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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Tafdolphin » Wed Oct 14, 2020 2:31 pm

Lol ok you win this round.

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Knoyleo » Wed Oct 14, 2020 2:36 pm

Tafdolphin wrote:Lol ok you win this round.

It is a joke video, from post release, but still.

The Witcher youtube channel is interesting to look through though, lots of promo material that's very similar to what they're running for this now.

Someone mentioned earlier in the thread about the animation of NPCs being the thing that makes this look a lot like GTA, and I think there's a lot to that. They're way more animated in this than anything in the Witcher, in the exaggerated way GTA NPCs are, and it's only compounded by a modern and urban setting, plus gun combat.

pjbetman wrote:That's the stupidest thing ive ever read on here i think.
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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Jenuall » Wed Oct 14, 2020 2:40 pm

It's not even the exaggerated element of the animation that is getting to me most, although that is bloody annoying, it's just something about the quality of the animation that fundamentally doesn't work or look right.

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Tafdolphin » Wed Oct 14, 2020 2:43 pm

Knoyleo wrote:Someone mentioned earlier in the thread about the animation of NPCs being the thing that makes this look a lot like GTA, and I think there's a lot to that. They're way more animated in this than anything in the Witcher, in the exaggerated way GTA NPCs are, and it's only compounded by a modern and urban setting, plus gun combat.


teehee that was me. So really, I win this one!

GTA V's city was incredible. Wandering around that place didn't get old until RDR2 superceded it. But every time there was a cutscene, or an in-game TV show, radio show...anything that required words to be written and performed, it all fell apart. The terrible, cartoonishly overdone animations only made things that much worse. Rockstar have never been able to do comedy but that sure as strawberry float didn't stop them trying.

It was the intro to the below that made me think of that tone, as both the dialogue and animations are straight out of GTAV. Like, cut and paste in terms of tone and style. This, plus the corny in-game dialogue we've seen, plus the focus on combat and now vehicles has made me worry this simply isn't a follow-up to the Witcher more than it is CDPR merely going with what they know will make money.



Compare that to the original in-game trailer. Everything looks like it has more weight, is more grounded. The animations, obviously custom built for the trailer, look great rather than the horrible overdone examples we see in the Night City spot.



Of course none of it look as good as neo-Gotham from the reveal trailer:


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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Knoyleo » Wed Oct 14, 2020 2:55 pm

I think you'd struggle to set a game in a world like 2077 without a focus on vehicles, but again, how the game focuses on them is going to be a big differentiator in whether its good or not. Like, is the game going to go full Ballard and tie a social obsession with vehicles to an overall downward spiral born of an obsession with tech and desensitisation to violence and destruction of the planet required to supply that tech, or is it just going to say "haha neon supercar goes brrrrrrr".

Based on what we've seen so far, I expect it to be the latter, but I would play the gooseberry fool out of a Crash inspired video game.

pjbetman wrote:That's the stupidest thing ive ever read on here i think.
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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Tafdolphin » Wed Oct 14, 2020 3:02 pm

Knoyleo wrote:I think you'd struggle to set a game in a world like 2077 without a focus on vehicles, but again, how the game focuses on them is going to be a big differentiator in whether its good or not. Like, is the game going to go full Ballard and tie a social obsession with vehicles to an overall downward spiral born of an obsession with tech and desensitisation to violence and destruction of the planet required to supply that tech, or is it just going to say "haha neon supercar goes brrrrrrr".

Based on what we've seen so far, I expect it to be the latter, but I would play the gooseberry fool out of a Crash inspired video game.


twitter.com/CyberpunkGame/status/1314112653175017472



So yeah. Car go bruuuum.

EDIT

Some horrific crunch stuff posted yesterday from a confirmed developer:

https://www.reddit.com/r/Games/comments ... f/g8bxk68/

Hi, CDP developer here.
Not only this conversation never happened, but this is just the last in a long list of very toxic behavior from the upper management toward us developers.

First of all, I can confirm this conversation never happened, if anything the developers have been crunching no-stop since May 2019, where the management was like "oh gooseberry fool we need to make the game, we must hurry", mind that we were barely out of alpha at that point and even though most developed pointed out that was impossible to do the whole game ALMOST from scratch in one year.

If anything, people have been dreading the inevitable 2 year death march since long before the crunch started because they know it's just how CDP rolls, dick around in pre prod for ages and then rush everyone and work devs to the bone to make up for the time lost, and none of them was looking forward to it.

We asked "what's the plan if we can't deliver in the set deadline" and up until December the answer from management was "we have to, there is no plan B", so here you go, first year of crunch there, of course, first a 2 month delay and then another 6 months of delay, and - to give a picture of how low is the level of communication between the management and developers - we found out both times ON TWITTER and other social that the game was being delayed, with a mail from Adam following few hours later.

