Showing posts with label mike pondsmith. Show all posts
Showing posts with label mike pondsmith. Show all posts

Friday, 4 July 2025

CYBERPUNK: EDGERUNNERS II confirmed to be in production

CD Projekt Red, anime studio Trigger and Netflix have all confirmed they are working on a project called Cyberpunk Edgerunners II. This will be a sequel to their hit 2022 anime set in the same world as the video game Cyberpunk 2077 (2020) and the Cyberpunk tabletop roleplaying game franchise created by Mike Pondsmith in 1988.

The sequel series will again be 10 episodes in length. It will be directed by Kai Ikarashi, who worked on the first series, with writer/producer Bartosz Sztybor also returning. The creative team have confirmed this will be a new story in Night City, and there will be no retconning of the original series' ending, with the characters who died in that story staying dead in this new series. There was no confirmation if any of the surviving characters will be returning (some of them have already reappeared courtesy of a special mission added to Cyberpunk 2077 in later updates).

The new series is still early in production, with no confirmed release date as yet.

CD Projekt Red are also working on a sequel to the video game, with the working title Cyberpunk II. R. Talsorian Games are continuing to release new material for the tabletop roleplaying game, with The Edgerunner's Guide to Night City slated for release later this year.

Thursday, 5 October 2023

CYBERPUNK 2077 live-action project in the planning stages

CD Projekt Red will collaborate with production company Anonymous Content to create a live-action project set in the world of their video game, Cyberpunk 2077. It is unclear if this is a direct adaptation of the game or an adjacent project in the same world, similar to 2022 anime spin-off series Cyberpunk: Edgerunners, which was a hit for Netflix.


Anonymous Content worked on True Detective, Mr. Robot, The Revenant and Spotlight, and are known for serious, intense genre works, which would be a good fit for the Cyberpunk world.

Cyberpunk 2077 is based on the Cyberpunk role-playing game franchise created by Mike Pondsmith in the late 1980s (which had its heyday with the Cyberpunk 2020 product line, released through the 1990s). The video game, released in late 2020, sees the player taking on the role of V, a scrappy mercenary in Night City, California, who inadvertently ends up with a chip which could bring down entire global powers. To stop the chip's destruction, they install it into their cyberware, resulting in them being joined in their adventures by the apparent cyber-ghost of legendary rebel and rock star Johnny Silverhand (Keanu Reeves). The chip allows them to use more cyberware and powerful weapons than anybody else, but also will inevitably kill them, forcing them to make a hard choice on how to save Johnny, or themselves.

Despite a buggy and controversial launch, the game has undergone a redemption arc thanks to a steady bug-fixing schedule. The game has sold 25 million copies and recently launched its well-received Phantom Liberty expansion (starring Idris Elba as New United States secret agent Solomon Reed), which has sold 3 million copies in its first two weeks on sale.

Video game adaptations used to be seen as a poisoned chalice, but recent successes like The Last of Us and Arcane have seen the idea become more popular.

With this idea only just getting off the ground and Hollywood still wrapping up the issues surrounding its recent strike, it'll likely be a good few years before we see this project hit the screen. Meanwhile, CD Projekt Red have already started development on Cyberpunk 2077's sequel.

Saturday, 10 December 2022

Idris Elba joins CYBERPUNK 2077: PHANTOM LIBERTY

CD Projekt Red have unveiled some more information on Phantom Liberty, their expansion to Cyberpunk 2077. The main headline is that Idris Elba is joining the game, providing the voice and performance for new character Solomon Reed.


The new trailer also hints at a bit more of the storyline: the President of the New United States is visiting Night City (which is independent of NUSA control) but shenanigans ensue and they get in over their heads. V is recruited to go into Dogtown, possibly the old Combat Zone, a chaotic area of Pacific where anything goes (this area was sealed off in the main game), where they liaise with Reed on a mission that is said to be influenced by spy thrillers (with more than a whiff of Escape from New York to it).

New content in the expansion appears reasonably generous, with a new storyline extending across multiple main missions and side-missions, along with new characters and weapons and a new district of Night City to explore. The expansion will also apparently open up existing areas of the city for you to visit, including the large stadium visible from across the city which was also unreachable in the main game.

As well as Elba joining the cast, Keanu Reeves is back, having recorded new dialogue as Johnny Silverhand, V's reluctant cybernetic head-guest. It looks like the expansion will make use of a save set before the end of the main game, rather than following on from the end of it.

CDPR have indicated that the expansion will be generous in size, larger than The Witcher 3: Hearts of Stone but not quite as big as the massive Blood and Wine expansion for that game. At the moment they are only planning one expansion for the game, having scaled back their plans for multiple big expansions due to the original game's troubled release and the need to extensively patch it. However, the game has enjoyed a significant critical renaissance in recent months and a boom in sales that have passed it over 20 million copies sold.

