Cooking games to computers Monitors have accumulated a lot: Baldur’s Gates from BioWare, Vampire the Masquarade – Bloodlines from Troika Studios, Battletech, Shadowrun, Besshopper. However, Cyberpunk Michael Pondsmith was in no hurry with her own "video game" adaptation. The only game on the famous role -playing for a long time remained the cinematographic platform “Cyberpunk: Arasaka’s Plot” from 2007.
Only in 2012 it became known that Pondsmith, together with the CD Projekt Red studio, worked on a full -fledged video game in his universe. And I believe that 11 years ago the Poles won in the lottery. Unlike the “Witcher” by Andrzej Sapkovsky with the artistic heritage of books and dissatisfaction with the author of the Cycle about Geralt from Rivia by deductions after the success of games, Cyberpunk has not received any strong or at least popular art works in some kind of media. Along with this, the CD Projekt Red from the pondsmite got very weighty literature: dozens of quests, arts of characters, several encyclopedias with heroes quotes, description of events, key figures, equipment and setting. That is, Cyberpunk potentially gave more creative freedom and independence from the author. Especially taking into account that the events of the game will be transferred for 50 years to the future.
After the success “Witcher 3: Wild Hunt” Cyberpunk 2077 became the most expected game of the past decade. For the game community, this was no longer the adaptation of the famous "role", but a potentially new word in the direction of role -playing games with the open world. And at the end of 2020, against the background of the pandemic of coronavirus, Cyberpunk 2077 saw the light.
Unfortunately, the release of the most anticipated game of the decade was far from as smooth as everyone wanted. Due to the mass of technical problems, CD Projekt Red recalled console versions from digital stores for a while and began to fix the game frantically. Alas, I did not follow the hype around the Cyberpunk 2077: unless I came across reviews from other game developers, like Masakhiro Sakurai. A couple of years ago, the creator of Kirby and Super Smash Bros. stood up for the project and positively appreciated the work of the Poles. I was curious: what kind of beast is such a Cyberpunk 2077? Analysis materials are based on PC versions and patches 1.5.2 + 1.6!
Briefly about the world of game and setting
The Cyberpunk universe is unfolding in an alternative universe, where in the early 90s humanity was waiting for a huge scientific and technological leap. People invented implants, biochips and other modifications to increase their capabilities, however, according to the Testaments of the setting, “Hi Tech – Low Life”, life from this did not become better. Even places are worse: local conflicts around the world, the economy of many countries, including the United States, suffered from collapse, some of the states announced its independence from Washington, the USSR survived the “perestroika”, but suffered from a lack of food, and the power on the planet received transcontinental megacorpions that unleashed wars between states and each other. “Good” people in business suits do not disdain to commit war crimes within peace cities, sacrificing the sake of profit and their own office employees.
The main actions of the board game are unfolding in the city of Night City, where mercenaries and punks of all stripes have found refuge: noble nomads, that on their molesters are knitted on deserts, hackers of non-jranners, rebellious information merchants-fixers, professional mercenaries-solo, pursuing journalists and many others. And it was this city that was unlucky to become an epicenter of the struggle of two powerful military megacorporations: the American “Militech” and the Japanese analytical “Arasaka”. Over the years, the Arasaka market clung to Night City so deeply that it became easier to call a Japanese colony. Of course, Militech and the new American government did not want to endure a major competitor from the ocean on their territory.
The situation was aggravated in 2021, when two Oceanic corporations OTEC and CINO did not share the purchase of a bankrupt competitor. To protect their interests, both offices turned to Militech and Arasaka for help, which flowed into the fourth corporate war, which left the mark throughout the world. Read more about the conflict and about its phases in two volumes of the adventure collection “Firestorm StormFront: The Fourth Corporate War”. A shorter excursion was also filed in the artbook on Cyberpunk 2077 “World Cyberpunk 2077” (now it is almost impossible to get this encyclopedia in Russian). Also, if the reader is interested in learning about the history of “Militech” and “Arasaka” separately, then I advise you to get “Corporation Report I and II”, which gives a brief biography of key persons, the history of the base, the main market markets and other similar information. However, I will only dwell on how the fourth corporate war ended. In 2023, the Arasaka headquarters in Night City was blown up by a nuclear warhead, which finally allowed the Japanese to drive away from what was left of the United States.
But this introductory is more related to the first two editions of the board game, whose events cover the period from 2013 to 2023. Shortly before the release of Cyberpunk 2077, Pondsmith released a new edition of a table role -playing game with a subtitle Red, where they shed light on events from 2023 to 2045. There was another official third edition to Red, but fans consider it a failure and therefore in this analysis it does not participate. To get resources for the restoration of the United States, NSSHA President Elizabeth Korus nationalized Militech, whose general director she was before the war. At the same time, the government refused to restore Night City. Ultimately, the city was rebuilt with the support of small corporations and nomads. The residents themselves, accusing the Militech atomic bomb explosion, decided to defend their independence from Washington.
