Cyberpunk 2077

Cyberpunk 2077

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how did they make this??
ive been playing this game for a while now yet i keep being seriously impressed by the sheer scope of the city and the architecture and interior designs. and the mechanical design work is amazing too. this is a seriously ambitious game. there is so much to do as well.

unlike in almost every other game where i fast travel liberally, here i avoid fast travelling and just tend to go to destinations by foot or vehicle, even if they're very far away, because the game looks so good. esp. with ray tracing + ray reconstruction. the first person camera work is also well done, it's quite immersive.

yeah cool game. ive never played their other games before this, this is a great introduction
Last edited by ifyucantbeatmexd; Apr 27 @ 8:53am
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Showing 1-15 of 16 comments
Nar! Apr 27 @ 9:11am 
When I first played this game, I kept putting my controller down just to stop and take it all in. Very impressed with the artistry. There is so much intricate detail everywhere.
The way the roads are laid out, along with the highways and byways.

The buildings are so creatively pieced together, as if they hired an actual architect to oversee the project. Maybe they did?
It's really incredible work. Especially when you look at it from high up a penthouse.
And this is just one aspect of many that blew me away.

It easily became my favorite game to run on a daily basis, even if just for an hour at a time.
Really can't wait to see what Orion will be like in ... maybe 5 or 6 years from now. :>

Hope you enjoy the rest of your journey! :Catexec:
Originally posted by Nar!:
When I first played this game, I kept putting my controller down just to stop and take it all in. Very impressed with the artistry. There is so much intricate detail everywhere.
The way the roads are laid out, along with the highways and byways.

The buildings are so creatively pieced together, as if they hired an actual architect to oversee the project. Maybe they did?
It's really incredible work. Especially when you look at it from high up a penthouse.
And this is just one aspect of many that blew me away.

It easily became my favorite game to run on a daily basis, even if just for an hour at a time.
Really can't wait to see what Orion will be like in ... maybe 5 or 6 years from now. :>

Hope you enjoy the rest of your journey! :Catexec:
thanks yea i agree and i cant even imagine what the next game will look like
Janthis Apr 27 @ 9:48am 
Try riding the train for a while, you'll gain an even better appreciation for the city as opposed to walking or driving. At least I did :)
It definitely has a fully realized city. Very shallow though, mostly just trickery as there are limited interiors. The interiors that do exist are pretty detailed though. Also, NPCs are usually a pair of legs, arms, neck and head. Since the rest you don't see, so it's not there. Not complaining here, just saying that's how they're able to make a full architecturally amazing looking city, as the game doesn't have to render bits and bobs that you don't typically see or is not required.

That said, what the game does show you is amazing, some of the detail is above and beyond if you explore around and get is some obscure places. This is one game that I very rarely use fast travel. Vehicles are quick to get around and there always appears to be something going on wherever you go.
Amanoob105 Apr 27 @ 9:55am 
The main way that helped make this is they didn't come up with the world themselves, cyberpunk was (and still is) a tabletop RPG.
https://en.wikipedia.org/wiki/Cyberpunk_(role-playing_game)
Most of the world building was largely already done, it's like steampunk, dieselpunk or solarpunk it comes with it's own pre-set aesthetic, they just had to translate it into a digital world so we could walk around it without the need for "Theater of the Mind" to fill in the blanks.

Speaking of walking about in it, like Nar! said even after 400+ hours there's still times, more so whenever I'm somewhere with a view from on high and/or it's raining, I will still just stand there and look out over this world.
Ffabbia Apr 28 @ 2:50am 
What is this 'fast travel' of which you speak?

To be serious, think I've used it precisely once in all the times I played, on my first playthrough, after losing the Hella, not having a vehicle and it not occurring to me that I could easily just steal a vehicle from some dead gang goons and use that until I got a proper replacement.
Mander Apr 28 @ 9:20am 
8 years, 6 major redrafts for the story.
You can love and/or hate Cyberpunk 2077, but the end result is also the product of insane focus, time and energy.
I'm humbled and grateful for the end result.
Last edited by Mander; Apr 28 @ 9:21am
Nar! Apr 28 @ 9:31am 
Originally posted by Mander:
8 years, 6 major redrafts for the story.
You can love and/or hate Cyberpunk 2077, but the end result is also the product of insane focus, time and energy.
I'm humbled and grateful for the end result.


