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UFFICIALE PC Cyberpunk 2077 | CD Projekt Red | Welcome to Night City, chombatta!

Cyberpunk 2077
Cyberpunk 2077 is an open-world, action-adventure story set in Night City, a megalopolis obsessed with power, glamour and body modification. You play as V, a mercenary outlaw going after a one-of-a-kind implant that is the key to immortality. You can customize your character's cyberware, skillset and playstyle, and explore a vast city where the choices you make shape the story and the world around you. Become a cyberpunk, an urban mercenary equipped with cybernetic enhancements and build your legend on the streets of Night City. Enter the massive open world of Night City, a megalopolis that sets new standards in terms of visuals, complexity and depth. Take the riskiest job of your life and go after a prototype implant that is the key to immortality.
Giocatori: 1
Co-op: No
Genere: Action, Adventure, Role-Playing, Shooter
Data di rilascio:
Publisher: CD Projekt RED

Soyre

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Aneddoto buffo:
La prima volta ho fatto tutto pulito, no kill, arrivo dal tipo e mi fa la ramanzina sul non uccidere.
E io ero così:

Ho ricaricato, e fatta la stessa cosa, ma il primo (quello all'ingresso) a sto giro non l'ho spostato fuori dall'area (inizialmente l'avevo portato ad un cassonetto, per evitare che l'IA si triggerasse da sola magicamente) e si è attivato il prompt di dialogo giusto (quello pacifista) :asd:
Il problema è che se non li metti in cassonetti o armadi, dopo un tot l'IA si allerta in automatico. :dsax:
Tanto una volta capito che l'IA non è pervenuta puoi ignorare tranquillamente tutte quelle meccaniche :asd: Io mi limito a spammare contagio/surriscaldamento/corto circuito a distanza di sicurezza ripulendo il ripulibile mentrei i nemici girano in cerchio a caso :rickds:
 
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zaza50

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Dipende basta che sei veloce poi da quel che ho notato l'allarme va a zone :asd:
Comunque anche i camionisti hanno problemi in Cyberpunk:
:sard:
:rickds: :rickds: :rickds:
Il traffico è stressante
Post unito automaticamente:

Tanto una volta capito che l'IA non è pervenuta puoi ignorare tranquillamente tutte quelle meccaniche :asd: Io mi limito a spammare contagio/surriscaldamento/corto circuito a distanza di sicurezza ripulendo il ripulibile girano in cerchio a caso :rickds:
E' che io sono un feticista dell'approccio fisico. :sard:
 

Ifrit03

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Io l'ho ricominciato ora come Nomade, stavolta punto sul fisico e sulla bastardaggine :asd:
 

Bubu

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:rickds: :rickds: :rickds:
Il traffico è stressante
Post unito automaticamente:


E' che io sono un feticista dell'approccio fisico. :sard:
Per non parlare degli script che partono in automatico ammazzando i poveri npc :unsisi:
Io per quelli uso fischio portando lontano da loro il cattivone di turno, solo che dopo questi stronzi stanno la fermi :dsax:
 

EdricWrath

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Bellissimo quando becchi il tempismo giusto, fischio per farne allontanare uno (o distraendolo con un apparecchio), accechi quello che guarda nella tua direzione, metti ko quello di spalle, quello accecato, e poi torni da quello che hai allontanato :icebad: (o li accoppi con le armi silenziate e/o con il campanellino caricato) I cassonetti li uso spesso, così come i vari armadi e i congelatori, non mi piace avere corpi in giro :asd:

Lo stealth lo hanno fatto veramente molto appagante, mi viene automatico. Vado ad armi spianate solo nelle icone azzurre (e neanche tutte)
 

[Fe]LiX

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Una cosa vorrei capire: le patch di gennaio e febbraio saranno concentrate sulle versioni console o apporteranno cambiamenti importanti anche alla versione PC? Perche io sto aspettando per giocarlo :asd:
 

Y2Valian

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Altro Easter Egg di quello che si trova nella missione "The Heist" (Quest di River)
bUrXp56.png
 
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.Veg

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Tanto una volta capito che l'IA non è pervenuta puoi ignorare tranquillamente tutte quelle meccaniche :asd: Io mi limito a spammare contagio/surriscaldamento/corto circuito a distanza di sicurezza ripulendo il ripulibile mentrei i nemici girano in cerchio a caso :rickds:
Io ormai sono praticamente invincibile con corto circuito leggendario :azz:
E ancora sto a livello 27.
 

