Cyberpunk Video Games
shellzine.net
shellzine.net
> Gameplay Type: First Person Shooter Role Playing Game Summary: A long anticipated release with eight years of development time, the game’s launch has been plagued with bugs and poor performance as well as decidedly mixed reviews. Regardless, the title offers gamers the largest open world cyberpunk universe thus far, so despite the rather uninspired art design and a plot that brings nothing new to the genre, this game is the best available to allow players to immerse themselves in a cyberpunk setting.
This is a very dated and seriously opinionated review.
Depends what you mean by "immerse". If it means driving through Night City on your bike and enjoying the view, sure.
If it means role-playing as a character and building it your position in the city via meaningful choices with consequences, really not.
If you think of it as a tree and each decision point branching out to millions of possibilities and outcomes then you'll be extremely disappointed, but if you think of it the other way, of a strong narrative that has a funnel of lots of different ways to reach the same outcome you'll find there is an impressive amount of ways to interact with the world.
If you suspend your disbelief and never play through a second time, then you may even come away feeling like your choices had severely important consequences.
That's about as good as you'll ever get from the genre. If you want full world simulation then you'll ironically end up with a boring game, because if all choices have genuine consequences, then it becomes impossible to tell a narrative, and you end up with something like rimworld or dwarf fortress. Impressive games in their own right, but are story generators not story-tellers.
I have some issue with the initial marketing and the discussion surrounding the game though: choose your own backstory? Absolutely no impact at all, except some pre-recorded wingers in dialogues. RPG with a skill-tree? Absolutely 0 impact, you always have a way to get to a closed room, regardless of the perks you pick. And even if you pick non there is a vent open.
As long as you are aware that you are getting into what is basically a linear story in an open world, instead of another CD Projekt RED game _à la_ Witcher 3 which involved side stories that are as fleshed out as other full-sized games, yes it can be enjoyable.
It still one of the most amazing open-world futuristic games I have personally explored, which is a shame considering the rest of the game.
That I believe was always a problem for true cyberpunk games. In cyberpunk stories, information is everything. I am not sure I have seen a game that does cyberpunk really well by leaning into this complexity.
They are not new in that, I have seen a couple of games that were basically slop (and terrible games, judging them as games) wrapping chatgpt.
Wanderfolk seems does not seem particularly inspiring, even the trailer has terrible audio mixing (there are times you cannot hear the narrator because of the game sounds, it is either fully made by an llm agent or by humans that do not seem capable of making a game if they cannot even make a proper short video) which does not make it feel very promising. Everything seems ai generated in general, and more like slop.
OMEA seems a bit more decent, and I would be curious to try it, but I do not like its visual art very much (it is ai generated "and curated by an artist" and it actually shows), and in particular the ai generated images of humans. Irrespective of what I think about ai image generation in art in principle, I think there is a deeper problem here as a game in (broadly) the visual novel genre must imo have a distinctive visual style, and their images just reads as ai generated (before I even read whether they are ai generated, it is that obvious). In general, I find this style of ai generated images of humans very offputting/uncanny (other assets, backgrounds etc I dont get bothered aesthetically as much) and I think I will find it hard stay engaged for long with such a game. Regardless, it seems a more decent attempt than most others I have seen. They do employ writers etc at least to create narratives, so it is probably not a total slop (otherwise, I can just roleplay with chatgpt directly or whatever).
In any case, these games are closer to being "llm wrappers with a certain harness" than having some actually new and sophisticated way to handle decision trees. Another issue with these games is that they do not even use some finetuned local llm, but use apis to providers, with which I am not that comfortable either.
https://www.youtube.com/watch?v=eyP5Pl7pzG0
People are finding ways to include it in existing games but its going to take some time for the game devs themselves to release the games where narrative and dialog are more free-flowing.
Outside of that, there's also a huge huge opportunity in the TRELLIS.2 / Pixal3D space for quickly generating props and 3D assets.
