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Category Archives: Cyberpunk
Next 10 Hysterical Cyberpunk 2077 Logic Memes That Are Too Funny – TheGamer
Posted: February 21, 2021 at 12:11 am
There's no question about Cyberpunk 2077's Night City being an incredibly gorgeous and immersive world to deep dive in. As the game continues to receive patches and improvements, the dark future of the game becomes even more exciting and fun to experience, with all of its numerous side quests and unique characters.
RELATED: Cyberpunk 2077: 9 Johnny Silverhand Memes That Are Too Hilarious For Words
However, no game is safe from the Internet's comedic judgment when it comes to certain gameplay features and details. With the game's popularity, a necessary sub-culture of Cyberpunk 2077 memes was also born, which perfectly highlight some of the weird and illogical parts of the game everyone loves to hate, and hates to love. Here are just a few ways in which Night City is just plain wacky.
When you first see Johnny's gun in use during the interlude to Act 2, it definitely gives the player a sense of power. The weapon is able to one-shot enemies instantly, which is just something that isn't possible as V until much later into the game. It's a big moment of excitement when Johnny Silverhand's gun is actually picked up by V for the first time.
Sadly, the effect just isn't the same. Unless your V happens to be a powerful gunslinger, Johnny's weapon definitely won't be one-shotting enemies left and right like it once did in his hands in Arasaka Tower.
One of the greatest mysteries of the game is V's real name, their true identity. Granted, in the world of solos, true identities don't matter that much.During a scene in Clouds, you actually find out that V's true name might be Valerie or Vincent, but this information is never shared with anyone else in the game.
RELATED: Cyberpunk 2077: 10 Hidden Details You Missed About Evelyn
It's a bit strange, given that V themselves states they only share such information with their closest loved ones. So, how come none of the romance options ever get to call V by their first name? Are they a joke to V?
Regina is the first fixer along with Wakako players will really get to know properly at the beginning of the game. She's just like any other fixer in the city, except that she has a separate cause that she's fighting for: Regina's determined to figure out what's behind the recent waves of cyberpsychosis.
If only Regina knew what V was doing on the streets, using the psychosis quickhack on their enemies to take them down. Talk about negatively contributing to the cause. It doesn't help thatgunning downa cyberpsycho still counts as taking them down in a non-lethal way.
Nomads and the Aldecaldos in particular are known for looking quite different from the typical Night City crowd. They're a bit more worn, and their fashion sense has nothing to do with the crazy neon colors found when walking around Downtown or Kabuki.
One detail in particular is a bit weird. What's with all the straps and buckles every single nomad seems to have around their upper thighs? It's almost like a rite of passage for a nomad to wear something like it.
With bugs and flaws, the game has definitely shown its fair share of downright bizarre and weird content. However, there's something that's a regular part of the game that continues to make everyone scratch their heads, something that's just plain cursed and wrong in every way possible: V's sleeping position.
RELATED: Cyberpunk 2077: 10 Most Creative V Customizations We've Seen
With such a nice, big and cozy bed, wouldn't it be nice to just lie down on it normally? Apparently not. V will always lie down in some weird, fetal position on the edge, which makes it look incredibly uncomfortable.
No matter what kind of V you make, you're the one who gets to decide their fate and their style, how you want to complete the game. With so many different approaches to mission, players are encouraged to explore different character builds and weapons.
Fixers, however, will sometimes expect a job to be done in one way and one way only. Even if your V is known for going on guns blazing, they'll still get hired by fixers to do sneaky jobs, which just doesn't make any sense. At that point on, it's on Regina if she decides to hire a gunslinger V to do a discreet job.
There's so much loot in Cyberpunk 2077, but not all of it is necessarily important. MaxDocs are sort of the bread and butter for any character build, as it's the go-to healing item. By the end of Act 2, chances are your V will have their pockets bursting with about 200 MaxDocs and other healing items.
With that in mind, it's a splash of reality when Panam during one of her quests mentions that MaxDocs can actually be expired. What of the 200 ones found in V's backpack? Some of those have to start expiring at some point.
It's no secret that everyone in Night City believes Samurai is a relic of the past. In fact, only a few select places, including a market in Japantown, will sell some of its old memorabilia, including a rare 2020 Samurai Tour shirt. Still, it's pretty evident no one cares about Samurai anymore.
RELATED: Cyberpunk 2077: 10 Hidden Details You Missed In V's Apartment
This is actually a bit contradictory, given how often V is bound to walk into areas where a radio is blasting Samurai's songs. Chippin In' is such a common song to hear in Night City, and it's practically impossible to get through the game without hearing it at every street corner.
CD Projekt Red really made an effort to ensure gigs, side quests and other missions would always have multiple ways of being solved by different character builds. However, in some cases, stealth is more advised or even a requirement of a mission, which might fight against the better nature of some players.
If the developers wanted players to stealth, they should have just not made the combat music so incredibly catchy and good. No wonder it's so much fun to just solve things with violence, when players feel empowered to do so.