Phantom Liberty does not have a firm release date yet, other than some time in 2023.

Thursday, 7 January 2021

Cyberpunk 2077

In 2023, the Fourth Corporate War ended when a group of terrorists led by charismatic rock star Johnny Silverhand smuggled a thermonuclear device into Arasaka Tower in Night City, California, and destroyed it. Silverhand vanished during the attack and was never seen again. Fifty-four years later, this minor historical detail becomes crucially important to mercenary V when they are offered a contract to steal an advanced biochip from Arasaka Corporation. What seems to be a normal gig turns into a gruelling nightmare of high-stakes international geo-politics, existential confusion and corporate intrigue. A clock is ticking and V now has to build up a network of allies so they can save themselves and survive what is coming.


Cyberpunk 2077 has a lot of Things in it. These Things include: Sentient Waymo; a hyperactive anime girl band whose signature song could become the next "Gangnam Style" if it didn't have a swear in the title; a soundtrack of near non-stop bangers; iguanas; cats; characters you actually want to hang out with in real life; giant holographic fish; wonderful dialogue; superb stealth; Hideo Kojima playing himself; a shotgun that sets people on fire; decidedly non-cringey romances; the red bike from Akira; Keanu Actual Reeves; GLaDOS from Portal; several YouTube streamers; hard moral choices; really cringey first-person sex scenes; a rocket launcher which is also your arm; a sentient gun; Half-Life gags that dated before the game even came out; mysteriously teleporting cops; a vending machine who becomes your friend; lots and lots of freezers you can hide bodies in; inventive hacking; city blocks from Judge Dredd; cars that drive like bricks; and a slew of bugs (mostly minor, very occasionally major).


The number of Things in Cyberpunk 2077 is so overwhelming that it's hard to fully appreciate them all in one go. Cyberpunk 2077 is a towering achievement, a story-driven, open-world RPG with a gripping central narrative and a lot of player choice in how you achieve objectives. It's also - rather infamously by now - a janky game which, in order to hit its punishingly optimistic release date, has had to not so much cut corners as sear them from existence with industrial-strength flamethrowers. There are moments in this game that are polished beyond brilliance, with storytelling and character beats that, even more than the developers' previous game, The Witcher 3, contemptuously rewrite your expectations of what video games are capable of in terms of storytelling and characterisation. Five seconds later you'll be driving down the street wondering why cars are fading in and out of existence two hundred yards away and why the police only chased you (on foot!) for three yards after you accidentally ran someone over before eerily dematerialising.


Cyberpunk 2077 is a game that started life (way back in 2012) as an RPG but over the course of its development metamorphosed into something else: The Metagame, The Ubergame, the game that would include all other games within itself. CDPR decided that as well as an RPG, it also had to be an immersive sim like the Deus Ex and Dishonored series; a first-person stealth version of recent cult hits Shadow Tactics: Blades of the Shogun and Desperados III; an apocalyptic collect 'em up which at times feels like a Fallout title; and an open-world, icon-hoovering action game with driving, like Grand Theft Auto V or (maybe more appropriately, given the hacking angle) the Watch_Dogs series.


At some point CDPR must have realised that the game was never going to achieve all of these goals simultaneously, but rather than manage expectations it decided to expand them. In the last two-and-a-half years of development, they released no less than 72 videos, ranging from expansive trailers to detailed behind-the-scenes development videos about the music, weapons, the involvement of Keanu Reeves and the work needed to translate the game into other languages. CDPR decided to pour petrol on the flames of hype rather than try to keep them under control. The result is a game that delights and frustrates in turn, sometimes in the same minute of gameplay.


Most importantly, Cyberpunk 2077 emerges as a good game. It's very nearly a great game, a classic ranking alongside CDPR's previous title, but the sheer volume of jank in the game and the evidently cut or compromised features reduces its impact.

Cyberpunk 2077 casts you as "V", a mercenary working in and around Night City, California. You can't choose V's name, but you can choose their gender, sexuality, appearance and background before being set loose in the city. At any time you'll have a series of main story missions to follow, which push forward the overall narrative, and a number of side-missions, mostly phoned in to you by various "fixers" who work all over the city (who also have side-jobs begging you to buy really rubbish used cars for some reason). You also get side-jobs from characters you meet in the main story missions. These side-jobs can extend into lengthy, multi-hour quest chains of their own, sometimes ending in romances or at least winning the loyalty of the character in question. On top of these, there's also a truly startling number of map icons, depicting crimes in progress (V is a subcontractor for the police, for reasons that are hazily explained), yet more side-missions, shops and sites of interest. Cyberpunk 2077 easily has a hundred hours of content in the base game, easily a lot more if you experiment with different builds and different quest choices, and more still if you're happy just travelling around looking at things.