The “Arasaka” returning to Japan was waiting for their problems: the leadership as a result of defeat lost confidence from his native government and split into three struggling groups led by children and granddaughter of the president of the company, Saburo Arasak. The old Internet Internet had to be fenced with special firewall due to the number of deadly viruses and artificial intelligence (Iskins), which appeared as a result of the confrontation of two corporations. About twenty years have gone so that the world has recovered from the consequences of the fourth corporate war. The period itself was marked by “red”, but not because of the left turn, as you might think by the name, but because of anomalies in the form of red clouds and bloody rains around the world. But despite all the events of megacorporations, they retained their influence and remained the main force on the planet.
In 2069, the Government of the new United States launched a unifying war in order to restore its former integrity, which the Arasaka strongly used in 50 years. With its military support, some of the states received autonomy, including Night City, which again became the base of megacorporation in America.
The city itself has grown significantly in half a century, but life in it has not become better. On the streets, criminal syndicates still rule under the patronage of corporations, although the gangs themselves became smaller, and ethnic groups were a big role. Residents from the number of implants and their improper operation are included in cyberpsichosis, from which the road is only to the morgue (although there are exceptions), and the police refuse to come to some areas due to the huge level of crime and the influence of the gang there.
Even the social advertising of Night City shouts: “It is not even dangerous to go out without weapons at hand, but suicidal!"
Die in the rays of glory or calmly live to old age?
In such a world, the history of the mercenary, nicknamed Vi, whose past, gender and appearance, the player chooses himself. VIA can start its way as a former ARASAKA employee, who was framed by other corpo, like a child of streets or as a nomad settled in Night City. One way or another, all the starting paths end with the player’s acquaintance with the best friend of Vi, Solo Jackie Wells, and the beginning of a joint career of heroes as a bustle hunters. Having achieved some successes, Vi and Jackie are interested in Fixer Dexter Deshon from the Club "Post -Meter", which offers the duet to steal an experimental chip at Arasaka. Since the "posthumer" is the road to the most prestigious and highly paid orders, the heroes are bewitched.
However, due to unforeseen circumstances, Vi is forced to insert a stolen chip on which the Engram (digitized consciousness) of the legendary cyberpan and rocker Johnny Silpond, which died during the explosion of the Arasaka headquarters in 2023. Along with this, the guest from the past begins to slowly capture the body of the carrier, and Vi is forced to look for ways to safely extract the device before Silpond captures the body.
As in most role -playing games, Cyberpunk consists of several little -knitted stories, whose outcome depends on the skills of VI and the moral choice of the player. The main adventure is divided into 5 parts: prologue, first, second, third act and epilogue. In the first two chapters of the player are introduced to management and main mechanics. Especially for this, CD Projekt Red limited the movement within the same area.
The lion’s share of the content will open only in the second act, where, through the nitches, mercenaries of the “posthmia” and former Arasaka employee, the city of Tauli Vi enters the Night-City factions that can help him with the chip. Each line came out quite interesting, and I want to mention the history of the city of Taemura separately. Not only due to the fact that through the old samurai developers reveal the corporation that the character represented, and the severity of the world of Cyberpunk 2077, where cities like Knita City around the planet are the sea, but also because of the plot, where the corporate dog is trying to look at the world from a different angle. Unfortunately, for me this arch is felt unfinished. While the rest of the plot characters give their stories in isolation from the main narrative, the city falls out of the adventure, regardless of the choice of the player.
An extensive spectrum of topics
And Night City’s stories will accumulate enough. Since the crime rate beats all records, residents are allowed to believe justice themselves. Such stories are the simplest: clashes between gangs, hostage capture, drug sales, pogroms. Often you will have to face special departments of corporations, which quietly dispose of objectionable employees or conduct illegal scams.
The player learns the essence of the crime from the left evidence or correspondence of the dead enemies. And it is necessary to study them, since often the notes describe not only the facts from the biographies of key persons of the city, but the addresses of caches are indicated where you can find useful items: new weapons, money, prostheses, drawings for creating objects. In general, urban brawls are the easiest way to earn a little euro -dollars (or in the common people), to collect equipment and fill a reputation for opening more difficult trials.
If the player is looking for something more profitable, then fixers can throw work. Their stories are no longer just to come to place, to kill everyone and read notes, but small mini-quests, which are sometimes interconnected. And here the player’s fiery power is no longer important, but his ability to navigate in space.
For example, Regina Jones Fixer will ask in one order to rob a colleague from the USSR. It is desirable that neither the guest of the city, nor the staff of the hotel, where the goal stopped, will not notice an outsider. The player can do everything directly: kill everyone in his path, pick up the data and go out. Regina, of course, will be furious, but will list the award. Or you can rent a room on the floor below (if skills allow, deceive the concierge at the entrance and take the key), go upstairs to the ledges, quietly enter the room, pick up the data, go down and calmly go out into the street. For such a passage, the player will also receive a solid bonus in the form of extra Eddie or useful item.