Bugs are still prevalent in the game, unfortunately. It will definitely take a while to weed out most of them, which will make the gameplay experience difficult for tons of players. T-posing NPCs, weird graphical glitches, random damage from hitting the ground too hard at close range or broken quests, it all takes away from an otherwise cool game.
Another annoying feature is the Relic malfunction. One particular bug actually keeps the buggy and fuzzy appearance of the malfunction going indefinitely, which can make one wonder whether it's all part of the game, or just the game failing to deliver again. At this point, everything's just part of the Night City experience.
Next: 10 Hidden Items In Cyberpunk 2077 (And Where To Find Them)
Next 5 Common Complaints Most Fans Have About Breath Of The Wild (And 5 Things Everybody Loves)
Tea lover and video game obsessed writing enthusiast with her very own Overwatch team, Anastasia writes about games that leave an impression on her and make her come back time and time again.
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Next 10 Hysterical Cyberpunk 2077 Logic Memes That Are Too Funny - TheGamer
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Australian hard copies of ‘Cyberpunk 2077’ have one hell of a typo – Happy Mag
Posted: at 12:11 am
Welcome to the darkest timeline, the one where we discover that for the past century and a bit, the anglo-colonisers of this gold-imbued continent have been messing up the name of the land they live on. Thank you to CD Projekt Red for correcting all of us in our ignorance. Welcome, to Autralia.
In what would be a minor blunder for almost anyone else, CD Projekt Red have managed to make headlines with another error in the Cyberpunk 2077 saga. Not content with one of the worst launches in history, the largest hack in recent memory, or having to block their players from banging Keanu Reeves, theyre saving time by offending an entire continent in a single go.
The error can only be seen on the back of the PC hard copy of the game, where just underneath the barcode, youll see that the game is Manufactured in Autralia. In their defence though, the ABC website also lists a Map for Autralia. I can feel my tinfoil tingling already.
As a proud Autralian, I have to admit, gaffes on this level make me giggle. Im all for it, and couldnt be happier to stand with my fellow Autralians. My main gripe comes from the knock-on effect of the s being omitted from Australias name. owee owee owee, oi oi oi just doesnt hit right.
CD Projekt Red cant get even close to catching a break, their situation is so heinous that weve wrapped around from funny, through the valley of sad misfortune, and were right back to hilarious. I cannot wait to see what the next issue with Cyberpunk 2077 will be.
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You could fit 3 billion Cyberpunk 2077s in the 333 million SSDs sold in 2020 – PCGamesN
Posted: at 12:11 am
The best gaming PC isnt complete unless its paired with one of the best SSDs for gaming and a report from Trendfocus shows PC builders and consumers are certainly heeding that advice. Throughout 2020, SSDs outsold conventional hard disk drives, shipping 333 million over the 259 million its mechanical counterpart managed to shift last year. Thats a whopping 207 exabytes and 1.018 zettabytes of storage space respectively.
To put this in perspective, you could download Call of Duty: Modern Warfare more than 843 million times, house around three billion Cyberpunk 2077 installs, and fit Fortnite almost 13 billion times if you had access to all that SSD space not all at the same time of course, thatd be ridiculous.
Hard drives arent dead by any stretch, either, with 1,018 exabytes of shipped storage space, equivalent to about one trillion Valheim installs. Despite being slower, theyre likely to remain popular for a while yet, with their low price-per-gigabyte ideal for storing large games or video libraries without breaking the bank.
SSD sales have increased by 20.8% since last year, whereas hard drive sales have dropped 18%. Despite less hard drives being shifted, the total capacity of HDDs sold in 2020 still overshadows that of typically lower-capacity SSDs, which are often far more expensive. But since one exabyte is equivalent to one million terabytes, were not dealing with rookie numbers in either instance. We expect the total capacity of SSDs to be significantly higher next year though, as its currently increasing 50.4% year-on-year.
So, with SSDs getting ever more popular, lets hope the rumour that SSD controller modules could be in tight supply doesnt lead to the same stock issues weve seen with graphics cards throughout 2020 and 2021.
And with PCIe 5.0 on its way, even faster SSDs will be in a PC near you soon, giving them a further boost against conventional hard disk drives.
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From Call of Duty: Black Ops Cold War to Cyberpunk 2077, how DLSS could shape the next-generation of video game graphics – Gamesradar
Posted: at 12:11 am
The next-generation of gaming has arrived, and with it, our understanding of its many buzzwords and acronyms, from ray-tracing to haptic feedback, has finally started to make sense. But, as is always the case in this industry, the focus has already turned to the next thing that could push the boundaries of video game technology, and this one is perhaps the least consumer friendly piece of jargon yet.
DLSS, or deep learning super sampling, is being sold by Nvidia as one of the big new features on a number of its most expensive and high powered GPUs, but its emergence in the PC gaming scene is just the beginning. Sony is rumoured to be patenting its own DLSS technology, while Microsoft has been actively researching how it might bring its DirectML alternative to Xbox Series X.
It won't be much longer until DLSS comes to consoles, basically, which makes it something worth understanding now before executives and developers start throwing the phrase around like a beachball in E3 conferences of the not-too-distant future.
