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Category Archives: Cyberpunk

REPLACED Interview: Devs Talk About the Upcoming Cyberpunk Game That Lit Up E3 2021 – Twinfinite

Posted: July 25, 2021 at 3:33 pm

REPLACED made a big splash at E3 2021, and for good reason the upcoming cinematic platformer oozes cool, from its gorgeous 2.5D pixelated art aesthetic to the promise of a thrilling cyberpunk story set in a grim dystopia. The brilliantly directed trailer depicted a tantalizing and mysterious gaming experience that we here at Twinfinite have been making a song and dance over ever since.

Naturally, the opportunity to speak with developer Sad Cat Studios was one we are hugely excited about. Already this week weve published a feature titled REPLACED Aims to Deliver a Cinematic But Thought-Provoking Cyberpunk Experience, which is based around some of the most interesting takeaways from my discussion with game director Yura Zhdanovich, and studio co-founder Igor Gritsay. But with so much ground to cover I could hardly include everything, and that, dear reader, is something we considered such a crying shame that weve decided to publish the entire Q&A for those who are as interested to hear from the pair as we are.

Senior editor Alex Gibson: The reception to REPLACEDs trailer has been so immensely positive. How did that feel, and has that added pressure to the team, or is it something youre drawing motivation from?

Game director Yura Zhdanovich: The trailer was deemed by a lot of people very high quality, and so we are now a bit stressed because we need to deliver everything on this kind of level of expectations. We cant go and do a section of the game that looks subpar in terms of quality compared to what weve shown.

And yeah, this is something that we have been discussing with our artists because they were definitely humbled by the reception, but there is so much more to show, so much more interesting things that we want people to see, either in-game itself or in any other media or going to release later down the line.

Its just a start and we have definitely not shown the greatest things quite yet. Its exciting for us its stressful and exciting for us to see how people will react to things we show in the future.

Alex: Could you give me a little background on the games development? How long have you actually been working on REPLACED?

Studio co-founder Igor Gritsay: Weve been in development since mid-2018, though back then it was merely an idea when we were searching for things that we could actually do. Before us there was this trailer for Atomic Heart, and its also made by the new studio, and of course, we could not tackle that as our debut project even though our guys come from game development, most of their work is on mobile. So we thought such kind of project was out of our reach and basically, we thought, okay, we should do something of that quality, but at the same time, something within our possibilities. So, we are thinking about what we can do, and when we were looking through our backlog of ideas, we thought that, okay, cinematic platformer is the way to go for us because while it isnt simple to make, it was something we were capable of.

Then we had this idea we wanted to investigate how could an AI integrate with a human? This was like the core idea that we wanted to develop and base our script around. So this was the starting point, and during the first six months or so we were just working on a prototype. I dont even think that we have those things in the project anymore. But yeah, it was quite a view, just grey blocks and, say, a 1010 area with characters walking around. But, hey, look where we are now!

Anyway, this was our initial idea to make a cinematic platformer with beautiful visuals because if we cant deliver, for example, a cool-looking third-person shooter, for example, I think that its within our capabilities to make quality looking and great looking cinematic platformer.

So we were looking at the games we love, the games we adore. Our first iteration of the game was much more, much closer to the classics, like Flashback or Out of this World.We made our first demo in 2019, and we went to several trade shows with this demo and they put the overall reception was really positive.

And its very stressful when youre standing right next to an overheating laptop, and you look at maybe 100 people playing, and some of them just stop mid-session. And youre so frustrated and they just go and dont tell you anything. And you think what was the problem? Whats wrong with it? Even though 90 + % of people actually finished the demo and said that it was great, a negative reaction always has this effect.

Later, after those several trade shows, we thought to ourselves, all right, that was cool, but we dont think that we will be able to create a whole game based on this gameplay because, well, in a classic cinematic platformer its all about content. And with the modern quality of content, the modern price for creating visual content, we understood that we just cannot allow ourselves to create a whole game without any substantial gameplay. So, we went back to the lab and thought, okay, how we can iterate upon this? And we were sitting with our favorite games, and looking at whats cool there and what we can implement in ours and refine as our own thing.