Rabum Alal

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Io ormai le side blu le ripulisco in 5 secondi con i vari quickhack leggendari, overheat + short circuit e i nemici comuni non hanno speranze :asd:
Col ping leggendario poi puoi hackerare attraverso le pareti:asd:
Poi ho varie armi smart + lo widowmaker per gli psycho
 

EdricWrath

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Aiuto non riesco a togliermi dalla testa PONPON :urlo:
 

Maica

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Mi aspetto una mod che reinserisca l'arrampicata sui muri con le Mantis Blade. :ohyess:
 

backdoor443

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Ottima notizia il coinvolgimento ufficiale, magari il supporto arriva prima (su TW3 arrivò poco dopo l'uscita di HoS)

Era ovvio, con i modder avranno un aiuto non indifferente a patchare il gioco


Inviato dal mio iPhone utilizzando Tapatalk
 

.Veg

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Io ormai le side blu le ripulisco in 5 secondi con i vari quickhack leggendari, overheat + short circuit e i nemici comuni non hanno speranze :asd:
Col ping leggendario poi puoi hackerare attraverso le pareti:asd:
Poi ho varie armi smart + lo widowmaker per gli psycho
Quanto è bello lo windowmaker.
Adesso ho craftato anche io il Ping legendary e la situazione non è bella per i poveri scagnozzi :asd:

Sono arrivato all Atto 3, ma adesso voglio finire un po di secondarie :ahsisi:
 

Maica

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Inside Cyberpunk 2077's Disastrous Rollout


Interviews with more than 20 current and former CD Projekt staff, most of whom requested anonymity so as not to risk their careers, depict a development process marred by unchecked ambition, poor planning and technical shortcomings. Employees, discussing the game’s creation for the first time, described a company that focused on marketing at the expense of development, and an unrealistic timeline that pressured some into working extensive overtime long before the final push. CD Projekt declined to comment on the process or provide interviews for this story.

Cyberpunk 2077 was an ambitious project by any standard. CD Projekt’s previous success, The Witcher, was set in a medieval fantasy world full of swords and spells. But everything in Cyberpunk was a departure from that framework. Cyberpunk was sci-fi rather than fantasy. Instead of a third-person camera in which the player’s character appeared on screen, Cyberpunk used a first-person view. Making Cyberpunk would require CD Projekt to invest in new technology, new staff and new techniques they hadn’t explored before.

Another indication of how CD Projekt stretched things too far was that it tried to develop the engine technology behind Cyberpunk 2077, most of which was brand new, simultaneously with the game, which slowed down production. One member of the team compared the process to trying to drive a train while the tracks are being laid in front of you at the same time. It might have gone more smoothly if the track-layers had a few months head start.

Adrian Jakubiak, a former audio programmer for CD Projekt, said one of his colleagues asked during a meeting how the company thought it would be able to pull off a technically more challenging project in the same timeframe as The Witcher. “Someone answered: ‘We'll figure it out along the way,’” he said.

For years, CD Projekt had thrived on that mentality. But this time, the company wasn’t able to pull it off. “I knew it wasn't going to go well,” said Jakubiak. “I just didn't know how disastrous it would be.”

Part of the fans’ disappointment is proportional to the amount of time they spent waiting for the game. Although Cyberpunk was announced in 2012, the company was then still mainly focused on its last title and full development didn’t start until late 2016, employees said. That was when CD Projekt essentially hit the reset button, according to people familiar with the project.

Studio head Adam Badowski took over as director, demanding overhauls to Cyberpunk’s gameplay and story. For the next year, everything was changing, including fundamental elements like the game-play perspective. Top staff who had worked on The Witcher 3 had strong opinions on how Cyberpunk should be made, which clashed with Badowski and lead to the eventual departure of several top developers.

Much of CD Projekt’s focus, according to several people who worked on Cyberpunk 2077, was on impressing the outside world. A slice of gameplay was showcased at E3, the industry’s main trade event, in 2018. It showed the main character embarking on a mission, giving players a grand tour of the seedy, crime-ridden Night City.

Fans and journalists were wowed by Cyberpunk 2077’s ambition and scale. What they didn’t know was that the demo was almost entirely fake. CD Projekt hadn’t yet finalized and coded the underlying gameplay systems, which is why so many features, such as car ambushes, were missing from the final product. Developers said they felt like the demo was a waste of months that should have gone toward making the game.

Employees were working long hours, even though Iwiński told staff that overtime wouldn’t be mandatory on Cyberpunk 2077. More than a dozen workers said they felt pressured to put in extra hours by their managers or coworkers anyway.

“There were times when I would crunch up to 13 hours a day — a little bit over that was my record probably — and I would do five days a week working like that,” said Jakubiak, the former audio programmer, adding that he quit the company after getting married. “I have some friends who lost their families because of these sort of shenanigans.”

