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Cyberpunk 2077 Preview

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So, it's actually GTA 6 (and faces still look unnatural)
 

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So, it's actually GTA 6 (and faces still look unnatural)
This must be what all the people who imagine they are the cool kids are saying. I keep seeing it more and more as part of a hate filled statement whenever I see it.

The game isn’t even out yet. Let’s stop passing judgement till it’s out. I don’t even see the comparison to GTA at all.
 
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Yes, GTA is all about role playing, skill checks, etc.
Well... I do remember a bunch of them yes ever since San Andreas. I remember the gym, I remember getting fat, and CBP is not really a heavy RPG, let's be honest, its as much RPG as Deus Ex. 'Lite'

This concept is totally not set up for heavy number crunching and dialog options aren't unique to RPGs either.
 
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EVERYTHING WE KNOW ABOUT CYBERPUNK 2077

The time to dive into the fascinating, futuristic world of Night City is almost upon us. That’s why, as the clock keeps counting down to the game’s official premiere, we’ve decided to gather all the important stuff about Cyberpunk 2077 in one place.

On the 19th of November, the much-anticipated game from CD PROJEKT RED will come to life on millions of computers and consoles around the world. Set in a dystopian, sci-fi universe created by Mike Pondsmith, Cyberpunk 2077 will take us to a huge open world, soaked in neon lights and a kitsch art style. Thanks to cybernetic enhancements, its inhabitants can access the omnipresent Net almost any time they want and they can also modify their bodies in countless ways, making it a lethal weapon or simply a fashion statement.



The game’s story

Night City is a bustling metropolis situated in the Free State of Northern California. It’s 2077, seven years after the Unification War spread across America, and let’s just say that things aren’t looking pretty. Night City has just been voted “the worst place to live” on the continent, yet where some people fear danger, others see opportunity.

V, the main character of the game, definitely belongs to the second group. When we meet our hero, they are working as a mercenary for a fixer named Dexter DeShawn. After one of the assignments goes terribly wrong, V is contacted by a mysterious revolutionary figure, Johnny Silverhand (played by Keanu Reeves). Of course, we don’t want to spoil anything more, so let’s stop the plot-explaining right here. ;)



The character creation

In Cyberpunk 2077, our hero is highly customizable. Apart from his or her appearance, along with details like eyes and hair color, body shape, or tattoos, we can select our character’s Lifepath from the three distinct options available. Our choice will not only affect the character’s stats and traits but also will give them a unique narrative background.

• If you choose the Nomad Lifepath, the hero will come to Night City from the polluted Badlands, where independence and resourcefulness are top qualities.
• If you decide on the Streetkid Lifepath, the main character will know more about life on Night City’s crime-infested streets.
• Finally, if your choice is the Corporate Lifepath, you’ll be skilled in the subtle art of intrigue, honed in the corridors of the Arasaka megacorporation.

After creating your own character, it’s time to explore the game’s awesome universe!



The game’s world

Night City is a vast metropolis, with over 6 million inhabitants, all living their lives and constantly on the move. Surrounded by the inhospitable Badlands, the town is divided into six districts, each one with its own unique background and architecture.

Places like Pacifica, a run-down tourist district, or the cramped Santo Domingo are quite dangerous. On the other side of the spectrum, you can visit City Center, with its breathtaking skyscrapers and Corpo Plaza, or Westbrook, the most prestigious part of Night City. Somewhere in between are the Heywood and Watson districts, relatively rich, but still penetrated by the street gangs.

Speaking of street gangs, eight big gangs roam the streets of Night City. Among them you’ll find:

6th Street - a gang consisting of hardened veterans of the 4th Corporate War
Animals - bodybuilders who distrust any cyberware enhancements
Maelstrom - extreme fans of implants and powerful, illegal cyberware
THE MOX - an anarchist group that unites outcasts from various groups
Scavengers - infamous for kidnapping people and harvesting their cyberware
Tyger Claws - owners of widely illegal entertainment businesses
Valentinos - a loyal family gang that idolizes Santa Muerte
Voodoo Boys - the best netrunners and master hackers in Night City

Of course, during your stay, you’ll encounter other, smaller criminal groups. They all have different qualities and goals but have one thing in common – you better not cross them unprepared.


