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Category Archives: Cyberpunk

Explore the Darkest Parts of Night City in CYBERPUNK 2077: BLACKOUT This Summer GeekTyrant – GeekTyrant

Posted: March 27, 2022 at 10:13 pm

Dark Horse will continue to show fans more of Night City through comics with Cyberpunk 2077: Blackout releasing this year. The four-issue series comes from writer Bartosz Sztybor, artist Robert Ricci, colorist Fabiana Mascolo, and letterer Frank Cvetkovic as they aim to show you the darkest parts of Night City.

This is sure to be a great read for fans of Cyberpunk 2077 which is gaining a bit more popularity after the 1.5 update really fixed a lot of the games problems and made the game available on next-gen consoles.

It hurts. Night City hurts. The suffering runs deep and the deeper one falls, the longer the self-prescribed dreams play. Fortune, hope, love all made possible by DMS technology. But not everyone desires a happy ending. A braindance repairman discovers that the answer to pain . . . comes in a blackout.

You can read Cyberpunk 2077: Blackout #1 on June 1.

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Explore the Darkest Parts of Night City in CYBERPUNK 2077: BLACKOUT This Summer GeekTyrant - GeekTyrant

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Cyberpunk VR Download – vorpX – VR 3D-Driver for Oculus …

Posted: March 23, 2022 at 6:37 pm

10 years ago, when all that existed of VR as we know it today was the idea to use cheap phone components for VR headsets, the story of vorpX began. VR at least for gaming back in the day was real life cyberpunk if you want.

What better way to celebrate 10 years of vorpX development than a little bit of Cyberpunk in VR.

Enjoy our free Cyberpunk VR mod!

Cyberpunk VR download

vorpX Anniversary Sale

2022/02/17 Version alpha 6 is now available.

This update adds compatibility with Cyberpunk 2077 1.5 and contains various smaller (mostly gesture related) fixes and improvements.

2022/02/12 Version alpha 5 is now available.

This is a major update that mainly adds a brand new feature: several common game actions can now be triggered with natural motion controller gestures, adding a whole new level of gameplay. Try it!

Full Changelog:

2022/01/10 Version alpha 4 is now available with the following changes:

2022/01/08: Version alpha 3 is now available with the following changes:

22/01/02: Version alpha 2 is now available with the following changes:

21/12/25: The first update is now available, addressing the following issues:

Please uninstall any prior version before installing this update. Otherwise you might still experience the uninstall issue mentioned above later.

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Cyberpunk 2077 TTRPG Products Are On the Way – ComicBook.com

Posted: at 6:36 pm

The creator of the Cyberpunk franchise confirms that there are plans to make tabletop gaming products based on the characters and world seen in the Cyberpunk 2077 game. Speaking in an interview with Dicebreaker earlier this week, Cyberpunk creator Mike Pondsmith confirmed that there are plans to make sourcebooks based on Cyberpunk 2077. "There will be," Pondsmith told Dicebreaker when asked about whether there would be any Cyberpunk 2077 sourcebooks. "I can't say much more than that. I am sworn to secrecy by a bunch of very tall, quiet Polish men."

Pondsmith originally published Cyberpunk back in 1988 and has since updated the game three times, updating the world and jumping forward in the timeline via new editions. Pondsmith's R Talesorian Games currently publishes Cyberpunk Red, which is set approximately 22 years prior to Cyberpunk 2077 but uses the same continuity. In the interview, Pondsmith noted that his company is in charge of maintaining the Cyberpunk timeline up to the the in-universe year of 2060, with CD Projekt Red in charge of events afterwords. However, Pondsmith did serve as a consultant for Cyberpunk 2077 and collaborates with CD Projekt Rd on making future DLC for the popular video game.

While R Talesorian Games is continuing to publish Cyberpunk Red material, the company's focus is on filling the gap between that game and Cyberpunk 2077."It's not like we can just put out [Cyberpunk Red] and then say 'now we're going to do [Cyberpunk 2077],'" Pondsmith told Dicebreaker. "There's a lot of stuff needed to go in between to make a 2077 book make sense."

