The standard for next-gen.

Cyberpunk 2077 is the latest project from CD Projekt Red, the developers behind the Witcher 3. To follow up the game that defined a generation of gaming, Cyberpunk 2077 needed to be huge, ambitious, and captivating. Every indication says that CD Projekt Red is posed to repeat history with their sci-fi, open-world RPG adventure.

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A new Cyberpunk 2077 teaser asks what you're looking for in Night City - Windows Central

A Closer Look at the Vehicles in Cyberpunk 2077 – Tom’s Hardware

We already knew that vehicles were included in Cyberpunk 2077, but we didn't know just how vast the selection would be. Sure, we imagined there would be a handful of vehicles, but our eyes were opened thanks to today's Cyberpunk 2077 Nightwire City Livestream, and we finally have a glimpse of just how many vehicles are going to be in the game.

There's plenty of vehicles, not just exotic ones, but also a fair share of lower vehicles. But that's the beauty of Cyberpunk 2077, and you'll drive whatever you can afford, find abandoned, or car-jack. Expect to see a wide variety of cars, trucks, and other vehicle types within the game.

Cyberpunk 2077 will also include multiple locations where you'll be able to race your car and either lose it or win someone else's vehicle. Just be sure to bring a weapon with you because this is still Cyberpunk 2077, and you may encounter a sore loser or two.

In the album above, we can see the wide selection of vehicles available. The developers used over 40 different cars to record actual vehicle sounds, similar to what you'd find in racing games such as Forza Motorsport or Gran Turismo. Meaning not only will you hear authentic vehicles, but you may be able to identify them just by their sounds.

Cyberpunk 2077 releases on November 19th, 2020, for the PS4, Xbox One, PC and Google Stadia. PlayStation 5 and Xbox Series X versions will be available in 2021.

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A Closer Look at the Vehicles in Cyberpunk 2077 - Tom's Hardware

Cyberpunk 2077 will launch on Stadia the same day as console and PC – The Verge

We knew that Cyberpunk 2077, CD Projekt Reds highly anticipated sci-fi RPG, would be coming to Googles Stadia cloud gaming service at some point. But it hasnt been clear exactly when, beyond that it would arrive sometime this year after the games launch on PC and consoles.

Stadia players got good news today, though, as CD Projekt Red confirmed in a video presentation that the game will be arriving on Stadia the same day it launches on other platforms: November 19th.

Cyberpunk 2077 has been one of Stadias marquee releases for some time. Google announced the game was coming to Stadia all the way back in August 2019, but didnt give a firmer release than coming soon. At that time, the game was set to launch on other platforms on April 16th, but it was delayed twice this year, to its current November 19th release date.

The game has had a years-long development cycle, and CD Projekt Red developers have been asked to work six days a week ahead of the games release date, despite previous public statements from studio co-founder Marcin Iwiski that seemed to suggest the studio wouldnt be requiring mandatory crunch.

Cyberpunk 2077 has officially gone gold, so its very likely that it wont miss that November 19th release date at this point.

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Cyberpunk 2077 will launch on Stadia the same day as console and PC - The Verge

Two Number Twos: Cyberpunk 2077 And Vampire: The Masquerade – Bleeding Cool News

This week, it's two-issue number twos from my favorite tie-in comics, Cyberpunk 2077: Trauma Team and Vampire: The Masquerade: Winter's Teeth. Both are stronger than the sum of their parts, and while there's no Eisners in store for either of these comics, I'd like to sing their praises.

Cyberpunk 2077: Trauma Team #2

Cyberpunk 2077: Trauma Team #2 delivers more trauma. You can probably guess the beats from here. You're introduced to the main character Nadia's lover. Guess what happens to him. You get a No-Prize for getting it right. The team's a hundred floors up in a hostile building, and everyone around them wants them dead. If you're thinking, wait, is this just The Raid, then yes, have your second No-Prize.

What matters is that Cullen Bunn & Co. give the impression of keeping the pace quick, but there's always enough time for a detour, usually paid for in another EMT's blood. Eventually, it'll just be Nadia and Apex, the man who killed Nadia's team. But for now, there's a hundred more floors to go and a lot of people between the trauma team and the exit.

That the straight forward idea works is a testament to the talents of artist Miguel Valderrama and colorist Jason Wordie, who combine well for the frenetic action, happier flashbacks, and the tense negotiation between Nadia and the HR rep that finds Nadia fit for duty.

Vampire: The Masquerade: Winter's Teeth #2

The new girl, Alejandra, receives an official welcome from the Camarilla (the official vampire under government) and an education on good and bad from her sire, Cecilia. The lesson might be a little pat, "Everyone has something they have to feed," after all, it's how one goes about life that matters. Still, ultimately, it detracts from writer Tim Seeley's point: Even obvious targets for feeding have redeeming qualities, and it's important to view those humans as well, humans, and not an ambulatory hamburger.

Setting the story in Minneapolis and St. Paul (the hardest luck saint of 'em all) means that artist Devmalya Pramanik gets to draw all kinds of snow and rain, and if there's a storm, it makes sense; the story's set infamously cold Minneapolis/St. Paul. You get that particular DUN DUN DUN for free. The cliffhanger suggests further monstrous action for issue three, and I'm excited to see Pramanik and colorist Addison Duke cut loose.

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Two Number Twos: Cyberpunk 2077 And Vampire: The Masquerade - Bleeding Cool News

Half-Life 2 meets Cyberpunk 2077 in this full conversion mod – PCGamesN

After 12 years, the incredibly ambitious Half-Life 2 full conversion mod G String has been released. Transforming the classic FPS game into a mix between Cyberpunk 2077 and Blade Runner, the mod promises a large-scale action-adventure game that explores a future destroyed by climate change.

The project, available on Steam, trades Gordon Freeman for Myo Hyori, a Korean teenagerliving on a planet Earth ruled by the North American Union after environmental destruction has irrevocably altered the Earths habitat. In her trusty Bortz Bioengineering Biosuit, she explores a huge metropolis,stuck on a worldthat continues todisintegrate. The rich and privileged live in space colonies, while the rest struggle underan oppressive, anti-religious regime.

Creator Eyaura released a gameplay trailer in December last year, and if you showed it to someone out of context, theyd probably think its an unreleased Blade Runner RPG game from the early 2000s. The city setting seems to stretch forever amid an orange hue, a pyramid in the distance a clear visual reference to the Tyrell Corporation acts as the major point of reference. Another trailer, from July, shows the combat and exploration still resembles Half-Life,thoughwith a good deal more aerial dogfighting, as the offworld sections demonstrate.

This is a cyberpunk-inspired first-person-shooter with light environmental puzzles and a long, detailed single-player campaign focused on story and world building, the Steam description reads. G String aims for an old school approach where there is minimal hand holding and your biosuit automatically keeps track of your health stats, ammunition count, and armour condition.

You watch the trailer from July below:

Although Eyaura did the bulk of the work themselves, they received some assistance in the release from published LunchHouse Software, as well as Valve themselves, though what role Valve played isnt specified. If you want to read more of the setting and lore before diving in, you can check out this free PDF on all the world-building. G String is available on Steam right here.

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Half-Life 2 meets Cyberpunk 2077 in this full conversion mod - PCGamesN

REVIEWED: Cloudpunk Is The Baby Sibling of Cyberpunk 2077 and There’s Nothing Wrong with That #Review #GamingNews #video – redcarpetreporttv.com

Cloudpunk is in a weird place. This open-world RPG is a beautiful game in its own right and its been fun to play, but if you make a cyberpunk theme game in 2020 youre going to draw comparisons to Keanu Reevess latest thing well see him in next month.

Developed by: Ion Lands

Published by: Merge Games

Available for: Nintendo Switch, Xbox One, PlayStation 4, PC

When you first start cruising the skies of Nivalis, youll feel like youre a childish game wrapped in a Lego-themed acid trip. Spend some time with Cloudpunk and youll see how deep it actually is. This open voxel art world is quirky and gorgeous in its own way. Buildings can go up to 1000 feet, trains run throughout the city, and youll just spend a lot of time taking it all in while driving your flying car.

As bright as Nivalis can be when its night is warmed by the glow of neon framing even the smallest details of the city, theres a grime to it youll get to see. Playing as a delivery driver named Raina, the jobs you take will lead you down paths that reveal conspiracies, cults, and a criminal underworld.

Cloudpunk does peel back its narrative information slowly. My first hour was spent mostly talking to the people in the city which I never felt was leading me in the overall path I needed to go. Yet once the main story started to iris my paths in the game, the narrative was fantastic. As the player, youll make dozens of little choices that deliver heavy themes of anti-capitalism and questioning the establishment. Decisions youll make in the game affect every character you see and meet so dont take anything lightly.

In a game as deceptively simple-looking as this, attention-worthy characters are often an afterthought in development. Here youll get to know and shape Raina through dialogue that shows how meticulously fleshed in a result that comes away feeling like Blade Runner if it had more Arabic influences.

The gameplay is simplistic. Drive the car, deliver the package, talk to the people. Even mandatory parking to get out of your vehicle is done by a single button push. It can at times get repetitive but every time I felt like I was in danger of getting bored exploring something new unlocked and either thought it was too off the walls not to pay attention or it showed me a new part of the city. Especially when it gets into weird territory like human/robot love. Much of the game is parallel to a walking simulator but the design never truly lets it feel that way.

After 15hrs with the game, I never felt like I was or needed to bulldoze my way to an ending. It is truly about the journey in Cloudpunk. There are simply too many good layers to this world and at no time do I feel a need to bulldoze my way to roll credits. Cloudpunk might be looked down on because of its similar design choices to CD Projekt Reds Cyberpunk 2077 but what you get is a rich experience that can stand alongside even the best technical behemoth games of 2020.

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REVIEWED: Cloudpunk Is The Baby Sibling of Cyberpunk 2077 and There's Nothing Wrong with That #Review #GamingNews #video - redcarpetreporttv.com

Beyond Cyberpunk: The Intersection of Technology and Science Fiction – tor.com

People with established careers are terrible sources of advice on how to break into their chosen field. When I was a baby writer, I attended numerous panels about getting established, where writers a generation or two older than me explained how to charm John W Campbell into buying a story for Astounding Stories. This was not useful advice. Not only had Campbell died six days before I was born, but he was also a fascist.

I have two careers, one in tech and the other in SF, a peanut-butter-and-chocolate combo thats got a long history in the field, and I am often asked how to break into both fields. I know an awful lot about how to sell a story to Gardner Dozois, who stopped editing Asimovs sixteen years ago and died two years ago, but I know nothing about pitching contemporary SF editors.

