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

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

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

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

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

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

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

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

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

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

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

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

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

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

RELATED:Cyberpunk 2077: 5 Burning Questions We Have

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

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

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

NEXT: Here's How Cyberpunk 2077 Crafting Will Work

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

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

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

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

You will not find empty buildings and locations

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

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

Weve made sure that something interesting appears in every corner.

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

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

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

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

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

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

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

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

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

This next one's a bit nightmarish.

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

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

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

Well, not the Cyberpunk graphics. They can stay.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Cyberpunk | literature | Britannica.com

Cyberpunk, a science-fiction subgenre characterized by countercultural antiheroes trapped in a dehumanized, high-tech future.

The word cyberpunk was coined by writer Bruce Bethke, who wrote a story with that title in 1982. He derived the term from the words cybernetics, the science of replacing human functions with computerized ones, and punk, the cacophonous music and nihilistic sensibility that developed in the youth culture during the 1970s and 80s. Science-fiction editor Gardner Dozois is generally credited with having popularized the term.

The roots of cyberpunk extend past Bethkes tale to the technological fiction of the 1940s and 50s, to the writings of Samuel R. Delany and others who took up themes of alienation in a high-tech future, and to the criticism of Bruce Sterling, who in the 1970s called for science fiction that addressed the social and scientific concerns of the day. Not until the publication of William Gibsons 1984 novel Neuromancer, however, did cyberpunk take off as a movement within the genre. Other members of the cyberpunk school include Sterling, John Shirley, and Rudy Rucker.

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Cyberpunk | literature | Britannica.com

Cyberpunk 2077 inspiration: William Gibson

William Gibson is the most influential writer in the Cyberpunk genre and Mike Pondsmith used elements from him to build the Cyberpunk 2077 universe, in here we're going to discuss these in detail: from the world building, the apocalypse described in the lore, how the cyborgs and the cyberpunks came to be, the history of the Braindance lore and its relation to Gibson's Simstims, why megacorporations are such an important part in the cyberpunk genre and the political and social influences under this genre.

But we can't talk about Cyberpunk without explaining the history of this science fiction subgenre and talk about its influences: the writers of the New Wave of Science Fiction, including Ursula K. Le Guin and Phillip K. Dick (and yes, Blade Runner).

The main inspiration in Cyberpunk 2077 universe drawn from William Gibson is the Net, that in Gibson was called the Matrix, and the computer hackers of the future, the character class netrunner.

Hope you enjoy!

The amazing character art of the thumbnail is a recreation of the cover of William Gibson's Neuromancer by the artist Rafael Moco: don't waste a second and take a look at his awesome art here: https://www.artstation.com/rafaelmoco

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Cyberpunk 2077 inspiration: William Gibson

Cyberpunk 2020 – Wikipedia

The basic rules system of Cyberpunk 2020 (called the Interlock System) is skill-based rather than level-based, with players being awarded points to be spent on their skill sets. New skills outside of their expertise can be learned, but in-game time needs to be spent on this. A large part of this system is the player characters' ability to augment themselves with cyber-technology and their ensuing loss of humanity as they become more machine than human.

Cyberpunk 2020 claims to lend itself to play in the street level, dark film noir genre, but certain aspects of the basic system can influence game sessions toward a high body-count, 1980s action movie style.

Although each player must choose a character class or "role" from those given in the basic rules, there is enough variation in the skill system so that no two members of the same class are alike. Because Cyberpunk 2020 is skill-based, the choice of skills around the class-specific special ability allows a wide range of character development choices including non-combatants.

The combat system, called "Friday Night Firefight", emphasizes lethality. Several pages in the rules are devoted to discussing real combat vs. the illusions often seen on TV. Attempts are made to keep the combat as realistic as possible in a game setting. No matter who the character is, a single bullet can result in a lethal wound. This encourages a more tactically oriented and thought-out game play, which is in accordance to the rough-and-gritty ethos of the Cyberpunk genre. Also, the amount of damage a character can sustain does not increase as the character develops. The only way a character can become more damage-resistant is to either become better at not being hit, physically augment their body with muscle (trained or implanted) or cybernetics, or wear armor.

Firestorm was supposed to be the bridge between Cyberpunk 2020 (the 2nd edition rules and milieu) and Cyberpunk V.3 (the 3rd Edition rules and milieu). Its purpose was to shake up everything and get players prepared for the new background they were cooking up.

Set in 2023, the backstory has two deep-ocean-based megacorporations dueling for control over a third one (the period known as the "Ocean War"). When it escalates into open warfare, they each hire mercenaries. One hires the Japanese diversified technology and security services firm Arasaka and the other hires the American military technology and mercenary services firm Militech.

During the conflict, the long-standing bitter rivalry between Arasaka and Militech causes them to forget about their customers and go for each other. In the beginning they feud quietly (the phase called the "Shadow War"). But the covert war between the two heats up, becoming the Fourth Corporate War.

In the course of the adventure setting, the characters are hired to hunt down a pesky netrunner who is making their anonymous employer unhappy. Little do they realize that the hacker is the infamous (and already "dead") Rache Bartmoss. Regardless of what they do, their employer pinpoints the apartment with an orbital mass-driver and vaporizes it.

Set in 2024, the second part of the Firestorm series sees Arasaka mobilize the Japanese Defense Force to take on Militech and the American military in a series of "proxy conflicts" (the phase dubbed the "Hot War").

Waves of cyberviruses corrupt databases worldwide, leaving the isolated Arasaka Towers arcology in Night City the last viable data storage mainframe in the world.

Militech gathers together the surviving meta-characters and a Special Forces team played by the player characters into a "super team". Their job: to take out Arasaka's Night City arcology with a tactical nuke to deny its assets to Arasaka.

Then they find out that Alt Cunningham, who was captured by Arasaka earlier, is trapped inside the mainframe. Of course, Johnny won't let Alt die a second time, so the team tries to break her out.

The end result is that the meta-characters go out in a blaze of glory. Johnny Silverhand dies at the hands of Arasaka's cyborg assassin Adam Smasher in order to buy Spider Murphy enough time to break Alt into a series of datapackets and downloads her into the Net. Morgan Blackhand then takes on Adam Smasher atop Arasaka Towers while the rest of the team gets extracted out. The outcome of the duel is greatly disputed because the low-yield tactical nuke the team deployed sets off the 2-kiloton "self destruct" bomb Arasaka had placed in its data core. This destroyed much of downtown Night City and contaminated the ruins and anything downwind of it with lethal fallout.

The long-awaited third volume, Aftershock promised to tie all the loose ends together and herald the end of the old Cyberpunk 2020 (or "Cyberpunk V.2") game world and usher in the beginning of the new Cyberpunk 2030 (or "Cyberpunk V.3") game world. It was later cancelled and its material was folded into the Cyberpunk 203X rules book.

Cybergeneration takes place in an alternate future of the core Cyberpunk 2020 timeline, where a nanotech virus epidemic has resulted in a subgroup of teenagers with unusual, superhuman skills. It began as a supplement that still required the Cyberpunk 2020 rulebook, but the second edition became a standalone game.

Ever since the 1998 release of the Cyberpunk 2020 sourcebook Firestorm: Shockwave, fans of the game had been waiting for a third edition of the Cyberpunk game, known as Cyberpunk 203X. Over the years, the entire project had at times been discounted as vaporware, its delays due to other projects and Pondsmith's involvement in the development of The Matrix Online.[citation needed]

The game was released first in PDF form on December 17, 2005 and as a conventional book on January 15, 2006.

The setting has been heavily updated from its last event book series, Firestorm, which covered the opening of the Fourth Corporate War. The aftermath of the Fourth Corporate War has resulted in widespread corruption of the Net and major losses of hard-copied data, to the point that all data is intangible and recent recorded history is in doubt. An example that pops up in Pondsmith's demos at conventions, releases on the Internet, and in the finished game is that history has become so corrupted that many people in the world now believe Richard Nixon, instead of resigning over Watergate, committed suicide on camera and that memes such as the moon landing being hoaxed become prevalent.

The war has also led to the collapse of nations, the world economy, and many of the staple megacorporations. This civil upheaval leads to the rise of the "altcults", alternative cultures similar in vein to the "phyles" from Neal Stephenson's The Diamond Age. In fact, Cyberpunk V.3 has more to do with the new postcyberpunk literary movement and transhumanism than with the Gibson-Sterling mirrorshades movement.

In addition to rules changes to the Fuzion system and background, Cyberpunk V3.0 also uses concepts taken from Pondsmith's experience at Microsoft with computer and video games as well as corporate culture, such as a simpler character generation system using templates, web-based active content URL links for updates, and making groups, organizations, and corporations their own "characters".

In addition, there is also the Fallen Angels, space-bound scavengers, the Ghosts, people who have uploaded their minds, and the Neo-Corps, the surviving corporations of the Cyberpunk 2020 world that now exist in the form of organized crime syndicates. However, the six listed above are the only ones that have been mentioned in any deep detail. Only the Edgerunners Altcult had a published sourcebook released.

On January 25, 2018, R. Talsorian Games announced an updated edition for Cyberpunk 2020 called Cyberpunk Red, which is currently in active development.[2]

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Cyberpunk 2020 - Wikipedia

Urban Dictionary: cyberpunk

A subgenre of science fiction that nerds can never agree on the exact meaning of. A good guide line though is the two words in that portmanteau: "cyber" and "punk." Does the movie/book/show/comic/whatever in question have a heavy emphasis on technology? (As opposed to aliens, space exploration, time travel, etc.) Then it's got the "cyber." Does it have a punk-like feel to it? (Dark, neon-filled setting, black leather and sunglasses, techno-punk soundtrack, devil-may-care attitudes, etc.) Then it's got the "punk."

Depending on which nerd you ask, examples of cyberpunk include: "The Matrix," "Blade Runner," "The Terminator," "Total Recall," "Snow Crash," "Neuromancer," "Burning Chrome," "Hammerjack," "Altered Carbon," "Shadowrun," "Repo: The Genetic Opera," "Inception," "Ultraviolet," "Aeon Flux," "Tron," and probably tons of other classic examples this writer is forgetting.