Cyberpunk 2077 was considered one of 2020's most anticipated games, but had a disastrous release due to incredibly buggy console versions. The game was de-listed from Sony's Playstation store for six months due to the number of bugs. Over the past year, CD Projekt Red has released several patches to improve performance. Despite the issues, Cyberpunk 2077 was a strong seller, with estimated sales of 25 million over a 12 month period.

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Cyberpunk 2077 TTRPG Products Are On the Way - ComicBook.com

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Now is the time to play Cyberpunk 2077 on console – App Trigger

Posted: at 6:36 pm

Look, I will be honest here. I have been on Cyberpunk 2077s side since the beginning. Yes, the game was rushed by investors. Yes, the game had a lot of missing elements that it promised. And YES, the game was effectively broken for many people. But man, when it DID work, it was so much fun. The story was something special and Keanu Reeveshes even beautiful when hes animated. Many players have been waiting for a version of Cyberpunk 2077 to come out that was even a fraction of what CD PROJEKT RED promised and I think we finally got just that.

Cyberpunk 2077 released in November of 2020. By that point we were all on the precipice of madness from lockdown (and some of us are STILL there). We needed an out, we needed a cathartic release. We needed hot and sexy characters making their flashy ways through the streets of a futuristic yet grimy city. What we got were character models with their hanging ding-danglers, community clambakes and mommy milkers sticking out of their clothing. Granted, that did cheer all of us up in the middle of a catastrophic year, but in terms of releasing a game to the masses, you dont want your bangers and mash out for the world to see. Or maybe you do. I dont judge.

The release of Cyberpunk 2077 became a running joke in the game community and that broke my heart because I played it on release and even though it did have some insane bugs and random crashes, the foundation was REALLY GOOD. The story had good bones and the world CD PROJEKT RED created was colorful and expansive, yet trashy and full of corruption. I loved it and I spent hours exploring and driving around doing side quests. I wanted to see all parts of the city and I romanced EVERYONE. I mean, I went around the block and back in that game. My reason? The same reason that people climbed Mt. Everestbecause they were there.

I tend to feel a bit more comfortable with games on the Playstation more than the Xbox (dont come at me, its how I was raised) but I played on Xbox One at release because I knew my XBO could handle the game a bit better than the PS4 based on what people were saying. Now that the game has been released with a PS5 upgrade, I knew that it was time. It was time I jumped back into Night City one more time and I am damn glad I did.

For those of you that have never played Cyberpunk 2077, you play as V. There are three paths that V can start on: Street Kid, Corpo or Nomad. Each path will start a little differently and give you different dialogue options but the paths all converge the same. You end up in Night City and are hired to steal a secretive biochip called The Relic from the super powerful Arasaka Corporation. The job could set V and her best bud, Jackie, up for life. Unfortunately, things go awry and V ends up with the biochip wedged right into her head port.

Also unfortunately, it isnt your run-of-the-mill bio-chipnay nay. On that chip is the consciousness of musician turned terrorist Johnny Silverhand. He was put on that chip after being captured Arasaka while trying to bomb their headquarters. Triple unfortunate for V, Silverhands consciousness will eventually replace her own and removing the chip the regular way will kill them both. V must scour her connections in Night City to remove the chip and get Johnny Silverhand out of her head, quite literally.

Lest we not forget in this whole thing that the man, the myth, the beautiful legend, Keanu Reeves plays Johnny Silverhand. Am I going to say that I bought Cyberpunk 2077 JUST for him? No. Did I? Maybe, but I wont say it.

So, what has changed? Most notably, cars finally wont fall out of the sky with no warning. Police wont spawn in the walls. Both positive changes. Theres improved ray-tracing, haptic feedback improvements on the PS5 and it runs (mostly) at 60fps.

One of the most notable changes is the driving mechanic. Driving in Night City can be dangerous in first person and I will forever suggest that if you are driving, please do so in third person. Even though the current gen update makes driving feel so much smoother, you will still thank me for the change in perspective.