Likewise: I know an awful lot about breaking into the tech industry circa 1990: first, be born in 1971. Next, be raised in a house with a succession of primitive computers and modems. Enter the field in the midst of a massive investment bubble that creates jobs faster than they can be filled, when credentials are irrelevant.

Another advantage we had in the 1990s tech industry: cyberpunk. Cyberpunk, a literary genre that ruled sf for about two decades, was primarily written by people who knew very little about the inner workings of computers, and who were often barely able to use them.

But these same writers were, as William Gibson put it, attuned to the poetics of technological subculture (Gibsons degree is in comparative literature, after all). They wrote about how it felt to have mastery of technology, and what the ethical, social and personal connotations of that mastery were. In that regard, they were squarely in the tradition of the strain of sf that starts with Frankenstein and the technologists inner life of hubris, self-doubt, triumph and regret.

But the cyberpunks departed from that strain in their lionization of technologists: they made tinkering with computers rock-star cool, gangster cool, revolutionary leader cool. Untethered from the tedious business of having to deal with computers as they were, or even as they could be (given theoretical limits on computing), the cyberpunks were able to fuse the technologist archetype with the wizard archetype, creating protagonists who could use networks to project their will over billions of people without seeking permission or even facing real consequences.

This made for heady reading for young would-be technologists at that moment when, without permission, we were entering a field that had been reinvented as an uncredentialed wild west, where you could just write and release code, and, if others ran it, it would change the world. This was the era when a British physicist at a Swiss supercollider cobbled together a hypertext system in his spare time, released his rough-and-ready design into the wild, and announced that it was called the World Wide Web.

It wasnt just technologists who were captivated by the cyberpunks myth-making: it was their employers. Companies didnt understand what technology did, but they understood that it was doing something and that their companies needed to do that something, whatever it was. They hired us.

We learned on the job. Charlie Stross switched from his job as a pharmacist and became a computer programmer. He wasnt the only one. Science fiction has always attracted people with a technical bent, from Clarkes orbital mechanics to Capeks robots, and science fiction fandom was the first nontechnical online community, giving fans a reason to get online long before anyone else wanted to. The world of SF fandomfrom which most SF writers are drawnwas online early, and intensely, and thus when opportunities knocked for high-paid tech jobs, SF fandom (including writers) answered.

Cyberpunk writersthough not overly technicalinspired a generation of writers (Neal Stephenson, Charlie Stross, Annalee Newitz, etc) who were very technical, and these writers went on to both create a cyberpunk practice of technologyliberationist, politicized, subcultural, criminaland also to write fiction.

This post-cyberpunk fiction is just as attuned to the poetics of technological subculture, but with a significant difference: computers in post-cyberpunk fiction, are, by and large, not metaphors. Rather than imagining futuristic computers whose capabilities and limitations are defined by the plot, post-cyberpunk writers imagine futuristic plots whose contours are defined by the capabilities and limitations of computers from Cryptonomicon to my own Little Brother.

This is somewhat by necessity: cyberpunks metaphoricaland sometimes fantasticalcomputers (think of the AIs in Neuromancer) were easier to sell to an audience that had less direct experience with computers overall (in the same way that an audience of suburban Americans far removed from the frontier life might overlook the fact that a cowboys six-gun fired ten rounds before reloading).

But post-cyberpunk writers are obsessed with the technical reality of computers for other reasons. After all, so many of us work in the tech industry and are both constrained and informed by technical reality in our working and artistic lives.

But most of all, post-cyberpunk cares about the technical nitty gritty because of its relationship to the poetics of tech subculture and the hacker archetypes of cyberpunk. For your characters to have rock-star (Hiro Protagonist), gangster (Manfred Macx) or revolutionary leader (Marcus Yallow) cool, for them to embody the fusion of the technologist archetype with the wizard archetype, they have to know a lot about the underlying technical reality. They have to know its strengths and its weaknesses, and, most of all, where a lever can be used to make it lurch dramatically into a new configuration.

Todays tech industry is much more ossified than it was in the cyberpunk era: it has formal degree programs, certification systems, and training services without limit. But writers neednt get a technical degree to attain technical literacy: now more than ever, online communities exist to solve every kind of technical challenge and answer every kind of technical question. From communities like Quora to the Massively Online Open Courses at MIT, Stanford and the Open University (where Im a visiting professor), there has never been a better time to attain technical mastery.

Cory Doctorow is a science fiction author, activist and journalist. He is the author of many books, most recently Radicalized and Walkaway, science fiction for adults; In Real Life, a graphic novel; Information Doesnt Want To Be Free, a book about earning a living in the Internet age; and Homeland, a YA sequel to Little Brother. His latest book is Poesy the Monster Slayer, a picture book for young readers. His next book is Attack Surface, an adult sequel to Little Brother.

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Beyond Cyberpunk: The Intersection of Technology and Science Fiction - tor.com

Analyst Believes Black Ops Cold War Will Outsell Cyberpunk 2077and AC Valhalla – EssentiallySports

The most exciting time in this roller-coaster of a year has finally arrived. The PlayStation 5 and Xbox Series X/S consoles will be out soon. Along with these next-gen consoles, next-gen games will also make their way to different platforms. Interestingly, the November launch line-up is going to be highly competitive as 3 different AAA titles are releasing.CDPRs Cyberpunk 2077, Ubisofts Assassins Creed Valhalla, and Activisions Call of Duty Black Ops Cold War are all set to battle it out for the top spot. Although, a certain industry analyst believes that Cold War will emerge victorious here.

According to NPD analyst Mat Piscatella, Black Ops Cold War will be the best-selling franchise in the US. He writes, Call of Duty will be the U.S. markets best-selling gaming franchise for the 12thconsecutive year.

This is quite a bold statement considering Cyberpunk 2077 has already won the Best RPG Game of the Year award at Gamescom 2020. Additionally, CoD is also a different genre than Assassins Creed Valhalla and CP 2077. This makes the prediction a little far-fetched.

Also Read: Myth Sparks Debate On SBMM in Call of Duty Black Ops Cold War

Although, he focuses on the point that BO CW will be the best-selling game in the US market. If he has only considered one market, his prediction might just come true. Additionally, the Call of Duty franchise has been one of the most successful ones in the US for years, which makes it possible that it will beat out its competition.

Although considering the global market, Cyberpunk 2077 would definitely be the favorite. The hype around the game is unreal, and it is already among the top 5 best-selling games on Steam. Moreover, it took almost 8 years for CDPR to develop the game and after seeing the Night City Wire episodes, there is no doubt that the game will be sensational.

Assassins Creed Valhalla does promise a great experience too, but comparing it to CP 2077 would be a little difficult. Both the games are RPGs but have very different mechanics, stories, and gameplay.

Cyberpunk 2077 releases on November 19, Assassins Creed Valhalla releases on November 10, and Black Ops Cold War Releases on November 13. The month of November is going to be exciting for gaming fans.

I love to play games of all kinds. You can usually find me casually teaming up with my squad to play the most random games ever. Oh, and I also manage to write about those sometimes

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Analyst Believes Black Ops Cold War Will Outsell Cyberpunk 2077and AC Valhalla - EssentiallySports

Tales of the Neon Sea is an upcoming cyberpunk-themed adventure game that’s heading for iOS – Pocket Gamer

Tales of the Neon Sea is a cyberpunk-themed adventure game that's heading for iOS devices on October 28th. The game has previously released on Steam where it's received positive reviews from players since launch.

Sporting a pixel art aesthetic, Tales of the Neon Sea is set in a cyberpunk world where tensions and mistrust between humans and robots are escalating, as they always seem to do. Players will take on the role of Rex, a former cop who now plies his trade as a detective. He's tasked with investigating a murder that also suggests a robot rebellion may be on the horizon.

It promises a gripping tale as players investigate murder scenes and examine evidence to try and determine the events that lead to the murder whilst getting a deeper look at the past of Rex himself. As is traditional in these types of adventure game, players can also expect to solve an array of puzzles alongside chatting with numerous NPCs.

You can check out a trailer from the PC version of the game in the embedded trailer above. If you're a fan of adventure games and cyberpunk as a setting this one might be worth keeping an eye on. There are a few creepy elements at play in both the soundtrack and the plague doctor-inspired Grim Reaper that stalks Detective Rex throughout the video.

Tales of the Neon Sea is available to pre-order now over on the App Store ahead of its release on October 28th. It will be a premium title that costs $3.99. Alternatively, the game is also available over on Steam at a higher price.

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Tales of the Neon Sea is an upcoming cyberpunk-themed adventure game that's heading for iOS - Pocket Gamer

Cyberpunk 2077 dev breaks promise, will force employees to work six days a week – The Verge

Cyberpunk 2077 developer CD Projekt Red has told employees that six-day workweeks will be mandatory ahead of the games November 19th release date, even though the studio has repeatedly and explicitly promised it would never do that, Bloomberg reports.

On two separate occasions in 2019, studio co-founder Marcin Iwiski told game journalist Jason Schreier how it would address crunch, once even saying that we want to be more humane and treat people with respect. It seemed pretty clear from excerpts like this that mandatory crunch was not going to be part of it!

Jason: If Im a designer at CD Projekt Red and I say you know what I have kids, I have a family, Im going to work from 10am to 6pm every day, and thats it. Even until the very end. Am I going to be okay with that?

Iwiski: Yes. Yes.

Jason: No matter what.

Iwiski: Yes.

Jason: So you can commit to that?

Iwiski: Weve committed to that already.

While CD Projekt Red didnt completely throw crunch time out the window, the company was clear that employees would be able to say no. In one interview with Kotaku, Iwiski said the studio would have a non-obligatory crunch policy, meaning that while the company could still ask employees to work overtime, it would not be mandatory. The words in quotes are Iwiskis actual words.

But by January, it was already starting to look like the company wasnt going to keep its promise to employees. As Polygon notes, when asked whether the development team would be required to put in crunch hours during an investor call in January, CD Projekt CEO Adam Kicinski answered yes, suggesting that it was somehow out of his hands: We try to limit crunch as much as possible, but it is the final stage. We try to be reasonable in this regard, but yes. Unfortunately.

In an email obtained by Bloomberg, CD Projekt Red studio head Adam Badowski offered a similar excuse, suggesting that his company somehow has no alternative than to force employees to work harder to address the remaining bugs and glitches in the game even though a CD Projekt Red employee told Bloomberg that some staff had already been working nights and weekends for more than a year.

I take it upon myself to receive the full backlash for the decision, Badowski wrote in the email. I know this is in direct opposition to what weve said about crunch. Its also in direct opposition to what I personally grew to believe a while back that crunch should never be the answer. But weve extended all other possible means of navigating the situation, he said, apparently without describing any of the other possible means that the company has already tried.