I don't disagree with the points you made, I just never made it clear that upcoming games that utilize AI like this are not exactly how you would picture it. Still, expect some deeper integrations in the years to come.
Side content itself is fine. I can pick to do it or not and approach it at least in some ways. With main story I only get to choose how to suffer.
Interesting. When I was playing I didn't care about Johnny and anything related to him. He was basically, mostly a politely treated hallucination for me.
Hopefully, the sequel (which I believe is already being worked on) won't have such a story.
That said, I really liked the story in Phantom Liberty. In fact, that entire DLC was really well done.
Deus Ex: Human Revolution got around this by making gunplay genuinely dangerous, especially to your enemies. (Okay, much-maligned boss fights aside...)
In CP2077, the majority of enemies were just bullet-sponges, though. It was frankly terrible.
And, yeah, the world was disappointingly empty and lifeless. I don't think that the aesthetics were bad -- the game hewed closely to the fairly generic 2005-2015 "cyberpunk" tumblr aesthetic, and didn't do anything too interesting or take too many chances, but it was okay for all that. The setting was just vacant and boring, though.
For most people, video games are about relaxing/unwinding, not embarking on a creative DnD roleplay with "real" consequences.
This is also why linear stories are so much more popular than "choose your own adventure" or "audience participation".
I wonder if they actually played the game to write such nonsense.
> https://tacticalneuralimplant.tumblr.com/archive/2013/4
> https://cyberpunktech.tumblr.com/archive/2015/8
Aesthetically, what the game did was literally the very definition of "nothing new" and "uninspired." It wasn't bad, but they definitely weren't pushing any new angles or visions.
The Deus Ex character designs, environment designs, and armor designs were also much less conventional.
I think that it's fair to call CP2077 aesthetically uninspired. It copied wholesale from the conventional and well-established aesthetic of the 2005-2015 period, without even changing anything. The end result is perfectly generic and looks like "art by committee" or "the path of least resistance."
Thing is, nothing was added to the game's aesthetic. No artist or designer put, as it were, his own stamp on the game's designs or environments. It was strictly generic and derivative. So by the time it came out I had seen it all a million times before. It could not have been less original, less inspired.
Same as a historical/fantasy game isn't "uninspired" and "nothing new" if it grounds itself in medieval style.
Same here - CP2077 is an established gameworld and putting the game in it is what the title promises. It's so strange to see complaints that a Cyberpunk franchise game looks like Cyberpunk IP. Especially when you see just how beautifully realized it is in IF YOU ACTUALLY PLAY IT.
It's freeware, available from GOG: https://www.gog.com/en/game/beneath_a_steel_sky
For me the cyberpunk aesthetic basically requires bustling small streets with tons of detail (shops, trash, crowds). That's where most games that try to use an open world fail in my opinion. We just don't have the technology yet to create these dense detail rich scenes without a lot of work on the developers/artists side as well as keeping it performant so it can run on mainstream gaming PCs.
Cyberpunk 2077 is a prime example of that in my opinion. Most parts of the city look like it's Covid again and people must stay at home. Some parts of the map come remotely close but the illusion breaks once you inspect your surroundings.
I like Cloudpunk (https://store.steampowered.com/app/746850/Cloudpunk/) a fair bit but even that suffers from the walkways and buildings feeling slightly empty. At least the pixel art style helps it from falling in the uncanney valley that cyberpunk constantly dips in.
Procedurally generated characters would already improve that, and some games do have it but they tend to pick from a fixed set of animation and behaviour stereotypes still. More of those stereotypes make it better (think GTA), but it's still fixed.
I don't think going all in on procedural generation or even AI would fix it though; especially AI has a tendency to go for a mean / average character quickly. And in video games, you still want predictability.
That said, maybe a different visual style (lower fidelity or 2d) would work.