After the update, I never had any issues with game crashes. Sure, sometimes the frame rate will drop if there is a lot going on during a fight but for the most part everything just feels so much more smooth. CDPR added in some DLC content sprinkled in. You also have the ability to buy apartments in different parts of the City which doesnt seem like something important but, just like with the ability to buy cars, the variety is nice.

Speaking of variety, you can now change your appearance mid-game! I cant tell you how relieved I was about that. I remember making my very first character. I made her into a cool, spacey, cyber chick. She was what I imagined Zenon, girl of the twenty first century would look like as a criminal. I went to look in the mirror and it scared the hell out of me. She looked terrifying. The models have improved significantly, thank god.

Even though Cyberpunk 2077 isnt completely the game that was promised to players, after a year of work, it is finally the game we wished it was at launch. The gameplay feels smoother, the combat mechanics feel a little better (although throwing grenades still feel a bit goofy), driving is a better experience and it just feels good to dive back into Night City. Theres something about getting in a car at night under the neon ads featuring sex toys and butt shots to sell energy drinks, turning on some music and riding through the city.

I will forever and always recommend this game and now its even better. Get it! Do it now! Experience the grime, the crime and the life of Night City. Catch you later, choom.

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Now is the time to play Cyberpunk 2077 on console - App Trigger

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‘Turbo Overkill’ Launches Into Early Access This April – Bloody Disgusting

Posted: at 6:36 pm

For you throwback shooter enthusiasts, Trigger Happy Interactive has finally announced the Early Access release date for their Cyberpunk FPS Turbo Overkill. Turbo Overkills first episode will arrive in Early Access on April 22 on Steam, with the 1.0 release and versions for Nintendo Switch, PlayStation 5, PlayStation 4, Xbox Series, and Xbox One to follow later this year.

The first episode of Turbo Overkill will contain the first eight stages of the game, plus a host of secret arenas, difficulty modifiers, and other unlockables for around 5-8 hours of gameplay. The road to the final release will include a bevy of updates over the coming months, including new stages, abilities, quality-of-life features, and hardcore challenges.

And as youll see from the Early Access trailer, Turbo Overkills frenetic pace and gunplay hearken back to the glory days of mid 90s shooter, complete with ammo, armor and key pickups. There are also plenty of secrets in the game to test veteran FPS players, including tough-as-nails secret levels.

The story for Turbo Overkill puts you in the cybernetic boots of Johnny Turbo, a half-metal, half-human, half-crazy cyborg armed with hidden arm rockets and a chainsaw on your lower leg. Johnny returns to his hometown of Paradise and finds its entire population possessed by Syn, a rogue AI. Short on money to outrun his past, Johnny sets out to destroy Syn for the reward money. Unfortunately, hell have to take on a bunch of bounty hunters who are also in the hunt for that cash.

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Cyberpunk 2077 Player Discovers One of the Games Most Brutal Deaths – HITC – Football, Gaming, Movies, TV, Music

Posted: February 28, 2022 at 7:53 pm

CD Projekt Reds deep dive into the futuristic world of the Night City has been filled with highs and lows since its release in November 2020. Due to a bumpy launch, Cyberpunk 2077 has since its fair share of glitches and crazy bugs that almost hammered the last nail in its coffin.

Thankfully, due to next-gen improvements implemented via its newest update, players are finding the title a lot better to get to grips with and in the process, some out of this world combat sequences to boot.

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In a new post on Reddit, a player has found one of Cyberpunks most brutal and savage deaths. The sneaky gamer slips around the back of one of the enemies, sword at the ready. Finding the perfect moment of impact that also so happens to be right beside a gas canister, they slice the foe through the body which also sets off an explosion.

Unfortunately for the enemy, the force blows off most of their limbs leaving them bodiless and gripping the sword in one final attempt for survival before falling to the floor in a lifeless heap.

In a world asruthless as Night City, you come to expect that boundaries are pushed to their limit which makes for some of the most disturbing moments, as seen in this brutal showdown.

Reddit user u/Hyd_xx who posted the video stated This new patch really changed up the gameplay a lot, they added perks that can reduce the explosion damage to yourself so you wont die instantly if youre next to one etc. But I love the new melee execution the most lol

If you dont own Cyberpunk 2077 for yourself and fancy giving it a try, a new trial version is available to download and play until 15th March 2022, which grants you access to Night City for five hours.