What were the design inspirations behind the project that helped to shape its aesthetic, style, and gameplay?

Studio co-founder Igor Gritsay: So regarding the combat system, we were heavily inspired by the Batman series. I finished all of those games and theyre really perfect, and I really like the combat within those games. So we took inspiration there because of this fluid sense of flow and, you know, it just feels that everything is right and the combat feels natural. So, this is what we were trying to achieve. We werent looking for hardcore 2D games, like Hollow or Salt and Sanctuary.

We were looking for a more, not casual, but, you know, a cool-feeling experience that you have to master, but you dont have to cry and blood and sweat while youre playing. On the other side, we also implemented traversing which was inspired by games such as Prince of Persia, the Ubisoft ones, which were made trilogy which was made in the 2000s, including a Sands of Time. Also, the Uncharted series.

Basically, for us, platforming is there not so much as a challenge but a way to give an exposition for beautiful locations; and since Im really proud of our division, they deserve that their creation has great exposition and that players can have a proper taste of what weve done and what we are, what our artists made.

In terms of aesthetics, our initial inspirations were more movie-oriented, such as Blade Runner, and 2049.

Game director Yura Zhdanovich: A lot of cyberpunk games or sci-fi games that tackle the more grounded type of action will be inspired by Blade Runner, but in our case, the gameplay was actually inspired a lot by the movie Upgrade, which was a really interesting take on especially the combat sequences. It is a really interesting take on a mechanical thing in a human body how it will behave, how it would look like. I was very inspired by it; Ive watched it like 10 times or so, and I watched it like a lot when we were looking for inspiration for combat moves or something. It really was a breakthrough for us in terms of how we should tackle combat and a more grounded game.

Speaking about combat, as Igor mentioned, we were inspired by the Batman series, but one of the key things we wanted to do was to implement interesting gameplay without ruining the whole seriousness of whats going on there are no triple jumps or plunging attacks, for example. And at the same time, it was quite a natural way for us because were so much into animation. And as you have seen in the trailer we are trying to do this combat as much physical as possible. As much animated as possible, and contextual as possible.

So everything you do in the game we try to make it physical, so you feel this kind of interaction. Its one of the key things were trying to achieve with it being very grounded but at the same time still fun to play.

Alex: There are a lot of side-scrolling indie games these days, so do you think its important for an indie game to stick out these days? What challenges have you faced trying to make such a complex style work?

Studio co-founder Igor Gritsay: When we were thinking about what should we do and how we should present it, the obvious choice for us was to do pixel art because, in addition to the lower cost, the general consensus is that indie titles are adored by people who love pixel art and vice versa. But then we thought that the usual pixel art wouldnt be enough and that we wanted to do something more interesting with it.

And when I started experimenting with some other things, then came along the trailer for The Last Night which was really great, and it showed off a really interesting type of art direction how one can make modern tweaks on the 2.5D formula, which has actually been around for years. Many people, for example, dont remember, but there was a great game Disneys Hercules for PS1. Right now there are a lot of games trying to go back to this kind of 2.5D aesthetic.

It was very interesting for us to do it ourselves and to make some adjustments, some of the tweaks, some stylistic choices we want to create because as you have seen in the trailer our game is not classic, super futuristic cars kind of cyberpunk. It is more on the Retro side.

Its really a no-brainer that when you want to make a story about artificial intelligence, you definitely go sci-fi, but we want wanted to give some kind of a unique spin on it. When we were young there was a lot of like cult following in the 90s here, especially in the post-USSR, with the retro sci-fi movies, like RoboCop, for example, and we had this feeling, you know, that we want to do a homage to this because we really like those aesthetics of how the future was depicted back then and not right now. We wanted to go in a little bit of a different direction, more on of the side of a futurist of that time who was like designer thinking about how things would be like ten and twenty years.