Deep learning super sampling is, essentially, a machine learning technique, in which an AI-powered algorithm is able to create extremely high resolution images in a game without sacrificing performance. Users are subsequently able to run games in crisp, rich quality at a silky smooth framerate, no longer forced into making the choice between how good a game looks and how well it handles.
If you really want to get into the weeds of it, a DLSS AI is trained by a supercomputer feeding it two types of image frames from a game; one aliased frame, and another "perfect'' version of the same frame that has been beautified through traditional super-sampling or accumulation rendering techniques.
Going through tens of thousands of these images, the AI learns to understand the difference between an aliased and a "perfect" frame, to the point where it can then generate images as feasibly close to the quality of the latter simply through inferencing the data of the former.
In doing so, DLSS can improve the resolution of an image by up to four times without demanding as much legwork from the graphics card, presenting a game rendered in 1440p, for example, appear as if running at 4K. Inversely, the technology can also improve framerates on existing high-resolution games by alleviating the processing power typically required for presenting crystal clear picture quality, allowing the graphics card to focus more of its bandwidth on maintaining a steady FPS. If that all sounds rather complicated, that's because it is, but you can find more detailed information about the science of DLSS on Nvidia's website here if you're interested in diving even deeper.
DLSS is another one of those next-gen concepts that's difficult to get a grasp on, or even care about, until you see it in action for yourself, but it's something that could have a profound impact on the quality of gaming in the near future. While many next-gen titles are now offering players the choice between running in Graphics or Performance mode, the advent of DLSS suggests we could be reaching a point where that no longer needs to be the case; where 60 frames-per-second and ray-traced, 4K resolutions are no longer mutually exclusive.
DLSS isn't just another gimmick for high-end PC gamers, then. AMD, the graphics card manufacturer whose chips can be found in both the PS5 and Xbox Series X, is working on a super sampling feature of its own, as are Microsoft and Sony. And while Nvidia's own algorithm currently represents the best working example of DLSS, the technology itself hasn't been patented, turning this particular field of computer science into a sort of gold rush frontier where anyone with the resources can have a crack at perfecting it. Expect to see its proliferation, in other words, to the point where updated versions of the PS5 and Xbox Series X may use DLSS as a selling point for users to upgrade.
On a broader note, DLSS also sits at the centre of an industry-wide push towards machine learning; a science that is set to have sweeping ramifications on gaming over the course of the next generation and beyond. As developers and hardware manufacturers continue to create smarter, faster, and more accessible forms of self-learning artificial intelligence, you can expect games to look, play, and run more realistically and intuitively than ever before. Similarly, the DLSS tech itself is evolving all the time, with Nvidia's recently released 2.0 version promising even better visuals, faster AI rendering speeds, and greater customizability.
For those with a PC gaming rig that can manage it, ordering yourself one of Nvidia's RTX GPUs is currently the only way to experience gaming DLSS first-hand, which isn't exactly cheap. The feature is also only available on a handful of supported titles, including Death Stranding, Cyberpunk 2077, Metro Exodus, and Control, but Nivida has promised more are on the way. The company has, however, provided a number of handy videos and comparison sliders to give you a half-measure idea of the end-level results, though this is of course nowhere near as authentic a taste as the real deal.
The good news is that DLSS is only going to become more accessible, affordable, and ubiquitous over time, meaning those with the patience for it can simply hold out for DLSS to come to them, whether that's in the form of a PS5 Pro, a gaming PC, or perhaps even Amazon's upcoming Luna cloud gaming service. Whatever DLSS will look like when it finally hits the mainstream, though, it's promising to be worth the wait.
For more, check out the best gaming PCs to buy right now, or watch our review of Little Nightmares 2 in the video below.
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Cyberpunk 2077’s Inconsequential Lifepaths Are The Solution For The Next Mass Effect’s Biggest Problem – TheGamer
Posted: at 12:11 am
The biggest issue with making a new Mass Effect game is the fact that people made different choices at the end of Mass Effect 3 - this fixes that.
If youve played the original Mass Effect trilogy, youll probably remember having to choose one of three options at the end of the third game: Destroy, Control, or Synthesis. This ending has become extremely controversial in the Mass Effect community, to the extent that even ex-BioWare devs who worked on the game werent happy with how it was handled.
As you might imagine, this makes the idea of a canonical Mass Effect playthrough pretty complicated. While Mass Effect: Legendary Edition has confirmed that the Extended Cut - a free DLC launched after Mass Effect 3, designed to rectify the issues fans had with its conclusion - will be canon, youre still forced to make a decision when you meet the Catalyst.
This is what makes a return to the Milky Way so difficult for BioWare to implement. If we go back to the same clusters affected by the galaxy-spanning decisions made by millions of Shepards all over the world, most of the people who made one of the two choices not made canon in a new entry are going to be pretty upset.
So, how do you fix this? How do you create a situation that appeals to players who all chose completely different options in a game that launched almost a decade ago? As it turns out, the answer lies in Cyberpunk 2077s inconsequential lifepaths.