Cyberpunk 2077 is gorgeous. Night City is one of the most gawp-worthy settings for a video game, ever, and your screenshot key (enhanced by a comprehensive photo mode) may burn out from overuse during the course of the game. If you grew up watching Blade Runner, reading Neuromancer, watching Akira or playing Syndicate, you've probably fantasised about a game that put you right in the middle of a cyberpunk city and let you just walk around sampling the sights. This year's cult hit Cloudpunk got a huge amount of mileage of that on a budget comfortably less than 1% of Cyberpunk 2077, and unsurprisingly this game takes it to a whole new level. Whether its watching the sun rise over town-sized solar collectors, the rain falling between city apartment blocks taller than the Sears Tower or homeless folk living on the toxic beaches of Pacifica, the game throws more memorable images at you per hour than most some major franchises have managed in countless iterations. Those on more powerful hardware with ray-tracing and 4K resolutions will get the best out of the game, but even those on modest hardware will appreciate the art direction and atmosphere.


The story and its attendant characters are the main draw here. V's journey through Night City's criminal underworld and corporate entanglements is engrossing. The major characters you meet - fellow merc Jackie Welles, ripperdoc Viktor Vector, braindance expert Judy Alvarez, Nomad Panam Palmer, racing driver turned barmaid Claire, Tarot expert Misty, fixer Rogue, grumpy modern samurai Takemura and, of course, the ghostly Johnny Silverhand - are fleshed-out individuals with complex motivations and intriguing backstories. Like The Witcher 3 before it, CDPR has created some wonderfully real characters you enjoy spending time with (unlike, say, almost every Bethesda game ever, with an honourable exception made for Nick Valentine), with characterisation that exceeds BioWare at their long-ago best. There are a few characters who aren't as well fleshed-out and whose stories aren't as well-done - effective arch-villains Yorinobu Araska and Adam Smasher get very little screentime, whilst a fascinating story about a mayoral candidate who's being mentally manipulated seems to peter out - but for the most part the stories and characters are excellent, with real, emotionally satisfying moments and a surprising amount of heart. Cyberpunk 2077 can be an at times cynical and brutal game, but it also has a lot of warmth in its character relationships and humour. The only weakness with the story is that your choice of opening background feels less significant than it really should, and it may have been better to have just given you one set background.

The story and characters are also surprisingly powerful in the matters of representation: the game's marketing was deliberately "edgy," with a marketing campaign that seemed intent on making the game appear transphobic (until the marketing person responsible for that was fired). The game itself is decidedly much more LGBTQ+ friendly, with straight and gay romantic relationships available and your character able to present as non-gender-specific (albeit with somewhat limited parameters, with your pronouns dependent on your choice of voice actor). Gay, straight and trans characters are present in the narrative (contrary to some reviewers, who erroneously claimed there are no trans characters in the game, which just goes to show how many reviewers didn't bother to play the full game) and presented as people, with no fuss at all made about gender or sexuality. The only iffy area in the game is some of its advertising, which feels exploitative and tawdry, but given the nature of the game's corporations, that's almost certainly deliberate.


Mechanically, the game tries to give players a lot of choice in how to advance their character, perhaps with the developers feeling that The Witcher 3 rolled back too many RPG systems in favour of being more of an action RPG. Cyberpunk 2077 has a level-based system where you can choose to upgrade stats and skills, but also an advance-by-doing system where skills can also be upgraded by simply using those skills. You can also pick up shards (datafiles) which update skills directly. It's a complex and interesting system, but one that feels like it was designed to allow skill points to be spread more evenly. If you decide to focus on stealth and hacking and pour most of your skill points into those skill trees, you can quickly become a ghost-like superhacker who can wipe out entire platoons of enemies from afar by hacking into their systems and setting them literally on fire, or short-circuiting them, or creating a localised computer virus that can do tremendous damage to entire groups with one hack (by the end of the game you can literally kill entire gangs of 5-10 enemies with hacking attacks long before they can locate you). You also have elaborate systems for armour, implants, cyberdecks and weapons mods which can dramatically increase your damage output and reduce incoming damage. This is all very cool but can get quite over-powered, and enemies cease being a serious threat by around the halfway point of the game, unless you crank the difficulty way up.

The open world is an area where Cyberpunk 2077 falters, surprisingly. Night City is gorgeous and it's fun to travel around the city and its environs, but you'll quickly discover that the city simulation aspect of the game is illusory. Pedestrians and cars fade into and out of view rather artificially (shades of the early 2000s Grand Theft Auto games on the PlayStation 2), it's almost pitifully easy to evade the police (especially since they can't chase after you in police cars!) and the randomly-encountered hostile gang members and street crimes can be dealt with with almost contemptuous ease. Shopping at street vendors and shops opens a rather functional menu screen for buying food, clothes and equipment, despite elaborate animations existing in missions for eating at food stalls, which would have been more fun to do at will. There's also a bizarrely limited number of ways for pedestrians to react to you. Pulling out a gun or causing an explosion will root everyone to the spot rather than more sensibly running away, and passing civilians whom you save from criminals will almost never express any kind of gratitude or talk to you, usually instead sauntering off (or even responding with the same automated "f--k off!" response most passers-by give you when you try to talk to them). Ten years ago, you might have gotten away with these kind of limited reactions but with not just Grand Theft Auto V but also the Watch_Dogs series (each game of which has had a lower budget than Cyberpunk 2077) and even forgotten classic Sleeping Dogs having much more realistic, immersive open city features, Night City feels a lot more disappointing. The lack of a functioning metro system (despite featuring in trailers) and the presence of flying cars and aircraft but not being able to use them feel like weird limitations as well.