Cliches to look for, that may indicate a cyberpunk story:

- Hackers- Virtual reality- A dark (in any sense of the word) future- Sunglasses- Leather- Pimpin' suits- Razor Girls- Techno music- Neon- Urban settings- Evil corporate dudes- Anything related to Japan- Spunky teenage couriers on wheels (skateboards, bikes, roller blades, etc.)- A wise and mysterious black dude- Sarcasm- Robots- Gratuitous action/violence/boobies- Hearing yourself say "Damn this is so cheesy, but I love it so much!"- Giant, futuristic blimps

"It was made in 1999. True cyberpunk must be from the '80s, like 'Blade Runner' and 'Neuromancer.'"

"Dude, that's like saying 'Harry Potter' can't be fantasy, because it wasn't written in the same decade as 'Lord of the Rings.'"

"...it's *post*-cyberpunk, is what it is."

"Dude....waaat?"

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Urban Dictionary: cyberpunk

Cyberpunk 2077’s Release Date Might Be Announced Soon

It's been a long time coming, but the release date for Cyberpunk 2077 could soon be announced by developer CD Projekt RED. The studio, which is best known for its acclaimed work on The Witcher series, has been working on its new game for some time, andCD Projekt RED has generally been keeping quiet about exactly how thetitle is going to operate as development continues behind the scenes.

That's not to say that the developer has been silent, of course. Already, fans know that CD Projekt RED is planning to make Cyberpunk 2077 into its next blockbuster franchise, for instance, which explains why so many fans of the studio's work have been happy to let CD Projekt RED do its own thing. However, perhaps the most important piece of missing information that has yet to be answered is exactly when Cyberpunk 2077 was going to release.

Related:What The Witchers Geralt Would Look Like in Cyberpunk 2077

Thankfully, the wait for the launch date for Cyberpunk 2077 may soon be over. CD Projekt RED's latest financial report, delivered by its management board, made for some interesting reading for those wanting to know more about the game. Effectively, the report stated that CD Projekt RED will not be paying dividends to stakeholders this year, which is something of an anomaly for the highly profitable company. The reason for this change is that the funds will instead go towards promotion and marketing.

Of course, this means that the marketing campaign for Cyberpunk 2077 is likely to start soon, and this financial impact will be caused by CD Projekt RED's independence this time around, paying out for the promotional budget on its own without ties to another distributor. As such, look out for Cyberpunk 2077 having a presence at E3 2018, and most likely an announcement of its release date either at the expo or soon after.

Although some may feel this tees up the game for a 2018 release, this may be pushing the launch of the game a little too early. After all,Cyberpunk 2077 is going to be much bigger than The Witcher 3, and CD Projekt RED is a developer known for its care and attention. If the marketing budget is only going to be fully utilized starting this year, expect more by way of trailers and other promotion and perhaps a launch date of Spring 2019.

Even if the wait is a little longer than some may want, at the very least it will be good to put a finite point of reference down for when Cyberpunk 2077 can be played. In the meantime, of course, there's always the chance to read up on the title's source material, tabletop game Cyberpunk 2020. That, or CD Projekt RED fans can have a quick look atwhat The Witchers Geralt would look like in Cyberpunk 2077.

More:Cyberpunk 2077: Every Update You Need To Know

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Cyberpunk 2077's Release Date Might Be Announced Soon

Neuromancer – Wikipedia

Neuromancer is a 1984 science fiction novel by American-Canadian writer William Gibson. It is one of the best-known works in the cyberpunk genre and the first novel to win the Nebula Award, the Philip K. Dick Award, and the Hugo Award.[1] It was Gibson's debut novel and the beginning of the Sprawl trilogy. Set in the future, the novel follows Henry Case, a washed-up computer hacker, who is hired by the mysterious master criminal Armitage and the equally mysterious mercenary cyborg Molly Millions for one last job: to help a powerful artificial intelligence merge with its twin into a super consciousness and take control of a virtual reality global network known as "The Matrix".

Before Neuromancer, Gibson had written several short stories for US science fiction periodicalsmostly noir countercultural narratives concerning low-life protagonists in near-future encounters with cyberspace. The themes he developed in this early short fiction, the Sprawl setting of "Burning Chrome" (1982), and the character of Molly Millions from "Johnny Mnemonic" (1981) laid the foundations for the novel.[2] John Carpenter's Escape from New York (1981) influenced the novel;[3] Gibson was "intrigued by the exchange in one of the opening scenes where the Warden says to Snake 'You flew the Gullfire over Leningrad, didn't you?' [sic] It turns out to be just a throwaway line, but for a moment it worked like the best SF, where a casual reference can imply a lot."[1] The novel's street and computer slang dialogue derives from the vocabulary of subcultures, particularly "1969 Toronto dope dealer's slang, or biker talk". Gibson heard the term "flatlining" in a bar around twenty years before writing Neuromancer and it stuck with him.[1] Author Robert Stone, a "master of a certain kind of paranoid fiction", was a primary influence on the novel.[1] The term "Screaming Fist" was taken from the song of the same name by Toronto punk rock band The Viletones.[4]

Neuromancer was commissioned by Terry Carr for the second series of Ace Science Fiction Specials, which was intended to feature debut novels exclusively. Given a year to complete the work,[5] Gibson undertook the actual writing out of "blind animal panic" at the obligation to write an entire novela feat which he felt he was "four or five years away from".[1] After viewing the first 20 minutes of landmark cyberpunk film Blade Runner (1982), which was released when Gibson had written a third of the novel, he "figured [Neuromancer] was sunk, done for. Everyone would assume Id copied my visual texture from this astonishingly fine-looking film."[6] He re-wrote the first two-thirds of the book 12 times, feared losing the reader's attention and was convinced that he would be "permanently shamed" following its publication; yet what resulted was seen as a major imaginative leap forward for a first-time novelist.[1] He added the final sentence of the novel at the last minute in a deliberate attempt to prevent himself from ever writing a sequel, but ended up doing precisely that with Count Zero (1986), a character-focused work set in the Sprawl alluded to in its predecessor.[7]

Henry Dorsett Case is a low-level hustler in the dystopian underworld of Chiba City, Japan. Once a talented computer hacker, Case was caught stealing from his employer. As punishment for his theft, Case's central nervous system was damaged with a mycotoxin, leaving him unable to access the global computer network in cyberspace, a virtual reality dataspace called the "matrix". Case is unemployable, suicidal, and apparently at the top of the hit list of a drug lord named Wage. Case is saved by Molly Millions, an augmented "street samurai" and mercenary for a shadowy US ex-military officer named Armitage, who offers to cure Case in exchange for his services as a hacker. Case jumps at the chance to regain his life as a "console cowboy," but neither Case nor Molly knows what Armitage is really planning. Case's nervous system is repaired using new technology that Armitage offers the clinic as payment, but he soon learns from Armitage that sacs of the poison that first crippled him have been placed in his blood vessels as well. Armitage promises Case that if he completes his work in time, the sacs will be removed; otherwise they will dissolve, disabling him again. He also has Case's pancreas replaced and new tissue grafted into his liver, leaving Case incapable of metabolizing cocaine or amphetamines and apparently ending his drug addiction.

Case develops a close personal relationship with Molly, who suggests that he begin looking into Armitage's background. Meanwhile, Armitage assigns them their first job: they must steal a ROM module that contains the saved consciousness of one of Case's mentors, legendary cyber-cowboy McCoy Pauley, nicknamed "Dixie Flatline." Armitage needs Pauley's hacking expertise, and the ROM construct is stored in the corporate headquarters of media conglomerate Sense/Net. A street gang named the "Panther Moderns" is hired to create a simulated terrorist attack on Sense/Net. The diversion allows Molly to penetrate the building and steal Dixie's ROM with Case unlocking the computer safeguards on the way in and out from within the matrix.

Case and Molly continue to investigate Armitage, discovering his former identity of Colonel Willis Corto. Corto was a member of "Operation Screaming Fist," which planned on infiltrating and disrupting Soviet computer systems from ultralight aircraft dropped over Russia. The Russian military had learned of the idea and installed defenses to render the attack impossible, but the military went ahead with Screaming Fist, with a new secret purpose of testing these Russian defenses. As his team attacked a Soviet computer center, EMP weapons shut down their computers and flight systems, and Corto and his men were targeted by Soviet laser defenses. He and a few survivors commandeered a Soviet military helicopter and escaped over the heavily guarded Finnish border. The helicopter was shot down by Finnish defense forces mistaking it for a hostile aircraft, and everyone aboard was killed except for Corto, who was seriously wounded and disfigured. After some months in the hospital, Corto was visited by a US government official, who returned him to the United States to receive computer-aided psychotherapy and reconstructive surgery and to be able to provide what he came to realize was false testimony, designed to mislead the public and protect the senior military officers who had covered up knowledge of the EMP weapons. After the trials, Corto snapped, killing the official who had first contacted him and then disappearing into the criminal underworld, becoming Armitage.

In Istanbul, the team recruits Peter Riviera, an artist, thief, and drug addict who is able to project detailed holographic illusions with the aid of sophisticated cybernetic implants. Although Riviera is a sociopath, Armitage coerces him into joining the team. The trail leads Case and Molly to Wintermute, a powerful artificial intelligence created by the Tessier-Ashpool family. The Tessier-Ashpools spend most of their inactive time in cryonic preservation in a labyrinthine mansion known as Villa Straylight, located at one end of Freeside, a cylindrical space habitat at L5, which functions primarily as a Las Vegas-style space resort for the wealthy.