More on https://www.gog.com/news/everything_we_know_about_cyberpunk_2077
 
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I can somewhat see the GTA comparisons. Lots more adventure/RPG layers on top... less silly and sandboxey. But sure... big open city world you do what you want in.

Im just trying to figure out why people compare it to GTA like thats a bad thing.
 
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This must be what all the people who imagine they are the cool kids are saying. I keep seeing it more and more as part of a hate filled statement whenever I see it.

The game isn’t even out yet. Let’s stop passing judgement till it’s out. I don’t even see the comparison to GTA at all.
Riiiight. There is no hate, some people simply point it's going to be like any other run of the mill open world game these days. They even admitted that story wont be that long, that's code word for "Expect a ton of repetitive content that way easy to generate".
 
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I can somewhat see the GTA comparisons. Lots more adventure/RPG layers on top... less silly and sandboxey. But sure... big open city world you do what you want in.

Im just trying to figure out why people compare it to GTA like thats a bad thing.
No idea. Maybe GTA Online left a sour taste.
 
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I want GTA6 more than Cyberpunk 2077, so I will gladly take Cyberpunk 2077 AKA GTA6. All joking aside, everything I have seen so far kinda gives off that GTA style vibe which to me is awesome. I expect it to be a bit more RPGish but this is one open world I look forward to running around in.
 

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Can't wait for this, and dying light 2
 
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I just want a story that doesn't suck and characters that feel like my best friends. The rest of the gameplay can be so-so and I don't really care.
 
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No idea. Maybe GTA Online left a sour taste.
I guess I can understand that, hah.

I just don't get it, conceptually. GTA is a genre-defining franchise... one of the first of its kind to really bloom out. I can't say for sure which concepts are new and which concepts they themselves borrowed. That's the other thing about GTA... It's such a friggin grab-bag of stuff that you can compare it to so many different things as to make doing so essentially meaningless. But the fact is that they brought together a lot of the things that now define entire subsets of open-world games. Pretty much any game of this scale and type is bound to bear similarities. So calling any game that has similar attributes a GTA clone is like trying to tell me that all modern rock bands are just Uriah Heep clones, or Deep Purple clones.

Or maybe you could think of it like a pizza. Let's say GTA was the most known pepperoni pizza... really kinda made pepperoni pizza a bigger deal than it had ever been. Now, everybody likes pepperoni pizza. There are thousands of other pepperoni pizzas out there, but everybody still has their favorite one that they will defend to the death. They'll also have that one they hate with a passion and they'll be happy to tell you about how dirty the place is.

Derivation is sort of the blood plasma of art. A vector - a platform. Imitation is a key element to it, always. Otherwise, there would be no lexicon for any medium... no steady path. Many attributes found in GTA are, at this point, fundamental to the language that is action-oriented open world game design. Says nothing about the sentences creators choose to form with those same words, or their purpose. Masons also copied eachother's techniques... or more literally their building blocks. Ultimately, this resulted in better buildings. Well... I suppose there were also semi-secret cloisters who considered that sort of thing too sacred to let run. But nowadays we live in a society where that sort of thing isn't considered too cool. Gotta remember to pass the sauce.

I mean, I could've just skipped all of that and said that if anybody picked up CBP hoping that it was literally GTA with a different name might come out sorely disappointed. Or maybe it would just be a "not-GTA" but still something equally enjoyable, and maybe a little different in some positive ways. It's pretty obvious from everything shown over all of this time that it cannot possibly be the same experience. To be a clone, it has to stand a chance of being a full replacement.

I guess the core idea I butt up against is the whole notion that a game has to be completely, 100% original to not be bad. Mostly because that means the majority of games that large numbers of people love are bad. At which point you have to ask what that's really for. What should the purpose of a game be if not to be enjoyed? Not to mention, this game in particular has an artistic vision that no GTA game has. Plenty of things nobody would expect to see Rockstar bringing to the table. I'd rather people just be honest and say they don't like GTA and thus don't want GTA influence in their games. That actually makes sense to me. I can think of plenty of valid arguments for that.
 

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I guess I can understand that, hah.