This isn't helped by the fact that most cars in the game feel too heavy and unwieldy, with ridiculous turning circles and poor design (the driving model is highly reminiscent of Grand Theft Auto IV's underwhelming performance, in fact, and not GTAV's much smoother experience). Only a couple of cars, like a Batmobile-like sports car variant you find in a tunnel and Silverhand's Porsche 911 you inherit through a later mission, are really worthwhile. Much better are the motorbikes, which allow you to cut through alleys and side-streets and across the Badlands in a more dynamic manner.

Fortunately then, the game's systems in use feel very satisfying. Combat can be chunky and visceral, with a nice mixture of options. You can blow people away with a rocket launcher arm implant, get close and personal with shotguns, or stand off with sniper rifles (which are more like railguns given their propensity for popping heads like helium balloons). You can even attach a silencer to a pistol for more a violent approach to stealth. Stealth itself is reasonably solid, although a little flaky at first until you get the skill which slows down time when you're spotted, giving you an opportunity to slip back into hiding. Stealth feels more like a first-person version of recent isometric games like Desperados III, although without vision cones so you have to be more careful in how you approach enemies. Stealth takedowns are fun and you can actually move bodies and hide them in containers (unlike Watch_Dogs 2, which allowed you to knock people out and...just leave them where they fell, for other people to find), making it a very viable strategy. Hacking computer systems to turn off cameras or make turrets friendly is also enjoyable, and taking out an entire enemy squad of guards by turning their own weapons against them may make you sit back and twirl your moustache (metaphorical or real) whilst cackling in satisfaction.


In several missions, this combination of systems turns Cyberpunk 2077 into a worthy follow-up to Deus Ex: Human Revolution and Mankind Divided, with you infiltrating elaborately-designed locations, hacking computer systems, stealth-knocking out guards of even ghosting your way through entire missions. The main game quest locations are the best for these, with slipping out of a massive hotel after an important mission goes south being one of my favourite stealth experiences in any game ever, and infiltrating a huge Arasaka compound later on not being far behind. There are also several side-missions with comparable design strengths, and the game even manages to enhance stealth by taking away one of Deus Ex's more contrived standbys, the surprisingly common handy human-sized air vents that no-one ever thinks to look in. However, the overall number of excellently-designed mission environments is relatively low, and the more optional activities, like crime-fighting, afford far less challenge to those inclined to go with stealth or hacking options, leaving you rather over-powered in those circumstances. But whilst the illusion lasts, it's a powerfully satisfying one.

It's also impossible to talk about the game without talking about its music. The original soundtrack itself is solid, if a bit underwhelming (Deus Ex: Human Revolution's soundtrack remains unmatched in this area), but the enormous battery of artists and original songs assembled for the game is incredible. Lots of other games have had as many, if not more, licensed songs, but for original tracks assembled specifically for a video game, Cyberpunk 2077 is likely unmatched, and most of them are impressive bangers, often presented in multiple versions. The music is one area this game has definitely not skimped on.


Cyberpunk 2077 (****) is an accomplished game in many key areas. Its story and characters are among the very best-in-class with some of the most outstanding story beats and quiet character moments in a video game that I've ever experienced; its RPG systems are adequate to very good; it has great combat and stealth; and its design, graphics, music and atmosphere are fantastic. Ranged against that is that its open world design is flaky as hell, and key game systems like driving, police, traffic AI and pedestrian reactions feel like they need major revisions, not to mention lingering bugs (see below) which need to stamped out fast.

Also, whilst the PC version of the game is (mostly) excellent, CDPR deserve all the criticism that've gotten for trying to release barely-functional versions of the game on X-Box One and PlayStation 4 and hiding the state they were in from reviewers. CDPR have spent thirteen years building up a formidable reputation for player friendliness and integrity and that reputation is now in the gutter, and they're going to have to work very hard to get it back again.

Cyberpunk 2077 is available now on PC, Stadia, X-Box One and X-Box Series X. The PlayStation 4 and 5 versions are on hold pending further patches.