Its worth noting that Im not arguing for another Shepard game - Ive already said I will become The Joker if that happens. What Im talking about is that theres a good chance the next Mass Effect will feature both Andromeda and the Milky Way. If thats the case, were going to have to see some of the ramifications that arose from whatever choice Shepard made six centuries prior - or potentially even longer, depending on whether or not theres a major time gap between Andromeda and the next Mass Effect game.
In Cyberpunk 2077, you begin your journey as V with a choice: are you a Street Kid, a Nomad, or a Corpo? While this shapes the way in which the prologue plays out, it has far less influence over the rest of the game. Some fans were disappointed about this, claiming that Corpos should have had an entirely exclusive Arasaka storyline, while Street Kids dealt with the Maelstrom. I dont agree with that - I think the fact that your lifepath determines your origin story and how that influences the overall narrative that follows is fine. Also, its pretty unreasonable to assume that CD Projekt Red was going to put out three games instead of one - just one more thing to add to the ever-growing list of absurd demands Cyberpunk 2077 players have made over the last couple of months.
Related:Actually, The Best Mass Effect Game Is The First One
This seems like a perfect means ofgoing back tothe Milky Way without ever having to make a Mass Effect 3 ending canon. Offering players the choice of Destroy, Control, or Synthesis a la Street Kid, Nomad, or Corpo gives everybody the opportunity of proceeding into the future of Mass Effect with their own headcanon intact.Your choice of ending could shape the prologue - maybe youre explicitly tasked with finding out what your version of Shepard did all those years ago - but it doesnt necessarily need to have a huge amount of influence over the story that follows. If anything, the fact that Andromeda takes place so far in the future gives BioWare a uniquely convenient means of retconning all three endings into the same present scenario, because enough time will have passed to just make some new adversary up. Control didnt last, Synthesis was ineffective, Destroy was short-lived and deceptive - it doesn't really matter. The ultimate reason for a return to the Milky Way is either the resurrection of the Reapers or the emergence of an even bigger threat. Remember that Andromedas mainobjective was to link the Milky Way to a new and unexplored galaxy - even if we dont physically go back to Earth, or Rannoch, or Palaven, or Tuchanka, we were always going to at least establish contact with those hubs by the end of the second trilogy.
The relatively inconsequential nature of Cyberpunk 2077s lifepaths are actually what makes this system work. Maybe youre able to ask an Asari researcher with access to files covering the entire galaxy about what happened with the Reapers after the Andromeda Initiative left. Maybe shell tell you that an Alliance Commander bound himself to the machines, or chose to destroy them. Hell, maybe shell say nobody knows what truly happened after Shepard met the Catalyst, but the effects could be seen across the entire Milky Way (cue dialogue referring to your lifepath). By "maybe" here, I mean "definitely" - didn't you see Liara in the trailer?
I mean, it sucks to find out the ending you chose didnt matter all that much, and that things still went to hell anyway. I get that. But there obviously needs to be some kind of conflict in the Milky Way to justify a return there - I love the party in Shepards apartment, but I dont think Citadel DLC: The Game is the best follow-up to Andromeda. Implementing a system like Cyberpunk 2077s lifepaths is an achievable way of respecting whatever choice you made back in Mass Effect 3 before plunging you into the same story as everybody else. It means your Shepard survived in this world and did what they did, regardless of whatis happening six centuries afterwards.
This is important. I have a very concrete vision of how the Mass Effect trilogy ends - how my Mass Effect trilogy ends. That being said, simply referencing that by giving me the opportunity to input my chosen ending is enough for me to feel a sense of legitimate continuity. If BioWare wants to return to the Milky Way in one form or another, go ahead - just be sure to take note of how Cyberpunk 2077s lifepaths give you the opportunity to define your character without altering the overall story.
Next:Killua Zoldyck Is The Best Character Ever Written
How To Tell Fake And Real Art Apart In Animal Crossing: New Horizons
Cian Maher is the Lead Features Editor at TheGamer. He's also had work published in The Guardian, The Washington Post, The Verge, Vice, Wired, and more. You can find him on Twitter @cianmaher0.
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Cyberpunk 2077 Players Are Trying To Make The Perfect V, Sharing Character Creation Presets – Forbes
Posted: February 6, 2021 at 8:56 am
Cyberpunk 2077
Cyberpunk 2077 continues to wait for more fixes, patches and eventual DLC, but some players have found ways to keep themselves occupied in the meantime.
One thing Ive noticed as Ive browsed through forums is that one aspect of the game that is very well received is the character creator, which perhaps doesnt have the most detailed customization ever, but does manage to create some good-looking original heroes. And now, players are sharing.
I am seeing something of a quest to make the perfect V, one that players (usually male) view as sufficiently beautiful (usually female). In fact, it was pretty hard to find a lot of male V preset sharing at all, and you will see that the top picks for female V share a somewhat similar look.
Some players are enhancing their Vs with post-launch mods, but you can get a similar look just by following some preset settings. I tried to do this with three different popular Vs I saw, but obviously how someone looks in game depends a whole lot on the lighting (no V has ever looked good in a bathroom mirror) while some light is just perfect and make these original shots.
You can mess around with these just by making a New Game and not saving it, which allows instant access to the creator. Here are the results of me trying to follow instructions.