Wintermute's nature is finally revealedit is one-half of a super-AI entity planned by the family, although its exact purpose is unknown. The Turing Law Code governing AIs bans the construction of such entities; to get around this, it had to be built as two separate AIs. Wintermute (housed in a computer mainframe in Berne, Switzerland) was programmed by the Tessier-Ashpools with a need to merge with its other half, Neuromancer (whose physical mainframe is installed in Rio de Janeiro, Brazil). Unable to achieve this merger on its own, Wintermute recruited Armitage and his team to help complete the goal. Case is tasked with entering cyberspace to pierce the Turing-imposed software barriers using a powerful icebreaker program. At the same time, Riviera is to obtain the password to the Turing lock from Lady 3Jane Marie-France Tessier-Ashpool, an unfrozen daughter clone and the current CEO of the family's corporation, Tessier-Ashpool SA. Wintermute believes Riviera will pose an irresistible temptation to her, and that she will give him the password. The password must be spoken into an ornate computer terminal located in Villa Straylight, and entered simultaneously as Case pierces the software barriers in cyberspaceotherwise the Turing lock will remain intact.

Armitage's team attracts the attention of the Turing Police, whose job is to prevent AIs from exceeding their built-in limitations. As Molly and Riviera gain entrance to Villa Straylight, three Turing officers arrest Case and take him into custody; Wintermute manipulates the orbital casino's security and maintenance systems and kills the officers, allowing Case to escape. Armitage's personality starts to disintegrate and revert to the Corto personality as he relives Screaming Fist. It is revealed that Wintermute had originally contacted Corto through a bedside computer during his original psychotherapy, eventually convincing Corto that he was Armitage. Wintermute used him to persuade Case and Molly to help it merge with its twin AI, Neuromancer. Finally, Corto breaks through the remains of the Armitage personality, but he is uncontrollable, and Wintermute kills him by ejecting him through an airlock into space.

Inside Villa Straylight, Riviera meets Lady 3Jane and tries to stop the mission, helping Lady 3Jane and Hideo, her ninja bodyguard, to capture Molly. Worried about Molly and operating under orders from Wintermute, Case tracks her down with help from Maelcum, his Rastafarian pilot. Neuromancer attempts to trap Case within a cyber-construct where he finds the consciousness of Linda Lee, his girlfriend from Chiba City, who was murdered by one of Case's underworld contacts. Case manages to escape after Maelcum gives him an overdose of a drug that can bypass his augmented liver and pancreas. Then, with Wintermute guiding them, Case goes with Maelcum to confront Lady 3Jane, Riviera, and Hideo. Riviera tries to kill Case, but Lady 3Jane is sympathetic towards Case and Molly, and Hideo protects him. Riviera blinds Hideo with a concentrated laser pulse from his projector implant, but flees when he learns that the ninja is just as adept without his sight. Molly then explains to Case that Riviera is doomed anyway, as he has been fatally poisoned by his drugs, which she had spiked with a lethal toxin to ensure he would never survive the mission, regardless of the outcome. With Lady 3Jane in possession of the password, the team makes it to the computer terminal. Case enters cyberspace to guide the icebreaker to penetrate its target; Lady 3Jane is induced to give up her password, and the lock is opened. Wintermute unites with Neuromancer, fusing into a superconsciousness. The poison in Case's bloodstream is washed out, and he, Molly, and Maelcum are profusely paid for their efforts, while Pauley's ROM construct is apparently erased, at his own request.

In the epilogue, Molly leaves Case. Case finds a new girlfriend, resumes his hacking work, and spends his earnings from the mission replacing his internal organs. Wintermute/Neuromancer contacts him, saying that it has become "the sum total of the works, the whole show," and has begun looking for other AIs like itself. Scanning old recorded transmissions from the 1970s, the super-AI finds an AI transmitting from the Alpha Centauri star system. In the matrix, Case hears inhuman laughter, a trait associated with Pauley during Case's work with his ROM construct, thus suggesting that Pauley was not erased after all, but instead transformed and exists in the matrix.

In the end, while logged into the matrix, Case catches a glimpse of himself, his dead girlfriend Linda Lee, and Neuromancer. The implication of the sighting is that Neuromancer created a copy of Case's consciousness. The copy of Case's consciousness now exists with that of Linda's and Pauley's, in the matrix. As promised there has been change, but what that change means is left ambiguous.

Neuromancer's release was not greeted with fanfare, but it hit a cultural nerve,[10] quickly becoming an underground word-of-mouth hit.[2] It became the first novel to win the Nebula, the Hugo, and Philip K. Dick Award for paperback original,[11] an unprecedented achievement described by the Mail & Guardian as "the sci-fi writer's version of winning the Goncourt, Booker and Pulitzer prizes in the same year".[12] The novel thereby legitimized cyberpunk as a mainstream branch of science fiction literature. It is among the most-honored works of science fiction in recent history, and appeared on Time magazine's list of 100 best English-language novels written since 1923.[13] The novel was also nominated for a British Science Fiction Award in 1984.[14]

Neuromancer is considered "the archetypal cyberpunk work".[15] and outside science fiction, it gained unprecedented critical and popular attention,[1] as an "evocation of life in the late 1980s",[16] although The Observer noted that "it took the New York Times 10 years" to mention the novel.[17] By 2007 it had sold more than 6.5million copies worldwide.[11]

The novel has had significant linguistic influence, popularizing such terms as cyberspace and ICE (Intrusion Countermeasures Electronics). Gibson himself coined the term "cyberspace" in his novelette "Burning Chrome", published in 1982 by Omni magazine,[18] but it was through its use in Neuromancer that it gained recognition to become the de facto term for the World Wide Web during the 1990s.[19][20] The portion of Neuromancer usually cited in this respect is:

The matrix has its roots in primitive arcade games. Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts. A graphic representation of data abstracted from banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights, receding.[21]

The 1999 cyberpunk science fiction film The Matrix particularly draws from Neuromancer both eponym and usage of the term "matrix".[22] "After watching The Matrix, Gibson commented that the way that the film's creators had drawn from existing cyberpunk works was 'exactly the kind of creative cultural osmosis" he had relied upon in his own writing.'"[23]

In his afterword to the 2000 re-issue of Neuromancer, fellow author Jack Womack goes as far as to suggest that Gibson's vision of cyberspace may have inspired the way in which the Internet developed (particularly the World Wide Web), after the publication of Neuromancer in 1984. He asks "[w]hat if the act of writing it down, in fact, brought it about?" (269).

Norman Spinrad, in his 1986 essay "The Neuromantics" which appears in his non-fiction collection Science Fiction in the Real World, saw the book's title as a triple pun: "neuro" referring to the nervous system; "necromancer"; and "new romancer". The cyberpunk genre, the authors of which he suggested be called "neuromantics", was "a fusion of the romantic impulse with science and technology", according to Spinrad.

Writing in F&SF in 2005, Charles de Lint noted that while Gibson's technological extrapolations had proved imperfect (in particular, his failure to anticipate the cellular telephone), "Imagining story, the inner workings of his characters' minds, and the world in which it all takes place are all more important.[24]

Lawrence Person in his "Notes Toward a Postcyberpunk Manifesto" (1998) identified Neuromancer as "the archetypal cyberpunk work",[15] and in 2005, Time included it in their list of the 100 best English-language novels written since 1923, opining that "[t]here is no way to overstate how radical [Neuromancer] was when it first appeared."[13] Literary critic Larry McCaffery described the concept of the matrix in Neuromancer as a place where "data dance with human consciousness... human memory is literalized and mechanized... multi-national information systems mutate and breed into startling new structures whose beauty and complexity are unimaginable, mystical, and above all nonhuman."[1] Gibson later commented on himself as an author circa Neuromancer that "I'd buy him a drink, but I don't know if I'd loan him any money," and referred to the novel as "an adolescent's book".[25] The success of Neuromancer was to effect the 35-year-old Gibson's emergence from obscurity.[26]

In 1989, Epic Comics published a 48-page graphic novel version by Tom de Haven and Bruce Jensen.[27][28] It only covers the first two chapters, "Chiba City Blues" and "The Shopping Expedition", and was never continued.[29]

In the 1990s a version of Neuromancer was published as one of the Voyager Company's Expanded Books series of hypertext-annotated HyperCard stacks for the Apple Macintosh (specifically the PowerBook).[30]

A video game adaptation of the novelalso titled Neuromancerwas published in 1988 by Interplay. Designed by Bruce J. Balfour, Brian Fargo, Troy A. Miles, and Michael A. Stackpole, the game had many of the same locations and themes as the novel, but a different protagonist and plot. It was available for a variety of platforms, including the Amiga, the Apple II, the Commodore 64, and for DOS-based computers. It featured, as a soundtrack, a computer adaptation of the Devo song "Some Things Never Change."

According to an episode of the American version of Beyond 2000, the original plans for the game included a dynamic soundtrack composed by Devo and a real-time 3d rendered movie of the events the player went through.[citation needed] Psychologist and futurist Dr. Timothy Leary was involved, but very little documentation seems to exist about this proposed second game, which was perhaps too grand a vision for 1988 home computing.

The BBC World Service Drama production of Neuromancer aired in two one-hour parts, on 8 and 15 September 2002. Dramatised by Mike Walker, and directed by Andy Jordan, it starred Owen McCarthy as Case, Nicola Walker as Molly, James Laurenson as Armitage, John Shrapnel as Wintermute, Colin Stinton as Dixie, David Webber as Maelcum, David Holt as Riviera, Peter Marinker as Ashpool, and Andrew Scott as The Finn. It can no longer be heard on The BBC World Service Archive. [1]

In Finland, Yle Radioteatteri produced a 4-part radio play of Neuromancer.

Gibson read an abridged version of his novel Neuromancer on four audio cassettes for Time Warner Audio Books (1994). An unabridged version of this book was read by Arthur Addison and made available from Books on Tape (1997). In 2011, Penguin Audiobooks produced a new unabridged recording of the book, read by Robertson Dean.