Technical Note: I played the game on a relatively middling gaming PC (nVidia 2060 graphics card, 16 GB RAM) and experienced exactly one (1) crash. I did experience minor but relatively common graphical bugs, like flickering as new textures loaded in and occasional objects left hanging in mid-air (loot, cigarettes, weapons). Once or twice, especially in the Badlands, vehicles spawned upside down. Towards the end of the game, as I wrapped up more and more side-jobs and activities, graphical bugs seemed to increase, with street textures failing to load until I was already driving over them. These problems were rare; numerous gaming sessions failed to produce a single bug of note. This year alone, I experienced far more crashes, graphical problems and bugs in both Horizon Zero Dawn and Red Dead Redemption 2. For this review I completed the main story, every side-quest and every optional activity, which took 95 hours. I will revise the review in future should CDPR make substantial improvements to the game in the coming months.

Saturday, 5 December 2020

Franchise Familiariser: Cyberpunk 2077

Cyberpunk 2077 is a few days away from hitting shelves and will almost certainly become the biggest video game of 2020 when it launches. Eight years in development, the game will allow players to create a character of their own design and then live a life of crime in the late 21st Century metropolis of Night City, California. But did you know that the game is merely the latest part of a franchise which is more than thirty years old? If you don’t know your rockerboys from your Arasaka corporate suits from your netrunners, a franchise familiariser may be helpful. 


The Basics

Cyberpunk is a science fiction franchise created by writer and games designer Mike Pondsmith, originally published by his company, R. Talsorian Games, in 1988. Pondsmith named the game after the science fiction subgenre of the same name, which in turn was named after a 1983 short story written by Bruce Bethke. This story was actually published somewhat late in the development of the genre, as several previous works had been important in establishing the genre, particularly Philip K. Dick’s 1968 novel Do Androids Dream of Electric Sheep? and John Brunner’s 1975 book The Shockwave Rider, as well as the 1982 movie Blade Runner, loosely based on Dick’s novel.

Pondsmith and his fellow designers have cited Walter Jon Williams’ 1986 novel Hardwired as being extremely influential on the design of the game, along with Dick and Blade Runner (William Gibson’s 1984 novel Neuromancer, often arguably cited as cyberpunk’s codifying moment, was not read until later in the game’s development).

To make it clearer that the reader is not speaking about the short story or genre, it’s common for fans to refer to Cyberpunk by one of its edition subtitles: Cyberpunk 2013, Cyberpunk 2020, Cyberpunk v3.0 or Cyberpunk Red.

Each of the four editions of the game is set in a different decade and reflects the passage of time in the Cyberpunk universe. The original Cyberpunk (1988), now almost always referred to as Cyberpunk 2013, is set in that year and depicts a near-future dystopia where corporations have become as powerful as governments and fight one another for supremacy and where takeovers are more literally hostile than you might expect. The game is predominantly set in Night City, a custom-designed and built metropolis on the coast of Morro Bay, California, roughly halfway between Los Angeles and San Francisco, and sees players taking on roles such as mercenaries, corporate players, police officers and netrunners, as hackers are known in this world.

Cyberpunk 2020 is the second and most popular and well-known iteration of the game, to the point that “Cyberpunk 2020” is often used to refer to the entire franchise. It was originally published in 1990 and remained continuously in print for fifteen years, accumulating a vast array of supporting supplements and adventures. The game’s rule system, Interlock, was highly praised for being customisable and allowing players to much finely adjust their character’s development through skills rather than being tied into much broader levels (the approach favoured by the medium’s heavyweight game, Dungeons and Dragons, for which Pondsmith had worked on some sourcebooks). The setting was also praised for its attitude and punk ethos.

After experimenting with a spin-off project revolving around young characters who get superhero-like powers from technology, CyberGeneration, the game returned properly in 2005 with Cyberpunk v3.0. The game switched to the Fuzion system, advanced the timeline to the mid-2030s and also adopted a transhuman approach, with much more sophisticated SF ideas such as humans downloading their consciousness into robotic bodies and thus becoming immortal. The setting also dropped some of the aesthetics of the original setting, Pondsmith reasoning that fashion and styles would move on. However, despite some praise for trying to move past cyberpunk clichés and explore more advanced ideas, the game had some negative feedback for exactly the same reason, as well as the change in rules.

Cyberpunk Red (2020) tacitly omits v3.0 from the canon and instead serves as a direct sequel to Cyberpunk 2020, with the timeline now advanced to the 2040s but the old cyberpunk styles and ideas are still very much around. The newest edition of the game also acts as a prequel to Cyberpunk 2077 (the tabletop game and the video game developed in tandem), with Pondsmith confirming that a Cyberpunk 2077 sourcebook updating the Cyberpunk Red timeline and rules to 2077 will follow.

As well as the tabletop roleplaying game and the imminent video game, the franchise consists of six tie-in novels, the first edition of the popular Netrunner collectible card game and the Cyberpunk: Arasaka Plot mobile game. 