Alex: So traditionally, stories told within a dystopian and particularly cyberpunk aesthetic are typically centered around a political message of some sort this was one of the criticisms of CDPRs Cyberpunk 2077 was that it looked like a very pretty cyberpunk game but it didnt feel like one, it wasnt saying anything in particular about modern culture and maybe capitalist society, transhumanism, artificial intelligence, etc. Does REPLACED have some sort of message political or otherwise that it is trying to convey?

Studio co-founder Igor Gritsay: Lots of things that happened in the world of our game is alternate history. Basically, modified events that actually happened in the real world, such as the Trinity test for the nuclear bomb, and stuff like this. In our world, the U.S. gets much more dystopian than it actually is in reality. I think that we definitely have a political message in our game because, well, living in a sort of half dictatorship (in Belarus) has inevitably had an impact on us.

We have our post-Soviet heritage and things happening in our country right now. Of course, in our game we are not talking about Belarus, but, you know, [people who live in] the post-soviet are somehow attracted to dystopia in pop culture (laughs), which is really strange as if we dont have enough of it in reality! The most popular book here is 1984.

One of our main world-building themes REPLACED is that everything is based on bio-engineering and organ transplantation. This is how good deeds eventually become something horrific and we will discuss this topic in the game. I think the main point of our game is still the thing that we are trying to discuss is can artificial intelligence be human? And if so then what is the outcome of it?

Game director Yura Zhdanovich: I would say there are two core themes: one is artificial intelligence and what would artificial intelligence do when it is in the context of a living being, rather than a supercomputer that has learned to be moral when it faces humanitys downsides and having to make hard choices that we ultimately always destroyed for, as we have seen in films such as Terminator.

The second one is, when were talking about the political situation, when you design a dystopia you usually go to roots, youre either going to go with Orwell or Huxley. So we decided to go with Orwell, because, as Igor has said, we are somewhat attracted to him. And as we have been talking about with our narrative team about this, one of the core themes is what would happen and this is actually very applicable to what is happening in the world today if you start to give out your freedom piece by piece for somewhat of a better life or protection or anything else that makes you more comfortable and more controlled?

In our world, it is bio-transportation that is kind of a main threat throughout the alternate history of our game started out as a good thing before people realized the potential money involved, and so they pulled the dont be evil trick, but then became evil.

I think thats the main political point of our game. It definitely will touch a lot of other aspects and issues that are sensitive topics in modern media and modern discussions around those things, but I think it is subtle. It will be good enough [for us] if people play the games and decide for themselves on some of those complex topics we want to explore because there are definitely some that are very empathetic to things that are happening right now. Were really interested to how people will react to this.

Alex: And lastly, I wanted to ask about your decision to go with Xbox Game Pass as a platform, how did the relationship with Microsoft come about. What did you consider the pros and cons of going with them rather than trying to sell individual copies across multiple platforms? Is the deal a timed exclusive?

Studio co-founder Igor Gritsay: We dont have plans at the moment for other platforms other than Xbox and PC.

The biggest part of the partnership for us is that Microsoft actually cares about the indie market. Otherwise, well, there would be much fewer games on all platforms. They really give a chance to small studios to actually produce something and provide marketing awareness to people. I would say that for indie studios, I cant even think of a con (with partnering with Microsoft) because they provide funding and marketing reach.

As for Game Pass, it allows more people to learn about the game, and actually play the game! Because there is frequently this situation for many players where they will see a game in the store and they want it, but at the same time it is $30, $60, or even more, and so you maybe Wishlist it, and then you usually forget.

However, with Game Pass you just press a button and install. Of course, sometimes the possible con of this is that, you know, people might be too overflowing with games and so each game gets less attention. Still, equally, it is a chance for those games to shine. In other situations they might otherwise be drowned by thousands of other games.

Game Pass allows us and many other developers to actually deliver our project to people. Also, from what I heard, Game Pass also boosts sales, but well see about that! To summarize, its a win, win situation for us.