Neuromancer the Opera is an adaptation written by Jayne Wenger and Marc Lowenstein (libretto) and Richard Marriott of the Club Foot Orchestra (music). A production was scheduled to open on March 3, 1995 at the Julia Morgan Theater (now the Julia Morgan Center for the Arts) in Berkeley, California, featuring Club Foot Orchestra in the pit and extensive computer graphics imagery created by a world-wide network of volunteers. However, this premiere did not take place and the work has yet to be performed in full.[31]

There have been several proposed film adaptations of Neuromancer, with drafts of scripts written by British director Chris Cunningham and Chuck Russell, with Aphex Twin providing the soundtrack.[32] The box packaging for the video game adaptation had even carried the promotional mention for a major motion picture to come from "Cabana Boy Productions." None of these projects have come to fruition, though Gibson had stated his belief that Cunningham is the only director with a chance of doing the film correctly.[33]

In May 2007, reports emerged that a film was in the works, with Joseph Kahn (director of Torque) in line to direct and Milla Jovovich in the lead role.[34] In May 2010 this story was supplanted with news that Vincenzo Natali, director of Cube and Splice, had taken over directing duties and would rewrite the screenplay.[35] In March 2011, with the news that Seven Arts and GFM Films would be merging their distribution operations, it was announced that the joint venture would be purchasing the rights to Neuromancer under Vincenzo Natali's direction.[36] In August, 2012, GFM Films announced that it had begun casting for the film (with offers made to Liam Neeson and Mark Wahlberg), but no cast members have been confirmed yet.[37] In November 2013, Natali shed some light on the production situation; announcing that the script had been completed for 'years', and had been written with assistance from Gibson himself.[38] In May 2015, it was reported that movie got new funding from Chinese company C2M, but Natali is no longer available for directing the movie.[39]

In August 2017, it was announced that Deadpool director Tim Miller was signed on to direct a new film adaptation by Fox, with Simon Kinberg producing.[40]

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Neuromancer - Wikipedia

Cyberpunk 2020 | Cyberpunk Wiki | FANDOM powered by Wikia

R.Talsorian Games

Johnny Silverhand

The Second edition was titled 2020 to reflect the updated setting of the year 2020. The Second edition was originally produced as a box set that included the rulebook and a supplementary screamsheet booklet, featuring information and several mini adventures.

Cyberpunk 2020 spawned numerous Sourcebooks and Adventurebooks and was followed up with the Firestorm series that moved the timeline to the year 2022 and the beginnings of the Fourth Corporate War.

In 2005 the series was followed up by an official sequel, Cyberpunk Version 3.0. In 2013 it was announced that an official video game sequel would be made by Polish developer, CDProjekt Red as well as an official fourth edition of the pen and paper RPG titled Cyberpunk RED.

Mike Pondsmith moved Cyberpunk into the 2020s for the second edition, with this updated setting came new world events, technology and characters as well as greatly expanding the existing world. The setting of Night City became a real world rather than the ambiguous near future city of Cyberpunk 2013 and many of the Corporations received fully fleshed out histories, and names for high level members. The Cyberpunk 2020 rulebook included almost everything from the first edition from the character roles to the Never Fade Away adventure with Johnny Silverhand. After the widespread publication of the book, the first edition, Cyberpunk 2013 became obsolete and Cyberpunk 2020 took its place as the primary way to play the game.

To start playing, first one must create their character. A Cyberpunk on the mean streets of Night City, working for whoever pays best, taking down local gangs or going up against multinational conglomerates, whatever it is you will need to prepare accordingly. In both Cyberpunk 2013 and 2020 there are nine primary character roles, each filling a specific niche. In the subsequent sourcebooks, many of these roles were greatly expanded upon to give location or scenario specific alternates.

The first printing of Cyberpunk 2020 was published in 1990 and like Cyberpunk 2013, came as a boxed set, featuring dice, the version 1.00 rule-book and the scream sheet supplementary booklet.

A Year later in 1991 the version 2.00 edition was released. It is assume that this was just the standalone book release after the initial run of the box set. The Screamsheet booklet was included as part of the book.

Two years later in 1993 R.Talsorian Games published their 2.01 version of the core rulebook. Included are the screamsheets and character sheets as spelling and grammatical error fixes. The biggest new addition is the new artwork from the Italian printing of the book by Stratelibri. Creator Mike Pondsmith thanks Stratelibri as well as the team and artist that put it together.

After the 2013 reveal of the Cyberpunk 2077 video game R.Talsorian Games began production on a new printing of the Cyberpunk 2020 rule book. The new printing of the book is essentially the 2.01 version with a slightly altered cover art. The book subtitled was changed to The Classic Role Playing Game of the Dark Future, the sign advertising the new artwork was removed, and the two horizontal white bars were removed from around the logo.

With the release of the first edition, Cyberpunk 2013, R.Talsorian Games also produced several supplementary sourcebooks, to give players a little bit more information on certain aspects of the game. Only four were produces and were nothing more than small, magazine sized booklets. In the coming years after 2020s initial release, dozens of Sourcebooks would be produced, details all aspects that were not covered by the original rulebooks. Everything from guides to Night City, America and the far East, to detailed reports on the various Corporations as well as several catalogue style books, giving players more choice in their fashion, technology and weapons.

As of 2018 the Box set is long out of print and is seldom seen on online auction websites, typically going for a large sum. However in 2013, after the announcement of the video game Cyberpunk 2077, R.Talsorian Games began a fourth printing. In mid 2018, after the E3 reveal of Cyberpunk 2077, the popularity surged once again with a high demand for the books and several more printings are planned throughout 2018.

PONDSMITH, M. Cyberpunk 2020. 2nd ed. Berkeley CA; R.Talsorian Games, 1990.

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Cyberpunk 2077 – reddit

>First of all, Hi, my name is Joan Riera and I'm a Spotify playlist curator. I'm making this post to show you this project I've been working on for many months now for this community.

>I've always been interested in cyberpunk music and aesthetic since I was a kid and invested many hours everyday discovering new music and artists sharing this aesthetic. Due to the hype I've got when I knew Cyberpunk 2077 was getting released I began to compile all the music I discovered since i was a kid until now in a playlist, which it began being just a messy personal playlist for me.

>What made me change my mind and turn that random playlist into this bigger thing that it is now was seeing that every cyberpunk playlist out there was only focusing in one or two genres mainly made of random synthwave and electronic rock music, thing that wasn't doing justice at all to the vast and unique cyberpunk universe. And then this reminded me of a post I saw in here where someone asked to the Cyberpunk 2077 developers regarding to the music of the game which their answer (for those who don't know nor remember) was:

We're marrying ''cyber'' with ''punk'' these are our two main pillars for music direction. ''Cyber centers around sonic texture of the score our sound palette is raw, dirty, synthesized, sometimes even futuristic. ''Punk'' is all about the attitude of music rebellious, ballsy and impulsive. Night City shimmers with colors and so is the music we're not limiting ourselves to one specific genre. Instead, we're drawing from all sorts of styles to craft unique mix that drives the narrative and provides additional layers of context to the story.

>SO, due to all of this, I told myself that I would try to make the best cyberpunk musical experience as possible for all the people in this sub to enjoy and this is what it has become now; a massive playlist currently consisting of 466 handpicked songs classified into 8 main sections sorted by genres each one representing a different mood and sensation resulting into +34 hr. of pure dystopian cyberpunk awesomeness. Here's how it's arranged:

>C O N N E CT_

>D I S C O N N E C T_

>All the tracks were arranged in a way so that they ''flow'' together (Example: Kaneda's Theme from Akira's Soundtrack resolving into Initate by PhaseOne both having a very tribal-esque influence).

>Between sections there's a Soundtrack / Ambient section before transitioning to the next genre, formed by some of the best cyberpunk soundtracks until now (blade runner, ghost in the shell, akira, deus ex, and many more dystopian science fiction movies, games and TV series) and futuristic ambient and synth pieces.

Original Artwork by Artur Sadlos

>Besides having every track a dramatic and dystopian feeling every single one has a couple or many of these signature cyberpunk elements to make sure it properly fits to the theme:

>Distorted / overly compressed sounds_

>Robotical sound design_

>Glitch sounds & special fx_

>Epic choirs & orchestra_

>Dramatic synths_

>Overdriven guitars_

>Technical / complex drums & percussion_

>This is all I have done until now which I wanted to show you, so if you think that you could improve it in any way please let me know your thoughts down below! I want this to fully represent this sub and community as well as possible.

>I'm thinking of adding Punk classics and more modern Rock and Metal even if they don't have a direct electronic influence since the lack of good electronic rock/metal out there (IMO) which is a vital component for the cyberpunk world. What do you think? Yes or No?

>I accept submissions as long as they have good production quality and fit well into the theme of the playlist.

>Some of the tracks are greyed out since they're not on Spotify but you can see it anyways for your interest.

>My goal is to fully complete it for the release day of Cyberpunk 2077, so you can fully enjoy it while playing it in your home.

>Playlist description on Spotify is temporary.

PD: I'll appreciate very much if you could just upvote this post for reaching as much people as possible, the last thing I would want is to make all that effort for nothing! Thank you 🙂

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Cyberpunk 2077 - reddit

Noir Nights – A Cyberpunk Noir soundtrack

You lived a life of privilege and comfort sheltered in the upper city until one day a chance encounter turns your world upside down. Reluctantly , now you must travel to the lower city that holds the only key to your way out of this mess. Along the way, you uncover more than you ever expected, and you find out the truth behind all the lies youve been told. What you do with this information is up to you. From the splendors of the Upper City to the grim realities of the Lower City, these are your Noir Nights.

"You were one of the elite, now you're one of us."