MORE AFTER THE JUMP

Friday, 9 October 2020

CYBERPUNK tabletop RPG launching alongside CYBERPUNK 2077 next month

Talsorian Games have confirmed that Cyberpunk Red, the latest edition of the long-running Cyberpunk tabletop RPG franchise, is to launch on 14 November, just ahead of the release of the Cyberpunk 2077 video game (set in the same universe) five days later. They also have a detailed breakdown of the game contents here.

The Cyberpunk RPG franchise began in 1988 with the release of the original Cyberpunk RPG, set in the year 2013 in the new metropolis of Night City, a custom-build technical megalopolis located in Morro Bay, California. It depicted high-end corporate warfare and espionage in a high-tech future (which is now, of course, an alternate past), with street hustlers and hackers working missions on the Net and in the real world on behalf of shadowy interests.

The RPG hit its stride with the release of the second edition, Cyberpunk 2020, in 1990, which became arguably the definitive version of the game and remained in print for fifteen years, spawning dozens of expansions, several novels and a stand-alone spin-off, Cybergeneration, aimed at younger players. The game also inspired the immensely popular collectible card game Netrunner as a spinoff (although the current edition of the game, Android: Netrunner, has used a different setting since 2012).

A third edition, Cyberpunk V3.0, was released in 2005 and saw the game move to a further-future transhuman setting, with major changes to the rules system that were received negatively.

Cyberpunk Red features a revamped (and better-received) rules system and advances the timeline of the tabletop game to the 2040s. The title - which was decided before CD Projekt Red optioned the franchise for a video game - comes from the skies over Night City, which have turned red after particulate matter thrown into the atmosphere during nuclear exchanges in the Fourth Corporate War.

Cyberpunk Red's digital edition will launch on 14 November. Its physical release - a chunky 456 page rulebook - will be on 19 November, the same day as the video game, although the publishers note that COVID-related delays are possible.

Cyberpunk ranks as one of the great, venerable tabletop RPGs, alongside the likes of Dungeons & Dragons, Traveller, Shadowrun and World of Darkness, and it's good to see it back in print and its world about to be introduced to vastly more people than ever before through CD Projekt Red's video game.

Wednesday, 5 August 2020

The World of Cyberpunk 2077 by Marcin Batylda

Night City, California, 2077. A city of netrunners, megacorps, edgerunners, gangs and outcasts. Nearly destroyed in the Fourth Corporate War of 2023 (when a tactical nuke went off deep inside the Arasaka Towers), the city has survived flood, famine and war to emerge stronger and more influential than ever before. Now an independent city-state free of outside governmental control, Night City is attracting more people than ever before.


The World of Cyberpunk 2077 is, as the title implies, a background setting book for CD Projekt Red's forthcoming roleplaying video game, Cyberpunk 2077 (due for release in November). It's also set in the same world as Mike Pondsmith's Cyberpunk pen-and-paper roleplaying game (best-known for its Cyberpunk 2013 and Cyberpunk 2020 editions), which makes this book doubly worthwhile, not just as scene-setting for the video game but also as a lorebook for those interested in trying out the pen-and-paper game. Semi-coincidentally, the latest edition of that roleplaying game, Cyberpunk Red, should be hitting shelves in the next couple of months.

The book is 192 pages long, full colour, with every page combining text exploring the world of Night City with art from the video game. Some of this is concept art, some are video game screenshots and some are fake (and often RoboCop levels of subversive) adverts for in-universe products. How about some Real Water®? Only 99E$ per gallon!

The book is presented as a series of articles from the Night City Inquirer, an anarchic news and press organisation determined to get the real truth out there (with the implication that maybe you shouldn't take everything in the book as being 100% reliable).

The first section focuses on history, mostly alternate history since the Cyberpunk universe deviated from our own in the 1980s. The devastating impact of climate change, resource conflicts, declining nation-states, growing international digital supercorps, a new Dustbowl and three corporate wars fought in the 1990s and 2000s are detailed, along with the founding of Night City on Morro Bay. The devastation of the Fourth Corporate War gets a spotlight, followed by the lengthy rebuilding process for both Night City and the Free State of Northern California.

Once that is covered, there's a lengthy section on the technology of the setting: cyberware, weapons, vehicles, braindance (a potent VR experience where people can go for rides in other people's lives, experiences and hallucinations) and netrunning. The implications of cybernetic technology are covered and the dangers, such as cyberpsychosis, whilst the moral question of how much of yourself you can replace whilst still being considered human is briefly pondered (although not in too much detail).

The longest section details Night City itself, its districts and neighbourhoods. This is fairly bare bones - which given its length is a surprise - since a lot of the detail of the setting will be found in the game itself. It does provide an overview of what districts to avoid after dark (unless you want to get jumped by gangs), where the most exclusive bars are and where might be the best place to procure some shady items. Further chapters look at the the society of Night City, from the rich megacorp regional directors down to the homeless, and at the city's forces of both law and disorder: the police, the gangs and the Nomad tribes who live beyond the city limits. The book ends with an interview with Rogue, an infamous operative of the 2020s who's now in semi-retirement but unofficially still working as a "fixer."