In other news, Pokemon Gen 9 Region: Fans bet on Iberian Peninsula map

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Cyberpunk 2077 Player Discovers One of the Games Most Brutal Deaths - HITC - Football, Gaming, Movies, TV, Music

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Cyberpunk 2077 Dev CDPR And Others Condemn Russias Invasion Of Ukraine – Kotaku

Posted: at 7:53 pm

Protestors from the Christian Ukrainian Community of Rome hold banners in support of Ukraine following Russias invasion.Photo: Alessandra Benedetti-Corbis (Getty Images)

Earlier this week Russian troops, acting on the orders of President Vladimir Putin, invaded Ukraine and launched 200 missiles, some of which reportedly hit residential areas near the capital city of Kyiv. At least 50,000 Ukrainian citizens have been displaced and are fleeing the country, according to CNN. While some game developers based in Ukraine responded promptly to this act of aggression, now an increasing number of studios outside the invaded nation, including Cyberpunk 2077 maker CD Projekt Red, are also speaking out in solidarity with the Ukrainian people and in condemnation of Russias actions.

Read More: Ukraine Game Developers Respond To Russian Invasion [Update]

11 Bit Studios, the Polish studio behind Frostpunk and the anti-war survival game This War of Mine, came out in vigorous opposition to the war, releasing a statement on Twitter brandishing the #FuckTheWar hashtag and reading, in part, Let this message resonate with everything you know about this war and how war kills people, devastates their lives and homes. The statement also declared that all profits earned from This War of Mine for the next seven days will be donated to the Ukrainian Red Cross to aid victims of the war.

This morning, Cyberpunk 2077 developer CD Projekt Red, also based in Poland which borders Ukraine to the west, announced on Twitter that it will be donating 1 million PLN (or Polish zloty), roughly $242,400 USD, to Polska Akcja Humanitarna, a Poland-based humanitarian group in support of Ukrainian victims.

The recent invasion on Ukraine, our friends and neighbours, left us shocked and outraged, CD Projekt Red said on Twitter. We cannot remain indifferent in the face of such injustice and we ask everybody to join in and help in any way you can. Together we can make a huge difference!

Crytivo, the California-based indie game publisher and developer behind the city-builder game The Universim, posted a statement on Twitter yesterday signed by CEO and founder Alex Koshelkov announcing that it will be donating all proceeds from February and March to the Ukrainian Red Cross. Koshelkov also said that Crytivo will be giving its Ukrainian employees paid leave until they can find a safe environment that will allow them to work again.

With the recent military development in Ukraine, I feel obliged to let our fans and others know that our company Crytivo is firmly anti-war as we stand with the people of Ukraine, Koshelkovs statement said. The last couple years have already been difficult for us all and I hope we can inspire others to lend a helping hand to our brothers and sisters in need.

State of Play Games, the Czech developers behind the BAFTA-award-winning puzzle game Lumino City, also issued a statement this morning saying it will be joining 11 Bit studios in solidarity with Ukraine by donating all proceeds from its games on the App Store, Google Play, and Steam to the Ukrainian Red Cross.

And Amanita Design, the Czech studio behind the psychedelic horror game Happy Game, announced on Twitter that itll be donating its earnings from Machinarium, CHUCHEL, and Creaks next week to Clovekvtisni, a nonprofit organization based in Prague that it said would use the money to aid the most vulnerable people in Ukraine affected by the ongoing Russian invasion. Amanita Design also thanked 11 Bit studios and State of Play Games in a following tweet for inspiring it to come out in solidarity with Ukraine.

Ukraine needs help right now, Amanita Design said in a statement. We condemn the Russian invasion of Ukraine. This horrible act of aggression has absolutely no place in any democratic society.

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Cyberpunk 2077 Dev CDPR And Others Condemn Russias Invasion Of Ukraine - Kotaku

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Cyberpunk 2077s Afterlife Bar Vs. Mass Effect 2s, The Comparison We Had To Make – Kotaku

Posted: February 24, 2022 at 2:31 am

Screenshot: CDPR / BioWare / Kotaku

In the future, if some of the most popular science-fiction games are to be believed, well all be drinking in a bar called Afterlife.