Cyberpunk 2077 was originally supposed to launch on April 16th, but the studio pushed the games release to September 17th, saying the developers need more time to finish play-testing, fixing, and polishing the game. CD Projekt Red would then push the release date once again to November 19th, explaining that the development team needed extra time to go through everything, balance game mechanics, and fix a lot of bugs. Weve already waited this long and the game is almost done: could CD Projekt Red just push the release date one last time instead of forcing its developers to crunch?

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Cyberpunk 2077 dev breaks promise, will force employees to work six days a week - The Verge

How The Witcher 3 Could Have Hurt Cyberpunk 2077s Development – GameRant

The Witcher 3 may be CD Projekt Red's most successful game, but it could be detrimental to the development of Cyberpunk 2077 in some key ways.

Cyberpunk 2077 was announced by CD Projekt Red with the release of a reveal trailer all the way back in 2013. The company would go on to receive critical acclaim for The Witcher 3 in 2015, but the release of the final game in the Witcher trilogy was not exclusively affirmative for the studio.

CD Projekt Red has looked closely at The Witcher 3s reception, and the way fans reacted to different features has had a big influence on Cyberpunk 2077. The developer has already confirmed some changes which were made in Cyberpunk over the course of its long development as a direct response to feedback and analysis of how fans played The Witcher. However, not all of these changes will be ones many RPG fans will be happy with.

RELATED:Fans are Mixed on Cyberpunk 2077 Sneaker Design from Adidas

CD Projekt Red has already announced that the main quest for Cyberpunk 2077 will be shorter than the main quest in The Witcher 3. Patrick Mills, a senior quest designer with the studio, explained that the main story run inCyberpunk 2077is slightly short thanThe Witcher 3. He went on to We got a lot of complaints aboutTheWitcher 3s storyjust being too long," adding that looking at the metrics, you see tremendous numbers of people played through that game really far but never made it to the end.

This might come as a concern to some RPG fans. The Witchers main story could be completed in roughly 50 hours, which could mean that Cyberpunk 2077s main story length is more similar to another first-person RPG like Skyrim.Skyrims main quest came in at about 15 to 30 hours.

The reason this might come as a concern to some fans is that while The Witcher 3s main quest was long and not completed by many players, that statistic doesnt necessarily speak to many player's experiences of playing the game, even those who did not complete the main story. Part of what made The Witcher 3 feel like an epic conclusion to the trilogy was that its sprawling plot took the player all over the world of The Witcher. The search for Ciri always felt like Geralts main motivation, but the fact that the main quest couldnt be quickly or easily completed was part of what made the other missions make sense.

Some will enjoy it being shorter, so this is more of a middling change to the overall game. But with this in mind, it's worth looking at why The Witcher works and how some changes could hurt Cyberpunk in the long run.

By having such a huge main quest, the game actually made completing side missions and Witcher contracts feel far more immersive. For example, near the start of The Witcher 3, Geralt has to help the Bloody Baron in order to learn more information about where Ciri might have gone. In a game like Skyrim, it can feel immersion breaking for some players to take on side quests once the player has already found out they are the Dragonborn and has been given a very clear goal they need to achieve stopping Alduin which makes getting involved in many of the side quests feel unjustifiable in a roleplay sense.

In The Witcher 3, the sense of scale in the main quest makes the game more immersive by allowing the player to complete side missions and Witcher contracts to survive without it feeling like a diversion, but instead a necessary part of Geralts long journey to save Ciri from the Wild Hunt. Indeed, one of the likely reasons many players never actually reached the end of the main quest is because this set up made completing the side quests in The Witcher 3 a uniquely immersive and enjoyable experience compared to many other RPGs.

CD Projekt Red has claimed thatevery side mission inCyberpunkshould feel like a full story, but it remains unclear exactly how this would be manifested in-game. Many Witcher contracts were short but compelling and enjoyable, and there is a risk that Cyberpunks narrative will feel spread thin over too many short stories without one big epic main story to tie it all together and focus the player character's motivation.

While many players did not finish the main quest of The Witcher 3, it seems unlikely that many RPG fans would complain about getting more value for their money with such a huge amount of content to enjoy that theypractically couldnt finish all of it. Not only that, but if Cyberpunk 2077 has been heavily influenced by perceived problems with The Witcher 3, there are other changes which could have been made which could also be worrying to some RPG fans.

RELATED:Cyberpunk 2077's Lifepaths May Be More Important Than You Realize

The comments made by CD Projekt Red regardingthe length of Cyberpunk 2077's main quest could imply that the game will have more stories, but will feel less like a single consistent narrative than The Witcher 3. The trouble is that one of the most successful aspects of The Witcher 3 was its ability to make its narrative feel like one single unfolding story. When Geralt travels to Skellige, for example, he does so because of the overarching narrative of the main quest, which makes the Witcher's side quests he completes there still feel like a part of the main story as a necessary means to his final goal.

With Cyberpunk potentially focusing more on making side missions feel like full stories, and with all of the game taking place in Night City instead of spread across the world in the same way as The Witcher, this could cause Cyberpunks open-world design and its blank-slate protagonist V to clash with CD Projekt Redsdesire to give its game a strong main story.

Cyberpunk 2077 is without a doubt an extremely ambitious game, however, and it is a good thing that CD Projekt Red is willing to risk experimenting and making changes from The Witcher despite that games huge success. Whether or not the studio is able to make Cyberpunk 2077 a next-generational RPG experience which fuses open-world freedom with strong storytelling remains to be seen, and fans will be keenly awaiting the games release in November to see just what the world ofCyberpunkhas in store.

Cyberpunk 2077will be available November 19th on PC, PlayStation 4, and Xbox One, with PS5, Stadia and Xbox Series X versions in development.

MORE:Cyberpunk 2077's Night City Gets 'Tourism' Website

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How The Witcher 3 Could Have Hurt Cyberpunk 2077s Development - GameRant

Anshar Studios on making Gamedec, cyberpunk RPG that occasinally makes fun of games, gamers and gaming industry – Game World Observer

Gamedec is an upcoming cyberpunk isometric RPG.It puts you in the shoes of a game detective, who solves crimes inside virtual worlds.The story adapts to the decisions you make, but those wont come easy to you. Players will haveto make their morally ambiguous choices and deductions under constant time pressure,never able to collect enough evidence to piece together the whole picture.

The game, which already has a bunch of prestigious awards and nominations under its belt,issetto releasein 2020. The demo has beenout for about a monthnow.

We reached out to the dev team to discuss the making of Gamedec. The good folks atAnshar Studioschose to be collectively identified asthe companys voice. So, in the spirit of adaptive RPGs, well stick with their choice and this companys voice persona throughout the interview.

Anshar Studios

Oleg Nesterenko, managing editor at GWO:Heyguys. Tell us about the studio.

Anshar Studios was founded in 2012, when our CEO, ukasz Hacura, decided to open his own video games studio after working as a programmer for one of the Polish companies. In 8 years, Anshar grew to be an almost 100 people company, delivering work-for-hire services for some of the most-known video game studios out there [most notably, Anshar has supported the development of Baldurs Gate 3 byLarian Studiosand is co-developing Observer: System Redux with Bloober Team Ed.].

As for the name: when we were thinking of a name for company, we were going through the Internet dictionaries of extinct languages, and we came across the word anshar, which in Sumerian means gates of heaven. We believe in the principle of sky is the limit and we believe that we will achieve a lot in the future, so the gates of heaven are a good reference point for our goals.

Gamedec art

Earlier, you made a couple of games for VR (Detached, Telefrag VR). Are you using any learnings from those experiences right now?

We were fascinated by how VR madeit possible to achieve the next level of immersion in some genres, but after two projects we decided to give it a rest and focus on games we always wanted to do RPGs. Gamedec is our first project in this genre, but given the experience we gained through various work-for-hire gigs, were full of optimism.

What is the synergy between your first-party and third-party projects?

Were in the luxurious position to decide which project we want to work on and can decline offers were not feeling ok with doing. Most of the workforce of the Anshar Studios is focused on the third-party orders, so were keeping the cash flow at a stable level, which makes a considerable budget for our first-party projects like Gamedec.

Working with Larian Studios and other top-league game companies is an honor in itself. Seeing how some games are constructed and how they approached certain issues is a profit we cant have underappreciated. Every third-party project helps us expand our know-how in a considerable way. thus, as a result, makes our games better.

Gamedec gameplay

Where do you want to be as a studio in five years time?

Our dream was always about making high-quality RPGs and constantly expanding our portfolio. Hopefully, Gamedec will prove our worth in this field and we will be blessed with a chance to make another game in this genre. Even beforeGamedecs release, we already know what features we would love to show you in our next project.

You self-funded your previous games. Why did you decide to run a Kickstarter campaign for Gamedec?

A Kickstarter campaign for Gamedec had two purposes. First was to gather feedback about our project and to develop it according to community opinions. That is why we decided to reach out for community support. We were hoping they could help us make a great game and show us where it can be improved. The Kickstarter campaign also had an additional impact on how much more we can add to the game before its release. Marketing, recognition and press presence were also taken into consideration.

Lets talk about the game. How did you decide to make Gamedec?

There was a time when our CEO approached Marcin Przybyek, the author of the Gamedec saga, and offered him a chance to deliver a game based on his books. Long story short they agreed it would be beneficial for both sides, as we felt the Gamedecverse is great, and Marcin is a big fan of video games and a gamer himself. He was delighted by the vision of making a Gamedec video game. We had a few takes on different genres before we all decided an RPG would be the best one to honor the source material.

The covers of the Gamedec book series byMarcin Przybyek

How involved isMarcin in the game development process?

Marcin Przybyek works as an in-studio consultant and a dialogue writer. He makes sure were in-sync with his lore and the world he created. If something wasnt shown in his books, hes the one to come up with the ideas on how it might be solved and hes in constant access for the designers team if they need to consult on any aspect of the Gamedecverse.

Non-linear writing in games still boggles my mind. Can you tell us how you design your quests?

Every case was played as a Pen & Paper RPG session within our core team so the outcomes might be surprising even for hardcore RPG veterans. Decisions made at the start of the case might impact the result of the case. Youre shaping your story, and you are the sum of your choices. If youre interested in the technical aspect of branching, we made an article about it, and you can dig into it right here.

Detroit: Become Human, for example, kind of punished players for choosing certain options by killing off characters. So, in a way, there wasnt all that much freedom. Any good or bad endings in Gamedec?

There will be consequences, for example killing a character you were supposed to help will antagonise his family or cut off a branching in next cases (since the character died), but there are no right or wrong solutions, just morally challenging.

Gamedec

Your game autosaves, and not all that often. Did you go with that feature to specifically prohibit save scumming?