As these kind of companion books go, The World of Cyberpunk 2077 is pretty good. The artwork is excellent, as you might expect given that the book is able to draw on seven years' worth of concept art, finalised design work and renders. The production value of the book is very high and the writing is surprisingly engaging. Lore fluff for video games can be hit or miss, but the immense amount of background material developed previously for the pen-and-paper game means there's a ton of information available on the factions, politics and tech of the setting that goes far beyond what you'd normally expect from this kind of tie-in. There's enough meat here to help run a pen-and-paper game in 2077 Night City as well as prepping for the video game.

In terms of flaws, there's not too many. The book seems to assume knowledge on the reader's part about certain characters like Johnny Silverhand and Morgan Blackhand which the overwhelming majority won't have. There's also a distinct lack of deep context on some things, like the gangs. Some of the gangs are based on fairly obvious cliches (the Haitian gang is called the Voodoo Boys, because obviously that's the only thing anyone knows about Haiti; both the Japanese Arasaka Corporation and the Tyger Claws yakuza gang are about honour and face in public, whilst being corrupt behind the scenes), but without the context of the video game it's hard to know if they get more development than that. The book's maps of Night City are also a bit odd, omitting the shoreline, so it's hard to tell at a glance which is an inland district of the city and which is a coastal one.

Beyond that, The World of Cyberpunk 2077 (****) is a readable and solid worldbuilding guidebook, and it does several jobs of providing background for the game, acting as an advertisement for it and providing context for the new Cyberpunk Red pen-and-paper game. It is available in the UK and USA now.

Thursday, 25 June 2020

CD Projekt Red unveil new CYBERPUNK 2077 trailer and announce Netflix tie-in series

CD Projekt Red have unveiled a new trailer for Cyberpunk 2077, their upcoming science fiction roleplaying game (note, contains swearing).



The trailer is part of a media blitz for the game taking place today, which also includes a gameplay stream and multiple outlets previewing the title via a special preview build of the game, with more reactions expected this evening. This kind of coverage is unusual given the game is still five months from launching, but is a display of CDPR's immense confidence in the project.

The game is set in 2077 in Night City, a new metropolis that has grown up on the Californian coast between San Francisco and Los Angeles. The game followers a central character named V who gets in over their head (the character is fully customisable). The game will feature remarkable reactivity, with the first several hours of the game dramatically different depending on what character background you choose, and the player able to exert tremendous influence over how the story unfolds.

The game was announced in 2012 and has been in full-time production since 2015.

CDPR and Netflix also announced that they are collaborating on an animated TV show, Cyberpunk: Edgerunners. The series is expected to debut in 2022.



Cyberpunk 2077 will launch on PC, X-Box One and PlayStation 4 on 19 November 2020. The game will also be backwards-compatible on the X-Box X and PlayStation 5, which are expected to launch around the same time.

Wednesday, 29 August 2018

Massive gameplay demo for CYBERPUNK 2077 released

CDProjekt Red has released a massive 48-minute gameplay demo for their upcoming title Cyberpunk 2077. Previously shown behind closed doors to journalists and industry figures at video game conventions, CDPR decided to release the video due to overwhelming public demand. They caution that this is an early build of the game and many things may change before the final release.


Cyberpunk 2077 is a vast, open-world SF RPG set in Night City, California. The game allows players to go wherever they want in a huge world and pursue a vast array of storylines, activities and jobs, as well as customising their characters significantly. There is also a complex, detailed main storyline that can be followed.

The game is being made by some of the same team who worked on the Witcher trilogy of video games and is based on the Cyberpunk pen-and-paper RPG system created by Mike Pondsmith, who is closely collaborating on the video game.

Cyberpunk 2020 has no official release date, but I'd be surprised if we saw this before 2020 at the earliest.

Tuesday, 12 June 2018

CD Projekt spill the beans on CYBERPUNK 2077

CD Projekt have revealed a lot more information about their epic, upcoming CRPG Cyberpunk 2077.

The action takes place in Night City, a new conurbation on the California coast between San Francisco and Los Angeles. Click to embiggen. This map was taken from here.

Cyberpunk 2077 is an epic roleplaying game set in Night City, California in the year 2077. The player plays a character of their own creation. Everything about the character is customisable: their gender, appearance, "life-path" (backstory) and cybernetic enhancements. What is fixed is their handle or nickname, "V", which was chosen to make dialogue more naturalistic. All dialogue in the game has been recorded by male and female actors.


Unlike CD Projekt Red's previous game, The Witcher 3, Cyberpunk 2077 will be played primarily from a first-person perspective. You will see your character in certain circumstances (most notably cut-scenes and dialogue), but the game will be predominantly played from first-person, so more like Fallout or Deus Ex.