:steamthis:100%, Mander. I would have loved to be able to walk through the studio (or be a fly on the wall) during the development stages, just to gain a better scope of their challenges. I'm very glad they didn't just up and run after launch.
Titan Awaken Apr 28 @ 9:56am 
Originally posted by Amanoob105:
The main way that helped make this is they didn't come up with the world themselves, cyberpunk was (and still is) a tabletop RPG.
https://en.wikipedia.org/wiki/Cyberpunk_(role-playing_game)
Most of the world building was largely already done, it's like steampunk, dieselpunk or solarpunk it comes with it's own pre-set aesthetic, they just had to translate it into a digital world so we could walk around it without the need for "Theater of the Mind" to fill in the blanks.

That's a massive oversimplification of what happened. It's equivalent to saying: "To build a plane, I first give you the necessary blueprints for the plane... and then you build the rest of the plane based on the blueprints."

To deliberately omit the intermediary steps as if they're somehow filler or otherwise unimportant is at best just naive or at worst completely disingenuous or acting in bad faith.

You could actually argue that it's more difficult to make a game world based on the pre-existing tabletop world-building + lore since you must work within the confines and limitations imposed by the original author (i.e. Mike Pondsmith) which will inevitably restrict your available possibilities compared to if you made an all original game world based on a completely new IP (e.g. Horizon Zero Dawn).

It's the difference between working with a completely uncut block of marble where you have unlimited freedom in carving that block into whatever shape/figure you want and being presented with an already carved marble shape/figure where you can only add fine(r) details and/or accessories to the figure but you can't further modify the shape/figure without distorting or changing the original artist's creation and its meaning(s)/intention(s).
Last edited by Titan Awaken; Apr 28 @ 10:02am
I seem to recall hearing/reading somewhere that they indeed had an architect or city planner involved in the process of building Night City, yes. I do love how you can just drive or walk across the entire city from one end to the other, then return home to whatever apartment you prefer, take the elevator up there (or stairs, in one case), hop under the shower and then, turn on the TV to watch those news anchors twist your most recent endeavour into something that never happened, all without one single loading screen. Really helps making me feel like I'm actually there.
Letterit Apr 28 @ 11:15pm 
Originally posted by ifyucantbeatmexd:
the architecture and interior designs.
No, many indoor are very empty, I was wondering what was the problem, mostly all corp indoor are weird of lack of details, particularly compared to most outdoor and various other indoor.

Originally posted by ifyucantbeatmexd:
and the mechanical design work is amazing too.
Stealth gameplay is far from being top, Ubisoft did much better many times;

Car driving, with K+M, is very meh, again, Ubisoft did much better in some games.

Random NPC dialog are often very weird, 100% static and at same place and repeating the same dialog.

GPS is often working weirdly, ok with complex 3D it's not basic to manage it, but still there's better.

Shooting gameplay is ok but far from top.

More far from amazing mechanic.

Originally posted by ifyucantbeatmexd:
this is a seriously ambitious game. there is so much to do as well.
Ambitious that's clear, but perhaps too much, some dev comment even complained on game complexity and range increased too much with cp77, this referring to many unclean aspect of the game.

Originally posted by ifyucantbeatmexd:
unlike in almost every other game where i fast travel liberally, here i avoid fast travelling and just tend to go to destinations by foot or vehicle, even if they're very far away, because the game looks so good. esp. with ray tracing + ray reconstruction. the first person camera work is also well done, it's quite immersive.
Myself I thanks dev for the strong teleport support because I really don't like the car with K+M.

But also for me this nice town outdoor doesn't work long as tourism value. Too few parts of the town really look and feel distinctive, for many parts many details change, but it's overall the same, some boredom town with more color than reality.

Originally posted by ifyucantbeatmexd:
ive never played their other games before this, this is a great introduction
The Witcher 3 and even 2 are overevaluated in my opinion, no matter the cp77 flaws and lower rates here or there, overall it is better. The Witcher 1 is very special and the dev probably won't do another anymore, for me the best, but it doesn't tick what's selling a lot.

Still you should give a try to all of them, even TW1 in my opinion, at least if you don't play only open world games because only TW3 will match it.
Last edited by Letterit; Apr 28 @ 11:20pm
Balder Apr 29 @ 4:58pm 
Cyberpunk 2077 is a work of art in my opinion, just as much as your typical museum piece. The architecture, the people, the clothes, vehicles, the overall visual representation - this game is something else for sure.

Too bad the Red Engine was ditched, after so much money and effort went into getting it updated to the highest standard. I've yet to see a more visually impressive game since Cyberpunk 2077, and the CPU optimisation is miles ahead of any Unreal engine game I've played so far.

Same thing with Witcher 3 IMO, also a great game with a very unique and artistic visual style. CDPR has had some serious talent working for them.

