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Cyberpunk 2077 News Apartments & Companions


In this week’s Cyberpunk 2077 news, CDPR has
confirmed a Photo Mode will be available in the game, but the studio has not provided
any further details regarding what kind of tools and features will be available to players.
CDPR revealed that V will be able to purchase multiple apartments in Cyberpunk 2077 which
maybe reminiscent of Corvo Bianco from the Witcher 3 expansion Blood and Wine. Corvo
Bianco was a reward from the Duchess Anna Henrietta, and the vineyard is perhaps the
only time in an RPG where I felt that owning property was a meaningful addition. The gameplay
demo suggests V will have their own apartment from the onset of the game.
CDPR Game Designer Philipp Weber confirmed that Cyberpunk 2077 will not have a companion
system. Similar to Witcher 3, V will have temporary companions at specific points of
the narrative. Weber commented that “in some quests you will be by yourself, in some you
will have one person like Jackie or even a whole group depending on the choices you made.
The aim is to have a companion at points in the story where CDPR believes it adds something
of value. I found that the companion system worked well
during Witcher 3. It struck a fine balance between solo play and developing a rapport
with others. In many RPG’s companions usually suffer from poor AI and necessitate the need
for constantly reloading saved games, so a refinement of the Witcher 3 system for Cyberpunk
2077 seems ideal. I would be interested in hearing your thoughts on companions in the
comment section. Patrick Mills, Quest Designer at CDPR, reaffirmed
that Night City genuinely feels like a real city when you drive around. “It doesn’t feel
like a city in miniature”. Given how impressive the gameplay demo was and CDPR’s previous
success with Novigrad certainly lends credence to the notion that Night City will be on a
level not experienced before in an RPG. Regarding the Smart Gun in the gameplay demo,
Philipp Weber explains that CDPR are still balancing many concepts but the general idea
is that there will be a trade-off, a weapon that requires aim will generally do more damage
compared to a weapon that has smart aim. CDPR Associate Design Director Kyle Rowley
goes into more detail: In order to actually use smart guns you will need a specific connection
to the gun via a piece of cyberware. This will unlock the ability to use the targeting
system that will multi-highlight the enemies, so when you pull the trigger the bullets track
them. The player’s actual skills do not affect the smart weapon technology, it’s all dependent
on the gun. The targeting system itself is from optical cyberware which unlocks the bullet
tracking, but its efficiency is dependent upon the weapon, not the players skill.
Rowley also explained that a large percentage of weapons in Cyberpunk 2077 can fit modules
that can change the way they handle, those modules being Tech, Smart or Power. One can
acquire a Tech pistol but replace the module so it becomes a Power or Smart pistol. Gameplay
mechanics can change based on what modules you pick and modules will also have rarities
attached to them. Patrick Mills confirmed that the theme of
objectification will feature prominently in Cyberpunk 2077. This is a world where the
system has objectified people and literally turned them into objects. Many times, people
turn themselves into objects in order to rebel or fit in. Certainly, objectification would
be a major theme. The inhabitants of Night City will respond to the players attire, tattoos,
hairstyles and physical appearance. Mills also placed emphasis on how CDPR are
attempting to evolve dialogue from Witcher 3. During conversations, the aim is to make
the interaction more fluid as evidenced during the gameplay demo. Looking at a specific object,
character or doing something such as taking out your gun can change the course of a conversation.
Alongside an engaging narrative and antagonists with memorable personality, dialogue options
determine the quality of an RPG experience, so it will be fascinating to see what CDPR
can do to enhance dialogue immersion. Mills also confirmed that the number of quests
available in Cyberpunk 2077 will be similar to Witcher 3, if not more. It has been a while
since my Witcher 3 journey ended, but if I recall correctly there was approximately 400
quests, indicating Cyberpunk 2077 will have a myriad of content for players to engage
with. A minor criticism of the gameplay demo by
some commentators was that while traversing through Night City, the player could see NPC’s
with generic titles, yet others had specific names, which possibly implied they were important
to quests and subsequently diminished game immersion. Mike Pondsmith addressed this stating
it could be that characters with names are people V actually knows, as opposed to quest
givers. Mike Pondsmith recently did a panel at PAX
West 2018, which is currently available on R. Talsorian Games YouTube channel, which
I recommend checking out. Given my recent video on Morgan Blackhand it was interesting
to hear Mike talk about him. CDPR also released several wall papers from
the game including a new image of a male V. I am Kazuliski and I hope you found this news
update on Cyberpunk 2077 to be informative. If you are interested in additional Cyberpunk
2077 content, be sure to subscribe to the channel and follow me on Twitter.
Thank you for watching!

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