Multi Platform Cyberpunk 2077

سازنده
CD PROJEKT RED
تاریخ انتشار
December 10, 2020
ناشر
CD PROJEKT RED
پلتفرم‌ها
  1. PC
  2. PlayStation 4
  3. PlayStation 5
  4. Xbox One
  5. Xbox Series X|S


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تاریخچه مختصر دنیای سایبرپانک 2077- بخش اول
تاریخچه مختصر دنیای سایبرپانک 2077- بخش دوم
تاریخچه مختصر دنیای سایبرپانک 2077- بخش سوم
تاریخچه مختصر دنیای سایبرپانک 2077- بخش چهارم
تاریخچه مختصر دنیای سایبرپانک 2077- بخش پنجم و آخر
تاریخچه تشکیل شهر نایت سیتی
افسانه جانی سیلورهند
تاریخچه شرکت آراساکا

با تشکر از @mobin.hb96

===================================
تاریخچه بازی بخش 1
تاریخچه بازی بخش 2
تاریخچه بازی بخش 3
تاریخچه بازی بخش 4
تاریخچه بازی بخش 5
تاریخچه بازی بخش 6
تاریخچه بازی بخش 7
تاریخچه بازی بخش 8
تاریخچه بازی بخش 9

با تشکر از @armin_shadow

========================================

نگاهی بر Cyberpunk 2077 بخش اول

با تشکر از @darksider666
 
Last edited by a moderator:

stanley

کاربر سایت
Nov 24, 2013
3,617
ای بابا پس یه یونیکورن شیک و مجلسی داشت دکوراسیونت حتما :D
ویچر 3 درکنار فضای جدی ای که داشت با طنز بی نظیری همراه بود :D از فانتزی های ینیفر موقع فلان که روی اسب تک شاخ دوست داشت انجام بده تا مراحل فرعی مثل بانک رفتن گرالت تا دزدی که بیضه ی افسانه ای رو برداشته بود :D عملا گیم پلی هم نداشت اون مراحل ولی اونقدر خوب پرداخته بودن که ادم کلی میخندیدو کیف میکرد :D امیدوارم سایبرپانک هم همچون طنزی داشته باشه
 

vaan 2

کاربر سایت
Dec 20, 2009
16,030
نام
مازیار
بنده هیچ خطایی نکردم و پاکدامنی خودم رو تا آخرین لحظه حفظ کردم، در نتیجه نه چک زدیم نه چونه yen خودش اومد تو خونه :D

از قدیم گفتن با خدا باش و پادشاهی کن :D
الان فکر کردی ما بچه های هستیم که باور کردن بچه ها با دعا کردن به وجود میان .؟
 

K I 1 1 E R

ناظم انجمن
Feb 22, 2011
17,158
نام
∂αнмα
خوب دوباره جنجنال به پا شده در مورد بازی :))

یـ نفر (بخونید احمق و لوزر) رفته از دموی پارسال یـ مقاله در مورد N*dity و نجات همون زن ـه تو وان یخ کوت کرده و خلاصه آتیش کار رو بالا کشیده :))

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میگه چرا تو سال 2077 هنوز زن ها وابسته به بقیه هستن و چرا تو بازی t*tty هست و همچین چرت و پرتا :| خدایی واقعا دیگه داره درجه حال بهم زنی میرسن این افراد !

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همین مونده پای این اوشگول خانوم هم به بحث دور و بر بازی باز بشه :-&:-&


اینو :)):)):))

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اینم جواب mike pondsmith به نژاد پرست خوندن CDPR :

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mohsenjyubi201

کاربر سایت
Jun 17, 2011
558
واقعا دارن غیر قابل تحمل میشن... احساس میکنم یکی داره اینارو شارژ میکنه....بد تحت فشارن برو بچ های cdpr.

دم مایک گرم که جواب همه جور احمقا رو داد.

امیدوارم هیچوقت cdpr کم نیاره جلوی این موجودات ناشناخته
 

K I 1 1 E R

ناظم انجمن
Feb 22, 2011
17,158
نام
∂αнмα
این مصاحبه رو من دیشب داشتم ترجمش میکردم تا یـ جاهایی پیش رفتم بعد حواسم نبود از رو ادیتور پاک کردم و یادم رفت ازش یـ بک آپ بگیرم~X(خلاصه دیگه شرمنده :D با این حال ببینم یـ جون مردی پیدا میشه مطالب مهمش رو ترجمه کنه یا نه :hearteyes:

  • Let's start from Keanu Reeves and Johnny. When did you start the cooperation, how does the cooperation look like and who is his character?
As far as I'm concerned, we've contacted him a year ago. We've been thinking about what kind of character Johnny Silverhand is; in general he's a rebel, he stands against authorities and against the current system which is led by the corporations. He's a man of idea. Keanu has experience in playing such characters, so we've decided that he's the perfect choice for Johnny Silverhand. Eventually we've contacted him and came to an agreement. Everyone in the studio was both shocked and excited when we got to know that information. Keanu gives his voice and face, as you could've seen in the latest trailer, but he has also taken part in motion capture to help record the animations.