V from u/Nyarlathotep-chan:
V
Presets: Skin (1), Hair (5), Eyes (14), Eyebrows (5), Nose (5), Mouth (3), Jaw (10), Ear (1), Face Tatts (10), Piercings (1), Eye Makeup (1), Cheek Makeup (2), Blemishes (3)
My version:
V
V from u/nojala:
V
Presets: Skin (1), Hair (16), Eyes (14), Eyebrows (5), Nose (5), Mouth (13), Jaw (21), Ears (4), Cheek Makeup (02)
My version:
V
V from u/moduIus:
V
Presents: Skin (1), Hair (5), Eyes (14), Eyebrows (2), Nose (5), Jaw (3), Mouth (6), Ears (11), Eye Makeup (1)
My version:
Cyberpunk 2077
As you can see, there are some common threads here. All three Vs have eyes 14 and nose 5. Hair 5 is pretty popular. Annnnd of course all of these Vs are white. I would love to see some presents for some black, brown or Asian Vs as well, but those are unfortunately harder to dig up. I will feature some here if I can find them, or I may just make them up myself. And of course, I welcome male V presets. Heres my Asian V I made for my main console playthrough, though I dont remember her presets now past whats shown here:
Cyberpunk 2077
Its definitely an interesting experiment, because players want their Vs to look good in-game without having to restart once they get in the world and realize that they lookquite bad. Its the old Mass Effect syndrome all over again. And honestly, I do feel a lot of similarities committing to my Commander Shepard like I do with V in Cyberpunk, given how attached you grow to your own character over the course of the story. Anyway, I just thought it was interesting.
Update: Very cool black V from @DrNno
V
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Cyberpunk 2077 and No Mans Sky slammed by Ori director over lies and deception – TechRadar
Posted: at 8:56 am
Ori and the Will of the Wisps director Thomas Mahler has weighed in on video game releases that fail to live up to expectations at launch, such as Cyberpunk 2077 and No Mans Sky.
Mahler took issue with companies overhyping their games and disappointing consumers, with the game director taking to the popular gaming forum Resetera to air out his grievances.
In a lengthy post, Mahler expresses his displeasure at the gaming snake oil salesmen, claiming that it all started with Peter Molyneux of Dungeon Keeper and Fable fame, who had a history of over-embellishing what players could achieve in the titles he worked on.
It all started with Molyneux. He was the master of 'Instead of telling you what my product is, let me just go wild with what I think it could be and get you all excited', Mahler wrote. And that was fine, until you actually put your money down and then the game was nothing like what Peter was hyping it up to be.
He pulled this sh** for a good decade or more with journalists and gamers loving listening to Uncle Peter and the amazing things he's doing for the industry. It took him to release some pretty damn shoddy games for press and gamers to finally not listen to the lies anymore.
Mahler then turns his attention to Hello Games founder and managing director Sean Murray, the studio behind No Mans Sky a game which was notoriously underwhelming at launch compared to the hype surrounding the game.
Then came Sean Murray, who apparently had learned straight from the Peter Molyneux handbook. This guy apparently just loooooved the spotlight, Mahler wrote.
Even days before No Man's Sky released, he hyped up the Multiplayer that didn't even exist and was all too happy to let people think that No Man's Sky was 'Minecraft in Space', where you could literally do everything (you being able to do everything is generally a common theme behind the gaming snake oil salesmen, cause hey, that sorta attracts everybody!)."
Obviously there was massive backlash when No Man's Sky finally released and the product being nothing like what Murray hyped it up to be, Mahler continues. But what happened then? They released a bunch of updates, so let's forget about the initial lies and deception and hey, let's actually shower him with awards again, cause he finally kinda sorta delivered on what he said the game would be years earlier.
Mahler naturally cites Cyberpunk 2077, as the latest game thats fallen foul of creating unrealistic expectations before launch, to the point where the game is no longer available to buy from the PlayStation Store due to countless bugs and performance issues.
And then came Cyberpunk. Made by the guys that made Witcher 3, so this sh** had to be good. Here's our Cyberpunk universe and trust us you can do f**king everything! Here the entire CDPR PR department took all the cues from what worked for Molyneux and Murray and just went completely apesh** with it, Mahler wrote. Gamers were to believe that this is 'Sci-Fi GTA in First Person'. What's not to love? Every video released by CDPR was carefully crafted to create a picture in players minds that was just insanely compelling.
Mahler also notes that not only is this sort of practice damaging for consumers and the industry as a whole, but it also impacts developers.
And let me also say, from the perspective of a developer, all of this just sucks. Back in 2014, I remember some journalist from some big publication telling us that Ori almost got the cover article of some magazine I read frequently, but ultimately they had to pick No Man's Sky cause it was the 'bigger game', Mahler said. I kinda agreed back then, thinking to myself: 'Ok, I get it, they have to promote the bigger game, they obviously have to go for the clicks. Sucks, but that's how the game is played.'
But then I really felt bamboozled once No Man's Sky came out and it became clear that all this hype was really just built on lies and the honest guy who just showed his actual product really got kicked in the balls because the lying guy was able to make up some tall tales that held absolutely no substance.