REPLACED is set to launch in 2022 on Xbox and PC platforms. Keep an eye on the games official website here, and check out the E3 2021 trailer if you havent already.

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REPLACED Aims to Deliver a Cinematic But Thought-Provoking Cyberpunk Experience – Twinfinite

Posted: at 3:33 pm

It is, perhaps, indicative of Microsofts still-limited selection of upcoming Xbox and PC first-party titles that, for many, the most notable takeaway from its E3 2021 showcase was a side-scrolling platformer from a small Belorussian indie developer called Sad Cat Studios.

But then again, REPLACED is incredibly good-looking. It catches the eye with the same stylish 2.5D aesthetic that had folks excited about The Last Night back in 2017, and its cleverly directed trailer exudes a similarly engrossing cyberpunk ambiance one that has seen me rewatch it time and time again over the past month or so.

The sheer number of views of REPLACEDs announcement trailers over on YouTube suggests Im far from the only person equally as enthused; nearly 1 million views and an overwhelmingly positive like/dislike ratio is a reception that Yura Zhdanovich, game director at Sad Cat Studios, has been both delighted and slightly intimidated by.

The trailer was deemed by a lot of people very high quality, and so we are now a bit stressed because we need to deliver everything according to this level of expectation. We cant go and do a section of the game which looks subpar in terms of quality compared to what weve shown, he told me over a Zoom call last week.

Co-founder Igor Gritsay then explained that REPLACED has been in development since mid-2018. Having been conceptualized as a simple cinematic platformer, the team later iterated on their initial idea following several trade shows in which members of the public played a small section of the game.

Later, after those several trade shows, we thought to ourselves, all right, that was cool but we dont think that we will be able to create a whole game based on this gameplay because, well, in a classic cinematic platformer its all about content. And with the modern quality of content and the modern price of creating visual content, we understood that we just cannot allow ourselves to create a whole game without any substantial gameplay. So, we went back to the lab and thought, okay, how can we iterate upon this?

Combat was the obvious starting point, which the team wanted to ensure was not only presented in a stylized, cinematic fashion but also felt smooth to control.

We were heavily inspired by the Batman series. I finished all of those games and theyre really perfect and I really like the combat within those games. So we took inspiration there because of this fluid sense of flow and, you know, it just feels that everything is right and the combat feels natural. So, this is what we were trying to achieve. We werent looking for hardcore stuff like Hollow Knight or Salt and Sanctuary.

Still, for as exciting as the combat in REPLACED looks, traversal is still obviously a hugely important part of any side-scrolling platformer. Here, though, its less about the sorts of challenging stages youd expect to encounter in Prince of Persia: Sands of Time (from which the team also drew inspiration), and more as an opportunity to engage players with a sort of visual exposition and generally showcase the beauty of the art teams work. Gritsay explains:

for us platforming is not so much about challenging players but a way to give an exposition for beautiful locations; and since Im really proud of our (art) division, they deserve that their creation has great exposition and that players can have a proper taste of what weve done and what we are, what our artists made.

Based on what weve seen of REPLACEDs sensational art style so far, that is likely to come as music to the ears of anybody enamored with its gritty cyberpunk aesthetic. But how did the team actually forge such a unique-looking style, and what were the design imperatives in terms along the way? As many have pointed out since the debut of REPLACEDs trailer, and as I mentioned above, its style echoes that of 2018s still-to-be-release The Last Night, and it turns out that was absolutely a source of inspiration, Gritsay remembers:

we thought that the usual pixel art wouldnt be enough because we wanted to do something more interesting with it. And when I started experimenting with some other things, then came along the trailer for The Last Night, which was really great, and it showed off a really interesting type of art direction.

