Cyberpunk 2077 Info From Edge Magazine: Main Quest, Choices, Characters & Story

Cyberpunk 2077 Edge Magazine Details

CD Projekt Red's Cyberpunk 2077 is the cover story of Edge Magazine's November 2018 issue. The hype surrounding the game is pretty massive, and CD Projekt Red has a tough task in-hand to live up to this hype and expectations. The studio re-started the marketing campaign of Cyberpunk 2077 at this year's E3 (5 years after the initial announcement of the game), a new trailer was showcased at Xbox's E3 2018 presser, then a month later around 60-minutes of actual gameplay was showcased, first behind the closed door to select few media outlets, and then to the general public.

Cyberpunk 2077 Edge Magazine Details

In Edge Magazine's November 2018 issue, CD Projekt Red continues to surprise their fan-base. The studio has shared a new Character Art of the lead protagonist - Male V, and have talked in details regarding many important aspects of the game: Procedural Generated Elements, Side-Quests, Main Quests, and Cyberpsychosis Mechanic. You can take a look at the new character art below, along with some interesting developer quotes from the Edge Magazine article on Cyberpunk 2077.

Cyberpunk 2077 vs GTA V: Details And Quality

No Use of Procedural Elements In Environment or Quests

  • The studio refuses to use procedural elements in any of Cyberpunk 2077's environment or quests. This time it's not just talking – everything really is hand-crafted.

Story, Characters, Main Quests, And Side-Quests

  • Any stories, characters or themes that aren't explored in depth in the main story are taken to be fully fleshed out in sidequests
  • "We want to make sure that all of them are up to the standards of the main quest – that there's nothing that feels like filler, just something to do while waiting for the next quest, or to get more money to buy the next thing. We don't really like to do that. We want to make sure that every quest feels like a complete story in and of itself."
  • Your chosen backstory unlocks specific sidequests from the off, while accumulated attribute points and bio-stats allow for a fluid class system
  • Cyberpunk 2077's quests have been designed to be kicked off at almost any point; you'll be able to go to places and find items in Night City that are part of quests and pick up the trail of what's going on here in a logical manner, without having to trigger the whole event sequence from a predetermined starting point. "There's no invisible wall that says, 'You can't go here,'" Mills says. "We don't like to do, 'This door is locked… until you need to use this door.' It does mean that our quests can become incredibly complex. One of the things that we have at CD Projekt that is different from a lot of other studios, and I can't speak for all of them, is that we have a dedicated quest team that is responsible for just that – just the logic of the quests, building the quests and making sure that everything is coordinated." This commitment to the coherence of the world, and your place in it as V is paramount to making Night City feel like a real place where you can take any opportunity you can imagine

Cyberpsychosis Mechanic

  • Cyberpunk 2020's 'cyberpsychosis' mechanic, in which players who overly augment themselves with cyberware start to see a negative effect on their mental health, will form part of the game – though CD Projekt won't go into details. As a quest designer, the Faustian bargain behind transhumanism is fascinating to Patrick Mills. "All the travails of the flesh fade away, and you become a perfect machine of chrome. But you had to buy those body parts from someone, and now you're in debt to them; if you need parts, you've got to go to their store. You have this very utopian idea of being liberated by technology. And it's like, not so fast – you haven't solved the problems. The problems are still there, and technology actually makes them worse. 'High tech, low life' is one of Mike's mottos.

Choices

  • There's more choice to what we've just seen than is usually available in video game quests: for instance, you could take DeShawn's money and run at the very beginning, eschewing his mission but having to deal with the consequences later. You could make off with Stout's eddies, too, although we presume you'd have to get the virus on the chip scrubbed off somewhere. "We don't artificially limit ourselves," Mills says. "Our philosophy for quest design is, 'If the player can logically do it, then they can'. And if they can't, then we have to come up with a damn good reason why."

Other Interesting Quote

  • "So Pacifica, it's this super-dangerous territory where you've got people who are basically gangsters, and the Psychogangs rule this district. So violence is more predominant there. But you've also got these superrich districts like Heybrook, and we vary animations in a way that are connected to the districts."
  • 'V pulls out a katana – which vibrates uproariously as it deflects enemy bullets – then slides along the floor on his knees like a six-year-old at a wedding to lop off a Maelstrom goon's legs, our fingers tingle in response. '
  • "Right now our environment artists are populating a level with the assets, and they are not afraid of testing out new things. This is exactly what we need to stay open to because personally, I believe that The Witcher turned out that good – and why Cyberpunk will turn out really good – because we are not afraid of change."

New Male V Character Art From EDGE Magazine

cyberpunk-2077-character-artwork-edge-magazine

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