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CyberPunk 2077

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I replayed Deus Ex a couple summers ago and all things considered, it's still a very good game.

It was so far ahead of its time in terms of impactful decisions, player choice, branching stories, and overall writing. If I had a list of games I played growing up that really captured and fostered my love for gaming, it would be top 3 easy.
 
God I am so eager for this game.... Like, for real.. @howler1313 it DEFINITELY reminded me of Dredd (2012 film); which IMHO, is fascinating! Like you could rename the first few minutes of gameplay "Dredd: The Game" and I'd say "wow, they really made it look like the movie."

I'm right there with you, even more so since they let Mike Pondsmith give a lot of insight into how to structure the game and world

https://www.eurogamer.net/articles/...erpunk-when-mike-pondsmith-met-cd-projekt-red

This article is one of the best interviews with Pondsmith I've seen regarding the development

edit: added more from the article that I missed
Then in 2012, in the midst of an R. Talsorian Games reformation, the phone rang again. It was a call from Poland, from The Witcher studio CD Projekt Red. "CDPR drop out of the sky and say, 'Hello we're a bunch of guys from Poland and we want to do Cyberpunk.'

"We're cracking up," he says. "When we did the licence my comment was, 'Well there will be six guys who play it in Polish,' and it turned out they were the people who did!"

He was sent The Witcher 2: Assassins of Kings as a kind of convincer and, "holy crap", he thought it was great. But he was also sceptical. It wasn't the first time someone had asked to do a Cyberpunk video game. "It's been pretty much under licence since its inception," he says, and several major publishers had had a shot. The closest it came was contract negotiations "but the problem was they wanted to change almost everything involved" and so the negotiations fell apart.


He'd also seen Eastern European development studios during his several years at Microsoft, where he also worked as a studio sorter-outer - a fixer. "I had been to a lot of countries that had just come out from the Iron Curtain and worked with dev houses over there, so I figured CDPR was a bunch of guys in a little sweatshop somewhere," he says. "In one place in Hungary they produced beautiful stuff but it was literally a broom closet with 25 guys crammed over overheated monitors. That's what I expected."

Yet, intrigued, he took the offer of a trip to Poland - and his mind began to change. "I get over there and they set me up in this really nice hotel and give me this driver who looks like he should have been driving spies around. He was almost as wide as he was tall, had heavy accent like ziss, spoke very little English, wore a severe black suit and drove a Mercedes.

"'This is pretty posh for a bunch of guys working in a broom closet,'" he thought - but he was still preparing to let CD Projekt Red down. It wasn't until he got into the studio and cast his Microsoft-trained eye over tools, procedures and general set-up that he thought, "Wow. This works."


What impressed him most, however, was how much CD Projekt Red knew about Cyberpunk. "They knew more about a lot of the things we did in the original Cyberpunk game than anybody we'd ever talked to," he says. "There were points where I was going, 'I had forgotten that,' and I wrote the damn thing! I realised these guys are fans. They loved it because they had grown up playing it. Nobody had really looked at it from that standpoint before."

CD Projekt Red shrugged and explained: "We had Communism and we had Cyberpunk."

"And that," Pondsmith says, "sealed it for us."


--------------------------------

CD Projekt Red didn't realise Pondsmith had a decade in video games until a few meetings in. "That's when the deal shifted from being an IP deal to my being actually pretty involved," he says, and the collaboration began with getting the Cyberpunk feel and concepts in place.

"Most people tend to look at it as 'if it's grim it's Cyberpunk'," he says. "I really believe that there should be something that's kick out the jams, rocking it, raising hell - the rebellion part of it. That's what we've been aiming for, to get that feeling. I want people to feel like it's a dark future but there are points you can have fun in it."

Cyberpunk also has to be personal. "You don't save the world, you save yourself," he says. "That's a very important thing. You're usually not the hero, you're absolutely downtrodden, you're usually the people who are not going to be up top but access to technology, knowledge, and 'what the hell I'm going to do this' gets you through."

Concepts and feeling aside, there's just a sheer mountain of Cyberpunk data to get through, spanning three sourcebooks and numerous supplements with them. Cities are mapped right down to minutiae - use your own technology access to find scans of Cyberpunk sourcebooks and you'll see what I mean. The amount of data swamps what CD Projekt Red had to work with for The Witcher, and while it's a gift of a resource, laying all of it down takes time.

But time they've had. There's been a small team beavering away on Cyberpunk 2077 ever since the game was announced in 2012 - an announcement done to attract talent to the studio, which isn't something CD Projekt Red has to worry about now. When I visited CD Projekt Red in 2013, to learn the studio's history, there were roughly 50 people working on the game. I don't know how large the team grew after that because when I returned as a fly on the wall during The Witcher 3's launch, I wasn't allowed to see. This is because of CD Projekt Red's reinforced silence surrounding the game, a way of managing expectations in a post-Witcher 3 world. Simply, CD Projekt Red is not talking about Cyberpunk until it has something to show.

Since The Witcher 3 launched, Pondsmith says CD Projekt Red has grown. "The number of bodies there has at least doubled," he says, "and now they're pretty much all on Cyberpunk. It's an impressive ton of people. I remember one trip I met the entire team in Warsaw and then went to Krakow [CD Projekt Red's smaller, second studio, opened in 2013], met the team and then went back to Warsaw again. The team has grown tremendously."

Pondsmith visits three or four times a year, hand-delivering paperwork and data - to avoid any "disasters" like the recent Cyberpunk 2077 asset theft - and spending days in endless meetings with every team. One of the reasons he believes his paper Cyberpunk game was so successful was the "tremendous" amount of research poured into making it feel real. A ranger paramedic, who had put people back together in combat situations, advised on the damage system, and a trauma surgeon explained exactly what happened when you drilled into someone's head for an implant.


As for guns: there's nothing like firing the real thing. "I just bought some new hardware," Pondsmith happily tells me, but it's as much for his Talsorian team as for him. "You're not going to write about shooting guns without knowing how to shoot guns," he tells them. "You need to go down and find out because otherwise you're going to be talking about silly things like, 'Yeah I one-handedly picked a .357 [Magnum] and fired it.' Yeah, and you broke your wrist."

So many little things in that game play vid, one being if you pay attention there is no ammo counter or weapon fire mode indicator until AFTER the player installs an upgrade for it. If this has even half of the depth the Witcher 3 had it will be GOTY no contest and might be the game of this gen / decade

Edit 2

Did any of you happen to catch the encoded message CDPR hid in the footage (they've done this in every 2077 trailer so far too)

bsuwwhszcoi11.png
 
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