But REPLACED is far from a carbon copy; it has its own flair, with a cyberpunk flavor thats much more retro in appearance dingy, even, compared with the clean futuristic style of many recent cyberpunk games.

when we started to try to implement the style ourselves in 2018 there wasnt a lot out there. It was very interesting for us to do it ourselves and to make some adjustments, some of the tweaks and stylistic choices we want to create. As you have seen in the trailer, our game is not a very classic, super futuristic kind of cyberpunk. It is more on the Retro side.

when we were young there was a lot of cult following in the 90s here especially in the post-USSR with the retro sci-fi movies, like RoboCop, and we had this feeling, you know, that we want to do a homage to this because we really like those aesthetics of how the future was depicted back then and not like right now. We wanted to go in a little bit of a different direction, more on the side of a futurist of that time who was a designer thinking about how things would be like ten and twenty years.

Importantly, REPLACED is set to deliver a cyberpunk experience that doesnt just look and feel in accordance with the tropes of the genre but actually attempts to convey thought-provoking messages to prompt discussion and critique about our own society so much an important aspect of the cyberpunk genre. Igor explains:

in our world, the U.S. gets much more dystopian than it actually is in reality. I think that we definitely have a political message in our game because, well, living in a sort of half dictatorship (in Belarus) has inevitably had an impact on us. We have our post-Soviet heritage and things happening in our country right now. Of course, in our game we are not talking about Belarus, but, you know, (people who live in) the post-soviet are somehow attracted to dystopia in pop culture (laughs), which is really strange as if we dont have enough of it in reality! The most popular book here is 1984.

Zhdanovich then weighed in on what he considers the two most important thematic premises weaved into REPLACEDs narrative:

I would say there are two core themes: one is artificial intelligence and what would artificial intelligence do when it is in the context of a living being, rather than a supercomputer that has learned to be moral when it faces humanitys downsides and having to make hard choices that we ultimately always destroyed for, as we have seen in films such as Terminator.

the other core theme is what would happen and this is actually very applicable to what happens where we are right now if you start to give out your freedom piece by piece for something of a better life or protection or anything else that makes you more comfortable and more controlled?

The pair highlight that, in REPLACED, bio-engineering has led to organ donation becoming a common and encouraged practice in its dystopian society; initially a good deed, it quickly took a sinister turn as people sought to take advantage of the financial opportunities involved.

It (REPLACED) definitely will touch a lot of other aspects and issues that are sensitive topics in modern media and modern discussions around those things, but it will be subtle. It will be good enough (for us) if people play the game and decide for themselves on some of those complex topics we want to explore because there are definitely some that are very empathetic to things that are happening right now. Were really interested in how people will react to this.

REPLACED certainly sounds as though it has the depth to excite cyberpunk and cinematic platforming fans beyond the vibrant visual flair that has seen it receive so much attention. I cant wait to see more from the team at Sad Cat Studios, and by the sounds of it, the team has much more up their sleeves to showcase moving forward. For now, though, its back to work after a brief moment bathing in well-deserved applause from the many who have shown enthusiasm for what theyve seen so far. Zhdanovich said in reflection:

our artists were definitely humbled by the reception, but there is so much more to show so much more interesting things that we want people to see, either in-game itself or in any other media or going to release later down the line.

Its just a start and we have definitely not shown the greatest things quite yet. Its exciting for us its stressful and exciting for us to see how people will react to things we show in the future. though there are plenty more surprises in store.

REPLACED is set to launch in 2022 on Xbox and PC platforms. Quotes used in this article, which have been lightly edited for clarity, are excerpts from a wider Q&A interview that will be published here at Twinfinite later this week.

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Self-Balancing Scooter Concept Gets Inspired By Japanese Cyberpunk, Looks Insane – autoevolution

Posted: at 3:33 pm

Although you've probably seen a lot of people riding electric scooters in recent years, there's something unique about motorized unicycles that sets them apart. They are a far rarer sight, and a design that makes the self-balancing vehicles look like they came out of a sci-fi movie often turns them into the center of attention.

Baiku is imagined as a mobility solution that one can use to get around a crowded city. It comes with a box-like design that balances itself on a single wheel and seems to feature handles as well. Think of it more like a mix between a single-wheel motorcycle and a scooter.