Cyberpunk 2077, an open-world shooter set in 2077 but released in 2020 (well, technically), is back in the zeitgeist thanks to a recent next-gen respray. Integral to its plot is a dusty basement dive called Afterlife. A watering hole by the same name is a similarly vital location in BioWares 2183-set space opera, Mass Effect 2, which itself experienced a bit of a recent revival thanks to last years Mass Effect Legendary Edition. Obviously, comparisons abound.

In Cyberpunk, youll find Afterlife in the southern strip of Night Citys Watson district. It lurks at the bottom of a stairwell under a building next to a parking lot. Mass Effects Afterlife, on the other hand, is located in the central atrium of Omega, a lawless, jellyfish-shaped interstellar waystation carved into the remains of a shattered asteroid.

Point: Mass Effect 2

Omegas Afterlife is the sort of airy, open space most often frequented by performatively cocaine-hungry finance bros. Pass flame motifs dance up the walls. A velvet rope blocks the door, as does a massive bodyguard. Inside, youll find a semi-circular bargreat for getting a bartenders attention, but not exactly for hanging outflanked by several dance floors and a haughty VIP section.

Night Citys Afterlife is spacious without being sparse.Screenshot: CDPR / Kotaku

Head to Night Citys Afterlife, though, and youll find something much more down to earth (literally). Patrons line up at the bar or in smoky booths to down cheap beer and well shots. Low lighting and lower ceilings give it a palpable sense of intimacy. In the back, youll find a booze-stained billiards table. If anyones looking for blow here, theyre not making a big deal out of it.

Point: Cyberpunk 2077

Hanging out at Omegas Afterlife means subjecting yourself to the ill-advised future-chic soundtrack of a mid-90s Bottega Veneta runway show. At Night Citys, you get crunchy guitars, heartbeat drums, and belted lyricsa delicious mixtape that would, for the era, be the equivalent of a bar on your block putting on a playlist from the 1920s. Everyone loves a good throwback!

Omega.Screenshot: BioWare / Kotaku

Point: Cyberpunk 2077

Night Citys Afterlife offers up everything youd expect to find at your local haunt, from stouts to scotches to wines with lengthy French labels. As part of Cyberpunk 2077s massive update, developer CD Projekt Red even added a cocktail named after Jackie Wellesyour characters longtime friendto the menu, which unequivocally rules. I havent the faintest clue what you get to drink at Omegas Afterlife. (When you order, a turian pours you a double shot from an unmarked white vial.) But the curiosity alone...

Point: Mass Effect 2

Drinks in Night City cost anywhere from $120 (tallboy of Spunky Monkey) to $720 (finger of a top-shelf liquor called Ab-Synth) Eurodollars. Drinks in Omega cost one click of the order a drink dialogue prompt, which in all currencies exchanges to precisely $0.

Point: Mass Effect 2

You wont find Sheps iconic dancing in Night City.Gif: BioWare / Kotaku

In Night City, Afterlife is the de facto destination of fixers and mercenaries. In Omega, Afterlife is ostensibly frequented by the same crowd, but the mere existence of its VIP section implies theres no shortage of folks there only to flash cash and cosplay for an evening as a person whos actually cool.

Point: Cyberpunk 2077

Come on, now.

Point: Mass Effect 2

Night Citys cozy backroom booths are meant to hide away in for hours.Screenshot: CDPR / Kotaku

By our (extremely scientific) metric, Mass Effect 2 ekes out a win over Cyberpunk 2077. And to be sure, it has a lot of factorslike being in space, and also being in spacegoing for it. But if you asked me which Afterlife Id rather hang out in, its Night Citys by a mile. All the bells and whistles in the galaxy cant compare to the one selling point of a bar that matters most: the company you keep. And few of my friends would put themselves through the rigor of an astronauts training regimen just to nab a freewhatever drink that turian bartender pours.

Plus I bet Night City gives you free hot dogs if you drink too much.