I just don't get it, conceptually. GTA is a genre-defining franchise... one of the first of its kind to really bloom out. I can't say for sure which concepts are new and which concepts they themselves borrowed. That's the other thing about GTA... It's such a friggin grab-bag of stuff that you can compare it to so many different things as to make doing so essentially meaningless. But the fact is that they brought together a lot of the things that now define entire subsets of open-world games. Pretty much any game of this scale and type is bound to bear similarities. So calling any game that has similar attributes a GTA clone is like trying to tell me that all modern rock bands are just Uriah Heep clones, or Deep Purple clones.

Or maybe you could think of it like a pizza. Let's say GTA was the most known pepperoni pizza... really kinda made pepperoni pizza a bigger deal than it had ever been. Now, everybody likes pepperoni pizza. There are thousands of other pepperoni pizzas out there, but everybody still has their favorite one that they will defend to the death. They'll also have that one they hate with a passion and they'll be happy to tell you about how dirty the place is.

Derivation is sort of the blood plasma of art. A vector - a platform. Imitation is a key element to it, always. Otherwise, there would be no lexicon for any medium... no steady path. Many attributes found in GTA are, at this point, fundamental to the language that is action-oriented open world game design. Says nothing about the sentences creators choose to form with those same words, or their purpose. Masons also copied eachother's techniques... or more literally their building blocks. Ultimately, this resulted in better buildings. Well... I suppose there were also semi-secret cloisters who considered that sort of thing too sacred to let run. But nowadays we live in a society where that sort of thing isn't considered too cool. Gotta remember to pass the sauce.

I mean, I could've just skipped all of that and said that if anybody picked up CBP hoping that it was literally GTA with a different name might come out sorely disappointed. Or maybe it would just be a "not-GTA" but still something equally enjoyable, and maybe a little different in some positive ways. It's pretty obvious from everything shown over all of this time that it cannot possibly be the same experience. To be a clone, it has to stand a chance of being a full replacement.

I guess the core idea I butt up against is the whole notion that a game has to be completely, 100% original to not be bad. Mostly because that means the majority of games that large numbers of people love are bad. At which point you have to ask what that's really for. What should the purpose of a game be if not to be enjoyed? Not to mention, this game in particular has an artistic vision that no GTA game has. Plenty of things nobody would expect to see Rockstar bringing to the table. I'd rather people just be honest and say they don't like GTA and thus don't want GTA influence in their games. That actually makes sense to me. I can think of plenty of valid arguments for that.
Believe me, i will not play CP2077 and think "this is very like GTA"
 

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Believe me, i will not play CP2077 and think "this is very like GTA"
I’m with you. No matter how much I see of this game GTA doesn’t come to mind at all.
 
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Believe me, i will not play CP2077 and think "this is very like GTA"
But any game that has side quests and a non-traditional campaign is a GTA clone, weren't you aware?
 

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But any game that has side quests and a non-traditional campaign is a GTA clone, weren't you aware?
You think every game i play that has side quests and non-traditional campaign i compare to GTA? i never even think about GTA when playing any game but GTA. if that answers your question.
 

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You think every game i play that has side quests and non-traditional campaign i compare to GTA? i never even think about GTA when playing any game but GTA. if that answers your question.
I think he was being facetious, and that he agrees with you.
 
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I think he was being facetious, and that he agrees with you.
I know it's hard to understand sarcasm without facial expressions, but yes, I thought it was fairly obvious I was playing a character.
 

tigger

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I know it's hard to understand sarcasm without facial expressions, but yes, I thought it was fairly obvious I was playing a character.
lol ok. there should really be a sarcasm emote or something. Sometimes i use /s to denote sarcasm
 
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lol ok. there should really be a sarcasm emote or something. Sometimes i use /s to denote sarcasm
:rolleyes: perhaps

I guess I can understand that, hah.

I just don't get it, conceptually. GTA is a genre-defining franchise... one of the first of its kind to really bloom out. I can't say for sure which concepts are new and which concepts they themselves borrowed. That's the other thing about GTA... It's such a friggin grab-bag of stuff that you can compare it to so many different things as to make doing so essentially meaningless. But the fact is that they brought together a lot of the things that now define entire subsets of open-world games. Pretty much any game of this scale and type is bound to bear similarities. So calling any game that has similar attributes a GTA clone is like trying to tell me that all modern rock bands are just Uriah Heep clones, or Deep Purple clones.