To be fair, the vehicle does appear to combine Shotaro Kaneda's ("Akira" main protagonist) high-tech motorcycle look with modern, geometric lines and elements. In the film, the iconic sound of the bike was generated by combining recordings of a MiG-21 fighter jet and a 1927 Harley-Davidson motorcycle.

Given its electric nature, the Honda Baiku would presumably sound more like a LiveWire toy. In any case, the futuristic approach is aimed at a younger public, so I can see why this might appeal to them more.Theconcept even shows a seat and pedals that allow the rider to use it either as a motorcycle or as a monowheel scooter. For the latter option, the seat retracts into the boxy body, so it doesn't stand in the way of the user.

Its front sports a big rectangle-shaped LED light that not only provides visibility but also adds to that cyberpunk aesthetic.

Garca also thought about including some tech features (a must for futuristic concepts after all). He added a massive LCD that goes down the frame of the scooter. The upper part shows the user all the riding stats such as speed, battery level, GPS, and more, while the lower section is turned into a massive integrated music player.

For now, this concept exists only through the renderings created by the designer, although it would be quite a head turner if it ever became real.

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Cyberpunk 2077 just topped the PlayStation Store Charts for June – ClutchPoints

Posted: July 14, 2021 at 1:44 pm

CD Projekt Reds futuristic first-person shooter game Cyberpunk 2077 is back on the PlayStation Store and it toppled the charts for June 2021.

Last year, PlayStation had to remove Cyberpunk 2077 from its digital stores due to suffering severe performance issues. The game was full of bugs and glitches that rendered the game broken.

CD Projekt Red even offered to honor a full refund to customers dissatisfied with Cyberpunk 2077. The company then issued an accumulated 30,000 worth of refunds to said customers. During a financial briefing, the company stated that removing the game from the PlayStation store played a huge role in influencing its overall sales including on other platforms.

CD Projekt Red then announced that its sci-fi RPG would be making its comeback to PlayStations digital stores on June 21, 2021. Six months after the game was released, Cyberpunk 2077 finally hit a satisfactory level in terms of stability and performance. It came as a surprise however to gamers everywhere that it actually topped the PlayStation Storefront in June. It beat other legendary titles such as Grand Theft Auto V and Minecraft. Both of which are also staples in the gaming industry.

Does this actually mean that Cyberpunk 2077 is well on its way to redeem itself? Maybe. Theres no doubt that fans of CD Project Red had high hopes for this game. So seeing it slowly flourish warms the hearts of gamers everywhere. Heres hoping that the game slowly getting better and its upcoming DLC will give players something to look forward to in the future.

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Cyberpunk 2077 Was the Best Selling Game on the PlayStation Store in June – Wccftech

Posted: at 1:43 pm

In just a few days of availability, Cyberpunk 2077 managed to become the top-selling PlayStation 4 game on the PlayStation Store last month.

In a new blog post on the Official PlayStation Blog, it has been confirmed that CDPR's latest role-playing game, which returned to the PlayStation Store on July 21st, was the best selling game in both North America and Europe, ahead of Grand Theft Auto V, FIFA 21, NBA 2K21 and Minecraft. The results are even more impressive considering Sony advises not to play the game on base PlayStation 4 due to issues and performance issues still present.

The Witcher 3 Cutscene Graphics Enhanced Mod Cranks up Graphics Settings for Cutscenes Only

Cyberpunk 2077 has been removed from the PlayStation Store shortly after its release in December 2020 due to the many glitches and performance issues on base PlayStation 4. The game has now reached a satisfactory level of performance, according to CDP CEO Adam Kiciski, something that will allow the developer to focus on fixes to the general systems.

We have already reached a satisfactory level [of stability]. We have also worked on the overall performance, and we are quite satisfied with that. Of course, we have also fixed bugs and glitches, and we will continue to do so. Over time, we will be introducing fixes to the general systems that players [have pointed out as needing improvement]."