And, even if the game does not mean this, most of the instructions of the fixers can be passed secretly. Penetrate the night club to kill local criminal authority and imperceptibly endure its corpse? No problems. The main thing is to notice the necessary details. And the correct pumping will give the player more opportunities in solving the problem. If the player is afraid to make a mistake, you can persist at every step in order to rewrite your actions on the move. Only it is worth choosing “control points” carefully – often loading knocks off the actions of enemies and they begin to behave differently.
Returning to content, the same Regina Jones will ask you to do another delicate business. Among her customers there were people who want to better study the state of cyberpsychosis and find “medicine”. For this, all you need to assemble experimental. Each cyberpsy is a small mini-beoss, which is desirable to finish in an in a non-lethal way: with a fist or with a special weapon. Although there is no difference in whether the goal will remain alive: the player will still receive a reward for the labors.
And, of course, in addition to the instructions of fixers and street brawls in the game, there are other stories, the beginning of which was made in the form of random clashes: Vi went to drink coffee and, as luck would have it, robbers broke into the diner. Some situations pour into separate adventures into several missions, where the hero can act either with a key figure or an involuntary witness, on whose choice little depends.
From the latter, the story of Joshua Stefenson comes to the head. Joshua in the past was involved in several cruel murders, for which he was sentenced to death. However, thanks to communication with a relative of one of his victims, the criminal adopted Christianity and tried to at least somehow earn forgiveness.
How the story of Joshua will end, I will leave the scenes, but I will express my impression. The fact that faith helped a person to realize his mistakes, there is nothing wrong, even, on the contrary, and from the standpoint of Christianity Joshua, probably earned an atonement before God, but not before the world. The relatives of those whom he killed, except that they will be relieved, but they are unlikely to forgive and cease to hate him. Unfortunately for him, Cyberpunk is not a world of Christian parables. Corporations are ruled here, whose pursuit of profit can turn any horror and terror into a show.
Despite Joshua’s confidence that he was changing the world, his choice has not changed anything. He only became the next product, which was used and thrown out into the street. In general, the topic of religion in Cyberpunk is found from time to time. In some chains, VI will be able to papel with the Buddhist monk or collect illusory Tarot cards in plot -significant places as a hint of higher forces.
In some stories vi can still find love. And here I am a little disappointed. The player can get acquainted with all potential partners, but the game has made restrictions on orientation. Each floor of VI can win the heart of only one natural and one representative of an unconventional orientation. There are hints that CD Projekt Red planned more partners, but the creators had to leave only two.
But every story is interesting in its own way. Someone has this detective, someone has a struggle against injustice, and someone completely fights with internal weaknesses and complexes. And at some point in each story, the satellite/companion of Vi will think of following the path of revenge. I will immediately make a reservation that in the very concept of revenge there is no bad or good. And it is precisely on the player’s assessment that will depend whether the revenge of the candle is worth it or not.
It seems that the Cyberpunk scriptwriter team wanted to raise the maximum possible number of topics. Philosophical questions about what the soul, humanity, quotes of famous philosopher, criticism of consumption society, spy militant, social drama, mysticism, problems of fathers and children, conspiracy theory are. Sometimes it’s hard to say what topics in the game are not than listing those that are.
The path of the rebel
But among all Cyberpunk stories, the main one belongs to the one whose voice and image feels throughout history!
Always live on the verge. This is the path of Cyberpan!
Johnny Silpond
So who is this Johnny Silpond? If the reader opens the 192 page of the second edition of Cyberpunk (better known as 2020), then the following will be written about this character:
Veteran of conflicts in Central America, now Rocker, Johnny Silly Sulpend leader of the popular rock band Samurai. He is known for his musical talent, hit songs and a whole history of destroyed relations.
A soldier, a poet and a ladies’ https://pyramidspins.uk/login/ saint – not so much speaks of Silly Super, but already describes him as a figure as romantic as possible. This is reinforced by his quotes in the book of Rules, in one of which he meticulously describes one of his former, and quests with his participation, “Never Fade Away” and “The Guns … Silence” (in the editors of the Red “The Fall of the Tower”), where Johnny rushes into the hellish Peklo and the Corporations. to pull his lover out of trouble.
And what definitely cannot be denied the rocker from Cyberpunk 2077 so in charisma. Each of its appearance is accompanied by a small bravado or sharp comments about the events that are happening around the hero. Some of these moments flow into discussions, where vi can even enter with Silpond in the dispute. Only the game lacks sarcasm, because it is sometimes impossible to take seriously both Johnny and the topic itself.
Along with this, the CD Projekt Red decided to show the rocker as a narcissistic and sociopathic bastard. During the lifetime, Silpond End was not at all concerned about the fate of others. For the sake of his exit against corporations, Johnny was often ready to put those whom he could call close. You can even compare the quotes of the rocker about Night City. If in a board game the character says: “I love this place. On the other hand, I have been accused of masochism for a long time!" – the version from the video game already in trailers shows the opposite:“ Wake up already on **, samurai! Time burn this city!"
Although Night City is called the city of Dreams, at the same time it is the embodiment of vices of society (not only the future, but also today). And Johnny CD Projekt Red can no longer just put up with this, but does not see the point in his work as in a struggle tool. And it was fire and hatred that remained in his arsenal.