Same happened with the Gold release, and any other announcement since June 2019.

People getting riled up right now about the crunch, just so you know, many people have been spending the week ends in the office and doing 16 hours per day pretty much since June 2019, some departments even as far as a year earlier.
Every time this was addressed you'd get the usual copy paste spiel about "we are fueled by passion, we are rebels, this is not for everyone and other such copy-paste slogans" which was a cool way to say "We have no idea what we are doing but we have infinite cash and we fix everything with more crunch"

Conversations end up mostly like this, the management saying that everything is great and cool and we have to believe in the project, our questions and doubts being brushed aside.

At the end of the day feels like CDP management is completely detached from the reality of us developers.

And this is only a brief summary of the issues pertaining crunch, there is much more that could be said, but I believe that other issues could be resolved internally over time as the studio grows, this however is not something that I think can be ever resolved for a simple reason.

That directors and leads in Warasaw are the people that did this gooseberry fool for W3, are the people that survived that hell and are ok with it. And the management simply doesn't care.

After all most developers get a yearly bonus that is a pittance, while the upper heads rack up hundreds of thousands of zloty in bonuses. (in euro / dollar they get A LOT still) so eveything is fine.

And probably this is what makes it preposterous, no one in the studio benefits or cares to release earlier, many people just want to do their job, get paid and possibly not have to sleep in the studio (which happened, and not scarcely, especially in Warsaw).
The people that want the product OUT asap are the board and the marketing directors, and they don't give a flying strawberry float about the work balance.

I mean, they even changed the crunch allowance to Uber (from Przysne, a polish delivery service) because it doesn't ship for free so you're discouraged from ordering too much.


And of course regarding bonuses:

The bonus is UP to 10%, depending on who you are, of ~600 people working on it you get bonuses getting into the 0.x as you look at specialist / mid / junior.

The revenue bonus of last year (which if you recall was the year that had a sudden spike of W3 sales due to the netflix series) was around ~1800 euros (converted from zloty) for specialists and ~ 550 euros for juniors, while the board got six figures.


The most interesting thing? It appears the game proper has only been in full development for just over 2 years or so. That's crazy considering it was announced in 2013.

Fake EDIT: Oh god I just realised this is the wrong thread oh god please don't put me in GRCade jail sorry sorry

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Kezzer » Wed Oct 14, 2020 4:07 pm

YOU WANT TO TALK ABOUT GAMES IN A GAMES THREAD?!

GET OUT!!

This post is exempt from the No Context Thread.

Tomous wrote:Tell him to take his fake reality out of your virtual reality and strawberry float off


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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Jenuall » Wed Oct 14, 2020 4:16 pm

Interesting (horrible) stuff to read there about the state of the management of this game and the way it has been developed. :dread:

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by OrangeRKN » Wed Oct 14, 2020 4:18 pm

Tafdolphin wrote:GTA V's city was incredible. Wandering around that place didn't get old until RDR2 superceded it. But every time there was a cutscene, or an in-game TV show, radio show...anything that required words to be written and performed, it all fell apart. The terrible, cartoonishly overdone animations only made things that much worse. Rockstar have never been able to do comedy but that sure as strawberry float didn't stop them trying.


Are you telling me this isn't funny?


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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Jenuall » Wed Oct 14, 2020 4:26 pm

I enjoyed some of the Lazlow stuff in earlier GTA games but other than that the humour in those games has always been a massive miss for me.

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Tafdolphin » Wed Oct 14, 2020 4:47 pm

OrangeRKN wrote:
Tafdolphin wrote:GTA V's city was incredible. Wandering around that place didn't get old until RDR2 superceded it. But every time there was a cutscene, or an in-game TV show, radio show...anything that required words to be written and performed, it all fell apart. The terrible, cartoonishly overdone animations only made things that much worse. Rockstar have never been able to do comedy but that sure as strawberry float didn't stop them trying.


Are you telling me this isn't funny?



First time I saw that I did a big old belly laugh. The sort of comedy R* can only dream of (although, now Dan Houser's strawberry floated off I'm hoping for some new, better guidance)

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by OrangeRKN » Wed Oct 14, 2020 4:53 pm

I maintain the games are successfully funny by design - but that humour is in emergent sandbox gameplay and the slapstick physics and game mechanics.

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Tafdolphin » Wed Oct 14, 2020 4:56 pm

OrangeRKN wrote:I maintain the games are successfully funny by design - but that humour is in emergent sandbox gameplay and the slapstick physics and game mechanics.