We will be adding additional save points and checkpoints in the final release, as well as manual saves. For gamers who seek more thrill, there will be a mode unlocked via Kickstarter, where loading a game wont be an option. A decision you made once, will stick with you till the end of the game.

In August, you ran a survey among your backers on Kickstarter to get feedback on the demo available to them. What are you going to do with the insights you gained?

The build we shared with our Kickstarter backers was a pre-alpha build, and many things already changed or will be polished before the full release.

One of the things that came out in the survey is that many players (including myself) found the Deduction mechanic somewhat clear as opposed to making perfect sense. Are you going to tweak it somehow based on the feedback?

We will be having an additional tutorial on how the deduction system works, as well as an additional marker to show the players that what theyre supposed to do now is to make a deduction to push the investigation further.

There is an episode where a car blocks a way out for the gamedec in an in-game world. One of the options to get out is to kill your character and get respawned elsewhere. The postmodernism of it totally blew my mind. Will there be any other instances of the character taking advantage of the fact hes just a playable character when he is in Virtualia?

Of course Having multiple virtual worlds set in different genres and themes makes it very easy to implement many easter eggs or video games references (trolls, cheats, exploits). There will be many more of these to discover while playing the full game. Were players as well, and sometimes we make fun of games, gamers and industry just because the world and the system allows us to. Harvest Time, a second virtual world we showed you is an attempt to deal with a 22nd century free-to-play games in an unusual approach.Were sure some players will see it as a fun way to play with genres and themes.

Thank you for the interview! I look forward to playing the full game when it comes out.

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Anshar Studios on making Gamedec, cyberpunk RPG that occasinally makes fun of games, gamers and gaming industry - Game World Observer

Ghostrunner Interview The Other Cyberpunk from Poland, Also Featuring RTX and NVIDIA DLSS – Wccftech

Beyond Cyberpunk 2077, there's another first-person cyberpunk game coming soon from a Polish developer, and it's called Ghostrunner. Scheduled to launch on October 27th for PC, PlayStation 4, Xbox One and Nintendo Switch, the game just got an updated demo available through Steam, so you can grab it right now for free.

While the download goes on, you can read our full chat with three key members of One More Level (Game Director Radosaw Ratusznik, Narrative Designer Jan Gasior, and Gameplay Designer Marcin Kluzek) from a few days ago.

Can you tell me about your studio before talking about Ghostrunner?

Radosaw: Sure, we are a studio based in Krakow in Poland. We are over 30 developers right now who are working only on Ghostrunner, basically, right now. The studio was founded in 2014 and we published several titles, we released one platforming game, one visual novel game, and later we decided to move forward with something more hardcore. Last year, we released the game called God's Trigger, which is a top-down action game with cooperative mode. It featured that one hit, one kill mechanic which was inspired by Hotline Miami, it was kind of similar to Miami.

How long have you been working on Ghostrunner? Is it a couple of years yet?

Radosaw: No, it's not that much. As I mentioned before, we released our previous title in April last year. We basically were first working on Ghostrunner somewhere at the beginning of 2019, so it will be less than two years of development to the release of the game.

You are working on Unreal Engine for Ghostrunner, right?

Radosaw: Yeah, this is Unreal Engine 4. Our previous game God's trigger was made in Unity. So we changed the engine, which was quite a big step for us. But our artists were quite familiar and experienced in Unreal Engine, so the transition went smoothly, to be honest. It cost us time to get some knowledge for designers, programmers, but it wasn't such a big deal as we felt, maybe. It's a very good engine to work on.

I know that you're also supporting ray tracing on PC, right?

Radosaw: Yeah. We have a strong cooperation with Nvidia and we are using ray tracing. We are also working on DLSS technology, though it will be implemented for the release of the game. The cooperation with Nvidia is pretty close. We have access to the latest exclusive versions for Unreal Engine 4 and it's a good thing for us because we can work on the latest stuff.

What kind of raytracing effects are you specifically going to support in Ghostrunner? Reflections and shadows, perhaps?

Radosaw: Shadows, reflections, and ambient occlusion. Though the implementation of fake reflections in Unreal Engine 4 is pretty cool too. Of course, it's not as good as true reflections from raytracing, which are looking really spectacular.

As Ghostrunner is also coming out on consoles, are you planning to support the next-gen hardware as well with ray tracing since there is hardware support for that?

Radosaw: To be honest, right now, we are not announcing the next-gen version of Ghostrunner. This is something that we would love to bring, of course. But right now, we are focusing on the platforms that we announced, so it will be last-gen, or current-gen for two months. But yeah, for the release of the game, there will be no next-gen yet. But as I said, we would love to bring Ghostrunner to as many platforms as we can. I think it will be a no brainer to also port it someday to the next-gen.

Back to the game itself. How did you come out with the idea for it? Because it looks quite unique. I mean, it's kind of a platformer slash action game.

Radosaw: That's true. In terms of inspiration, when we are talking about the gameplay itself, the main inspiration was from our previous game God's Trigger. We were inspired by that one hit, one kill mechanic, but we wanted to bring it to another perspective to the first person. Also, Titanfall 2 and Mirror's Edge, those were huge inspirations in terms of wall running and the whole parkour system where you're sliding, dashing, dodging bullets. This is something also which we bring from, for example, Superhot. Some players have compared it to that feature where you can dodge a bullet in first person and each shot you get is fatal. That's about it for the main inspirations in terms of gameplay. I think that Jan and Martin could add something more to this.

Jan: There's plenty of inspirations because as you can see, there's many elements that are specific to the cyberpunk genre, but every and each one of us understands cyberpunk differently and loves it for different reasons. So basically, we tried to be inspired as much as we could, and everybody brought something else to the table. And of course, I'm speaking from my perspective, so more from the worldbuilding and design perspective, less from the gameplay perspective. You can pretty much find something from most of the biggest cyberpunk works. We try to always incorporate those inspirations as something fresh and new, not just reuse things from other places, because that wouldn't be very nice. And basically, all in all, we went for this kind of rugged, janky, rusty cyberpunk, that's not as polished and shiny and nice. It's got some postapocalyptic elements in it, you can see that the city is very dark. And many of the machinery that you see is quite literally rusty and used. It's reflected in the story and it's reflected in the atmosphere and individual design. You can tell that it's this very rundown world, and it's probably not very pleasant to live in. For my inspirations, I would say that, well, obviously you can't really not see inspiration from Blade Runner. This city is very Blade Runner like, and we're not trying to hide that. For me personally, when it comes to the story, one of the most inspirational works of cyberpunk was Battle Angel Alita, the manga from the 90s, which also had this very gritty, very brutal, kind of cyberpunk in it. About gameplay inspirations, I think marching will be able to tell you more.

Marcin: Keep in mind that everybody in the team has different inspirations and plays different games, so everybody contributed. My inspiration for example would be Dredd from 2012, the movie that takes place in one big tower. It's also like in this game, as Jan said, this is a postapocalyptic world where the whole of humanity basically lives in this one tower because the Earth is very deadly to live in and people have hidden in this big structure. The other thing is that we avoid the tropes of the corporation cast and the working class, everybody is affected by the cataclysm, everybody's poor and everything is broken, or in some way changed by the cataclysm. I would say that there's a touch of Matrix as well in the dodging bullets and the slow-mo.

About the gameplay, for me personally it's Titanfall 2 and of course our previous project, God's Trigger as Radek said. The main inspiration adding to that would be Apex Legends actually, because I think Apex Legends gets the parkour stuff a bit further. Those zip lines, for example, they were not really present in Titanfall 2 in that manner. Also Doom, because in Doom you have enemies that are quite defined, the enemy has its own pattern and weaknesses and strengths. Like in our game, each enemy requires the player to do a different motion. There's a guy with a shield and you have to get him from behind, for instance.

Do you have an estimate for how long it will take to finish Ghostrunner?

Radosaw: When we are looking at the current playtests, I think we can tell that 10 hours and maybe over ten hours is the gameplay time. It of course depends on the player skill, because our game won't feature any type of difficulty settings. You will have to play the game as we designed it.

Is there going to be any sort of side content in the game?

Radosaw: Not for the release. For the release, we'll just have that 'story mode'. But of course, you will be able to repeat the levels after beating them. You will be able to bring your character which can be more advanced, with unlocked new abilities and some upgrades. And you can try beating your time on past levels, beating your scores, because the game will feature online leaderboards. As we saw when the original demo was up on Steam, we've got a lot of potential in terms of speedrunning with Ghostrunner. The speedrunning community was very excited about the game, I think that there is a place to go and to extend it even more for the speedrunners, and we will also have post-launch support for the game. There, you can expect some new game modes, some bigger DLCs also.

Jan: I'd also add that there's gonna be an additional replayability factor due to the things you can find in-game, there's quite a lot of collectibles that you can find. And some of them are related to the story, and some of them are not, but you can always go back to the level that you've beaten before and look for them. So there's this extra factor of exploration going on.

Interesting. On the story aspect of the game, you've said earlier that this is basically a post-apocalyptic world. Judging from the released footage, the action essentially takes place on skyscrapers. Does that mean that the ground level is essentially uninhabitable due to some reason?

Jan: No, basically, the entirety of the game takes place inside one giant megastructure, and this whole city is inside it. And this is the middle section of this tower. So basically, the Ghostrunner starts at the very bottom and make his makes his way to the top throughout the game. The difference between the levels as you progress up shows in the level design, it shows in the way they look and in the way they play. You start in the quite cramped industrial underbelly of the tower, probably below the ground level, where there's plenty of heavy machinery and it's dangerous to even move around. And then you move up to the city, and this is how the city looks. Then you climb up even further to the more let's say elaborate part of the tower that was only accessible to the most to the elites, so to speak. As you move up, the environment changes and so does the gameplay. What we're showing right now is around the middle section of the tower called Dharma City. This is the commercial and residential district so it's akin to a normal city although this is all inside this giant structure.

Is the ultimate goal for players to climb up to the top and go kill Mara the Keymaster?

Jan: That's right. That's what the Ghostrunner finds out pretty soon. He's got his reasons to want to do that, they're going to be explored in the story and they have a bit of a backstory as you will find out and yeah, his main quest from the get-go is basically to climb the tower and confront the Keymaster. There is some nuance, there are some caveats to that but that's the gist of it.

Are there any other bosses throughout the game?

Radosaw: Yeah, sure. There will be a couple of boss fights during the game. We don't want to spoil it for you but it will be quite a different experience. As you know, each enemy in our game dies in one hit, you can just slice it with your sword, but on the boss fights it will be kind of a different approach. This is something that you will have to check out by yourself. We put a lot of effort into these boss fights, so we hope that players will enjoy it. And sometimes they are really spectacular.