Perhaps somewhat predictably, Mahler has since apologized for his impassioned post on Twitter, stating that we should always remain respectful with each other. And I wasnt yesterday.
While Mahler's delivery undoubtedly overstepped in its tone and delivery, video game companies do have a tendency to get carried away. Cyberpunk 2077 and No Man's Sky are sadly just a few example of games that have seriously let down players at launch. Ubisoft's Watch Dogs and Gearbox Software's Alien: Colonial Marines are two other titles that are now infamous for how different the final experience turned out to be.
We can't blame a company or developer for hyping up their own games, but some hype that's closer to reality would be greatly appreciated. It would help avoid the kind of outrage that occurs when a game ends up woefully short of a developer's lofty goals, and also give consumers more confidence when it comes to pre-ordering a title.
But with development costs increasing with every generation, and the margin for success more narrow than ever, we honestly don't expect to see a change in direction anytime soon.
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Cyberpunk 2077 and No Mans Sky slammed by Ori director over lies and deception - TechRadar
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Even Cyberpunk 2077’s V Is Asking For A Refund | TheGamer – TheGamer
Posted: at 8:56 am
A real clip from Cyberpunk 2077 shows V asking for a refund before Johnny Silverhand levitates through an elevator.
Cyberpunk 2077 is a buggy game, but plenty of people are still managing to have fun in the dystopian Night City despite a litany of issues. According to this hilarious clip, however, it looks like Cyberpunk's own V might not be one of them and they want a refund.
"Well, well Looks like fortune favors the stupid, too," quips Silverhand at the start of the footage. "Now what?" he asks V, as the main character presses an elevator button.
RELATED: Cyberpunk 2077 Bug Lets Player Summon Rogue With A Phone Call
"I'm gonna ask for a refund," they reply. The player then turns around as the elevator takes off only to see Johnny Silverhand levitate through the roof. The whole thing perfectly sums up the current Cyberpunk 2077 debacle, and you can check it out below:
The clip isn't modified in any form, according to the detectives on Reddit. The dialogue in question occurs during the Sweet Dreams mission, where a man in Japantown offers V a brain dance. Things don't quite go as planned, and they end up naked in a bathroom. After taking a bit of revenge on those who wronged them, V proceeds to the elevator where Johnny is waiting and the above footage picks up.
V wants a refund for the expensive brain dance they paid for, as it wasn't quite what was advertised a story all too familiar to Cyberpunk 2077 fans. Of course, Johnny's not supposed to levitate through the elevator. That's another infamous Cyberglitch.
While Cyberpunk 2077 still has a long road ahead of it on last-gen consoles, there's still a lot of fun to be had on PC, PS5, and Xbox Series X. Sure, there are plenty of bugs, but there's a surprisingly great game hiding behind the rough edges.
CD Projekt Red recently released another hotfix for Cyberpunk 2077, fixing a vulnerability that could turn save files into viruses. The full explanation as to what was going on is a bit long-winded, but you can get all the details here.
Cyberpunk 2077 is available on PC, Stadia, Xbox One, and PS4. A next-gen update isn't planned to launch for quite some time, although you can run it in backward compatibility mode on PS5 and Series X|S.
NEXT: GTA Online Saw More Players In 2020 Than Any Other Year
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Jon Bitner is an Associate Editor for TheGamer. His passion for gaming started with his first console (Sega Genesis) and he hasn't stopped playing since. His favorite titles include The Legend of Zelda: Ocarina of Time, Team Fortress 2, Rainbow Six Siege, Pokmon Sword & Shield, Old School Runescape, Skyrim, and Breath of the Wild. He can usually be found playing the latest RPG, FPS, or some obscure mobile game. Before working as Associate News Editor, Jon earned a Biology degree and worked in the Biotechnology sector experiences that taught him how to put words together and make sentences. When not playing or writing about the gaming industry, he enjoys sleeping, eating, and staring at birds.
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The cyberpunk genre has been Orientalist for decades but it doesnt have to be – Polygon
Posted: at 8:56 am
Wake the fuck up, samurai, Johnny Silverhand growls, crouching over player character V in a dump somewhere around the outskirts of Night City. We have a city to burn. Behind him floats an advertisement for Kiroshi Opticals; a neon purple eye on a holographic display peers out to an area out of focus. Early marketing material for Cyberpunk 2077 cemented this line into popular consciousness, and specifically the use of samurai in context to the game. It has been used in nearly everything since. Even in the 2018 trailer for Cyberpunk 2077, you could see the word samurai emblazoned on the back of Vs collar, just above a heavily stylized image of an onis face. At Gamescom and E3 2019, press members received jackets showing the onis face as well, bringing the Orientalist fantasy into our own reality.
Its cool. Its slick. Its cyberpunk. The idea and the iconography of the samurai in the Western consciousness has been diluted into two things the venerable samurai of Akira Kurosawa films, or the highly stylized, slick street samurai that occupies the neon-illuminated cities of cyberpunk media. Yet within the cyberpunk genre, Japanese corporations are the enemy, even as multi-national vocabularies and cultures have been congealed together to create a future envisioned by paranoia and fear. This is one of the many examples of techno-Orientalism and xenophobia that has been persistent since cyberpunks inception.