//Splendors of the Upper City00:00:00 Peaks and Valleys - Holon 00:06:06 Seven Days - Xaeroseven00:09:40 Transient - Synkro00:16:24 Return - Gridlock 00:21:39 Please not yet - Palmer's Medic

//Surveillance00:27:09 The City is watching - The Enigma TNG

//Premonition00:32:57 "- - -" - Access to Arasaka

//Upper City late nights00:35:20 Song 23 - Gridlock00:40:25 Quiet Little Rain - Palmer's Medic

//Rude Awakening00:47:50 Dream Sequence - Amon Tobin00:54:48 After Dark - Ahnst Anders

//Lower City Transition00:59:43 Something Wicked This Way Comes - Iszoloscope

//Black Market01:04:55 Discordia - Maduro01:08:31 Proper Hoodidge - Amon Tobin

//Proposition01:13:35 Juno Wakes - Maduro

//Lower City Streets01:19:35 Silent Whisper - Ahnst Anders01:27:09 Temptation and Desire - Silent Servant01:30:28 Dark Twinkle Rose - The Enigma TNG01:35:50 And then it was (Oktopus remix) - Obsidian Kingdom

//Manuevers in the dark01:40:42 Telemetry - Bad Sector01:45:55 Antenna - Swarm Intelligence01:50:49 Deadly Covers - Raphael Acohen

//Chase sequence01:55:28 Insight - Diaphane

//Captured01:59:44 Verge - Freeze Etch02:01:22 Irrotator - Freeze Etch

//Interrogation02:07:04 Nebulous Illumine - The Enigma TNG

//Escape02:14:55 Morningstar - Palmer's Medic02:22:46 Reconsider - Aphorism

//Regroup02:25:46 LX-R - Camerxn02:30:25 Highway - Access to Arasaka

//Point of no Return02:33:18 Untitled 06 - Totakeke02:40:09 All that is Hidden - Raphael Acohen

//All or nothing02:45:50 All Torque (F Buttons Remix) - Hybrid02:50:55 Alma the hellcat - Palmer's Medic

post on Tumblr: https://casie-mod.tumblr.com/post/151...Artwork by yours truly https://casie-mod.tumblr.com/post/142...

Links to artists in this playlist:

Palmer's Medichttps://palmersmedic.bandcamp.com/

Camerxnhttps://camerxn.bandcamp.com/album/cr...

Freeze Etchhttps://freezeetch.bandcamp.com/album...

Holon https://holon-subatomic-audio.bandcam...https://soundcloud.com/mark-r-3

Synkrohttps://synkro.bandcamp.com/album/tra...

Gridlock https://www.amazon.com/Formless-Gridl...

Access to Arasakahttps://crlstudios.bandcamp.com/album...

Amon Tobinhttps://amontobinmusic.bandcamp.com/

Ahnst Andershttps://ant-zen.bandcamp.com/album/ma...

Iszoloscopehttps://iszoloscope.bandcamp.com/albu...

Madurohttps://www.amazon.com/gp/product/B00...

Silent Servanthttps://www.beatport.com/track/tempta...

The Enigma TNGhttps://theenigmatng.bandcamp.com/

Obsidian Kingdomhttps://obsidiankingdom.bandcamp.com/...

Bad Sectorhttps://loki-found.bandcamp.com/album...

Swarm Intelligencehttps://adnoiseam.bandcamp.com/album/...

Raphael Acohenhttps://concrete.bandcamp.com/album/n...

Diaphanehttps://tympanikaudio.bandcamp.com/tr...

Aphorismhttps://tympanikaudio.bandcamp.com/al...

Totakekehttps://tympanikaudio.bandcamp.com/al...

Hybridhttps://www.amazon.com/Driveclub-Orig...

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Noir Nights - A Cyberpunk Noir soundtrack

Cyberpunk 2077 (Video Game 2019) – IMDb

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In 2077, America is in pieces. Megacorps control life in all its aspects from the top floors of their sky-high fortresses. Down below, drug-pushing gangs, dirty-tech hustlers, and slingers of illicit braindances run the streets. The world in between is where decadence, sex, and pop culture mix with violent crime, extreme poverty, and the unattainable promise of the American Dream. In a world where you have no future, what matters is that you control who you are. To survive and protect your independence, you modify your body with advanced cyberware and take jobs others would never dare. You choose to live free, bound by no systems or controls-the only rules you obey are your own. Because you're a Cyberpunk. In Cyberpunk 2077 you play as V-a hired gun on the rise and you just got your first serious contract. In a world of cyberenhanced street warriors, tech-savvy netrunners, and corporate lifehackers, today you take your first step towards becoming an urban legend.

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Cyberpunk 2077 (Video Game 2019) - IMDb

The Geeksplainer: Cyberpunk – Geek.com

A key tenet of geek culture is knowledge we judge and are judged based on our encyclopedic knowledge of games, sci-fi, comics, anime, collectibles and more. But its impossible for one human being to know everything, no matter how many chips you get put in your brain. Thats where we come in. With this series of Geeksplainers, well give you everything you need to know to get up to speed on some of the most complicated, intense subjects in the pop culture universe. No longer will you have to fake it in conversations until you have time to run to the bathroom and engage in a 45 minute Wikipedia session. Let us be your guide, now and forever.

This installment: jack in, hack the Gibson, and learn everything you need to know about cyberpunk.

As technology changes, so does science fiction. In the 1950s and 60s, tales of rocket-powered explorations to other planets dominated the industry. With the introduction and eventual ubiquity of networked computers, sci-fi minds started exploring the ramifications of that data-driven world in the early 1980s. As science fiction matured, it started to wrestle with issues of the day like drug culture and expanded consciousness, prejudice and class issues. Cyberpunk gave creators space to explore characters who werent pioneering heroes, but marginal losers ground down by the pressures of the future.

Over the last few decades, cyberpunk has morphed and changed with technology, always keeping one baleful eye on the future. As networked communication has become a bigger part of the ordinary persons life, the focus on hackers as denizens of the cyberworld has faded a bit, replaced by concerns about privacy, identity and the forthcoming singularity where artificial intelligence gains consciousness. Certain values still hold, though: cyberpunk is still grimy, uncompromising and unromantic.

William Gibsons 1984 novel Neuromancer is widely regarded as the touchstone for cyberpunk fiction. In it, hacker Henry Dorsett Case is hired for one last job working for an ex-military officer and discovering the creation of a powerful AI that could change the world forever. It painted a picture of a corporatist future where powerful factions worked against each other with no regard for the public health or safety and the people who got caught in its gears. Dozens of derivative works followed in its wake.

Two years earlier, director Ridley Scott dropped the movie that did more than any other to establish the visual aesthetic of cyberpunk. Blade Runner dropped viewers into a futuristic Los Angeles choked with smog and lit with neon, as a group of replicants escape their servitude and impending death to run loose on Earth. Harrison Ford stars as ex-cop Rick Deckard tasked with hunting them down. So many of the key touchstones of cyberpunk are here malevolent corporations, shifting humanity, morally questionable technology comes from this movie.

Fire up your Kindle, because there is a lot of top-flight literary cyberpunk to process. After Neuromancer, which should be your first stop, try these.

Neal Stephensons Snow Crash is more than a little silly in hindsight, but its still worth reading to see what the early 90s thought the future would be like. Hiro Protagonist (I know) is a pizza deliveryman-slash-hacker in 21st century Los Angeles who spends a good deal of time in the Metaverse, an online virtual reality that resembles nothing more than Second Life. When a virus in the Metaverse starts causing brain damage to users in the real world, things start popping.

For short stories, the 1986 Bruce Sterling-edited anthology Mirrorshades is still well worth picking up. Some of the decades most influential cyberpunk authors weighed in here, including William Gibson, Rudy Rucker, Marc Laidlaw and other vital voices working at the intersection of science fiction and tech.

Modern cyberpunk is probably best represented by the successful Takeshi Kovacs novels of Richard K. Morgan, starting with Altered Carbon. As technology becomes increasingly linked to biology as opposed to silicon circuits and virtual spaces, the new wave is all about body hacking, consciousness transplanting and other grisly concepts.

1999s The Matrix was an absolute mindblower when it dropped the Wachowskis deftly leveraged the concept of existence as simulation and crafted a huge mythology around it. The two sequels didnt really pack the same cultural impact, but in hindsight theyre not terrible each boasts at least one incredible hyper-kinetic action sequence and some fun performances. The first one is definitely a must-watch though.

Katheryn Bigelows 1995 Strange Days wasnt a success on release, but history has been very kind to it and its now a definite cult classic. A new technology called SQUID allows you to record memories and experiences on disc and let others relive them. Former LAPD detective Lenny Nero gets caught up after a robbery and discovers a seedy underworld of blackmail, rough sex and nasty tech.

David Croenenbergs eXistenZ came out the same year as The Matrix, but the two movies couldnt have more different takes on the concept of realistic virtual worlds. Croenenbergs VR game is so immersive that it opens up a dark and twisted Russian nesting doll, where players can never be sure if theyre in or out. Like all of the Canadian iconoclasts films, its a real head-scratcher.

Over in Japan, Shinya Tsukamotos 1989 Tetsuo: The Iron Man presented a much more horror-focused take on the genre, telling the story of a salaryman afflicted by a curse that slowly transforms his body into metal. The grisly creep of technology to dominate our lives is the metaphor here, and its made horrifyingly literal.

Obviously were going to have to revisit this once CD Projekt Reds Cyberpunk 2077 comes out, but video games have explored cyberpunk themes for decades. Here are the ones youll want to try out.

Hideo Kojimas Metal Gear Solid series has flirted with technological concepts common to cyberpunk, but the maverick designer really delved into the genre in one of his earliest games, 1988s Snatcher. Heavily inspired by Blade Runner, this graphic adventure follows investigator Gillian Seed as he investigates a plague of bioengineered humanoids killing people and taking their place. This game was wildly ambitious for its era and pushed envelopes with grisly gore and complex moral quandaries.

Probably the premier franchise in cyberpunk gaming is Deus Ex. The first game in the series was released in 2000 and put players in the augmented shoes of government agent JC Denton as he tries to stem the spread of a genetically engineered virus. Designer Warren Spector was burnt out on traditional sci-fi and fantasy, so he built something very grounded and different. The original Deus Ex was tremendously influential on PC gaming especially with its focus on player choice and adaptability, and sequels have further expanded its world and mythology.