I think you mentioned that there are some upgrades and new techniques to unlock in Ghostrunner, correct?

Radosaw: Yes, yes. We will have special abilities that you can see on the left bottom corner, there is this yellow bar that's filling up over time but also the big chunks of the bar are restoring when you are killing enemies. Each kill gives you like a big chunk of this ability bar and you can switch between your abilities during the gameplay. With your progression through the game and through the story of Ghostrunner, you will unlock new abilities, you will unlock new upgrades for your basic abilities. You can for example have more dashes on the ground than just one. So you will be able to enhance, extend it. Also, you will be able to tweak the special abilities a little bit to fit your gameplay style. You will be able to prepare some kind of builds for your character. There will be many ways to find out your favorite build, and after you've finished the whole game you will be able to play it again in the same levels with your fully unlocked character.

Like a New Game Plus mode of sorts.

Radosaw: Something like that.

I'm assuming the only available weapon in Ghostrunner is the katana, right?

Radosaw: Yes, this is the main weapon. Being completely honest, this is the only weapon. We will have several collectibles that are related to the katana but it will be just more like a visual representation rather than some changes in the gameplay for this katana. But yeah, that was our goal, the main challenge in Ghostrunner is to reach the enemy in one piece. We want to make the character quick and very agile, at the same time the players need to be very careful, but when they finally reach the enemy it's not that hard to attack. We have kind of assistance for the players when they are attacking...

Something like aim assist?

Radosaw: Yes, something like aim assist, but it's not the same as in shooters. This is more like in fighting games, for example, or some slasher games where you are magnetized to the enemy, something like that.

Did you consider doing a VR version of Ghostrunner? Because it could have serious potential.

Radosaw: To be honest with you, we haven't thought about it yet. Who knows what the future brings, but it couldn't be the same game. From my point of view, it should be something totally different if we ever decided to make some kind of VR take on Ghostrunner.

You are launching Ghostrunner less than a month before another cyberpunk game, which is a little more famous than yours but it's also made in Poland. I'm wondering if you think this hugely anticipated release will kind of benefit you indirectly in that, you know, players are now kind eager to go into the cyberpunk setting. And since you're launching first, they might as well go 'Let's try this as an appetizer of sorts'.

Radosaw: Yeah, you can treat it as an appetizer before Cyberpunk 2077. I think it will be a very tasteful appetizer! But yeah, we talked about that. People who are hyped over Cyberpunk 2077 (we are also hyped for it as players, as gamers) will probably like to try this kind of game, even before Cyberpunk 2077 releases or after they beat this game. They could also play it after they beat cyberpunk. So yeah, of course, we think that Cyberpunk 2077 is the most anticipated game during this year, that's for sure. But you know, Ghostrunner, it's like a totally different game. We are not trying to copy the RED's game. This is not an RPG, it's an action game. It's a way more intense experience than Cyberpunk 2077.

Indeed. Looking forward to it; thank you for your time!

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Ghostrunner Interview The Other Cyberpunk from Poland, Also Featuring RTX and NVIDIA DLSS - Wccftech

Cyberpunk 2077 Will Definitely Play On Your PS5 And Xbox Series X – Press Start Australia

Ive seen a lot of people confused on social media about whether Cyberpunk 2077 will be available on PS5 and Xbox Series X. Its definitely a valid thing to be confused about, as its arguably the largest game of the year and is launching a week after both new consoles.

The short version is, you can buy Cyberpunk 2077 on either PS4 or Xbox One and it will work on your PS5 or Xbox Series X/S. Id even go as far as saying that I think youll be able to buy Cyberpunk 2077 digitally on your PS5/Xbox Series X.

The long (and slightly more confusing) version is that the PS5/Xbox Series X versions arent actually releasing until 2021. It will come as a free update for PS4/Xbox One owners and bring next-gen updates such as better assets, and ray-tracing. Its worth noting that the PS4/Xbox One version should run better on next-gen consoles by default and should load better thanks to the SSD in the next-gen consoles.

CD Projekt Red has confirmed time and time again that the game will work on next-gen consoles, so theres really no need to worry.

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Cyberpunk 2077 Will Definitely Play On Your PS5 And Xbox Series X - Press Start Australia

This Cyberpunk 2077 Johnny Silverhand 1/4 Scale Statue Is Perfection, But It’ll Cost You – Gaming Ideology

Not excessive longer before we can dive into the world of Night Citywith Cyberpunk 2077 For those that like gathering as much as I do, there is a new Johnny Silverhand statue that is so in-depth it will blow your mind. Itll also blow that wallet, since this bad young boy aint inexpensive.

From the exceptionally skilled studio over at PureArts comes their latest statue to hit racks. This 1/4 scale reproduction of Keanu Reeves character, Johnny Silverhand, is crafted to perfection. With detachable parts for the special edition like the guitar seen below and premium paint and very specific base, this statue continues on the quality understood under the PureArts umbrella.

As an enormous collector, I have a number of big pieces from this company and can vouch for the attention to information it has concerning each collectible. That being stated, PureArts is taking this one step even more by making this statue an interactive media experience! Each statue comes fully incorporated with a 13.3 inch HD LCD screen and dual speakers to play the games soundtrack and background screens from the RPG itself.

You can see the statue in action in the video at the top of the post, in addition to a couple of of the images seen above. Intrigued? Heres what you need to know:

ITEM HIGHLIGHTS:

ITEM FEATURES:

The regular edition retails for $849 while the luxurious edition comes in at just under $900. This item is available to snatch now ideal here through the PureArts store!

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This Cyberpunk 2077 Johnny Silverhand 1/4 Scale Statue Is Perfection, But It'll Cost You - Gaming Ideology

Cyberpunk – Wikipedia

Postmodern science fiction genre in a futuristic dystopian setting

Cyberpunk is a subgenre of science fiction in a dystopian futuristic setting that tends to focus on a "combination of low-life and high tech"[1] featuring advanced technological and scientific achievements, such as artificial intelligence and cybernetics, juxtaposed with a degree of breakdown or radical change in the social order.[2] Much of cyberpunk is rooted in the New Wave science fiction movement of the 1960s and 1970s, when writers like Philip K. Dick, Roger Zelazny, John Brunner, J.G. Ballard, Philip Jos Farmer and Harlan Ellison examined the impact of drug culture, technology, and the sexual revolution while avoiding the utopian tendencies of earlier science fiction.

Comics exploring cyberpunk themes began appearing as early as Judge Dredd, first published in 1977.[3] Released in 1984, William Gibson's influential debut novel Neuromancer would help solidify cyberpunk as a genre, drawing influence from punk subculture and early hacker culture. Other influential cyberpunk writers included Bruce Sterling and Rudy Rucker. The Japanese cyberpunk subgenre began in 1982 with the debut of Katsuhiro Otomo's manga series Akira, with its 1988 anime film adaptation later popularizing the subgenre.

Early films in the genre include Ridley Scott's 1982 film Blade Runner, one of several of Philip K. Dick's works that have been adapted into films. The films Johnny Mnemonic (1995)[4] and New Rose Hotel (1998),[5][6] both based upon short stories by William Gibson, flopped commercially and critically. The Matrix trilogy (1999-2003) were some of the most successful cyberpunk films. Newer cyberpunk media includes Blade Runner 2049 (2017), a sequel to the original 1982 film, as well as Upgrade (2018), Alita: Battle Angel (2019) based on the 1990s Japanese manga Battle Angel Alita, the 2018 Netflix TV series Altered Carbon based on Richard K. Morgan's 2002 novel of the same name, and the upcoming video game Cyberpunk 2077 (2020).

Lawrence Person has attempted to define the content and ethos of the cyberpunk literary movement stating:

Classic cyberpunk characters were marginalized, alienated loners who lived on the edge of society in generally dystopic futures where daily life was impacted by rapid technological change, an ubiquitous datasphere of computerized information, and invasive modification of the human body.

Cyberpunk plots often center on conflict among artificial intelligences, hackers, and megacorporations, and tend to be set in a near-future Earth, rather than in the far-future settings or galactic vistas found in novels such as Isaac Asimov's Foundation or Frank Herbert's Dune.[8] The settings are usually post-industrial dystopias but tend to feature extraordinary cultural ferment and the use of technology in ways never anticipated by its original inventors ("the street finds its own uses for things").[9] Much of the genre's atmosphere echoes film noir, and written works in the genre often use techniques from detective fiction.[10] There are sources who view that cyberpunk has shifted from a literary movement to a mode of science fiction due to the limited number of writers and its transition to a more generalized cultural formation.[11][12][13]

The origins of cyberpunk are rooted in the New Wave science fiction movement of the 1960s and 70s, where New Worlds, under the editorship of Michael Moorcock, began inviting and encouraging stories that examined new writing styles, techniques, and archetypes. Reacting to conventional storytelling, New Wave authors attempted to present a world where society coped with a constant upheaval of new technology and culture, generally with dystopian outcomes. Writers like Roger Zelazny, J.G. Ballard, Philip Jose Farmer, and Harlan Ellison often examined the impact of drug culture, technology, and the sexual revolution with an avant-garde style influenced by the Beat Generation (especially William S. Burroughs' own SF), Dadaism, and their own ideas.[14] Ballard attacked the idea that stories should follow the "archetypes" popular since the time of Ancient Greece, and the assumption that these would somehow be the same ones that would call to modern readers, as Joseph Campbell argued in The Hero with a Thousand Faces. Instead, Ballard wanted to write a new myth for the modern reader, a style with "more psycho-literary ideas, more meta-biological and meta-chemical concepts, private time systems, synthetic psychologies and space-times, more of the sombre half-worlds one glimpses in the paintings of schizophrenics."[15]

This had a profound influence on a new generation of writers, some of whom would come to call their movement "Cyberpunk". One, Bruce Sterling, later said:

In the circle of American science fiction writers of my generation cyberpunks and humanists and so forth [Ballard] was a towering figure. We used to have bitter struggles over who was more Ballardian than whom. We knew we were not fit to polish the mans boots, and we were scarcely able to understand how we could get to a position to do work which he might respect or stand, but at least we were able to see the peak of achievement that he had reached.[16]

Ballard, Zelazny, and the rest of New Wave was seen by the subsequent generation as delivering more "realism" to science fiction, and they attempted to build on this.