The world of Cyberpunk 2077 oozes the patchwork aesthetic of 1980s Orientalism, and the subconscious fear of an America that is no longer American but instead dominated by Japanese ultra-capitalism. You roll out of bed to radio programs making jabs at Japanese whale fishing; the streets of Kabuki and Japantown are densely packed with a hodgepodge of Chinese and Japanese-inspired buildings and street vendors; and the Arasaka Corporation reigns supreme mostly uncontested by rival military groups. That is also where the crux of Cyberpunk 2077s story lies: in the ineffective dismantling of a Japanese corporation that functions as a shadow organization, pulling the strings behind major world events. Naturally, other organizations exist within the multicultural Night City, but Arasaka remains the most prominent with the game; the corporation has even developed an item that is effectively the in-universe equivalent to the philosophers stone.
The Arasaka Corporation is a modern reimagining of the Japanese zaibatsu from the 1930s to late 1940s, with Arasaka effectively representing one or even all of the Big Four conglomerates that existed under and during Imperial Japanese rule. CEO and founder of the corporation, Saburo Arasaka, is a stand-in for the ultra-nationalist Japanese soldier turned savvy businessman. While the game, and the original Cyberpunk tabletop games that inspired it, could have provided players an avenue to actually push back against a pro-imperialist ultra-capitalist society, that isnt the path 2077 wants to go down. Instead, it allows you to be a rebel and to dismantle the corporation under specific terms and conditions, while trying to balance the idea of Cool Japan simultaneously.
Cyberpunk as a genre has a long history with exotifying Asian cultures and countries specifically Japan in regard to its text and Hong Kong concerning its aesthetic. Cyberpunk arose to prominence during the 1980s through formative works like William Gibsons Neuromancer, which envisioned the future as a techno-dystopia. The genre further cemented itself when Ridley Scotts Blade Runner became a cult classic. That film has gone on to inspire decades of cyberpunk media, including the tabletop game that Cyberpunk 2077 draws direct inspiration from; at this point, Blade Runner is perhaps more widely known than Gibsons Neuromancer or the book that inspired it, Phillip K. Dicks Do Androids Dream of Electric Sheep? While Neuromancer toyed with the idea of a technology-ridden dystopia, Blade Runner fully envisioned it. The movie also expanded on and pulled from themes in Dicks science fiction, such as the fear of America no longer seated in the position of a world power; before Androids, Dick had published The Man in High Castle, in which the Axis Powers won World War II. The foundations were already set for cyberpunk to slot itself into the territory of dystopian alternate fiction with Americas eyes on East Asian corporations as the newly envisioned threat.
The sets of Blade Runner are visual examples of the economic fear of the 1980s, and specifically the fear of an America that has become more Japanese than American. Holographic geisha advertise products while main character Rick Deckard eats ramen, as opposed to a more traditionally American fast food like hamburgers. In Chi Hyun Parks Orientalism in U.S. Cyberpunk Cinema, the author notes that Ridley Scott envisioned this future as distinctly Asian, highly technological, which contributes to the techno-Orientalist landscape and aesthetic that is entrenched in the film and within the genre. Even in the opening shot of the city, you see Los Angeles mostly populated with East Asian people, and while the city itself does have a large Japanese population in real life, this visual also cements what American corporations were afraid of at the time.
In the 1980s, Japan was in its Bubble Period, with the countrys economy growing substantially due to post-war government policies that included the development of technology. This was also partially due to the U.S.-Japanese alliance that was formed shortly after World War II. Maximizing U.S. Interests in Science and Technology Relations in Japan, a text that details technological and economical advancements in Japan post-World War II, mentions that a unifying thread in Japans postwar industrial success stories has been the effective utilization and improvement of technology acquired from abroad, this not being strictly limited to the literal application of technology, but also innovation in areas such as management and systems techniques. This allowed Japan to gain a foothold in the global economy and earn a place as a rising world power. However, once the Bubble Period popped and the Japanese economy began to deflate, xenophobia toward Japan and by extension Japanese people began to redirect itself.
This made way for the Cool Japan phenomenon, which was bolstered by the Japanese government in the mid-2000s and helped recreate how the West effectively saw Japan. In the 80s, the West had viewed Japan as a threat to Americas economic status as a world power, and cyberpunk as a genre reflected that fear. But through soft marketing bolstered by the general interest of Japanese pop culture in the early to mid-2000s, Japan was able to recreate a more palatable image through manga, anime, music, and other avenues to effectively change the way the country had otherwise been perceived. Cyberpunk stories incorporated Cool Japan into the existing history of the genre; all of it intertwined in the diluted replications of the genre that were to follow. What represented xenophobic anxieties of a technology-controlled future wrested out of the hands of white America turned into the Orientalist reproduction of the aesthetic.