Familiar with Lor will say that between the quests Never Fade Away, a turning point in Silpuke’s life, and “The Guns … SileNced” has passed about 10 years and during this time the character changed. However, this contradicts what was shown in the game, since Johnny is cynical in relation to the world and others even before the events of Never Fade Away. And there are such changes not only for the rocker. For 50 years, almost none of the heroes of the original board game has changed in the character. Either the creators have greatly processed the image, or left it without serious changes.
Among the fans there is a theory that Johnny from Cyberpunk 2077 was founded additionally on Morgan Blackhande. Like Silpond, Blackhand is also a former military man, only if Johnny found himself in art, Morgan was not adapted to peaceful life, which also applies to a game rocker. But his military experience and mercenary skills were in demand in corporate wars. And during them, Morgan Blackhend became the most dangerous solo not only in Night City, but in all states. And in the game it is felt that some points, like some facts from the biography, Johnny CD Projekt Red inherited from the mercenary. In addition, in the rules of the game, Blackhend quotes are given to some cynicism and neglect of others, which shows Silpond in the Poles game:
“I often see guys around me in body armor and with machine guns at the ready. Morons! It’s how to hang on yourself a neon sign with the inscription: “Hey, I’m Solo – Broke me!"
Morgan Blackhend
What is this mixture is not yet clear. Morgana Blackhend in the Cyberpunk 2077 Morgana personally, but in the first hours of passing to him they often refer. In addition, there are hints that this mix was made intentionally, and, partly, its fate depends on how the developers are going to develop the Cyberpunk universe further.
And since I mentioned the corporations, a little about how Silpond treated them in a board game. Yes, large media companies earned it on it, and his albums were hits, but this does not mean that Johnny bowed to the major gentlemen, since he devoted his work to his work to criticize what was happening around. For example, the Biotechnica pharmaceutical corporation tried to shut up the Rukera and its Clone Wars album due to topics raised in its texts. If Silpond hated corporations, then he did it much more restrained than his game version.
But despite the changes, the image of Johnny in the game remains faithful. Yes, the roller is less romantic, but some similarities are visible to the prototype: he can still remember every girl he slept with, the past in the Armed Forces is mentioned from time to time, and his musical talent helps him to distinguish between an unhoused diamond from an universal cheap. But the largest ommes in the direction of the desktop Johnny for me was the song “Never Fade Away”, or rather her message. This song is directly related to the adventure that Johnny experienced in the first edition of the board game. At the same time, Never Fade Away is also the main musical composition of the whole game.
And with such an ambiguous figure of Vi you will have to build a spiritual connection throughout the journey. Unfortunately, not all dialogues with Johnny affect his attitude to the hero. Until the end of the second act of such moments, only a couple will accumulate. And they will begin to play a key role after the completion of all the main lines, where Johnny will open for Vee not only the road to the additional tasks of the Night City pop, but also to the ghosts of their past.
Climax
What will happen when the player gets to the final? Depending on how to explore the city and what forces bowed to his side, Cyberpunk 2077 will offer to choose a faction that will undertake to help the hero with the chip. You can refuse choice, but it will not end in anything good.
Unfortunately, from the all kinds of forces of Kni-CTI CD Projekt Red, there was enough time to make the final for only three fractions, among which there is no one key figure. In the introduction, I specifically noted that the main conflict of the city is spinning around the confrontation of “Arasaka” and “Militech”. And just among those who got into the final Roster there is no last. As with Morgan Blackhend, the American weapons giant is mentioned in a pair of missions and this is where his role in the game ends.
Just do not think that “militech” and “Arasaka” buried the ax of war 50 years ago. Both corporations did not stop their rivalry for a second. The game even gives hints that the Cold War, which lasted half a century, gradually flows into an open collision. And now I propose to imagine that a mercenary that can own strategically important information that can be used for its own purposes is one of the headaches of “Arasaka”. So the lack of "Militech" mainly the plot from the position of Laura Cyberpunk I think a flaw.
However, the situation can still change in the right direction. With the release of patch 1.6 CD Projekt Red announced the addition of Phantom Liberty, where Visa makes an oath of allegiance to the Government of the NSCH, which, I recall, nationalized Militech 50 years ago. In addition, in this addition they can tell about Blackhend himself, because he was the main solo of the military corporation.
But, one way or another, depending on the choice the final head of the adventure will begin. Each fraction has a third act made in its own way. The only thing that will be common between them is the final boss and another additional choice. And after that the player will see the epilogue of his story in Cyberpunk 2077.
But back to Silpond. In many guides, it is written that you can get another option for the final, if you bring relationships with Johnny to a certain level. The fact that the game has another secret third act, while the most difficult, is true! However, the fact that he is directly related to Johnny’s attitude to the player is a great misconception. As I mentioned, CD Projekt Red did not have time to finish all the fractions for the release. And judging by one phrase, Johnny, initially to open a secret ending, the player was supposed to persuade a certain number of Night City forces to his side. Then Silpond, seeing vi puzzles, will offer a different way to solve the problem that will require the hero to act on the verge of his capabilities.