Similarly influential, and generally cited as proto-cyberpunk, is the Philip K. Dick novel Do Androids Dream of Electric Sheep, first published in 1968. Presenting precisely the general feeling of dystopian post-economic-apocalyptic future as Gibson and Sterling later deliver, it examines ethical and moral problems with cybernetic, artificial intelligence in a way more "realist" than the Isaac Asimov Robot series that laid its philosophical foundation. Dick's protege and friend K. W. Jeter wrote a very dark and imaginative novel called Dr. Adder in 1972 that, Dick lamented, might have been more influential in the field had it been able to find a publisher at that time.[citation needed] It was not published until 1984, after which Jeter made it the first book in a trilogy, followed by The Glass Hammer (1985) and Death Arms (1987). Jeter wrote other standalone cyberpunk novels before going on to write three authorized sequels to Do Androids Dream of electric sheep, named Blade Runner 2: The Edge of Human (1995), Blade Runner 3: Replicant Night (1996), and Blade Runner 4: Eye and Talon.

Do Androids Dream of Electric Sheep was made into the seminal movie Blade Runner, released in 1982. This was one year after William Gibson's story, "Johnny Mnemonic" helped move proto-cyberpunk concepts into the mainstream. That story, which also became a film years later in 1995, involves another dystopian future, where human couriers deliver computer data, stored cybernetically in their own minds.

In 1983 a short story written by Bruce Bethke, called Cyberpunk, was published in Amazing Stories. The term was picked up by Gardner Dozois, editor of Isaac Asimov's Science Fiction Magazine and popularized in his editorials. Bethke says he made two lists of words, one for technology, one for troublemakers, and experimented with combining them variously into compound words, consciously attempting to coin a term that encompassed both punk attitudes and high technology.

He described the idea thus:

The kids who trashed my computer; their kids were going to be Holy Terrors, combining the ethical vacuity of teenagers with a technical fluency we adults could only guess at. Further, the parents and other adult authority figures of the early 21st Century were going to be terribly ill-equipped to deal with the first generation of teenagers who grew up truly speaking computer.[17]

Afterward, Dozois began using this term in his own writing, most notably in a Washington Post article where he said "About the closest thing here to a self-willed esthetic school would be the purveyors of bizarre hard-edged, high-tech stuff, who have on occasion been referred to as cyberpunks Sterling, Gibson, Shiner, Cadigan, Bear."[18]

About that time in 1984, William Gibson's novel Neuromancer was published, delivering a glimpse of a future encompassed by what became an archetype of cyberpunk "virtual reality", with the human mind being fed light-based worldscapes through a computer interface. Some, perhaps ironically including Bethke himself, argued at the time that the writers whose style Gibson's books epitomized should be called "Neuromantics", a pun on the name of the novel plus "New Romantics", a term used for a New Wave pop music movement that had just occurred in Britain, but this term did not catch on. Bethke later paraphrased Michael Swanwick's argument for the term: "the movement writers should properly be termed neuromantics, since so much of what they were doing was clearly Imitation Neuromancer".

Sterling was another writer who played a central role, often consciously, in the cyberpunk genre, variously seen as either keeping it on track, or distorting its natural path into a stagnant formula.[19] In 1986 he edited a volume of cyberpunk stories called Mirrorshades: The Cyberpunk Anthology, an attempt to establish what cyberpunk was, from Sterling's perspective.[20]

In the subsequent decade, the motifs of Gibson's Neuromancer became formulaic, climaxing in the satirical extremes of Neal Stephenson's Snow Crash in 1992.

Bookending the Cyberpunk era, Bethke himself published a novel in 1995 called Headcrash, like Snow Crash a satirical attack on the genre's excesses. Fittingly, it won an honor named after cyberpunk's spiritual founder, the Philip K. Dick Award.

It satirized the genre in this way:

...full of young guys with no social lives, no sex lives and no hope of ever moving out of their mothers' basements ... They're total wankers and losers who indulge in Messianic fantasies about someday getting even with the world through almost-magical computer skills, but whose actual use of the Net amounts to dialing up the scatophilia forum and downloading a few disgusting pictures. You know, cyberpunks.[21]

The impact of cyberpunk, though, has been long-lasting. Elements of both the setting and storytelling have become normal in science fiction in general, and a slew of sub-genres now have -punk tacked onto their names, most obviously Steampunk, but also a host of other Cyberpunk derivatives.

Primary figures in the cyberpunk movement include William Gibson, Neal Stephenson, Bruce Sterling, Bruce Bethke, Pat Cadigan, Rudy Rucker, and John Shirley. Philip K. Dick (author of Do Androids Dream of Electric Sheep?, from which the film Blade Runner was adapted) is also seen by some as prefiguring the movement.[22]

Blade Runner can be seen as a quintessential example of the cyberpunk style and theme.[8] Video games, board games, and tabletop role-playing games, such as Cyberpunk 2020 and Shadowrun, often feature storylines that are heavily influenced by cyberpunk writing and movies. Beginning in the early 1990s, some trends in fashion and music were also labeled as cyberpunk. Cyberpunk is also featured prominently in anime and manga (Japanese cyberpunk),[23] with Akira, Ghost in the Shell and Cowboy Bebop being among the most notable.[23]

Cyberpunk writers tend to use elements from crime fictionparticularly hardboiled detective fiction and film noirand postmodernist prose to describe an often nihilistic underground side of an electronic society. The genre's vision of a troubled future is often called the antithesis of the generally utopian visions of the future popular in the 1940s and 1950s. Gibson defined cyberpunk's antipathy towards utopian SF in his 1981 short story "The Gernsback Continuum," which pokes fun at and, to a certain extent, condemns utopian science fiction.[26][27][28]

In some cyberpunk writing, much of the action takes place online, in cyberspace, blurring the line between actual and virtual reality.[29] A typical trope in such work is a direct connection between the human brain and computer systems. Cyberpunk settings are dystopias with corruption, computers and internet connectivity. Giant, multinational corporations have for the most part replaced governments as centers of political, economic, and even military power.

The economic and technological state of Japan is a regular theme in the Cyberpunk literature of the '80s. Of Japan's influence on the genre, William Gibson said, "Modern Japan simply was cyberpunk."[25] Cyberpunk is often set in urbanized, artificial landscapes, and "city lights, receding" was used by Gibson as one of the genre's first metaphors for cyberspace and virtual reality.[30] The cityscapes of Hong Kong[31] and Shanghai[32] have had major influences in the urban backgrounds, ambiance and settings in many cyberpunk works such as Blade Runner and Shadowrun. Ridley Scott envisioned the landscape of cyberpunk Los Angeles in Blade Runner to be "Hong Kong on a very bad day".[33] The streetscapes of the Ghost in the Shell film were based on Hong Kong. Its director Mamoru Oshii felt that Hong Kong's strange and chaotic streets where "old and new exist in confusing relationships", fit the theme of the film well.[31] Hong Kong's Kowloon Walled City is particularly notable for its disorganized hyper-urbanization and breakdown in traditional urban planning to be an inspiration to cyberpunk landscapes.

One of the cyberpunk genre's prototype characters is Case, from Gibson's Neuromancer.[34] Case is a "console cowboy," a brilliant hacker who has betrayed his organized criminal partners. Robbed of his talent through a crippling injury inflicted by the vengeful partners, Case unexpectedly receives a once-in-a-lifetime opportunity to be healed by expert medical care but only if he participates in another criminal enterprise with a new crew.

Like Case, many cyberpunk protagonists are manipulated, placed in situations where they have little or no choice, and although they might see things through, they do not necessarily come out any further ahead than they previously were. These anti-heroes"criminals, outcasts, visionaries, dissenters and misfits"[35]call to mind the private eye of detective fiction. This emphasis on the misfits and the malcontents is the "punk" component of cyberpunk.

Cyberpunk can be intended to disquiet readers and call them to action. It often expresses a sense of rebellion, suggesting that one could describe it as a type of cultural revolution in science fiction. In the words of author and critic David Brin:

...a closer look [at cyberpunk authors] reveals that they nearly always portray future societies in which governments have become wimpy and pathetic ...Popular science fiction tales by Gibson, Williams, Cadigan and others do depict Orwellian accumulations of power in the next century, but nearly always clutched in the secretive hands of a wealthy or corporate elite.[36]

Cyberpunk stories have also been seen as fictional forecasts of the evolution of the Internet. The earliest descriptions of a global communications network came long before the World Wide Web entered popular awareness, though not before traditional science-fiction writers such as Arthur C. Clarke and some social commentators such as James Burke began predicting that such networks would eventually form.[37]

Some observers cite that cyberpunk tends to marginalize sectors of society such as women and Africans. For instance, it is claimed that cyberpunk depicts fantasies that ultimately empower masculinity using fragmentary and decentered aesthetic that culminate in a masculine genre populated by male outlaws.[38] Critics also note the absence of any reference to Africa or an African-American character in the quintessential cyberpunk film Blade Runner[11] while other films reinforce stereotypes.[39]

Minnesota writer Bruce Bethke coined the term in 1983 for his short story "Cyberpunk," which was published in an issue of Amazing Science Fiction Stories.[40] The term was quickly appropriated as a label to be applied to the works of William Gibson, Bruce Sterling, Pat Cadigan and others. Of these, Sterling became the movement's chief ideologue, thanks to his fanzine Cheap Truth. John Shirley wrote articles on Sterling and Rucker's significance.[41] John Brunner's 1975 novel The Shockwave Rider is considered by many[who?] to be the first cyberpunk novel with many of the tropes commonly associated with the genre, some five years before the term was popularized by Dozois.[42]

William Gibson with his novel Neuromancer (1984) is arguably the most famous writer connected with the term cyberpunk. He emphasized style, a fascination with surfaces, and atmosphere over traditional science-fiction tropes. Regarded as ground-breaking and sometimes as "the archetypal cyberpunk work,"[7] Neuromancer was awarded the Hugo, Nebula, and Philip K. Dick Awards. Count Zero (1986) and Mona Lisa Overdrive (1988) followed after Gibson's popular debut novel. According to the Jargon File, "Gibson's near-total ignorance of computers and the present-day hacker culture enabled him to speculate about the role of computers and hackers in the future in ways hackers have since found both irritatingly nave and tremendously stimulating."[43]

Early on, cyberpunk was hailed as a radical departure from science-fiction standards and a new manifestation of vitality.[44] Shortly thereafter, however, some critics arose to challenge its status as a revolutionary movement. These critics said that the SF New Wave of the 1960s was much more innovative as far as narrative techniques and styles were concerned.[45] Furthermore, while Neuromancer's narrator may have had an unusual "voice" for science fiction, much older examples can be found: Gibson's narrative voice, for example, resembles that of an updated Raymond Chandler, as in his novel The Big Sleep (1939).[44] Others noted that almost all traits claimed to be uniquely cyberpunk could in fact be found in older writers' worksoften citing J. G. Ballard, Philip K. Dick, Harlan Ellison, Stanisaw Lem, Samuel R. Delany, and even William S. Burroughs.[44] For example, Philip K. Dick's works contain recurring themes of social decay, artificial intelligence, paranoia, and blurred lines between objective and subjective realities.[46] The influential cyberpunk movie Blade Runner (1982) is based on his book, Do Androids Dream of Electric Sheep?.[47] Humans linked to machines are found in Pohl and Kornbluth's Wolfbane (1959) and Roger Zelazny's Creatures of Light and Darkness (1968).[citation needed]