Although the game will be set in 2077, it's an alternative timeline that diverged from our own in the 1980s. The Cyberpunk pen-and-paper game history and timeline, which began in 2013 and became most popular through the Cyberpunk 2020 game, will remain intact. Characters from established Cyberpunk lore will appear in Cyberpunk 2077, as will corporations and factions.


Night City has six distinct regions: Watson, Westbrook, Santo Domingo, Heywood, City Centre and Pacifica. Pacifica is a dangerous, lawless slum area (see the map above). Other areas are incredibly rich. The city is very vertical in orientation. The game has a full day/night cycle and numerous weather conditions.
 
Night City has several megatowers, which are basically Judge Dredd blocks. Each one of these blocks extends for many levels and has its own shops, gangs, factions and a multitude of NPCs and stuff to do, as well as the areas outside and around the city.


You can get around the city on foot, by subway, by car and by motorbike along with other vehicles that haven't been shown yet (but may include taxis, hovercars and ambulances).

There will be ranged combat, focusing on the use of guns, as well as melee. You can also hack other character's cybernetic enhancements, and use stealth to take people down. The game will include weapons that can fire through walls or fire "smart" ammo that can track targets. Combat in the game has been designed so people who enjoy "twitch" combat can dive in with ranged combat and those who are more interested in roleplaying can use smart weapons or even stealth to avoid head-on combat altogether.


There will be three very rough "classes" you can follow: netrunner, techie and solo. However, these classes are highly fluid, allowing you to mix and match skills, attributes and cyber-enhancements as you like. Other Cyberpunk classes and archetypes, like rockerboys and corporate, will appear as other characters.

Advancement will come in two formats: standard EXP is gained from completing the main story quests. Streetcred is gained from doing side missions, killing tough bad guys and even things like wearing a fashionable jacket. Improving your streetcred will unlock new vendors, fixers and contacts who can give you access to new jobs.



As you gain levels, you can improve your skills and cyberware, as well as gaining perks, special abilities you can use in and out of combat.

As with most cyberpunk narratives, the main story will focus on the inequality between the poor people in the streets and the rich people in the towers above.

Cyberpunk 2077 will be released on PS4, XB1 and PC. No release date has yet been announced.

Wednesday, 10 January 2018

CYBERPUNK 2077 lurches into life again

CD Projekt, the Polish development company behind the Witcher trilogy of video games and the GoG digital games service, seem to have begun the pre-release marketing for their next video game: Cyberpunk 2077.


They say a journey of a thousand miles begins with but a single step, and that's what this move seems to be: five years after its last tweet, the Cyberpunk Twitter feed has rebooted itself with a simple "beep".

Cyberpunk 2077 was announced in 2012 as one of two large-scale, open-world RPGs the company was working on. The other was, of course, The Witcher 3: Wild Hunt, which was released to a rapturous reception in early 2015 (I am playing this at the moment and should have a review in the next week or so). After an early concept trailer and a bunch of interviews, CD Projekt declared radio silence, not wanting to hype up the game before it was ready.

Cyberpunk 2077 is - shockingly - a cyberpunk video game set in the year 2077. It is set in the Cyberpunk pen-and-paper RPG universe created by Mike Pondsmith in 1988, a world of massive corporations, oppressive corporations and people struggling for freedom and humanity in a world of massive technological and corporate power. The video game will be set in one city (probably Night City, a post-conflict Californian city and the signature setting in the pen-and-paper game) and possibly its surrounds, and will allow players to create their own character. They will be able to pursue a detailed main storyline, numerous side-quests and lots of optional activities. There may also be a multiplayer component of some description.

Given the impact of the Cyberpunk RPG and the genre as a whole, which inspired the Deus Ex and Shadowrun franchises, among others, it'll be interesting to see what the final result is like. CDPR may also be fortuitously tapping into a renewed interest and awareness in the cyberpunk genre, thanks to the recent release of Blade Runner 2049 (out on DVD and Blu-Ray next month) and the arrival of the Netflix TV series Altered Carbon.

It'll be interesting to see how in-depth the marketing for Cyberpunk 2077 will be, and if CDPR are going to give us a short, sharp campaign followed by release or something longer. In either case, the hopes for a 2018 or early 2019 release have risen according.

Wednesday, 12 July 2017

CYBERPUNK creator Mike Pondsmith on the upcoming video game

Rock Paper Shotgun has an interesting interview with Mike Pondsmith, the creator of the Cyberpunk roleplaying game franchise.


Pondsmith discusses the game and the genre, his extremely in-depth research and how work is progressing on Cyberpunk 2077, the upcoming video game by Witcher developers CD Projekt Red, and how that is influencing the next iteration of the pen-and-paper game.


Cyberpunk 2077 does not have a release date yet, but is not expected before late 2018/early 2019 at the earliest.