To unlock this finale, you need to choose the correct answers in the conversation with Johnny at the end of one of the additional tasks related to his past. And contrary to Gaidam, the receipt of this dialogue does not depend on the attitude of the vi and rocker! So you just need to know what answers to the player need to give and in what dialogue. During the passage of the ending itself, it will not be possible to maintain progress, but then two control points will be given, to which you can return after long credits.
Is it worth it to try for this test? Undoubtedly! Although this climax does not bring anything new to history, this is the best test of the skills that the player developed on his journey.
Great car carrier, Chumba
Since the events of the Cyberpunk 2077 unfold in a huge city, the question arises: “Did the creators try to introduce GTA elements into their game?". And aspects of the "Great Autonomouser" at Cyberpunk are found. As in any GTA, the player can kill civilians, steal cars (if the necessary characteristics are pumped) and enter into shootings with the police. However, all this is not done in the most presentable form.
Transport in Cyberpunk has a rather strange physics. During the passage of version 1.5.2 Many cars, even with different control indicators, were too sharp in driving and often went into a skid when turning even at low speeds. Therefore, the main means of transportation I had motorcycles, which are many times easier to control due to a radically different control model. In version 1.6 Transport management felt more responsive: the drifts became much less, and the control of control with an unsuccessful turn became many times easier. Only the physics of trucks was left the same due to the rare use of such vehicles.
The behavior of the car after the collision even in 1.6 remains real lottery. More often, of course, the transport will receive damage, but will remain on the go. However, there are times when cars after a collision fly into the air or drive under another car, knocking down his driver. I don’t know how Red Engine discovers clashes, but objects often get stuck in models. During the battle, I have more than once cases when the enemy hid behind the car, and then stuck in his model. In patches 1.6 I even caught my eye, as after the call my motorcycle materialized in the air and flew through the wall on the roadway. After the “miracles” seen, it is difficult to understand whether to cry or laugh at such artifacts?
But these are the problems of the engine and physics! What about the keepers of the order? If the player expects exciting shootings with chases, combat furs and air transport, then he will be disappointed. At the early levels of the search, the game throws easily destroyed drones and weakly armed police officers, but turrets are high from the city’s buildings, and MaxTAC is hunting for the character, the elite special forces by Knight City. And how the emergence of this murder machine is fulfilled is left in bewilderment. The fact is that at the beginning of Cyberpunk 2077 he clearly shows how the Maxtac detachment from his aircraft as quickly as possible and filigree sends a group of bandits to the other place. But when the player himself tries to call such a reaction, neither aircraft nor other transport appears. The game simply generates the modeling of special forces operatives within a radius of 100-200 meters until Vee hides or perishes. In the latter case, instead of sending to the nearest hospital, the player will be returned to the last conservation point.
To save from the most formidable power of Night, you just need to sit out in places where the game will not be able to generate enemies or wait until all the stars disappear. But there is a faster way to withdraw all the accusations from VI. If the character has time to run to the nearest store, then the search level will fall instantly, which looks strange. Imagine that Vi is about to be shot at the point-blank operative Maxtac, when he suddenly went to the store, after which the special forces forgot about his goal and went home. This is a pursuit or a children’s game of hide and seek?
At the same time, in no case should you look for salvation from the guardians of the law in riding. If you can still safely leave the scene of the crime with a low level of search, then at high, especially if there are multi -storey buildings around, it is tantamount to a trip on a powder barrel – turrets in buildings will tear any transport to shreds in a matter of seconds. And because of all the described nuances in the game, there are very few content related to racing, chases and other components of GTA. The developers did not have time to prepare a strong basis for all this.
Characteristics
However, with a weak GTA, the role elements are made at a high level. The player can develop VI in five directions: strength, reaction, technique, intelligence, composure. Each characteristic has its own purchase skills and purpose in the gameplay.
So the force not only increases the character parameters, but also allows you to break the doors and buy abilities in several branches: “athletics” – restoration of health and endurance, “destruction” – damage from heavy weapons (shotguns and machine guns) and “street battles” – the effectiveness of the fists. Each has a separate pumping, thanks to which you can get more points for buying abilities or increase the effectiveness of the branch. To develop “destruction”, you need to kill more from shotguns and machine guns, “athletics” – run and engage in parkor. And with the development of “athletics”, the game meets flaws. It is not completely clear in Cyberpunk 2077 how much vi you need to run or make jumps to get the experience of this direction.
Each characteristic and, therefore, the branch can be brought to level 20. But Cyberpunk 2077 allows you to pump only three characteristics for one passage to the maximum and, provided that the player will fully focus on their development. If there is a desire to reconsider the selected path of development, then for Eddie you can drop the purchased abilities of the branches, but not the characteristics themselves.
And with great opportunities in customization, the game reluctantly introduces the player to some ideas. As an example of implants. Since the installation of a new prosthesis requires a whole operation according to Loro, you can only change or put modifications in rippers clinics. Each doctor also sells prostheses himself, but one, conditionally, sells “spare parts” for the hands and immune system, and the other for the frontal part and spine. Along with this, the more content the player has passed, the more rare implants will be available for purchase and installation.