It will be very interesting to see how to the next witcher game turns out, although that's far away still...
Last edited by Balder; Apr 29 @ 5:01pm
Originally posted by Titan Awaken:
That's a massive oversimplification of what happened. It's equivalent to saying: "To build a plane, I first give you the necessary blueprints for the plane... and then you build the rest of the plane based on the blueprints."
Yes, it is an oversimplification. The basic idea of where the blueprint of the world came from. The same blueprint that most worlds that go for a cyberpunk feel will use.
Akira, Ghost in the Shell, Bladerunner, The Fifth Element, the list goes on.

In this case the blue print used is very much the one from the table top game that this game shares its name with. But thanks to being a very different medium they were able to make a very different beast that none the less is the same basic concept.
The Cyberpunk TTRGP made a biplane so CDPR could make a fighter jet. Both are the same thing, but one (most would argue) looks way fancier. I'm not sure why you have an issue with that?

I gave the basic information that should they wish to learn more, the internet exists and they now have the key words needed for an efficient search.

Originally posted by Titan Awaken:
To deliberately omit the intermediary steps as if they're somehow filler or otherwise unimportant is at best just naive or at worst completely disingenuous or acting in bad faith.
I'll tell you what. You don't go putting words in my mouth to make yourself look better than you are and I will try to avoid going and doing the same as a proof of concept to demonstrate why you're not.
Deal?


Originally posted by Titan Awaken:
You could actually argue that it's more difficult to make a game world based on the pre-existing tabletop world-building + lore since you must work within the confines and limitations imposed by the original author (i.e. Mike Pondsmith) which will inevitably restrict your available possibilities compared to if you made an all original game world based on a completely new IP (e.g. Horizon Zero Dawn).
You could argue this.
You could also argue that looking up other examples of what people have made of a cyberpunk world makes it far easier to form a concrete idea of what is is you would want the final product to look like.

Even though it is a great deal easier to borrow from the efforts of others when creating something, I see no reason why you would want to argue that doing so would take away from the efforts of others that are trying to create something for themselves with that prior work.

The Frostpunk game's world is at it's core a steampunk world. But to look at it you can still easily recognise it as its own version of such a look, in the same way that you can with this game. It looks like a cyberpunk world, but you are unlikely to mistake it for Bladerunners version.

As for Zero Dawn? Dude, just because it's an original IP doesn't mean it didn't copy ideas from existing things, a number of them in fact.
At the very least that game is a post apocalyptic world, which is just another example of working within an already existing style.
If you removed the giant robot animals was there anything in that game that made it stand out from all the other works that go for the "post apocalyptic nature reclaiming the land" look?

Originally posted by Titan Awaken:
It's the difference between working with a completely uncut block of marble where you have unlimited freedom in carving that block into whatever shape/figure you want and being presented with an already carved marble shape/figure where you can only add fine(r) details and/or accessories to the figure but you can't further modify the shape/figure without distorting or changing the original artist's creation and its meaning(s)/intention(s).
It's funny how I agree with that you're saying in this bit, at first. Then about half way though you just go right off the rails.
As I mentioned above, just because you're basing it on a (long) pre established aesthetic doesn't mean you can't do your own thing with it.
Night City is very clearly a cyberpunk city, but is also clearly it's own take on it. Hence why this entire post exists in the first place.

Many a person has made a statue out of marble and done it in any number of styles. If you want to make it in a certain style it would be silly to not copy how they did it as you already know it will work if you do and come out how you desire.
But at no point does this mean you can't make something that is its own piece, separate from all the others.
Computer games have a certain advantage that their marble statue can be (in this case, literally) city sized. Making it far easier to stand out from all the others that came before.

Was that enough complicated words for you?

*Edit*
Hold up. Who gave the OP a Jester? That was dumb.
Last edited by Amanoob105; Apr 29 @ 7:45pm
The setting was set up long ago with the tabletop game. The map of the city closely matches the map from the tabletop rules.

Still impressive, but I doubt it would've been anywhere close if there wasn't already a quite detailed design to follow (with pictures). Having to build the setting from nothing would've taken all the development away from packing it with content.
CD project red has experience making open world games. the crazy thing is how toned down the game really is compared to what it could of been if they didnt revise it so much.

But a ♥♥♥♥♥♥ thing is it was made with a lot of "crunch time", which was extra ♥♥♥♥♥♥ because CD project red was made because it was devs who wanted to get away from that stuff. like yah crunch time happens a lot in the industry but it was some of the worse crunch time/ theres a difference between pulling an all nighter or a a few months and spending like a whole year under ♥♥♥♥♥♥ conditions
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