The modern cyberpunk wave has brought some really cool new entries into the canon. Some of our favorites include violent top-down shooter Ruiner, turn-based strategy heist game Invisible, Inc. and bartending simulator (its bizarre how many cyberpunk stories have scenes set in bars) Va-11 Hall-A. These games each touch on a different aspect of the genre in interesting ways.

Glad you asked! There are tons of really amazing comics that mine cyberpunk for inspiration.

One of the earliest is Frank Millers 1983 limited series Ronin, which tapped into the genres Asian fixation for a story of a Japanese samurai reincarnated 800 years later in a futuristic New York. The villain is an artificial intelligence that controls biocircuitry, and Millers art is in a fascinating place that takes inspiration from manga, European legends like Moebius and his noir background.

A few years later, Masamune Shirow would begin Ghost In The Shell, one of the most influential Japanese cyberpunk works. Major Makoto Kusanagi is a cyborg, grievously injured as a child and raised in an entirely artificial body. Shirow combines incredible kinetic action sequences with remarkably deep meditations on the nature of personhood. The spin-off anime is also great, but its fine to avoid the 2017 American movie.

Cyberpunk is having a bit of a resurgence for a number of reasons. First, were more conscious than ever about the dangers of the digital world and more dependent on it. Youre reading this on a portal to all of the information in the world (unless you printed it out to read on the toilet), and the consequences of that network failing would be literally apocalyptic. Questions of digital identity and privacy are now a big deal.

Additionally, a number of the technologies that were key to early cyberpunk fiction have finally become fact. Virtual reality is now affordable and portable enough that you can use it on your phone, and augmented reality lets you overlay the digital world over the real one. What seemed fantastic in the days of CRTs and 300 baud modems is now a normal part of life.

In some ways, were already living in the future that 1980s cyberpunk predicted. What will the world look like another 30 years from now? Read, watch and play our recommendations above and you might just find out.

For more on cyberpunk, check out our breakdown of the nearly one-hour-long Cyberpunk 2077 gameplay footage, as well as these Ford factory floor robot legs.

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The Geeksplainer: Cyberpunk - Geek.com

Top 10 Amazing Cyberpunk Movies – YouTube

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Amazing Science fiction movies that explore the cyberpunk aesthetic in all it's high-tech low-life glory! WatchMojo presents the best films that utilize the cyberpunk aesthetic. But which film will take the top spot? Will it be Ridley Scott's Bladerunner, the Anime Classic Akira, or the revolutionary The Matrix? Watch to find out!

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#10. eXistenZ (1999) #9. Tetsuo The Iron Man (1989) #8. Dredd (2012) #7. Ghost in the Shell (1995) #6. Strange Days (1995) #5. RoboCop (1987) #4. The Terminator (1984) #3, #2 & #1 ????

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Top 10 Amazing Cyberpunk Movies - YouTube

What is cyberpunk? – Polygon

A woman doing her makeup as the camera slowly pulls out to reveal shes missing the bottom half of her face, a gaping cybernetic maw in its place. A cable jacked directly into a businessmans skull, sparking and smoking as it fries his brain. An elevator the size of an apartment, crawling up the side of a high-rise towards the sky.

These are just some of the fragmented vignettes studio CD Projekt Red put on display in Cyberpunk 2077s debut trailer earlier this year. As an introduction to Night City, it promised one of the most distinctive game settings since Rapture or City 17 but not much of its neon-soaked imagery is original. And thats by design.

With this game, CD Projekt Red is drawing from a long tradition, one that unusually is named right there in the title: cyberpunk. But what exactly does that mean, and where did it come from?

You can trace the roots of cyberpunk back through multiple generations, but the first definite milestone in its development was the book Do Androids Dream of Electric Sheep? Philip K. Dicks 1968 novel introduced the world to Rick Deckard, a bounty hunter tracking down a gang of escaped androids trying to pass as humans.

If that sounds familiar, its because the book was adapted, over a decade later, into Blade Runner.

The movies night-drenched cityscape, lit by plumes of flame from industrial towers and skyscraping video billboards, set the visual template for most cyberpunk going forward.

But that world didnt come from Dicks novel as much as it did The Long Tomorrow, a 1975 comic by French artist Moebius and screenwriter Dan OBannon. Moebius conception of a grimy future city, where tightly-crammed tower blocks form a deep chasm around its inhabitants, inspired not only director Ridley Scott, but also Katsuhiro Otomo whose Akira manga began publication in Japan in 1982, the same year as Blade Runners release and an American-Canadian novelist named William Gibson. But well get back to him.

Between Do Androids Dream of Electric Sheep?s questions about who counts as human in an age of androids, The Long Tomorrows blending of film-noir tropes and science fiction, and Blade Runners rain-slick realization of the city of the future, all the vital ingredients were in place for cyberpunk by the early 1980s. All it needed was a name.

Understand, when I came up with the c-word in 1980, all I was trying to do was come up with a snappy, one-word title for this story, says Bruce Bethke, the writer who first coined cyberpunk, referring to an article he wrote about teenage hackers. I was not trying to define a genre, launch a movement or do anything more than come up with a memorable one-word marketing label for this story that would I hoped compress the core idea down to a few syllables and this was the important part stick in an editors mind and help me sell the thing to a magazine.

Apparently I overdid it.

When the story published in 1983, Bethke unintentionally and accidentally, in his words tapped into something larger. The title was adopted as the name of a loose genre that was beginning to form, just in time for the arrival of what many feel has been its definitive work: Neuromancer, by William Gibson.

The 1984 novel tells the story of console cowboy Case, a hacker who crosses his criminal bosses and, as payback, gets his central nervous system trashed so badly he can no longer access the cyberspace matrix. At the start of the book, hes offered a second chance by a mysterious new employer. Case can be fixed, but only if he agrees to help with a string of heists which take him from Japans Night City to the American Sprawl and eventually an orbital space station, in order to free a super-advanced AI.

The story blended crime and science fiction but, like Blade Runner before it, what really struck a chord was the world that Gibson laid out.

Neuromancers vision of the future can be divided in two. Between the grubby, crime-filled meatspace and the bright glare of cyberspace. Between the people on the streets struggling to survive, and the aristocrats orbiting the planet, struggling to find ways to fill their artificially-extended lifespans. Between the aging remnants of our world early in the book, Case buys a fifty-year-old Vietnamese imitation of a South American copy of a Walther PPK and cutting-edge technology that lets people augment their bodies with new limbs, eyes, skin as long as they can afford the bill.

Neuromancer marked out the boundaries of the genre, boundaries which were explored and cemented by the books that followed. Pat Cadigans Mindplayers and Synners focused on the psychological implications of brain modification technology. Rudy Ruckers Ware series followed Neuromancers thread of self-aware AI through to its logical conclusion, showing how the resulting mechanical lifeforms evolve through successive generations. Bruce Sterlings work, like Islands in the Net, was especially interested in the hacker subculture.

Sterling was something of a figurehead in the cyberpunk scene, earning the nickname Chairman Bruce. He edited 1986s Mirrorshades: The Cyberpunk Anthology, a deliberately definitive collection of short stories that included work by Gibson, Cadigan and Rucker. In the preface to that book, Sterling wrote:

Certain central themes spring up repeatedly in cyberpunk. The theme of body invasion: prosthetic limbs, implanted circuitry, cosmetic surgery, genetic alteration. The even more powerful theme of mind invasion: brain-computer interfaces, artificial intelligence, neurochemistry techniques radically redefining the nature of humanity, the nature of the self.

Cyberpunk meshes these advanced technologies with more down-to-earth concerns like drugs, dive bars and desperation that turn people to crime. The ruling powers of cyberpunk worlds are almost always immense corporations who control access to technology. The protagonists tend to be outsiders criminals and noir-style antiheroes who exist on the margins of society. Theres an oft-quoted maxim by Sterling that sums it up nicely: Lowlife and high-tech.

In 1988, cyberpunk made its first move to the tabletop with the release of Cyberpunk, a pen-and-paper roleplaying game written by Mike Pondsmith. It shares more than a name with Cyberpunk 2077 CD Projekt Reds video game is a direct adaptation, moving away from a group of people sitting around a table to a first-person, open world, single-player experience but keeping its world, character classes and the input of its creator.

Pondsmith tells Polygon how he personally defines cyberpunk as a genre: Street-level life crushed under overwhelming political and social forces, but which uses a combination of found/scavenged/repurposed technology to fight back and achieve personal freedom.

Pondsmith hadnt actually read the likes of Gibson and Sterling when he wrote the first iteration of Cyberpunk, he says, but he started to incorporate their ideas into the RPGs second edition, known as Cyberpunk 2020.

The once-molten form of cyberpunk was beginning to cool into something more solid. And for a genre where one of the key tenets is to quote the rulebook of Cyberpunk 2020 break the rules, thats not necessarily a good thing.

What happened to cyberpunk fiction was what happens to every successful new thing in any branch of pop culture, says Bruce Bethke. It went from being something unexpected, fresh and original to being a trendy fashion statement, to being the flavor of the month, to being a repeatable commercial formula, to being a hoary trope.

The motifs of Gibsons Neuromancer turned into a kind of checklist. Stories of alienated loners in mirrored shades doing drugs and hacking computers quickly became the norm. So much so that in the early 90s, some of the most prominent cyberpunk books were those which pushed the formula to satirical extremes.

The opening chapter of Neal Stephensons book Snow Crash introduces the improbably-named Hiro Protagonist, a Deliverator armed with twin samurai swords, driving a car with enough potential energy packed into its batteries to fire a pound of bacon into the Asteroid Belt before revealing that hes actually a pizza delivery boy.

In his 1995 novel Headcrash, Bethke even skewered the genre hed helped christen, writing: Theyre 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.

It looked like cyberpunk might have run its course as early as 1993, a Wired magazine headline proclaimed Cyberpunk R.I.P. but what followed, as the millennium raced to its conclusion, made for possibly the genres biggest moment in the spotlight. Its influence leaked outward, and the genre mutated in a dozen different directions as it entered the mainstream.