Cyberpunk 2077 is now available on PC, PlayStation 4, Xbox One, and Google Stadia worldwide. The game will hit PlayStation 5, Xbox Series X, and Xbox Series S later this year.

Cyberpunk 2077 is an open-world, action-adventure story set in Night City, a megalopolisobsessed with power, glamour and body modification. You play as V, a mercenary outlaw going after a one-of-a-kind implant that is the key to immortality. You can customize your characters cyberware, skillset and playstyle, and explore a vast city where the choices you make shape the story and the world around you.

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Cyberpunk 2077 Was the Best-Selling Digital PS4 Game in June – GamingBolt

Posted: at 1:43 pm

Cyberpunk 2077s disastrous launch in December last year is unlikely one that will be forgotten any time soon (CD Projekt RED in particular will hopefully have learnt many lessons from it). Shortly after its launch,Cyberpunk 2077was in such a poor state that Sony ended up delisting it from the PlayStation Store entirely, so that the only way to get it on the PS4 was with a physical copy.

Recently,Cyberpunk 2077returned to PlayStation Store at long last after a prolonged absence, and instantly, its raked in the cash for CD Projekt RED. As revealed in their monthly on the PlayStation blog covering the best-selling digital games for PS5 and PS4 via the PlayStation Store, Sony revealed thatCyberpunk 2077was the best-selling digital PS4 game in June in both North America and Europe.

CD Projekt RED recently claimed thatCyberpunk 2077has, at long last, reached a satisfactory level of performance. Curiously enough, however, its PlayStation Store listing still comes with a warning that the base PS4 version of the game is not recommended. Meanwhile, Microsoft have finally ended their no questions asked refund policy for the game.

Cyberpunk 2077is available on PS4, Xbox One, PC, and Stadia. It launches for PS5 and Xbox Series X/S later this year.

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Cyberpunk 2077 Reportedly Getting Massive 38 GB Patch This Month – We Got This Covered

Posted: at 1:43 pm

The king of all patches could be headed to Cyberpunk 2077 in the near future if a recent report is to be believed.

As relayed by user PricklyAssassin in a lengthy Reddit post earlier today, a self-developed tool the Epic Inspector they claim can be used to data-mine the companys Epic Game Store servers has revealed a number of interesting details for the RPG, including references to a massive patch. The update, they say, will clock in at a whopping 38.2GB and is likely to release within the next 2 to 3 weeks, placing its ETA anywhere between late July and early August.

What will be included with this sizable download isnt specified, though they note that associated files have already been uploaded to both GOG and Steam in addition to EGS. One possible outcome offered by the leaker suggests that this could coincide with a new directive aimed at ensuring all owners of the sci-fi title are compelled to use the latest game version.

Such a move would mean Cyberpunk 2077 being rendered completely unplayable even in offline mode without installation, and a result of CDPR preemptively prepping for the arrival of DLC. While possible, this is contradicted in the very same post when PricklyAssassin says every instance and reference to Add-ons in the EGS will be removed alongside the same update, either signaling that plans to deliver post-launch content have changed or scrapped entirely. Whatever the case, wed recommend taking all the above with a massive grain of salt, at least until official sources say otherwise.

In related news, Sony recently reinstated Cyberpunk 2077 to the PlayStation Store, immediately topping download charts within a month of its return. See here for the full story.

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Cyberpunk 2077 tops downloads on PS4 since returning to platform – Moneycontrol

Posted: at 1:43 pm

The game was removed by Sony and then reinstated following several patches to improve performance

July 12, 2021 / 07:06 PM IST

CD Projekt Red's infamous title Cyberpunk 2077 has topped PS4 downloads on the PlayStation Store after it was reinstated by the Japanese giant last month following a number of improvement patches.

The game was pulled from the store in December of last year after many users complained of poor performance and glitches that ruined the gameplay experience.

The game's Metacritic store from the PS4 version remains at a dismal 3.6/10 and the new patches seemed to have worsened the gameplay experience, with many players complaining that city was practically devoid of any NPCs. It seems like CD Projekt Red payed a heavy price to make it playable on the PS4.