I assume something like that to be the case, as I played the game last year and "empty streets like covid" definitely don't describe my experience. But apart from stuff like the NCPD-marked encounters spread around the city, you probably do not want to look too closely at the random npcs, as it does get repetitive fast. But they do give an image of a lively city, at least, as you walk through. But imo it had enough of random encounters, side quests etc around the city to give you reasons to explore and immerse into it outside the main story (which I did not hate anyway, but can def imagine playing the game without it).
I think I gotta explain myself a little better here.
If you play the story it doesn't feel like that too much, but if you just walk through the city you often encounter quite empty roads and walkways. See here for example: https://youtu.be/0J55aRPrgOM?t=1285
Like mentioned above, you sadly can't properly fix it by just upping the population density since there are far too few models and you constantly notice the duplicate characters.
An example of what kind of crowd density and aesthetic I think is necessary for big populated cities can be seen in Altered Carbon: https://youtu.be/aDrj-_dB09k?t=22.
Don't get me wrong I'm not trying to dunk on the game, it's all just my personal opinion of what I want from a game with thats trying to nail the cyberpunk aesthetic.
No, you are right. I see what you mean now, it does not have the population density that corresponds to a superpopulated megacity.
There is a mod that makes it much higher (apparently activating a setting that gdpr had introduced but hidden)
https://www.youtube.com/watch?v=wgsRpxZU-0M
But even then, apart from the absolute amount of people, there is imo an issue with how people are distributed as they increase. People irl are not distributed uniformly and walk alone, they cluster (walk together, hang out in groups etc). Even with increased density with a mod, model repetitions aside, it puts them in a way that feels imo fake/weird. And in a game you have the time to notice these details.
But yea I generally feel the same, that there are no open world games that manage to accurately portray a city (including residents and traffic).
I think the better route than trying to chase realism is using a stylized version of a city. Mirrors Edge does this particularly well imo. "The Ascent" is probaby the best detailed cyberpunk "world" right now (I haven't played it). From what I've seen that game has insane amounts of detail and they make it work by not trying to immitate real life and giving players access to a city but having custom built areas that mimic some aspects of a real place.
I'd love to read more about the whole virtual city topic etc. I feel like it's under-discussed.
What's a fluff text in other games in Gamedec gives you psychological affinity point. With enough points in relevant affinities you can retcon a specific background for your character that lets you to perform cool actions later (basically like a special perk/trait).
The story is decent too. Society where messy virtualization of huge chunk of human experience is common.
The gameplay itself was a bit rough, but the music and immersion I felt while playing it I still recall to this day.
It's a modern Syndicate remake in spirit, and a relatively small indie game (to set expectations), but the gameplay loop is tight and rewards experimenting. I still like to do a quick playthrough occassionally and it has aged great.
On Deus Ex (the first one) installing GMDX and playing it with that MOD it's a must. No, forget that crappy HDTP or whatever it's called, it has broken Chinese/Japanase Hanzi/Kanji in Hong Kong and it looks tacky as hell. GMDX it's tons better and it expands the game areas, interaction, objects and such a lot. For instance, the NYC Statue Park looks far more realist this way, with logically (and architecturally speaking) set objects for a more lifelike environment.
If you like something like a blend between a 2D Minecraft, object crafting, zombie/mutant/cyborg survival and tons of Cyberpunk references this is almost the game. It has everything.
Also missing the classic Dreamweb.
https://supergiantgames.bandcamp.com/album/transistor-origin...
It plays an important role in the story, so it double the reasons to talk about it :)
Heck even the games that aren't that good (of which there is arguably only 1) have an amazing OST.
IYKYK :)
[1]: https://en.wikipedia.org/wiki/Mean_Streets_(video_game)
https://en.wikipedia.org/wiki/Spectre_(1991_video_game)
An oversight. This was one of the very first viable multiplayer network games and it definitely belongs in the list ..
https://store.steampowered.com/app/250260/Jazzpunk_Directors...