A large part of this came via Japan, as Akira inspired a wave of cyberpunk-infused manga and anime, including Battle Angel Alita, Serial Experiments Lain, Cowboy Bebop and, perhaps most famously, Ghost in the Shell, which in turn inspired the Wachowskis to make The Matrix. Meanwhile in games, Deus Ex laid the foundations that CD Projekt Red seems to be building on with Cyberpunk 2077. And Hideo Kojima, who had created the cyberpunk game Snatcher a decade earlier, took elements like cybernetics and artificial intelligence and applied them to the hugely successful spy game Metal Gear Solid.

How many of the above examples are true cyberpunk, however, is debatable. They certainly share some of the genres technological aesthetic (think of Keanu pulling a thick cable from his spine) and dress sense (all those mirrored sunglasses), but they dont all share the same thematic concerns.

Depending on who you listen to, cyberpunk became a case of to borrow another of the mantras from 2020s rulebook style over substance. Its a criticism that Gibson himself echoed back in June, when he tweeted, The trailer for Cyberpunk 2077 strikes me as GTA skinned-over with a generic 80s retro-future, but hey, thats just me.

Ultimately, though, cyberpunk has survived beyond its 80s roots because its appeal runs deeper than the surface layer of leather, chrome and neon. There is a clear focus on style, but its born out of an understanding that the way people present themselves can tell you just as much about the culture they exist in as an expository info-dump.

The great thing about cyberpunk is that it is recognizably our world, only in the future, says Lukas Litzsinger, the game designer responsible for the 2012 revival of cyberpunk card game Netrunner.

Cyberpunk authors like Gibson and Neal Stephenson predicted how technology would develop, and occasionally helped shape it their books helped popularize terms like cyberspace, virus and avatar, and Stephensons conception of the Metaverse has been claimed as an influence on everything from Google Earth to Xbox Live but this isnt the most important thing about cyberpunks vision of the future.

It is a setting that is focused on the human experience, and how far we can push the limits of both technology and ourselves, says Litzsinger.

The writers who laid the foundation of cyberpunk looked at the accelerating pace of change in the late 20th century, and understood that technology would forever be an inseparable part of the human experience. This is still what makes the genre stand apart from other branches of sci-fi: the way it considers the social impact of technology on everyday life.

In Neuromancer, having a health-monitoring implant is just another reason you might get mugged if you step into the wrong part of town. In Netrunner, body augmentation is something a corporation can force on its employees to improve performance.

For myself, the most interesting cyberpunk focuses on what it means to be human in a world that wishes to convert you into a corporate asset, says Ashley Yawns, writer at nerd-culture site Timber Owls. Yawns was a prominent voice in the Twitter discussions following Cyberpunk 2077s E3 reveal, weighing up the games politics and in particular its presentation of body augmentation, a key component of cyberpunk.

Body modification is a great avenue for empowering stories for groups routinely denied bodily autonomy: disabled people, trans people, women as a whole, etc., says Yawns. The problem is that utopianism clashes with the impoverished lives cyberpunk depicts, immediately raising the question of who can afford these freedoms.

Enabling bodily autonomy, alteration and restored function is a great thing but as things stand, access for the majority means debt or servitude to malicious corporate monopolies, says Yawns. Anyone whos experienced tech industry practices of planned obsolescence and covert data collection on their phone can imagine what these companies might do given access your cybernetic limbs, let alone your whole nervous system.

Liberating tech is often made into a yoke by its social context.

That last part is the biomechanically-enhanced heart of cyberpunk. William Gibson has often summed it up in interviews: the future is already here its just not very evenly distributed. Cyberpunk worlds are about the gap between those who have access to their futuristic technologies and those who dont a gap thats often expressed literally, in the verticality of its mega-cities.

Even as the future that writers like Gibson predicted starts to look increasingly out of date technologically speaking, its this core message which keeps the genre relevant.

I personally think that any cyberpunk work worthy of the name needs to show that dehumanizing, unequal relationship of power and politics as part of its makeup, says Pondsmith. You dont raise hell in a future where things are a Star Trekkian Utopia you raise hell when all the forces in power are arrayed against you personally, and you have to fight back.

This is an element of Pondsmiths game that CD Projekt Red seems to be adapting faithfully. Cyberpunk 2077 is about a world where a vanishingly small number of ultra-rich individuals at the top of intractable corporate power structures reign over a disintegrating world where the vast majority of the population lives in an endless cycle of poverty and violence, quest designer Patrick Mills recently told Official Xbox Magazine. How different that is from our world depends a lot on your perspective, I suppose.

In a time when developers and publishers are insisting, against all evidence, that their games have no political message, its a stark contrast to see Mills saying: Cyberpunk is an inherently political genre and its an inherently political franchise.

Litzsinger agrees: To me, cyberpunk does feel inherently political in that its protagonists almost always operate on the fringes of the law, whether because of criminal activity or the inability for the law to keep up with technology. It can challenge us to think about the difference between something that is legal and something that is moral, and you will find a common thread of rebellion against the system in a lot of cyberpunk narratives.

Litzsingers Netrunner which is ending later this year is one of the most politically aware incarnations of cyberpunk ever to exist. That might be surprising, given its a card game, but the theming and flavor text of Netrunners thousand-plus cards have given it plenty of room to flesh out its setting and worldview.

Whereas many cyberpunk works have stuck to the narrow focus on U.S., Japan and China that was established in Neuromancer, the world of Netrunner has covered ... well, the entire world. Its made Ecuador the global centre of commerce, and has dedicated entire cycles of card packs to exploring India and Sub-Saharan Africa. Its roster of playable characters has retained a 50:50 balance between male and female, as well as including non-binary and transgender characters, and put Asian people in lead roles rather than just being an invisible part of the world, as in many western cyberpunk stories.

Representation is one area where Cyberpunk 2077 has run into a bit of controversy. The games debut trailer featured just one Indian character, in the stereotypical role of taxi driver. The Twitter account of Dear Esther developer The Chinese Room accused the games marketing of presenting women in a sexist manner, and CD Projekt Red recently tweeted a transphobic joke from its own Twitter account.

With nearly an hour to show us its world, a recently-released gameplay demo fares a little better, especially as the player can choose Vs gender and race but its far from perfect. The majority of characters players meet are white, with the exception of black crime boss Dexter DeShawn and sweary Latino sidekick Jackie Welles, the latter having received criticism for stereotypical dialogue that drops random nuggets of Spanish into English sentences. And, in light CD Projekt Reds long-debated attitude to female nudity, opening with a quest that involves an unconscious naked woman also invites questions.

Broadly, though, CD Projekt Red seems keen to stick to Pondsmiths original vision, which addressed everything from gentrification to corporate security forces. The developers frame-by-frame, trailer-breakdown blogs show its thinking about topics like overexposure to advertising, gun laws and unevenly distributed technological wealth as part of its world building.

Cyberpunk, and science fiction in general, can take ideas from the grey of modern life and turn up the contrast. The for-profit medicine system becomes 2077s Trauma Team, a vital part of the gameplay demos first quest equal parts paramedic and paramilitary, ready to kill in order to save the lives of paying customers.

Thats far from subtle, but these exaggerated futures can provide a helpful filter for examining our current political situation. Head to the cyberpunk subreddit and, as well as a wealth of fanart, youll find people sharing the latest incursions of cyberpunk into our reality, whether its police in AR headsets or a woman charging her bionic arm on the train.

Amazon and Walmart tracking their employees movements and conversations to determine performance of employees, dead celebrities being resurrected as holograms or CGI constructions, the rise of using crowdfunding platforms to fund life-saving surgeries ... all of these things have precedents in cyberpunk.

With the genre currently enjoying another pop cultural boom in recent years, weve had a sequel to Blade Runner and a live-action remake of Ghost in the Shell; Altered Carbon on Netflix; and Observer, EXAPunks and new instalments of Deus Ex on computers and consoles Cyberpunk 2077 looks likely to stand apart precisely because it isnt shying away from these political ideas.

As Pondsmith puts it: Cyberpunk is all about inequity and the threat of a future in which opportunity is unfairly distributed. Its about how the forces of big money and big government conspire to keep everyday citizens under control, and how those same citizens use unorthodox means to defeat that agenda.

Hell yes, its political now more than ever.

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What is cyberpunk? - Polygon

Best Cyberpunk Books | BestScienceFictionBooks.com

So here we have a sub-genre of science fiction that has a cool name, because of which its authors dress in leather jackets and wear mirror shades - at least according to one well known scion of the craft - Neal Stephenson. But what - aside from an excuse to wear cool shades - is Cyberpunk?

Well basically Cyberpunk is all about dystopian, networked, future earth type societies. The technological focus is usually on computing, genetics and artificial or virtual intelligences, primarily. Oh and corporations. Usually big ones. Sub-sub genres (have we all gone mad?) include Steampunk - the same thing with Victorian overtones, and Biopunk - the same thing focused on genetic engineering and such. Additionally, books written after 1993 have a nasty habit of being called Post Cyberpunk.

Cyberpunk Derrivates -- "The Punks"

Post-Cyberpunk - which is cyberpunk, but all grown up, after the teenage hormones and depressions have dissipated some - leaving the genre feeling a little more respectable. Then there's Dieselpunk - sometimes referred to as 'gritty Steampunk'

Decopunk - Dieselpunk made all shiny and modernistic, like the Art Deco art styles of the 1920's to 1950's

Nanopunk - the new kid on the block, still deciding what kind of a creature he's going to be - but focussed on nanotechnology at the expense of biotechnology so far; Stonepunk - sic. The Flintstones (fancy stone age tech)

Clockpunk - concerned with clockwork mechanisms, likes to live in the renaissance period;

Teslapunk - alternate history where we got stuck at electricity, never going so far as to try anything else, and got really good at it (traces family line back to 18th, 19th and early 20th century imaginings of what electricity would do)

Atompunk - which would pretty much be Superman's pre-digital world in DC Comics (think: cold war, Sputnik, Space and arms races, superheroes, Dick Tracy);

Elfpunk - what elves and other folklorish creatures would be like if they managed to survive to inhabit our current or future world

Mythpunk - same as Elfpunk, but rooted in ancient myth (Hercules, the Valkyries - that sort of thing)

Nowpunk - which is a word invented by Bruce Stirling to describe one of his books. I really have no idea why it has stuck around, but you can go look it up for yourself - http://en.wikipedia.org/wiki/Nowpunk#Nowpunk.