Or maybe you could think of it like a pizza. Let's say GTA was the most known pepperoni pizza... really kinda made pepperoni pizza a bigger deal than it had ever been. Now, everybody likes pepperoni pizza. There are thousands of other pepperoni pizzas out there, but everybody still has their favorite one that they will defend to the death. They'll also have that one they hate with a passion and they'll be happy to tell you about how dirty the place is.

Derivation is sort of the blood plasma of art. A vector - a platform. Imitation is a key element to it, always. Otherwise, there would be no lexicon for any medium... no steady path. Many attributes found in GTA are, at this point, fundamental to the language that is action-oriented open world game design. Says nothing about the sentences creators choose to form with those same words, or their purpose. Masons also copied eachother's techniques... or more literally their building blocks. Ultimately, this resulted in better buildings. Well... I suppose there were also semi-secret cloisters who considered that sort of thing too sacred to let run. But nowadays we live in a society where that sort of thing isn't considered too cool. Gotta remember to pass the sauce.

I mean, I could've just skipped all of that and said that if anybody picked up CBP hoping that it was literally GTA with a different name might come out sorely disappointed. Or maybe it would just be a "not-GTA" but still something equally enjoyable, and maybe a little different in some positive ways. It's pretty obvious from everything shown over all of this time that it cannot possibly be the same experience. To be a clone, it has to stand a chance of being a full replacement.

I guess the core idea I butt up against is the whole notion that a game has to be completely, 100% original to not be bad. Mostly because that means the majority of games that large numbers of people love are bad. At which point you have to ask what that's really for. What should the purpose of a game be if not to be enjoyed? Not to mention, this game in particular has an artistic vision that no GTA game has. Plenty of things nobody would expect to see Rockstar bringing to the table. I'd rather people just be honest and say they don't like GTA and thus don't want GTA influence in their games. That actually makes sense to me. I can think of plenty of valid arguments for that.
I personally think the very best games ever are all built upon something that already worked. Look at shooters. 90% of them does the exact same thing. Stick a gun in your hands, put a linear map around you and press start. Strategy: build base, get resources, build army, destroy stuff. Open world RPG: character progression, mystery and discovery, do as you please and grow.

What's worse is if Cyberpunk would copy over the typical GTA style of comedy and spirit. That would suck.

But yeah this idea that everything needs to be (re-)innovated all the time... I despise it. 90% of devs can't even get the basics exactly right before they run off with silly ideas. I mean... I was just the other day looking around for a game very similar to TES in how it approaches the open world, exploration, freedom to progress, cheat, build and tweak. It just doesn't exist. You have a slew of shitty ripoffs that all get some qualities right and suck at most others. Gimmicks really. Then there are more serious open world games that are sort of held back by their difficulty, denying you the freedom TES offers... Then you have a truckload of open world survival/building/crafting nonsense, that completely fails at innovation in any successful way but does give you tedious grindy jobs to 'create your own story' which is the cheapest way to say 'we just made you a sandbox and forgot to make it unique'. And then there's the eternal MMO that does almost everything right... but forces you into an online rat race and monetization / stay online drug addiction and is untweakable.
 
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the54thvoid

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I just hope the masses of CDPR fans aren't expecting some kind of 'Geralt'. Secretly, I am.
 

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I can somewhat see the GTA comparisons. Lots more adventure/RPG layers on top... less silly and sandboxey. But sure... big open city world you do what you want in.

Im just trying to figure out why people compare it to GTA like thats a bad thing.
That's like saying GTA is a kind of Gothic.
GTA didn't invent the open-world game. It just dumbed it down enough so that anyone will get it.
 

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GTA didn't invent the open-world game. It just dumbed it down enough so that anyone will get it.
Dumbed it down so much I can't in any kind of good conscience call it an RPG. It's nothing but a Sandbox with a couple lame narratives that wear thin very quickly, leaving you with a sandbox to just...exist and do stupid stuff in. Pointless. This is why I question the people that compare this game to GTA. It's like they have never experienced real, narrative-driven RPG's before and it's all they have to form a comparison to.

EDIT: spelling error on "compare"
 
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