Cyberpunk 2077 proves to be a modern incarnation of the genres historic faults and problems regarding its portrayal of Japanese and other East Asian people. 2077 seeks to fulfill those fantasies, as it lapses into the Cool Japan category with its Akira Easter eggs, katanas, and even calling the player samurai, adopting what Western media has heavily associated with the trajectory of coolness in Japanese media, be it cyberpunk or feudal. And while the most recent tabletop scenario book skirts around the now mostly defunct Arasaka Corporation and all of the baggage it effectively carries, we see the same techno-Orientalism and xenophobia shift its focus toward Chinese corporations which now reflects modern Americas anxieties toward mainland China.
But it doesnt have to be this way. There are pieces of modern cyberpunk media that use the tropes of the genre, and the fears associated with those tropes, to great success and without falling into Orientalism or the xenophobia that accompanies it. Love Shore, currently in development by Perfect Garbage Studios, and the recently released Umurangi Generation by Origame Digital, both center narratives around marginalized people in techno-dystopias without falling into Orientalism. Katana Zero by Askiisoft uses the Cool Japan trope and techno-Orientalist street samurai iconography but flips these tropes on their head in a staggeringly effective way.
Cyberpunk stories can be told effectively without supplanting the fear of the other while simultaneously aping culture for the sake of aesthetics. We can have stories about fighting back against ultra-capitalist corporations and authoritarian dictatorships that step away from the tropes that have continued to drag the genre down. Its what we deserve, and what stories about our future as bleak as it may be should be about.
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Review: Disjunction adds stealth to satisfying cyberpunk tale – The Mercury News
Posted: at 8:56 am
Video games go through trends. Zombies were popular for more than a decade, while extreme sports captured fans imagination in the aughts. Bald space marines had their day in the sun but gave way to more varied protagonists.
In the new decade, the cyberpunk genre has been picking up steam. Thats partly due to the hype surrounding CD Projekt Reds long-in-the-works and recently released Cyberpunk 2077. The buzz has nudged other developers to explore a category thats marked by dark futures and high technology.
One of those teams is Ape Tribe Games, which released its retro-style stealth genre title Disjunction. The project checks off all the cyberpunk bona fides. Powerful conglomerates? Bishop-Krauss is the defense contractor with all the robots and drones. Dystopian society? The U.S. went through an economic collapse, and a giant shanty town called Central City has risen in New Yorks Central Park. Conspiracy? Central City leader Lamar Hubbard has been framed and is jailed by the police department.
Amid this backdrop, players take on the role of three protagonists Frank, Joe and Spider. Theyre strangers at first, but players discover that their dramas intertwine. Frank is a private investigator who looks into Lamars suspicious case. Joe is a father searching for justice after the death of his estranged daughter. Spider is a hacker who is trying to fight the pull of the family business.
In Disjunction, players control each of these characters as they sneak through maps crawling with thugs, security guards and robots. The overhead perspective and controls will remind players of Hotline Miami, but instead of tense gunfights and brawls, Ape Tribes project focuses on stealth.
Instead of running into a room guns blazing, its better to methodically assess the situation. Players should note the patrol routes, vision cones and traps before making a move. When attacking the room, theyll have to make split-second decisions on whether to hide bodies or let them be. Theyll have to figure out whether its better to fight or hide.
Whats notable is that theres no single solution for each level. Frank, Joe and Spider each have unique abilities. Frank is the most powerful character with the Deadeye ability and a silent stun gun. He can run through levels with minimal casualties. On the other hand, Joe, with his cybernetics, can take more damage and deliver the pain as long as players remember to use the combat stim. A level starring him usually has a trail of dead bodies.
Meanwhile, Spider is the more cerebral protagonist. Her holographic cat can distract adversaries so that she can sneak by or eliminate them. Her special ability to turn invisible helps players avoid conflict even if theyre in the middle of combat. Her powers take planning and foresight. The biggest drawback to her is that she doesnt have much health and has no way to recover it other than picking up healing packs.
If that werent enough, each protagonist has a progression system. They can level up stats like sneaking or attack speed before heading to a level. Players can also modify abilities if they find upgrade kits in each stage. It can make powers such as grenades more effective by bumping the damage or impact radius.
Frank is the most powerful character in the Disjunction because of his hard-hitting abilities. (Sold Out)Thankfully, players wont be tied to an upgrade path. They can experiment and remove or add points in certain abilities to tweak how the heroes play through the levels.
As for the stages themselves, theyre serviceable, but the design isnt particularly inspired. Most of the time, players venture through labyrinthine rooms, and after a while, one room looks like any other. The stages blur together in a smattering of corridors and rooms. Its the weakest part of the effort.
On the bright side, Disjunction does have a plot that sucks players in, though anyone who knows their cyberpunk can predict where it all goes. Despite that, the reason players invest themselves in the narrative is that they are offered dialogue choices that allow for molding the personality of the protagonists. Players also have the decision to try to kill everyone in a level or knock them out. And those choices impact the ending.
Disjunction is a portrait of cyberpunk painted with the brush of a retro-style video game. It hits the genre beats one would expect, but its the tight and polished stealth mechanics that help the game break new ground. Its the reason players will stick through the campaign.
2 stars out of 4Platform: Xbox One, Nintendo Switch, PlayStation 4, PCRating: Teen
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