I think it means Cyberpunk set - well - like now. I guess the movie 'hackers' would be an example here.

It should be noted (for those new to this) that the term 'Cyberpunk' is derivative of the term 'cyberspace', not 'cyborg'. Cyborgs do occasionally appear in cyberpunk novels, as do other forms of synthetic life, and the synthesis of biological life with technology is a recurring theme, but the focus of cyberpunk is more on information technologies: networks, computers, being able to plug oneself directly into virtual environments by whatever means - that sort of thing. An example would be the 'Tron' movies. Both of them. Most of the action is contained within a virtual environment Another popular example of cyberpunk is the 'Matrix' series of movies. Technically most of the movies took place in cyberspace, not out in the 'real' world. I still think that 'the matrix' establishes a great premise for arguing in favour of existentialism - but that's for another time.

Finally: a quote that may help clarify things: "Cyberpunk literature, in general, deals with marginalized people in technologically-enhanced cultural 'systems'. In cyberpunk stories' settings, there is usually a 'system' which dominates the lives of most 'ordinary' people, be it an oppressive government, a group of large, paternalistic corporations, or a fundamentalist religion. These systems are enhanced by certain technologies (today advancing at a rate that is bewildering to most people), particularly 'information technology' (computers, the mass media), making the system better at keeping those within it inside it. Often this technological system extends into its human 'components' as well, via brain implants, prosthetic limbs, cloned or genetically engineered organs, etc. Humans themselves become part of 'the Machine'. This is the 'cyber' aspect of cyberpunk. However, in any cultural system, there are always those who live on its margins, on 'the Edge': criminals, outcasts, visionaries, or those who simply want freedom for its own sake. Cyberpunk literature focuses on these people, and often on how they turn the system's technological tools to their own ends. This is the 'punk' aspect of cyberpunk." Erich Schneider of 'The Cyberpunk Project'.

So without further ado: the top 25 best Cyberpunk (and derivative otherpunk) novels - arranged from best to less so.

You can view the crowd-ranked version of this list and vote on the entries at the bottom of this page.

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Best Cyberpunk Books | BestScienceFictionBooks.com

Cyberpunk 2077 – the lore, story, setting, characters, and …

CD Projekt Reds Cyberpunk 2077 is one of the most anticipated games on the horizon right now, and it seems the Polish studio are gearing up for a big reveal at E3 this year. But why wait that long to learn more?

As you may already know, the Cyberpunk videogame is closely based on a tabletop RPG written by Mike Pondsmith, and first published in 1988. The game has been through three iterations, with the first two known as Cyberpunk 2013 and Cyberpunk 2020. Since the 2020s feel a little close, its no surprise that CD Projekt Red have thrown the universe forward to the year 2077 for their interpretation.

There are plenty of other tabletop games that made the jump to PC on our list of the best RPGs.

With the tabletop game providing the backdrop for the videogame, theres much we can learn about the world, weapons, and characters of the Cyberpunk 2077 universe. So we thought wed take a look a close look at it to let you know what to expect from CDPRs first triple-A release since The Witcher 3.

Looking for something in specific? Click a link to be taken straight to the Cyberpunk lore you are interested in.

Cyberpunk is set in a dystopian near-future, amid a fictional Californian city named Night City after its founder, Richard Night. Between then and now, the USA has suffered a vast socioeconomic collapse that has sent ripples around the world, throwing the entire planet - but especially the West - into chaos. The enfeebled US government has only maintained order with the aid of a number of megacorporations, some of which may seem familiar (see below).

It all starts to go wrong in 1990, when the US intervenes disastrously in a Central American war. This, together with the release of US-developed plagues targeting drug plants, stokes anti-American sentiment among powerful Central American cartels. With the backing of the European Union, who are much more competitive in this alternative universe, these cartels prosecute a savage drug war all over the Americas. In 1993, they are even able to detonate a small nuclear device in New York, killing tens of thousands.

Matters worsen in 1994 with a massive global stock market crash that hits the USA hardest, causing widespread unemployment and homelessness. A nuclear accident in Pittsburgh drives internal migration, as does a drought across the midwest, which leads to a food crisis. The family farm is essentially wiped out, so corporations come to control all US agriculture. Food exports to the rest of the world cease, which obviously causes its own problems.

In 1996, the president and vice president are assassinated, and the US government fragments - the NSA, CIA, FBI, and DEA form the Gang of Four and collude to further their own interests. Criminal gangs are established or emboldened all over the country - one of them, the Bloods, take almost total control of Miami. Executive authority is passed down the ranks to the defence secretary, who suspends the constitution and declares martial law. By now, one in four Americans are homeless, leading to huge Mad Max-style gangs of violent Nomads.

Over the next few years, toxic spills off the coast of Seattle ravage its economy. A 10.5 earthquake shatters Los Angeles. Tensions in the Middle East escalate to nuclear exchange, reducing much of the region to radioactive slag and halving the worlds oil supply. Several states secede from the United States, including California. You get the idea: everyone has a jolly bad time.

Corporate power has been waxing across the globe as businesses exploit the opportunities created by this chaos. Corporations have been training their own armies as early as 1997, and ultimately the enfeebled US government has no choice but to turn to them for help containing the nomads, gangs, and cartels running rampant across the country. The corporations take most of what they liberate for themselves, and only grow stronger. Governments across the world - and especially in the US - are then powerless to prevent a series of corporate wars.

Thats pretty much all you need to know. Cyberpunks fictional timeline continues for many more years, but from here on out its an esoteric account of escalating inter-corporate wars that probably wont mean a lot to you. Basically: nukes, natural disasters, everyones screwed. Also bear in mind that, since the last edition (v3) of the board game is set in the 2030s, CD Projekt Red will have come up with another few decades of history which no-one outside the project will currently know about. Somehow we doubt things have improved much.

Cyberpunks megacorporations were spawned in the unregulated industrial cesspool they demanded in return for helping the faltering US government contain a series of domestic crises. They are presented as a vision of what might happen - and to some extent did, in the era of the robber barons - if market forces were let entirely off the leash. In the main, they are self-serving, amoral, and profit-driven, and we can expect many of them to be major antagonists in the videogame.

That said, given CDPRs fondness for moral ambiguity - firmly established in the Witcher series - we doubt all corporations will be unalloyed evil. As you can see below, many have different and conflicting agendas. There are more shades of grey here than in an Escher sketch, and theres no way CDPR will squander that to tell a boring, easy story about goodies and baddies.

Imagine picking the lesser of two evils as megacorps compete for your services. There is also plenty of role-playing potential as your characters class, background, or other tendencies might shape your loyalties. Perhaps some corps might not even be so bad? Many of the so-called robber barons were noted philanthropists, after all.

But now were speculating. Heres a list of some of the megacorps that have been established in the Cyberpunk universe:

In the finest traditions of tabletop RPGs, Cyberpunk lets you create your own character, but it also has NPCs. However, unless they have artificially extended their lives - which, to be fair, is entirely possible, given the worlds tech - many of those characters may have died in the decades between the board game and 2077. We note a few of the most important ones below, and those that are most likely to have survived - they may be your quest-givers, class mentors, faction leaders, and so on.

Richard NightRichard Night is the man behind Cyberpunks major setting, Coronado City - later renamed Night City in his honour. In 1990, he left the construction firm in which he was a partner to plan Coronado City. He secured corporate funding from Arasaka, EBM, and Petrochem in exchange for handing over large slices of the city for their development.

Coronado City was incorporated in May 1994. It rests on the central California coast, a little ways south of San Francisco. The megacorporations are heavily involved in its development from the beginning, and their influence upon it is greater than any other city in the USA. Night himself is killed in his penthouse in 1998, after which Coronado City takes his name. His killer is never caught.

Saburo ArasakaThe devious and megalomaniacal head of the Arasaka megacorporation, which dominates much of Japan and the third world (a label now commonly assigned to America). He brought elements of the Japanese government, military, lesser corporations, and even crime groups under his control, and is/was determined to establish Japan as the new global superpower.

Alt Cunningham

A netrunner and ex-girlfriend of famous rockstar Johnny Silverhand. She invented a program that could digitally copy a netrunners mind. For this, she was kidnapped and interrogated by the Arasaka corporation. They used the information to make a deadlier version that would torch the netrunners mind after copying it - and Alt was its first victim. The copy of her mind managed to escape into the net, however, so she continued to live as a digital ghost - and may indeed still be alive in 2077.

On that note, we should mention that a poster made from her artwork in the tabletop game appears in the Cyberpunk 2077 teaser trailer - this could just be an easter egg, or a hint that she is indeed still around.

Commissioner J. HammermanHammerman is referenced in a newscast in the Cyberpunk 2077 teaser trailer, commenting on the massacre committed by the augmented woman. Presumably, hell be commissioner of one of the emergency services, the police being the obvious guess.

Cyberpunk calls its character classes roles, of which there are nine in the main rulebook. Later supplements added many more but well list the core nine here. Some map approximately onto familiar RPG archetypes (cops sound a bit like paladins to us), but one of the coolest things about Cyberpunk is how much it rewrites the traditional rulebook - some of these could play like nothing else weve seen.

While we expect the Cyberpunk videogame to adhere closely to the board game in general, this fidelity has been all but confirmed with respect to classes specifically. Last year, Pondsmith said that the tabletop games Cyberpunk classes are all going to be there, but youre going to find some surprises about how weve done it, and I think youre really going to like it. Theres a lot of subtlety going on there.

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Cyberpunk 2077 - the lore, story, setting, characters, and ...