The game itself feels far from finished and players are of the opinion that the company flat out lied about the number of features that will be present in the game, only to cut it all at release.

Many players are still hopeful that CD Projekt Red will turn this ship around, though it will be monumental task given the number of problems that still plague the game. The storyline at least, seems to have satisfied some gamers that have managed to enjoy the game despite its problems because of it.

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Cyberpunk 2077 tops downloads on PS4 since returning to platform - Moneycontrol

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"Cyberpunk 2077" exceeded the number of PS4 downloads after returning to the Sony store – Texasnewstoday.com

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File Photo: A box containing the CD Projekt game Cyberpunk 2077 is on display in Warsaw, Poland, on December 14, 2020. REUTERS / Kacper Pempel / File Photo

July 12, 2021

(Reuters) Polish developer CD Projekts flagship game, Cyberpunk 2077, surpassed PS4 downloads on Sonys PlayStation Store last month in the 10 days since it returned to the platform.

Featuring Hollywood star Keanu Reeves, the game withdrew from the PlayStation Store in December, shortly after its debut, as gamers complained about glitch.

According to the PlayStation blog https://blog.playstation.com/2021/07/09/playstation-store-june-2021s-top-, the version for the PS4 console was the most downloaded in the US / Canada and Europe in June. It was a game that was played. download.

Cyberpunk sold nearly 14 million copies last year, but the company hasnt provided an updated number. The companys chief financial officer, Piotr Nielubowicz, said last month that initial sales at the PS Store are expected to increase due to stagnant demand.

This is the first sign that game sales could rejuvenate, VTB Capital analyst Vladimir Vesparov wrote in a memo.

Shares of CD Projekt rose 3% in early trading.

Separately, the company announced that it will release free downloadable content for the hit Netflix series-inspired medieval fantasy game The Witcher 3: Wild Hunt this year.

(Report by Anna Pruchnicka; edited by Kirsten Donovan)

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"Cyberpunk 2077" exceeded the number of PS4 downloads after returning to the Sony store - Texasnewstoday.com

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Cyberpunk 2077 is the most downloaded on PS4 in June after its return to PS Store – Market Research Telecast

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The many problems with which Cyberpunk 2077 hit the market last December they did not go unnoticed by anyone, which led to CD Project even to have several legal disputes. Microsoft decided to implement an unprecedented return policy in the Microsoft Store, keeping the game still available in the store, but more radical was the position of Sony, which directly removed the title from the PS Store. However, after returning last June, Cyberpunk 2077 has made it through the big door, becoming the most downloaded game for PS4 in Europe and North America, despite Sonys recommendation not to play it on the console of the already past generation.

Thus, the CD Projekt game, which according to the Polish study is already in an optimal state, begins to take off after a first few months full of controversy. Its return to Sonys digital store could hardly have been better, taking the top spot on the PlayStation 4 download chart in major territories, with FIFA 21 Y GTA V ranking second in Europe and North America respectively.

It is striking that both lists lack new appearances. Just Chivalry II, Guilty Gear Strive Y Rust they manage to sneak into the North American list the USA and Canada take into account-, with veteran games such as Spider-Man: Miles Morales, Red Dead Redemption 2 O Gran Turismo Sport present in them.

Very different is the case of the new console. In both Europe and North America, the game that commands both lists is Ratchet & Clank: A Dimension Apart, which makes clear both players desires for next-gen exclusive titles and just how beloved these Insomniac Games-created characters are. Again Chivalry II sneaks into the top positions, with other very prominent titles such as Scarlett Nexus, It Takes Two, Metro Exodus, or of course, once again, Spider-Man: Miles Morales.

This would be the list of the most downloaded games for PS5 in Europe:

Fountain: PlayStation Blog

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Cyberpunk 2077 is the most downloaded on PS4 in June after its return to PS Store - Market Research Telecast

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