What is the problem? During my first passage, I visited the rippers clinic only 2-3 times in two districts. Then, from the variety of prostheses that was offered for purchase, I remembered only modifications of the legs for a long or double jump, as they were sold at every doctor that I met. To understand what implants and modifications are at all, you need to either visit each clinic (sometimes not all goods appear for purchase), or look around the guides where to sell and plan the structure of the character from this.
Also, the game does not particularly introduce the player with the fact that modifications on the same part of the body are different. So among the initial implants, VI will have optics and cyberdeck, a device that allows you to send harmful scripts and break objects at a distance. During the second passage, I read the guides a little and found out that Cyberdek can be replaced with one of two operating systems: Sandhevistan or Berserker. The first slows down time, and the capabilities of the second depend on the model: one increases damage in fist battle, the other additionally creates an explosive wave after falling from a height or reduces the return during firing, the third may completely include everything from the above.
For a novice player, Cyberdek will be the most practical option because of its universality. The ability to turn on household appliances at a distance to distract enemies, control cameras, deactivate mines, break weapons and send all kinds of combat scripts for reconnaissance and inconspicuous elimination of enemies even more tempting than a slow -off time or a quarter of a minute. But, if you build VIs exclusively under direct clashes with opponents without secretive passage, then the player can try to experiment with operating systems.
One of these experiments became popular after the anime “Cyberpunk Edgerunners”. The protagonist of the series, David Martinez, installed on his body the military prototype of Sandhevistan, which allowed him to slow down with minimal reloading. After the success of the series, the fans found a way to transfer David’s feature to the game plane. If you bring the reaction, strength, equipment to indicators of 14-18 points, pump the “Creation” branch to the 18th level and put the necessary modifications for a certain Sandevistan, it will be possible to use a slowdown with reloading in a couple of seconds, if not less.
Interestingly, the necessary Sandvistan is sold by Ripper, whose clinic is located on Krasny Light Street. Apparently, Night City prostitutes need to please customers at high speeds! Real labor drums!
Shootings are romantic only in James Bond films
Before continuing the analysis, a little to the side. When creating a character, the player can choose the complexity of the battles in the passage. The quality of the armor indicator depends on this: the higher the complexity, the less damage will be absorbed. Despite the fact that in the game you can wear any number of therapeutic objects, two bullets, even with the best prostheses and clothes, it will be enough for the highest complexity to finish the character. Because of this, partly, some players refuse prostheses that have special finishing animations, since they often knock down the work of prostheses and during the fulfillment of the hero’s special murder they can send himself to the other world. Yes, unlike some games, Cyberpunk 2077 does not turn off the character hitboxes during special achievement.
And, since I already mentioned the fights, why not go to them? With the battlefields in the urban setting of CD Projekt Red, they tried to fame: there are extensive open spaces, such as gas stations or abandoned parking lots, and industrial zones with narrow corridors where you can hide behind the environment, and whole barricaded streets. Different objects are also placed on the arenas: from containers where you can throw bodies after silent murder, to radio with spotlights to divert attention.
The number of opponents also depends on the size of the battlefield and the severity of the crime: from 3-6, if it is a robbery or taking hostages, up to 15-20, when an entire plant is held, and automatic turrets are also installed around the perimeter. The types of enemies are also different: lovers of close combat, arrows, snipers, non -equinners, cyborgs, drones and many others. The enemy’s specialization can often be determined by the icon above his head or design. So non -jennes always go in black heat -shielding overalls, which quickly cool the body along the ENT during connection to the network.
And not necessarily the entire battle of the enemy will adhere to the behavior model that his icon displays. If you approach the enemy with an armed pistol or shotgun closely, he can change it to reinforcement or katana, which will also change the specialization.
And since the enemies use the same arsenal as Vi, after their murder you can choose weapons, clothes and, sometimes, prostheses. And there are several problems at once. If the variety of ordinary weapons is still visible in the arsenal of enemies, then everything is much worse with the rest.
As an example, non -jar. The main tactics of the hackers fight will be the use of cameras or allies as a proxy for sending malicious software in. However, in all three of my passages, non -equinners have always used the overheating script, despite the fact that there are other effects: shock, paralysis, undermining themselves on a grenade, suicide.
And Vi, as I mentioned, can also send scripts through Cyberdek by scanning the world. Cyberpunk 2077 under this still specially slows down time to make it easier to bring the sight and send malicious. But in order for the sending to be successful, the enemy must still be in direct sight (you cannot send scripts through the walls, although the player through the “request” program can determine the exact position of any objects on the battlefield). Additionally, you can still launch a mini-game with hacking the protocols and upload different viruses to the network: from turning off chambers and reducing resources to send the following scripts to a decrease in resistance to different types of weapons.