During the work, Keanu had his own opinions about Johnny, his behaviour and what kind of character Johnny is. Keanu is obviously very experienced actor so we were open to his suggestions and ideas. I think we've managed to create very fascinating character.

When it comes to Johnny Silverhand role - he's very important character, I'd say he's a supporting protagonist, V's companion that assists us throught most of the game, he's crucial to the main plot of the game.

  • Did you expect such a response from the fans/gaming community after revealing Keanu in Cyberpunk?
We've expected positive response, but we didn't think it would be that huge. I was on the conference when he entered the stage and the people went crazy. Some of that can be seen on the footage but it was entirely different experience live. The internet reaction was also huge.

  • What game length do you aim for?
I'm not the best person to ask that question. In some Witcher 3 interview, I've claimed that the game has 100 hour playthrough and, as we already know, that answer didn't age too well ; )

It's hard to predict it, as the city is still unfinished. The parts of the city you see in the demos are basically finished, but other districts are yet in progress. Right now, the estimation is impossible to make.

  • Do you plan to have more mod support than a Witcher 3?
To be honest, I can't provide such informations at this moment. We're aware that the people wanted the mod tools for Witcher, we have that in mind but we can't make any promises right now.
  • There is a rumour that we're not gonna see the "game over" screen as an outcome of a quest?
The plan is to make the game that the game over screen is only seen after the player's character dies. When it comes to both main plot and sidequests - we allow the player to do something differently from what we've planned and, as a consequence, the world reacts to that, for example when the character we were supposed to escort dies, something differently happens.
  • In 2018 you've shown us spider-bot in the demo. Are there anymore animal "companions"? Perhaps the dog for Johnny? ; )
Sadly the only companion is the spider-bot. If the player decides to choose the tech tree, he can upgrade the spider-bot thus giving him more abilities/features. You can of course still go into melee weapons or heavy weapons tree, you're not limited to one option.
  • Except for the Cyberpunk 2020, what was the inspiration for creating the game world?
There were a few pop-culture inspirations, such as cyberpunk classics - Bladerunner and Ghost in the Shell. The other huge inspiration were the cities in the west coast of America, as Night city is placed between LA and SF. Specifically Los Angeles with its architecture/structure; you can feel the vibe of LA in the game.
  • Is there a possibility to talk to plot-unrelated NPCs or are they only gonna respond with a single line?
The approach is similar to The Witcher - there's a set of NPCs with their own dialogues, you can talk to them about different things and there are "casual" people you pass on the street - those only have "oneliners". Then there are "shop NPCs" and "upgrade NPCs", they are in the different category too.
  • What about animations of injecting the body implants? Are they all animated or just the most important ones?
Most implants injections are indicated by the UI; the tech/upgrade guy installs the implants and that's it. Some of them have the animation provided. In the [2018] demo, we've briefly shown the basic cyberware elements.
  • What has changed in your approach in terms of game development compared to your previous titles?
The real challenge we had with The Witcher 3 was combining the open world with non-linear, mature and interesting plot. Now, with Cyberpunk, we want to use the knowledge we've learnt during the development of The Witcher (combining open-world with non-linearity and vast plot) but also add the layer of non-linearity of the gameplay itself, such as character development, customization, history, etc.

The choices we make during character creation is crucial in how the game is played, how each mission is played, how the plot is driven, etc. The [2019] demo was supposed to present different game playstyles/paths based on character skills. Some paths are only opened if we have enough "Strength" or specific implants. You can open paths using hacking or you can avoid conflicts and complete the game sneaking.

There are a lot of different approaches and the game (the quests) reacts to it. It was a big challenge for us, it was something new for us, because in creating this, we've not only had quest designers working on it, but also "encounter" designers who are more targeted towards gameplay, they integrate player's skills or for example devices to build a fresh, absorbing experience which is supposed to give us the feeling of variety within the game.