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Cyberpunk 2077s Afterlife Bar Vs. Mass Effect 2s, The Comparison We Had To Make - Kotaku

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Cyberpunk 2077 works now, but its real strengths and weaknesses remain unchanged – Rock Paper Shotgun

Posted: at 2:31 am

Cyberpunk 2077 was an infuriating mess in so many ways when I reviewed it at the end of 2020, but a funny thing would happen every time I'd stop playing it. All the T-posed NPCs, floataway physics bugs and crashes-to-desktop would be lost in time, like tears in rain. What remained was the deep appreciation I had for its story and characters, and a longing to revisit Night City.

So I have. After last week's patch 1.5 promised more fixes, a refreshed perk tree and improved AI, I wondered if I might finally be able to champion the first-person RPG without caveats. The answer is not a simple yes or no - but the list of caveats is definitely a lot shorter.

This isn't Cyberpunk's first update since launch, obviously. Patch 1.2 already brought several hundred fixes, wiping away the most egregious launch errors - including fixing quests which, on my original playthrough, simply couldn't be finished.

Alongside another stack of fixes, patch 1.5 makes substantive changes to Cyberpunk's systems. These changes are much needed, at least in theory. At launch, 2077 was a great RPG in the sense that it gave you a rich world to explore, an interesting character to inhabit, and several dozens of hours of quests which could spin in wild directions based on your decisions.

It was also a pretty rubbish RPG anytime a number was involved: its weapons were a soup of barely distinguishable DPS stats, until suddenly you were overpowered; its economy kept you poor until it very suddenly didn't anymore (and mostly seemed there to sell you uninspiring cars); and its perks were either unexciting minor percentage tweaks or entirely useless.

Patch 1.5 aims to address the perk tree specifically, and it is better now. A perk like Commando, which made you undetectable while underwater in a game in which you're almost never underwater, is gone. It's been replaced by "Looking Sharp", a perk that lets you use throwing knives to blind enemies. It is roughly a kajillion times more useful, and the kind of ability you can feel opening up new options as soon as you unlock it.

Likewise, a perk like Lightning Bolt - a piddly 3% increase to crit chance for tech weapons - has been replaced by Draw The Line, which lets you see the trajectory of ricochet weapons before you fire. I'm happy anytime a small percentage increase perk is binned, and the replacement here makes a fun combat trick easier to do regularly.

Do these changes turn levelling in Cyberpunk 2077 into a rich exercise in defining your playstyle? Sadly not, because the changes still don't - and likely can't - go far enough. A lot of the remaining perks continue to offer just small percentage tweaks, and in a game where your actions are also being shaped by weapon stats and installed cyberware, the impact of your decisions in the perk tree still never feel satisfying. I invested most of my points in the "Annihilation" tree this time, the name of which alone suggests exciting things, but most of the time I couldn't tell the difference after unlocking a new perk there. Am I really now reloading shotguns 10% faster after killing an enemy? If you say so, Cybes.

On paper, patch 1.5's AI changes address a more glaring set of omissions from the original release. In practice, while enemies are apparently now smarter during combat, it's another thing I didn't really noticed while playing. I did notice pedestrians acting more intelligently. It was possible to stop your car in Cyberpunk's launch build and block every car behind you for eternity. Now, NPC drivers will back up and try to drive around you. Likewise, if you aimed your gun at a driver in the original game, they'd cover their face with their hands like a child who thinks you can't see them if they can't see you. In 1.5, they'll flee, slamming their car through you and any other obstacle in order to escape.

Yes, Cyberpunk 2077 has finally achieved parity with Grand Theft Auto 3 from 2001, and the result does liven up any fight you have in an area where pedestrians are around, as their panic can prompt explosive chaos.

However. However! Here is my bold and articulate counterpoint: ...who cares? Despite being a de facto feature of these-sorts-of-games for over twenty years, none of my real frustrations with the original release related to unresponsive NPCs. All of these AI tweaks feel like changes that look good in YouTube comparison videos, but do little to substantively change or improve the actual experience of playing Cyberpunk.

Which is sort of the problem with update 1.5 in general. As another example, you can rent different apartments now, another feature that I've never thought the game needed.