Since scripts often strongly include the balance of power in favor of the player, the developers put several restrictions. This is not only a special resource that is restored in battle only when buying the necessary perks, and the availability of reloading from the script after sending, but also additional solutions. If Vi could not neutralize the opponent with a certain amount of malicious software, the enemy will begin to calculate the location of the hero. Sometimes one unfinished murder will be enough to start the search process. This should be taken into account if a bet on secretive passage is made.
You can hack protocols even outside the battle why you don’t even need a cyberdeck. For this, Cyberpunk 2077 gives not only additional Eddie, but also resources for creating more powerful scripts.
The very variety of arsenal does not disappoint. Even if you do not take into account grading in quality, CD Projekt Red introduced quite all kinds of equipment so that the player would build the hero as flexibly as possible. There are EM grenades effective against robots, prostheses with a built-in mini-bazuka, breaking the walls of the weapon, and completely smart, which is automatically blocked to the enemy. In addition, each type of guns also has its own small modifications, which can slightly raise certain indicators of weapons.
Scolding the game for how she introduces implanting capabilities, smart weapons are one of the few aspects in whose player’s theme is introduced through an additional task at the beginning of the passage. In terms of indicators, self -assigning guns are inferior to their analogues and require a special implant to work for work, however, they are brought not only to the enemies themselves, but also to the vital parts of the body. This makes smart weapons more effective than any other in Cyberpunk 2077. Therefore, for the sake of balance, albeit conditional, the developers added some restrictions. If, for example, from a conventional sniper rifle Vee can make four shots before reloading, then from smart only one.
Along with this, in the Cyberpunk 2077 you can identify several controversial solutions. The fact is that Night City tries to grad the content in terms of level and area. If Watson, the starting region of the game, does not most often require any conditions from above, then Haywood, a kind of little Mexico south of the business quarter, is designed for a player of approximately 25 levels. The calculation of complexity also depends on the chosen characteristics in the development of the hero, so that the designated indicator is conditional. If the player sees the skull over the enemy’s head, then this means that it is impossible to win in this battle.
And so that when returning to the tests of low -level regions, the difficulty does not fall much, the Cyberpunk 2077 will equalize enemies from the “backward” quarters under the current development of VI. The latter does not apply to the already received uniform. If the player wants to continue using an item whose level is no longer suitable for him, you will have to spend resources on increasing his characteristics until a replacement is found. And the more improvements are made, the more resources are spent on the rise. The components themselves can either be obtained by analyzing objects, or buy in stores. Because of this, there are restrictions when some weapons can only be used with the achievement of a certain level or with the development of a particular characteristic.
Before moving on, I want to touch a couple of details that seemed controversial to me, although I do not exclude that I missed them by carelessness. During the battles, there were occasionally moments when the game counted the hit on VI, but it was not clear how exactly they were done. So the character could be behind a layer of wall, and the interface indicates that the hit is made precisely because of the shelter. Initially, I planned to mention this separately, but in the end I decided not to focus on this, since I later found out that there is a weapon that breaks through the walls.
Another problem is a quick change of weapon. Vi can equip up to three items and switch between them on the move. Along with this player, a special interface is available, through which you can quickly choose another item, change the selected ability (like using Sandhevistan or put a ramp of grenade instead) or turn off the prostheses installed in the hands and put fists instead to finish off an air. And although in teaching mini-rollers this interface sometimes flashed, how to call it I learned only to the third passage. And the left alt turned out to be the desired key, which was inconvenient for me. Before that, I thought this feature is exclusively for players with gamepads who, due to the lack of buttons, gave such a feature. Why the game did not designate the left alt to call such a tool on PC, it is not clear. At the same time, I specifically reviewed training from the start of the game, where not a word about it.
People pay for the information, the fixer provides it
If the battles are a rather slow way to raise the level and Eddie, then the tasks of fixers, on the contrary, are much more profitable for the development of the hero. Earlier I mentioned that the passage of such content largely depends on the spatial thinking of the player and the choice of the necessary characteristics. And key skills, developers chose equipment and strength, although there are occasionally other checks.
As a small example, one of the tasks of Padre Sebastian Ibarra from Haywood. The holy father, although it takes on many sins, but in his words it is done for the sake of the Lord and the benefit of Haywood. Hearing that the police are preparing a raid on a gay club, where compromising is recorded on influential figures of the district, the priest asks to steal this important information so that they do not provoke chaos on the streets. This riddle has several solutions. The simplest, as I mentioned in the analysis of quests, destroy everything in my path and pick up information.
However, if you pay the bouncer at the entrance a small amount or pretends to be a repairman, for which the level of equipment is needed, they will skip into the club. Next, you need to find the make -up artist, quietly slip past the guard, crack the door to the director’s office, disarm the manager and pick up the data. Another option requires to somehow climb the roof of the building and have 18 points. Then Vi will quietly knock the door to the desired room and end the task with almost without complications.
Padre will appeal to the other fans of Silver End. Someone ordered the steering from the collector who lost the mind of the collector, the guitar Carrie Eurodin, the former vocalist of the Samurai group. During this quest, you can learn not only a lot of interesting things about the rocker, but also get some of his things. As with the club, passing depends on the level of strength and technology. If the indicators are at level 18, the player will be able to act directly. Otherwise you have to find a workaround to the apartment and solve a small riddle.