  • Has making quests become more difficult? What was like the transition between sharp, outlined character such as Geralt, to V, who is solely the creation of a player?
It sure has. There are way more variables we have to take into account during quest desing. As you've said - in Witcher it was just Geralt, after 3 games we've got to know him, we knew his motivations, what he wants to achieve, what he likes/dislikes etc. It eased the thought process of what challenges can we put in his way, what choices can we give to the players, that are fitting into his persona. V is different. We had to think about him/her as a character - what is his/her goal, what is important for him/her, what drives him/her. It was long and difficult process, but we are at the end of it.
  • Is there the one, canonical version of V?
We try not to standarize this but in the company, everyone has their own opinion. Some of people see woman V as the one who should be V, others prefer the male V, but the general position is that there's no one, canonical V - we emphasize that fact in the interviews/demos, etc.
  • Is there an option to customize the appearance of our vehicles?
We plan to give player an option to unlock different types of cars and possibility to access them in any given moment through garage. There is possibility of different car paints/textures, but as for other things, it is not something we've decided on yet.
  • Can you summon your car, similar to Roach in the witcher game?
  • In the demo, we've seen the character level and the "street cred" stat. What is it about and how to increase it?
In general, the character development works like this - we have levels which give us access to "points"; we can assign those points to strength, intelligence, etc. Those are the traits that increase our "abilities/perks limit". The second part are the abilities - using heavy weapons, melee weapons, hacking, etc. Those can be advanced through particular activities, for example the more you shoot, the more skill assigned to that weapon type increases. Street cred is earned through completing missions (the way you complete them is the factor as well) and it gives you access to new missions. But the fame has its cost, so there are situations in which you would rather remain anonymous, but if you have high street cred, the people recognize you.
  • Do you plan to include mini-games such as the Gwent in TW3?
In the game there is hacking mini-game we've shown in the demo and activities such as car races, attending shooting range, taking part in (presumably fist/melee) fights and others (that sounded quite mysterious).
  • How much was the Mike Pondsmith (author of CP 2020) engaged in the production?
In our collaboration, we try to keep cohesion between what we do and what they [Mike and his team] do. He has undoubtedly created the setting, so we try to stay with his ideas, we do not exclude things that were in the original setting. Right now he works on Cyberpunk Red (pen and paper RPG) and we often consult informations about status of certain characters, organisations or does the technology evolve into this or that. We want to keep cohesion of our work and his work, so that when you play both games you might see the similarities/synergies between those two, but if you aren't into Mike's world you will still understand of what's going on, how the world works, etc.
  • During quest designing, after iterations of improving and polishing the quest, when is the moment you know it's done and try to implement it into the game?
The truth is there is no absolute answer to that question. The quest comes through many iterations and after number of corrections we finally agree that it is something we are satisfied with. Some quests quickly pass that process, other quests have some problems we've encountered and we try to solve that but sometimes we just give up on the work, because of great number of issues and we start from scratch.
  • How much does the kebab cost in the night city?
The currency used in the city is eurodollar, so the cost in PLN might be quite high ; ) Also, in 2077 there is only synthetic meat in the world.
  • How many districts are there in Night City?
There are 6 main districts, which are further divided into subdistricts, and then there are "Badlands" surrounding the city. Each area is distinct, they vary in terms of architecture or in terms of what kind of people live there, in terms of gangs which inhabit the district, etc.

For example we have "Pacifica" that we've shown in the demo, it is ruled by the Voodoo Boys - the society of people that has migrated to Night City from Haiti. They were brought here to execute huge design of a district, organised by corporations as a place where their employees could spend their cash. It didn't work out. At some point the project has lost the funding and the Haitians have lost their jobs so they stayed there. The police does not get close to this district. On the other hand we have the downtown, which is occupied by corpos, their military forces, police, etc.

So the districts are different from each other, you might compare the feeling you get to sailing to Skellige from Novigrad. There are no loading screens between the districts (similar to Velen/Novigrad), the exception is fast travel.

  • How many gangs are there in Night City? Can you name all of them?
There are gangs in every district. In general there are "Animals", "Voodoo boys", "Valentinos", "Maelstorm" shown in a previous [2018] demo, "Aldecados" (Nomads) and "Raf and sheev" (mix of outcasts from various Nomad clans) on the Badlands, and probably few others but I can't name all of them, sorry.
  • Is there a possibility to wipe out the gang to completely eliminate it from the city?
There are some heavy/far-reaching choices and consequences but as for eliminating the whole community/gang/corporation - it is too high-profile for a V alone. But of course V interacts with them, there are some places he/she can "clear"/"purge" or just impact of the way community inhabiting those places will behave.
  • Finally, what is V's mission? What is really his/her goal?
At the start of the game, V's goal is to work on making her name significant, to become the legendary merc, just like those mercenaries from Cyberpunk 2020 such as Johnny Silverhand or Morgan Blackhand. So the first goal is to gain the social status. I don't want to spoil the plot but later, her perception of the world changes and so does her goals.
  • There are theories that you've told us the release date a year ago in the trailer. Did you do it intentionally?
It is far more interesting if we leave it open to speculation.
 
آخرین ویرایش:

vaan 2

کاربر سایت
Dec 20, 2009
16,030
نام
مازیار
به خدا چرندیات سه چهار نفر رو آنقدر کلید کردید روش که بازی که بیاد موقع بازی کردن نا خود آگاه ذهن آدم بره سمت این چرندیات و مضخرفات
 
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vaan 2

کاربر سایت
Dec 20, 2009
16,030
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مازیار
میگیم که بخندی :D بخندی به حماقت این جماعت بده ؟ :D
بیشتر اعصاب خورد کنه! فکر کن یکی اطرافت باشه یه ترک دیوار هم گیر بده! جالبه یا خنده داره!؟

دو میلیارد گیمر داریم که حداقل ۴۰-۵۰ میلیونی تجربه میکنن بازی رو! و پشیزی برای این حرفا ارزش قائل نیستن!

شما هم مطمئن باشید همین چند نفر هم که این حرفا رو میزنن براشون صرفه داره و پول توش هست ، وگرنه هیچ گربه ای تو این دنیا برای رضای خدا موش نمیگیره . خصوصا این کاپیتالیستت ها!
 

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