In fact, being able to simultaneously rent five different apartments undermines a lot of what I like about Cyberpunk 2077's story. Night City is beautiful but deafening, and the people who live in it - particularly the poor - are commodified and killed by corporations who act not merely like governments, but as gods. V and her friends, Johnny Silverhand included, all attempt to transcend their environment by becoming "legends", whether by enriching themselves through crime or by committing violent acts of rebellion, yet all are shown time and again that the only transcendence available is through their connection to one another.

I love this shit, because I love rain-soaked neon almost as much as I love sentimental paeans to enduring human kindness. Cyberpunk 2077 does an unusually coherent job of communicating these themes across its 30-hours of missions, too. So it's a shame that it's now a tad undermined by V owning more flats than a Tory MP. Put another way, it's like Only Fools And Horses - V is Rodney, Johnny Silverhand is Del-Boy, FYI - and just like Only Fools And Horses, it's shit when they actually succeed at getting rich.

Instead, there's a much smaller change that I think works much better in 1.5: now, sometimes when you go to sleep in your bed, you'll wake up to find your partner sleeping alongside you. That's it.

So, can I now champion Cyberpunk 2077 without caveats? It undoubtedly works a lot better than it did. You can complete all the quests, I encountered no strange physics glitches, and I saw only one T-pose (in the GIF above). This is obviously good news.

Beyond these straightforward fixes, Cyberpunk 2077 remains a messy, mediocre RPG when it comes to the ways its combat and progression interlock. While 1.5's tweaks to those systems make marginal improvements, it doesn't - and likely can't - address the problems fully.

Yet in truth, I'm ready to jettison the caveats anyway. Cyberpunk 2077 works now, and I can accept the flaws which remain because the bits of it that really matter to me, the bits of it that have stuck with me, are exactly as great now as they always were. For its world, story and characters, you should play Cyberpunk now.

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Cyberpunk 2077 works now, but its real strengths and weaknesses remain unchanged - Rock Paper Shotgun

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Cyberpunk 2077 VR mod set to launch ‘by the end of this week’ – PC Gamer

Posted: at 2:31 am

Cyberpunk 2077 is getting a VR compatibility mod later this week, courtesy of VR modder Luke Ross.

Originally slated for release in January, the mod, known as Cyberpunk 2077 R.E.A.L VR, adds support for VR head-tracking to CD Projekt's open world RPG. It doesn't add VR controller support, however, instead relying on more traditional control schemes.

You can see the mod in action via the video below, which shows off five minutes of VR-enhanced Cyberpunk play. In the video, Ross looks around the environments, demonstrates map and menu navigation, drives around Night City in both first-and-third person, and of course, gets into a big ol' gunfight.

In a Patreon post accompanying the video, Ross breaks down some key points regarding the footage. He notes that performance is "quite good for such a complex and modern game." stating he got around 60fps while recording at 2700x2700 resolution, and 80-90fps in general play. Then again, Ross' rig is pretty beefy, shooting the video on a Core i9-9900k and RTX 3090.

Interestingly, Ross also claims the game looks best in VR on low resolution. "The clarity and level of detail you can achieve in this way are simply astounding." Conversely, bumping up the settings to higher presents "actually makes for a hazier view in VR." He particularly notes the quality of Cyberpunk's panoramas, stating "The views are just majestic", which is intriguing considering VR is usually at its weakest when rendering at distance.

The remaining bullet points mostly see Ross confirming that various features work in VR, like driving, photo mode, and braindance sequences. One key point explains movement controls, with Ross clarifying that "You will be able to turn either with your gamepad stick (smooth turning) or simply by looking in the direction you want to go". Aiming with weapons, meanwhile "follows your gaze, with the sights "perfectly aligned with your dominant eye."

Ross didn't provide a precise release date, but stated to PC Gamer via email that the mod "should be out by the end of this week." It's also worth noting that this isn't the only VR mod Ross has created, with his other projects including adding VR support to Mafia Trilogy and Red Dead Redemption 2.

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Cyberpunk 2077 VR mod set to launch 'by the end of this week' - PC Gamer

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