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    Thursday, November 19, 2020

    Cyberpunk 2077 - r/Cyberpunkgame Weekly Megathread Hub - Read Before Posting!

    Cyberpunk 2077 - r/Cyberpunkgame Weekly Megathread Hub - Read Before Posting!


    r/Cyberpunkgame Weekly Megathread Hub - Read Before Posting!

    Posted: 18 Nov 2020 07:00 PM PST

    Mike Pondsmith telling this Reddit user what's up two years ago.

    Posted: 18 Nov 2020 02:30 PM PST

    What a absolutely normal and non-special Nov. 19th morning

    Posted: 18 Nov 2020 09:40 PM PST

    Dude has freaking pocket noodles

    Posted: 18 Nov 2020 06:18 AM PST

    There is no city to burn today

    Posted: 18 Nov 2020 10:53 PM PST

    On ‘Cringey’ Dialogue and Excessive Swearing

    Posted: 18 Nov 2020 05:47 AM PST

    So we all know this game has received mountains of criticism on every level, from in-game things like changes to V's appearance to IRL things like crunch.

    But the one thing I didn't expect to become such a consistent criticism? The dialogue having too much swearing or being too 'edgy'.

    How...is this a problem? Cyberpunk 2077 has in-game ads for mechanical dildos, vending machines with disposable handguns, and scantily clad characters in every other scene, but edgy dialogue's where some of y'all draw the line? Lol, what?

    This game has, at every turn, shown itself to be an over-the-top, borderline satirized version of our world, with its hyperconsumerist, hyperviolent, and hypersexualized nature.

    Literally everything is over the top by design. So doesn't it track that the dialogue (both how it's been written and how it's delivered) would be as well?

    Hearing people complain about forced edginess in a game that let's you install mantis blades and dye your pubes makes me feel like i stepped into the Twilight Zone. Next, some of you will be complaining about how the lines in noir films are too melodramatic.

    Y'all trippin lol. My advice? Maybe try to enjoy it ironically.

    submitted by /u/maxcoffie
    [link] [comments]

    Like with the Witcher games or any RPG game, Imma have alot of fun listening to NPC dialogues like this one ���� NPC: "So hold on, you take a blow-up doll, ream all the holes - an tha'ss cheatin', tha'ss infidelity? The other NPC was like "Uhhhh nooooo"

    Posted: 18 Nov 2020 10:13 AM PST

    This Bar in Night City has the same whisky glasses used by Deckard in Blade Runner.

    Posted: 18 Nov 2020 12:23 PM PST

    About Red Dots in Cyberpunk 2077

    Posted: 18 Nov 2020 03:53 PM PST

    About Red Dots in Cyberpunk 2077

    So I just watched the latest gameplay footage from the Night City Wire Special and as someone who is into guns as well as game development and also made a few weapon mods for games, the red dots in CP2077 are bugging me a lot - So I don't know how familiar you guys are with Red Dots (holo/reflex sights) but what they do is basically project a reticle through lenses into your eye in a way so even when you shift your head, the reticle will stay on target...

    https://i.redd.it/o7zhyn1253061.gif

    So in the demos we saw so far, especially the older ones, you see they just slapped a glowing reticle onto the sight's glass, which means it will always appear in the center of the sight, which would make aiming impossible in real life

    Deep Dive trailer

    Now, I did notice they improved upon this in the latest gameplay, as they added a trigger that only shows the reticle when you aim down sights, but the reticle is still right on the glass, which means you can still notice that something is off during the ADS animation:

    Night City Wire Special

    Some may say this is nitpicky and high-level whining but at least for me it doesn't just break the immersion, it generally just feels very old-fashioned as opposed to most other AAA and even some indie games, and it should be quite easy to implement correctly (which I'll get to later) - though the issue isn't just with the appearance of the reticle, the way they implemented it means there can't be weapon sway in any way, the only way the weapon is allowed to move (e.g. from recoil) is straight backwards, which makes the gunplay feel very artificial and static visually - if you implemented it the right way, you could, depending on what you prefer, also make the gun move vertically and sideways, which would lead to a reticle that mostly stays still on the center of the screen while the gun jerks around, or, if that's what you prefer, even add a bit of rotation so the reticle will jerk around as well

    As to how to implement this, I've mainly seen two ways - the way I did it is create a transparent plane with the reticle that only gets rendered through the sight's glass, and move the plane a fair bit in front of the gun:

    https://i.redd.it/gdvvkfbi03061.gif

    this isn't exactly elegant, but it works, though I don't know how efficient and suitable for a AAA environment it is... the other way basically achieves the same thing, but with just one shader and a bunch of vector math magic - It's a Unity tutorial, but the math behind it is universal and should be easily transferable into another engine. You should also be able to apply it to different weapons/sights rather quickly, just slap the shader on and swap the reticle out...

    While I'm pretty sure they wouldn't add this before release, it'd be nice to hear some opinions, if this bothers anyone else as much as me, and what you think of this - and who knows, maybe someone at CDPR actually sees this and they change it after release

    submitted by /u/Nofabe
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    Looking at my phones calender notification today

    Posted: 18 Nov 2020 09:27 PM PST

    Made some Cyberpunk Fan art

    Posted: 18 Nov 2020 02:52 PM PST

    Female V Cosplay by @sparrowhawkcosplay Photo by @j.a.vilches

    Posted: 18 Nov 2020 08:39 AM PST

    Pain.

    Posted: 18 Nov 2020 10:00 PM PST

    For all those talking about the "cringy dialogue" remember the rules of Cyberpunk

    Posted: 18 Nov 2020 05:18 PM PST

    I've seen a lot of people complain about how the characters talk remember the four rules established by Mike Pondsmith in Cyberpunk 2020:

    1) Style Over Substance.

    2) Attitude is Everything.

    3) Always take It to the Edge.

    4) Break the Rules."

    Acting like over the top street toughs is literally how the setting is supposed to work. The characters are supposed to be over the top.

    submitted by /u/volantredx
    [link] [comments]

    The vehicles on the street make room for maniac driver V to pass (tnx for that devs)

    Posted: 18 Nov 2020 08:37 AM PST

    Fingers is looking pretty snazzy! They were in Postcards NCW too! �� Goodness I’m so hype to discover all the different npcs!

    Posted: 18 Nov 2020 04:30 PM PST

    Cyberpunk 2077 Soundtrack Detailed: New Music by Grimes, SOPHIE, the Armed, and More

    Posted: 18 Nov 2020 02:21 PM PST

    The NPC delivery was on point, it made me laugh. NPC: You! You asshole! You dirt-eating no good bastard son of a bitch! Stop right there!

    Posted: 18 Nov 2020 10:27 AM PST

    Some part of me was still hoping it would drop today...

    Posted: 18 Nov 2020 11:34 PM PST

    God I hope this doesn't happen... (image from the future?)

    Posted: 18 Nov 2020 09:21 AM PST

    More pricey than I expected

    Posted: 18 Nov 2020 02:14 PM PST

    God I hope this song is on the radio in-game (from the deep dive video)

    Posted: 18 Nov 2020 08:26 PM PST

    This is Shygirl! Newly added to Cyberpunk 2077's soundtrack! Gonna be a BEAST!

    Posted: 18 Nov 2020 07:06 PM PST

    In the Night City Wire Special we can see more nail options. In this case, a checkered pattern.

    Posted: 18 Nov 2020 06:36 PM PST

    What do you think PeePee is?

    Posted: 18 Nov 2020 08:44 PM PST

    Night City in a nutshell. I guess it was his last dance... LMAO

    Posted: 18 Nov 2020 11:33 AM PST

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