Is there such high checks everywhere in the game? No. Haywood is one of the most demanding districts. His eastern neighbor, Santo-Dominos, is much more generous in this matter. In one of the instructions, VI will have to get to the base of the Sixth Street, a gang that formed after the fourth corporate war, and load the virus into its network. At the same time, “El Captain” (as mercenaries call the local fixer) is ready to pay extra, if the hero also resumes the non -equanner server. And for the easy passage of this task, some 9-12 points of equipment or strength will be needed.
Oh, Carrie, Carrie, for which CD Projekt Red did this to you?
So you choose, Mr. (or Miss) Vi?
And finally, the time has come to go to the content, where the bet is not so much on the mechanics of Cyberpunk 2077, but to the work of the scriptwriters. First of all, all additional tasks can be failed. If you leave the passage area during direct execution, the story or the chain associated with it will break off. It will not be possible to continue it for the reason that the game can kill the character, who gave the hero the task. In such adventures, different game activity are often mixed: shootouts, steels, mini-games and, sometimes, the study of Braindans.
What is Brandans? This is a technology that allows you to view other people’s memories. Brain recreates not only visual information, but also what a person felt at the time of creating a record. And in the world of the future, Braina of dying people are especially popular (no one wants to lose their lives, but many have a desire to experience death).
By 2077, the Brandans reached a new development. Now additionally fixed the condition of not only the person whose memories are recorded, but also the world around him. By Brain, you can find out the air temperature in different parts of the room, what sounds were made, including the quietest, like telephone conversations, and even those events that took place outside the observer field.
And in a pair of moments, the player will have to interact with Brain in order to get important information for promotion. In some additional tasks, the finals of history also depend on the detected parts. When viewing Brandans, the player can leave the body and study a small area around the person, on the face of which was recorded. For convenience, Cyberpunk 2077 marks on what period of time and on which layer should look for "evidence".
And, of course, in the course of the player’s stories, they are waiting for the skills to check. First of all, having passed Cyberpunk 2077 several times and having read the guides a bit, I noticed that in most cases the game is not very demanding on the level of characteristics in the content oriented on history. For the successful passage of most checks, it is enough to bring the skills to 10-14 levels. And first of all, it is desirable to develop intelligence, as it opens or simplifies to get the best finale in some stories.
For example, the nomads from the Aldekaldo clan will be asked to Vi to bring a new cyber post from the hospital for their comrade. Unfortunately, the transmission of the organ will not go according to plan and after a little brawl, the player will have to interrogate honey. employee that was supposed to transfer the kidney. If VI has an intelligence developed up to 11 levels, he will be able to find out that a virus was put on the body that will kill a potential user after installing. Additionally, you can get this information by sparing the hospital employee during interrogation and, before leaving, wait until he calls Vi and, in gratitude for the preserved life, does not give him the chip with the original firmware. Having thus received the necessary information, the hero in addition to the award will also save life to a person. However, not all tasks will be available in such a luxury, and in the pair of missions of intelligence no alternative will be given.
The second characteristic in importance will be force to intimidate enemies or passing one of the additional chains associated with fist battles. The rest of the three allow you to plunge better into the setting: learn more about technologies, characters, events, or in general about the gloomy future.
Sometimes the story is affected by what past the player has chosen. If the main character was, for example, a corporate party, then thanks to understanding etiquette and “internal cuisine” he can put pressure on his interlocutors or use his knowledge to turn events in his favor.
In one of the first tasks, VI can receive a chip with money from corporate parties from Militech, which can be paid with criminal authority. Thanks to work at Arasaka, the hero will immediately understand that a virus is recorded on the blank, which will de -energize criminals and calls Militech operatives. If you warn the thugs about the trap, then they will not only forgive the hero his role in the “raid”, but will also help in the fight against the arriving forces of “Militech”.
But this is one of the few cases when the backstory globally affects the passage of the task. More often the past of the VI allows only to bypass some checks. An example, a small story with a robbery. If the force is not pumped, Vi and the past, the street of the street, will be able to hint at the broken robbers that the local gang does not tolerate such behavior on their territory, after which they will run away in fear.
My passage
Since I had to go through Cyberpunk 2077 three times, I want to describe those vi that I came out.
The first time I went through the game with the calculation that I would recoup the former Netranner Corporate Corporate, since this is Cyberpank and I suggested that it was a hacker in such a future life necessity. I had intelligence, reaction (because of the blades of the Prayer), the technique and a little composure (which I started to swing, but then threw it). In addition, this was the only passage where I went through all the content that is available in Cyberpunk 2077. On the one hand, the skills that I developed made my hero useless against the Police Night City and Maxtac (for some reason in the game you can’t use scripts against the guardians of order), but in brawls with street gangs, I felt not even a hacker, but a dark deity that burns my enemies with one glance at a glance. Since I went on average complexity, the secret ending did not cause complications in me. Despite the fact that I was killed once, the final boss turned out to be easier than I thought.
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