In 1994, scholar Brian Stonehill suggested that Thomas Pynchon's 1973 novel Gravity's Rainbow "not only curses but precurses what we now glibly dub cyberspace."[48] Other important predecessors include Alfred Bester's two most celebrated novels, The Demolished Man and The Stars My Destination,[49] as well as Vernor Vinge's novella True Names.[50]

Science-fiction writer David Brin describes cyberpunk as "the finest free promotion campaign ever waged on behalf of science fiction." It may not have attracted the "real punks," but it did ensnare many new readers, and it provided the sort of movement that postmodern literary critics found alluring. Cyberpunk made science fiction more attractive to academics, argues Brin; in addition, it made science fiction more profitable to Hollywood and to the visual arts generally. Although the "self-important rhetoric and whines of persecution" on the part of cyberpunk fans were irritating at worst and humorous at best, Brin declares that the "rebels did shake things up. We owe them a debt."[51]

Fredric Jameson considers cyberpunk the "supreme literary expression if not of postmodernism, then of late capitalism itself".[52]

Cyberpunk further inspired many professional writers who were not among the "original" cyberpunks to incorporate cyberpunk ideas into their own works,[citation needed] such as George Alec Effinger's When Gravity Fails. Wired magazine, created by Louis Rossetto and Jane Metcalfe, mixes new technology, art, literature, and current topics in order to interest today's cyberpunk fans, which Paula Yoo claims "proves that hardcore hackers, multimedia junkies, cyberpunks and cellular freaks are poised to take over the world."[53]

The film Blade Runner (1982)adapted from Philip K. Dick's Do Androids Dream of Electric Sheep?is set in 2019 in a dystopian future in which manufactured beings called replicants are slaves used on space colonies and are legal prey on Earth to various bounty hunters who "retire" (kill) them. Although Blade Runner was largely unsuccessful in its first theatrical release, it found a viewership in the home video market and became a cult film.[54] Since the movie omits the religious and mythical elements of Dick's original novel (e.g. empathy boxes and Wilbur Mercer), it falls more strictly within the cyberpunk genre than the novel does. William Gibson would later reveal that upon first viewing the film, he was surprised at how the look of this film matched his vision for Neuromancer, a book he was then working on. The film's tone has since been the staple of many cyberpunk movies, such as The Matrix trilogy (1999-2003), which uses a wide variety of cyberpunk elements.

The number of films in the genre or at least using a few genre elements has grown steadily since Blade Runner. Several of Philip K. Dick's works have been adapted to the silver screen. The films Johnny Mnemonic[4] and New Rose Hotel,[5][6] both based upon short stories by William Gibson, flopped commercially and critically. These box offices misses significantly slowed the development of cyberpunk as a literary or cultural form although a sequel to the 1982 film Blade Runner was released in October 2017 with Harrison Ford reprising his role from the original film.

In addition, "tech-noir" film as a hybrid genre, means a work of combining neo-noir and science fiction or cyberpunk. It includes many cyberpunk films such as Blade Runner, Burst City,[55] Robocop, 12 Monkeys, The Lawnmower Man, Hackers, Hardware, and Strange Days.

The Japanese cyberpunk subgenre began in 1982 with the debut of Katsuhiro Otomo's manga series Akira, with its 1988 anime film adaptation, which Otomo directed, later popularizing the subgenre. Akira inspired a wave of Japanese cyberpunk works, including manga and anime series such as Ghost in the Shell, Battle Angel Alita, Cowboy Bebop, and Serial Experiments Lain.[56] Other early Japanese cyberpunk works include the 1982 film Burst City, the 1985 original video animation Megazone 23, and the 1989 film Tetsuo: The Iron Man.

In contrast to Western cyberpunk which has roots in New Wave science fiction literature, Japanese cyberpunk has roots in underground music culture, specifically the Japanese punk subculture that arose from the Japanese punk music scene in the 1970s. The filmmaker Sogo Ishii introduced this subculture to Japanese cinema with the punk film Panic High School (1978) and the punk biker film Crazy Thunder Road (1980), both portraying the rebellion and anarchy associated with punk, and the latter featuring a punk biker gang aesthetic. Ishii's punk films paved the way for Otomo's seminal cyberpunk work Akira.[57]

Cyberpunk themes are widely visible in anime and manga. In Japan, where cosplay is popular and not only teenagers display such fashion styles, cyberpunk has been accepted and its influence is widespread. William Gibson's Neuromancer, whose influence dominated the early cyberpunk movement, was also set in Chiba, one of Japan's largest industrial areas, although at the time of writing the novel Gibson did not know the location of Chiba and had no idea how perfectly it fit his vision in some ways. The exposure to cyberpunk ideas and fiction in the 1980s has allowed it to seep into the Japanese culture.

Cyberpunk anime and manga draw upon a futuristic vision which has elements in common with Western science fiction and therefore have received wide international acceptance outside Japan. "The conceptualization involved in cyberpunk is more of forging ahead, looking at the new global culture. It is a culture that does not exist right now, so the Japanese concept of a cyberpunk future, seems just as valid as a Western one, especially as Western cyberpunk often incorporates many Japanese elements."[58] William Gibson is now a frequent visitor to Japan, and he came to see that many of his visions of Japan have become a reality:

Modern Japan simply was cyberpunk. The Japanese themselves knew it and delighted in it. I remember my first glimpse of Shibuya, when one of the young Tokyo journalists who had taken me there, his face drenched with the light of a thousand media-sunsall that towering, animated crawl of commercial informationsaid, "You see? You see? It is Blade Runner town." And it was. It so evidently was.[25]

Cyberpunk themes have appeared in many anime and manga, including the ground-breaking Appleseed, Ghost in the Shell, Ergo Proxy, Megazone 23, Neo Tokyo, Goku Midnight Eye, Cyber City Oedo 808, Bubblegum Crisis, A.D. Police: Dead End City, Angel Cop, Extra, Blame!, Armitage III, Texhnolyze, Neon Genesis Evangelion and Psycho-Pass.

Akira (1982 manga) and its 1988 anime film adaptation have influenced numerous works in animation, comics, film, music, television and video games.[59][60] Akira has been cited as a major influence on Hollywood films such as The Matrix,[61] Chronicle,[62] Looper,[63] Midnight Special, and Inception,[59] as well as cyberpunk-influenced video games such as Hideo Kojima's Snatcher[64] and Metal Gear Solid,[56] Valve's Half-Life series[65][66] and Dontnod Entertainment's Remember Me.[67] Akira has also influenced the work of musicians such as Kanye West, who paid homage to Akira in the "Stronger" music video,[59] and Lupe Fiasco, whose album Tetsuo & Youth is named after Tetsuo Shima.[68] The popular bike from the film, Kaneda's Motorbike, appears in Steven Spielberg's film Ready Player One,[69] and CD Projekt's video game Cyberpunk 2077.[70]

Ghost in the Shell (1995) influenced a number of prominent filmmakers, most notably the Wachowskis in The Matrix (1999) and its sequels.[71] The Matrix series took several concepts from the film, including the Matrix digital rain, which was inspired by the opening credits of Ghost in the Shell, and the way characters access the Matrix through holes in the back of their necks.[72] Other parallels have been drawn to James Cameron's Avatar, Steven Spielberg's A.I. Artificial Intelligence, and Jonathan Mostow's Surrogates.[72] James Cameron cited Ghost in the Shell as a source of inspiration,[73] citing it as an influence on Avatar.[74]

The original video animation Megazone 23 (1985) has a number of similarities to The Matrix.[75] Battle Angel Alita (1990) has had a notable influence on filmmaker James Cameron, who was planning to adapt it into a film since 2000. It was an influence on his TV series Dark Angel, and he is the producer of the 2018 film adaptation Alita: Battle Angel.[76]

There are many cyberpunk video games. Popular series include Final Fantasy VII and its spin-offs and remake,[77] the Megami Tensei series, Kojima's Snatcher and Metal Gear series, Deus Ex series, Syndicate series, and System Shock and its sequel. Other games, like Blade Runner, Ghost in the Shell, and the Matrix series, are based upon genre movies, or role-playing games (for instance the various Shadowrun games).

Several RPGs called Cyberpunk exist: Cyberpunk, Cyberpunk 2020 and Cyberpunk v3, by R. Talsorian Games, and GURPS Cyberpunk, published by Steve Jackson Games as a module of the GURPS family of RPGs. Cyberpunk 2020 was designed with the settings of William Gibson's writings in mind, and to some extent with his approval[citation needed], unlike the approach taken by FASA in producing the transgenre Shadowrun game. Both are set in the near future, in a world where cybernetics are prominent. In addition, Iron Crown Enterprises released an RPG named Cyberspace, which was out of print for several years until recently being re-released in online PDF form. CD Projekt Red is currently developing Cyberpunk 2077, a cyberpunk first-person open world Role-playing video game (RPG) based on the tabletop RPG Cyberpunk 2020.[78][79][80]In 1990, in a convergence of cyberpunk art and reality, the United States Secret Service raided Steve Jackson Games's headquarters and confiscated all their computers. Officials denied that the target had been the GURPS Cyberpunk sourcebook, but Jackson would later write that he and his colleagues "were never able to secure the return of the complete manuscript; [...] The Secret Service at first flatly refused to return anything then agreed to let us copy files, but when we got to their office, restricted us to one set of out-of-date files then agreed to make copies for us, but said "tomorrow" every day from March 4 to March 26. On March 26 we received a set of disks which purported to be our files, but the material was late, incomplete and well-nigh useless."[81] Steve Jackson Games won a lawsuit against the Secret Service, aided by the new Electronic Frontier Foundation. This event has achieved a sort of notoriety, which has extended to the book itself as well. All published editions of GURPS Cyberpunk have a tagline on the front cover, which reads "The book that was seized by the U.S. Secret Service!" Inside, the book provides a summary of the raid and its aftermath.

Cyberpunk has also inspired several tabletop, miniature and board games such as Necromunda by Games Workshop. Netrunner is a collectible card game introduced in 1996, based on the Cyberpunk 2020 role-playing game. Tokyo NOVA, debuting in 1993, is a cyberpunk role-playing game that uses playing cards instead of dice.