Yeah I don't disagree. The potential humour of the overlapping systems and mechanics in the game is a vastly different topic from the attempted humour expressed through writing and cutscene animation though. That's what's got me worried about CDPR, that they're trying to ape the latter.

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Jenuall » Wed Oct 14, 2020 4:58 pm

What I don't get is the need to chase the GTA audience. Witcher 3 has sold something like 30 million copies, they don't need to cater to a different audience they already have a strawberry floating huge one that appreciated what their games offered.

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Tafdolphin » Wed Oct 14, 2020 5:08 pm

Jenuall wrote:What I don't get is the need to chase the GTA audience. Witcher 3 has sold something like 30 million copies, they don't need to cater to a different audience they already have a strawberry floating huge one that appreciated what their games offered.


Witcher 3:

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...

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Tomous » Wed Oct 14, 2020 5:43 pm

Tafdolphin wrote:
Jenuall wrote:What I don't get is the need to chase the GTA audience. Witcher 3 has sold something like 30 million copies, they don't need to cater to a different audience they already have a strawberry floating huge one that appreciated what their games offered.


Witcher 3:

Image

...

Image



Not to mention the billion dollars they made in microtransactions in GTA Online

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Jenuall » Wed Oct 14, 2020 6:08 pm

Tomous wrote:
Tafdolphin wrote:
Jenuall wrote:What I don't get is the need to chase the GTA audience. Witcher 3 has sold something like 30 million copies, they don't need to cater to a different audience they already have a strawberry floating huge one that appreciated what their games offered.


Witcher 3:

Image

...

Image



Not to mention the billion dollars they made in microtransactions in GTA Online

But that's an apple and oranges comparison. One has been out longer, across multiple generations and has seen significant multiple purchasing.

I'm not denying GTA V has sold lots, but Witcher 3 has sold more than 99% of games ever made, they didn't need to chase another audience.

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Tafdolphin » Wed Oct 14, 2020 6:34 pm

I agree, but "need" doesn't apply in big business, of which AAA games are very much a part. It's never "need" it's "want".

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Tomous » Wed Oct 14, 2020 6:45 pm

Jenuall wrote:
Tomous wrote:
Tafdolphin wrote:
Jenuall wrote:What I don't get is the need to chase the GTA audience. Witcher 3 has sold something like 30 million copies, they don't need to cater to a different audience they already have a strawberry floating huge one that appreciated what their games offered.


Witcher 3:

Image

...

Image



Not to mention the billion dollars they made in microtransactions in GTA Online

But that's an apple and oranges comparison. One has been out longer, across multiple generations and has seen significant multiple purchasing.

I'm not denying GTA V has sold lots, but Witcher 3 has sold more than 99% of games ever made, they didn't need to chase another audience.


The online isn't going to be apples and oranges in my opinion. Obviously we don't know alot but I fully expect them to be aiming for a GTA Online cash cow.

It's business. They want more money, simple as that. The people at the top aren't looking at Witcher 3 and saying let's do that again. They're asking how do we make more money.

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Knoyleo » Wed Oct 14, 2020 7:26 pm

Tafdolphin wrote:
Knoyleo wrote:Someone mentioned earlier in the thread about the animation of NPCs being the thing that makes this look a lot like GTA, and I think there's a lot to that. They're way more animated in this than anything in the Witcher, in the exaggerated way GTA NPCs are, and it's only compounded by a modern and urban setting, plus gun combat.


teehee that was me. So really, I win this one!

GTA V's city was incredible. Wandering around that place didn't get old until RDR2 superceded it. But every time there was a cutscene, or an in-game TV show, radio show...anything that required words to be written and performed, it all fell apart. The terrible, cartoonishly overdone animations only made things that much worse. Rockstar have never been able to do comedy but that sure as strawberry float didn't stop them trying.

It was the intro to the below that made me think of that tone, as both the dialogue and animations are straight out of GTAV. Like, cut and paste in terms of tone and style. This, plus the corny in-game dialogue we've seen, plus the focus on combat and now vehicles has made me worry this simply isn't a follow-up to the Witcher more than it is CDPR merely going with what they know will make money.



Compare that to the original in-game trailer. Everything looks like it has more weight, is more grounded. The animations, obviously custom built for the trailer, look great rather than the horrible overdone examples we see in the Night City spot.



Of course none of it look as good as neo-Gotham from the reveal trailer:


Oh man, I just watched those 3 trailers back to back, chronologically by release, and talk about a tonal shift. It's hard to pinpoint exactly what's off, but it sort of feels like a lot has been added to put on the back of the box, in the same way a lot of open world games try to cram in too much. It's like it's gone from noire thriller, to gritty action flick, to a theme park ride.

pjbetman wrote:That's the stupidest thing ive ever read on here i think.

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