The overtime didn’t make development of the game any faster. At E3 in June 2019, CD Projekt announced that the game would come out on April 16, 2020. Fans were elated, but internally, some members of the team could only scratch their heads, wondering how they could possibly finish the game by then. One person said they thought the date was a joke. Based on the team’s progress, they expected the game to be ready in 2022. Developers created memes about the game getting delayed, making bets on when it would happen.

Canceling features and scaling down the size of Cyberpunk’s metropolis helped, but the team’s growth hampered some departments, developers said.

While The Witcher 3 was created by roughly 240 in-house staff, according to the company, Cyberpunk’s credits show that the game had well over 500 internal developers. But because CD Projekt wasn’t accustomed to such a size, people who worked on the game said their teams often felt siloed and unorganized.

At the same time, CD Projekt remained understaffed. Games like Grand Theft Auto V and Red Dead Redemption II, often held up as examples of the quality the company wanted to uphold, were made by dozens of offices and thousands of people.

Even as the timeline looked increasingly unrealistic, management said delaying wasn’t an option. Their goal was to release Cyberpunk 2077 before new consoles from Microsoft and Sony, expected in the fall of 2020, were even announced. That way, the company could launch the game on existing PlayStation 4, Xbox One, and PC, then “double dip” by releasing versions down the road for the next generation consoles. People who bought the old console versions would receive free upgrades when the new ones were available. Some engineers realized that Cyberpunk was too complex of a game to run well on the seven-year-old consoles, with its city full of bustling crowds and hulking buildings. They said management dismissed their concerns, however, citing their success in pulling off The Witcher 3.

But by the end of 2019, management finally acknowledged that Cyberpunk needed to be delayed. Last January, the company pushed the game’s release to September. In March, as the pandemic began ravaging the globe and forcing people to stay inside, CD Projekt staff had to complete the game from their homes. Without access to the office’s console development kits, most developers would play builds of the game on their home computers, so it wasn’t clear to everyone how Cyberpunk might run on PS4 and Xbox One. External tests, however, showed clear performance issues.

As the launch date drew closer, everyone at the studio knew the game was in rough shape and needed more time, according to several people familiar with the development. Chunks of dialogue were missing. Some actions didn’t work properly. When management announced in October that the game had “gone gold” — that it was ready to be pressed to discs — there were still major bugs being discovered. The game was delayed another three weeks as exhausted programmers scrambled to fix as much as they could.



Some tidbits that were cut from the piece:

Veteran devs from other companies were shocked at CDPR's free-for-all production. One example: if someone needed a shader, they'd make it, with no pipeline in place to determine whether someone had already made one w/ the same function

One CDPR developer told their manager that they didn't want to work overtime, as their CEO had said would be OK. Fine, their manager said, but one of their other coworkers would just have to work extra hours to make up for them. Several other developers shared similar stories

A few non-Polish staffers shared stories about coworkers using Polish in front of them, which violated company rules. Made them feel ostracized, they said... were their coworkers talking shit about them? Combined with crunch and low salaries, this led quite a few expats to quit

Last year, when CDPR explained that it shares 10% of profits with staff, gamers and pundits assumed the devs would get rich. Adrian Jakubiak said he made around $400/month when he started as a tester in 2015. In 2018, as a junior programmer, he said he was making ~$700/month

If you're wondering just how much Cyberpunk 2077 changed over the past decade: well, up until 2016, it was a third-person game. Features that were originally envisioned (wall-running, flying cars, car ambushes) were cut along the way (not atypical in game development)

And if you're wondering why the police system in Cyberpunk 2077 is so janky: well, it was all done at the last minute. As is evident by the final product, it was unclear to some of the team why they were trying to make both an RPG and a GTA with a fraction of Rockstar's staff
 
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Bubu

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Visto che in molti qui in sezione l'hanno già finito alla fine come l'avete trovato?:nev:
 

Rattleshirt

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In una sala arcade nella baraccopoli di Kabuki
c'era una musica che mi sembrava nascondesse il tema di The Witcher
È una mia immaginazione o è un easter-egg? :azz:
 

Maica

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In una sala arcade nella baraccopoli di Kabuki
c'era una musica che mi sembrava nascondesse il tema di The Witcher
È una mia immaginazione o è un easter-egg? :azz:
Easter-egg, c'è il cabinato Roach Race con il Main Theme di The Witcher 3 remixato.

 

Rattleshirt

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Easter-egg, c'è il cabinato Roach Race con il Main Theme di The Witcher 3 remixato.


Ho visto i cabinati ma ero in mezzo a una missione non mi sono accorto del gioco :asd:
 
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