Julie Romandetta[82]

Invariably the origin of cyberpunk music lies in the synthesizer-heavy scores of cyberpunk films such as Escape from New York (1981) and Blade Runner (1982).[83] Some musicians and acts have been classified as cyberpunk due to their aesthetic style and musical content. Often dealing with dystopian visions of the future or biomechanical themes, some fit more squarely in the category than others. Bands whose music has been classified as cyberpunk include Psydoll, Front Line Assembly, Clock DVA, Angelspit and Sigue Sigue Sputnik.

Some musicians not normally associated with cyberpunk have at times been inspired to create concept albums exploring such themes. Albums such as Gary Numan's Replicas, The Pleasure Principle and Telekon were heavily inspired by the works of Philip K. Dick. Kraftwerk's The Man-Machine and Computer World albums both explored the theme of humanity becoming dependent on technology. Nine Inch Nails' concept album Year Zero also fits into this category. Fear Factory concept albums are heavily based upon future dystopia, cybernetics, clash between man and machines, virtual worlds. Billy Idol's Cyberpunk drew heavily from cyberpunk literature and the cyberdelic counter culture in its creation. 1. Outside, a cyberpunk narrative fueled concept album by David Bowie, was warmly met by critics upon its release in 1995. Many musicians have also taken inspiration from specific cyberpunk works or authors, including Sonic Youth, whose albums Sister and Daydream Nation take influence from the works of Philip K. Dick and William Gibson respectively. Madonna's 2001 Drowned World Tour opened with a cyberpunk section, where costumes, asethetics and stage props were used to accentuate the dystopian nature of the theatrical concert.

Vaporwave and synthwave are also influenced by cyberpunk. The former has been inspired by one of the messages of cyberpunk and is interpreted as a dystopian[84] critique of capitalism[85] in the vein of cyberpunk and the latter is more surface-level, inspired only by the aesthetic of cyberpunk as a nostalgic retrofuturistic revival of aspects of cyberpunk's origins.

Some Neo-Futurism artworks and cityscapes have been influenced by cyberpunk.[citation needed] Writers David Suzuki and Holly Dressel describe the cafes, brand-name stores and video arcades of the Sony Center in the Potsdamer Platz public square of Berlin, Germany, as "a vision of a cyberpunk, corporate urban future".[86]

Several subcultures have been inspired by cyberpunk fiction. These include the cyberdelic counter culture of the late 1980s and early 90s. Cyberdelic, whose adherents referred to themselves as "cyberpunks", attempted to blend the psychedelic art and drug movement with the technology of cyberculture. Early adherents included Timothy Leary, Mark Frauenfelder and R. U. Sirius. The movement largely faded following the dot-com bubble implosion of 2000.

Cybergoth is a fashion and dance subculture which draws its inspiration from cyberpunk fiction, as well as rave and Gothic subcultures. In addition, a distinct cyberpunk fashion of its own has emerged in recent years[when?] which rejects the raver and goth influences of cybergoth, and draws inspiration from urban street fashion, "post apocalypse", functional clothing, high tech sports wear, tactical uniform and multifunction. This fashion goes by names like "tech wear", "goth ninja" or "tech ninja".

The Kowloon Walled City in Hong Kong (demolished in 1994) is often referenced as the model cyberpunk/dystopian slum as, given its poor living conditions at the time coupled with the city's political, physical, and economic isolation has caused many in academia to be fascinated by the ingenuity of its spawning.[87]

As a wider variety of writers began to work with cyberpunk concepts, new subgenres of science fiction emerged, some of which could be considered as playing off the cyberpunk label, others which could be considered as legitimate explorations into newer territory. These focused on technology and its social effects in different ways. One prominent subgenre is "steampunk," which is set in an alternate history Victorian era that combines anachronistic technology with cyberpunk's bleak film noir world view. The term was originally coined around 1987 as a joke to describe some of the novels of Tim Powers, James P. Blaylock, and K.W. Jeter, but by the time Gibson and Sterling entered the subgenre with their collaborative novel The Difference Engine the term was being used earnestly as well.[88]

Another subgenre is "biopunk" (cyberpunk themes dominated by biotechnology) from the early 1990s, a derivative style building on biotechnology rather than informational technology. In these stories, people are changed in some way not by mechanical means, but by genetic manipulation. Paul Di Filippo is seen as the most prominent biopunk writer, including his half-serious ribofunk. Bruce Sterling's Shaper/Mechanist cycle is also seen as a major influence. In addition, some people consider works such as Neal Stephenson's The Diamond Age to be postcyberpunk.

Cyberpunk works have been described as well situated within postmodern literature.[89]

In the United States, the term "Cyberpunk" is a registered trademark by R. Talsorian Games Inc. for its tabletop role-playing game[90].

Within the European Union, the "Cyberpunk" trademark is owned by two parties: CD Projekt SA for "games and online gaming services"[91] (particularly for the video game adaptation of the former) and by Sony Music for use outside games.[92]

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Cyberpunk - Wikipedia

Heres what you need to run Cyberpunk 2077 on PC – The Verge

Cyberpunk 2077 will be released in a few months, but ahead of its mid-November launch, developer CD Projekt Red unveiled the system requirements needed to run the PC version of the game, and shockingly, you dont need to upgrade your computer to play the game.

The games recommended specs are not too heavy, requiring only an Intel Core i7-4790 or an AMD Ryzen 3 3200G processor, and either an Nvidia GTX 1060 or an AMD Radeon R9 Fury graphics card. So if you have not upgraded your rig in a bit, youll likely still be able to run the game at 1080p. However, if you are looking to run the game at 1440p or 4K resolution or take advantage of the games technical features like ray tracing, you will need to upgrade to an RTX 20-series or RTX 30-series GPU.

Cyberpunk 2077 is set to release on November 19th for PC, PS4, and Xbox One. If you are buying it on console and plan to upgrade within the same console family, CD Projekt Red confirmed that PS5 and Xbox Series X / S owners will be able to play Cyberpunk 2077 at launch, too. The developer also promised a free next-gen upgrade at a later date.

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Heres what you need to run Cyberpunk 2077 on PC - The Verge

Cyberpunk 2077 system requirements revealed, here’s what you’ll need to play – GamesRadar+

The Cyberpunk 2077 system requirements have finally been revealed, and they're surprisingly approachable even if you have a low-to-mid tier machine.

Developer CD Projekt Red shared both the minimum system requirements and the recommended system requirements on the latest episode of Night City Wire. Here are both sets:

That's way more modest than I was expecting! Especially in terms of the GPU, which is nowhere near requiring those shiny new Nvidia GeForce RTX 3000 cards, and the hard drive space. There have been Call of Duty: Warzone updates that were almost as big as the entire Cyberpunk 2077 game.

Granted, you'll still get even better visuals and performance if your PC exceeds those specs. For instance, We know that Cyberpunk 2077 will capitalize on Nvidia GeForce RTX graphics effects, since the game got a beautiful trailer showcasing its performance on the new GeForce RTX 3000 series. Ray-traced reflections on shiny surfaces, beautifully fuzzy halos around bright neon light sources, and more all await if you're playing with an RTX card.

For your reference, these are the specs of the machine that CD Projekt Red used to run its big E3 2018 demo:

You'll be able to do missions or just get drinks with a lot of Cyberpunk 2077 companions - though some of them will probably end up wanting you dead.

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Cyberpunk 2077 system requirements revealed, here's what you'll need to play - GamesRadar+

First Cyberpunk 2077 Platinum trophy has already been claimed – GamesRadar+

The game itself might not be set to release for more than two months, but that hasnt stopped someone from claiming the first Cyberpunk 2077 Platinum trophy. Earlier today, ukasz Babiel, QA lead at developer CD Projekt Red, shared a screenshot showing off their 100% completion of the game with the caption just a normal day at work.

That claim was later corroborated by global community lead Marcin Momot, who congratulated Babiel as the first person to get that Platinum Trophy in Cyberpunk 2077. Babiel later confirmed, however, that the trophy was a collective effort, suggesting that multiple QA developers helped out with the process.

The team effort means that Babiel doesnt know exactly how long it took to grab the trophy, but his screenshot does show off how many achievements are available. It looks as though as well as the Platinum, Cyberpunk 2077 will feature 26 Bronze, 17 Silver, and one Gold trophy.

As member of CD Projekt Red staff, Babiel and co obviously have a significant headstart over the rest of us, who will have to wait until the Cyberpunk 2077 release date on November 19 to even start making our own trophy hunting progress. While the team might have had an advantage, however, theres no taking away from their achievement.

The fact that the QA staff seem to be testing trophies seems like a good omen. Cyberpunk 2077 has been delayed twice from its original April release date, but with all the trophies available and Babiel saying that the team is planning speedrun contests, its starting to look like the game is finally nearing completion.

Take our quiz and find out which Cyberpunk 2077 lifepath should you pick?

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First Cyberpunk 2077 Platinum trophy has already been claimed - GamesRadar+

Cyberpunk creator says its harder to reach fans directly in videogames The stakes are ridiculous – PCGamesN

During a keynote talk at this years PAX x EGX Online, Mike Pondsmith,the creator of the Cyberpunk table-top RPG that inspired Cyberpunk 2077, spoke on the contrast between developing for pen-and-paper and videogames.As he sees it, the latters abit more Hollywood than the former, raising the risk factor significantly.

Videogames are a little more like Hollywood, the stakes are ridiculous, Pondsmith explained. Theres a lot more of a problem with reaching and talking with the fans directly. Theres a wall there, between you and the people who use your game. He discusses how individual credits are often harder to find on videogames, leading to people being surprised when they find out who worked on what: I think theres a distance there.

Videogames tend to be much more expensive, too, and Pondsmith recalls his shock when he made the jump to digital game development. I can go and build a pretty good game, and maybe spend $10,000 at the most to get it printed, he says. When I did my first really large videogame project, I went in and said what are we budgeted for? and they said $20,000,000, and I went Im now responsible for figuring out what to do with $20,000,000? Oh, crud, so the stakes are higher.

The project Pondsmith is likely talking about there is The Matrix Online, the MMORPG game based on the movie trilogy he contributed to as a designer in 2005. His time in videogames was brief before agreeing to collaborate with CD Projekt Red on Cyberpunk 2077, anRPG game based on Pondsmiths 1988 RPG, Cyberpunk.

You can seea Twitch clip below you can watch the full speech here:

Were getting close to the Cyberpunk 2077 release date. CD Projekt has said fans can expect more DLC than The Witcher 3, the multiplayer microtransactions wont be aggressive, and it might even get a cookbook. If you just cant wait, we have the best cyberpunk games, and the best online board games, to keep you occupied.

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Cyberpunk creator says its harder to reach fans directly in videogames The stakes are ridiculous - PCGamesN