Cyberpunk 2077 Grieving Thread

Regardless of whether the game will be good or bad, getting 10/10 from major outlets is pretty much guaranteed now. Take an existing franchise with established lore. Hire talented artists, dump hundreds of millions into production values and marketing. Turn it into an interactive movie/dialogue experience with gameplay lazily tacked on as an afterthought. All of this and you've got a winning formula.
 
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Jumping into this thread without reading to ask how do we know this game is supposed to be good? I keep hearing everyone saying how great it's going to be, but I really doubt it what with it being current year at all. Too jaded to trust anything's going to be good nowadays.
As someone who is catiously optimistic, the reasons I'm hopeful are-
  • It's a proper first person RPG along the lines of New Vegas.
  • It's cyberpunk as a setting, not just an aesthetic slathered on to a generic action game.
  • It's made by people who seem to give a shit about what they're doing.
  • They have caved to wokeness more than once, but as a whole CDPR doesn't care about the woke shit that defined the 2010s. Rare in a AAA game these days.
Regardless of whether the game will be good or bad, getting 10/10 from major outlets is pretty much guaranteed now. Take an existing franchise with established lore. Hire talented artists, dump hundreds of millions into production values and marketing. Turn it into an interactive movie/dialogue experience with gameplay lazily tacked on as an afterthought. All of this and you've got a winning formula.
I'm not so sure about that. It will get 10/10s from the shills like shill-up and yong yea, but others outlets are a mystery. On the one hand they hate the game for not kowtowing to their demands. The press has been trying to paint CDPR and Cyberpunk as bad for years now.

But on the other it's basically the only hyped AAA game right now. They run stories about the game all the time for clicks. After Polygon and Kotaku shit on The Last of Us 2 when every other outlet was giving it 10/10, anything is possible.
 
But on the other it's basically the only hyped AAA game right now. They run stories about the game all the time for clicks. After Polygon and Kotaku shit on The Last of Us 2 when every other outlet was giving it 10/10, anything is possible.

I dunno. Polygon will probably shriek about diversity and then give it 6 or 7, possibly referring their reduction of W3 to 8 for not having enough BIPOC and then saying that CDPR actively chose not to "do better" and then referring to the Chromanticore dickgirl energy drink advert and the fact that a mainly black gang are subtitled as "Animals." RPS will do likewise because they are Brighton pseuds. That, or they'll probably find something to complain about how it's too hard or similar.

In fact, I might see if I can write the Polygon review of CP77 ahead of time and see how accurate it is.
 
There's a werewolf game coming out (but you prob know ) https://www.youtube.com/watch?v=p7MRD5nTTbk

yeah i've heard of it, but last i'd heard of it it was literally just the game name and nothing else. this trailer doesn't provide much more. I needah see some fat gameplay. i've vaguely heard of World of Darkness as well but I don't remember, think it's some table top shit.
 
Source

Katarzyna Kucharczyk: – The LGBT rights issue has become a hot topic. On top of that, the Company had postponed Night City Wire in light of the social unrest in the USA. Why does CD PROJEKT choose to speak out, when most Polish companies – particularly ones as prominent as CD PROJEKT – would prefer to remain quiet?


AK:
Because these are important matters. People come to CD PROJEKT not just to earn a living. Our business has always been rooted in a specific system of values. In a small company, business activities often reflect the owners’ personal beliefs. As the company grows larger, such beliefs morph into a foundation upon which the team spirit and work ethos are based. The founders of CD PROJEKT, Marcin Iwiński and my brother Michał, respected the differences between their personalities and focused on what brought them together: a passion for video games. 26 years on we are incalculably larger and all the more cognizant of the importance of mutual respect, tolerance and — to put it simply — fair play. Our team comprises all sorts of people, leaning left or right on legal, economic and worldview issues — not to mention several dozen nationalities, multiple ethnic groups and many LGBT individuals. We pride ourselves on our diversity, but we also realize that efficient operation requires active measures promoting mutual respect and tolerance.


– How did these events play out with your gamers/investors?


AK:
The feedback reflects the broader social discourse: some are for, some are against. On the global scale, the vast majority of responses have been positive. I personally happen to believe that, in addition to listening to others, you should also remain true to yourself.


– Is the issue of tolerance an important part of the creative process when developing video games and – to put it broadly – innovating?


AB:
I would reply by quoting from the CD PROJEKT Group strategy: We stand for tolerance. We combat all forms of racism, homophobia and xenophobia, as we believe tolerance is the foundation of creativity and innovation. Of course, our perception of tolerance is not fully captured by these two short sentences. Rather, they serve as guidelines which each of us may interpret in somewhat different ways. Some support the view expressed by Professor Maria Ossowska, a prominent Polish sociologist, who claims that tolerance is the capacity to respect other people’s needs and opinions which we ourselves do not espouse, and to refrain from combating phenomena which we regard as evil. Others are more in line with Popper’s proposition that a tolerant society, if it is to remain tolerant, must not tolerate intolerance. There are also people at our studio who disagree with both views.


The key takeaway is that diversity — which Adam talked about previously — and the differing sensitivities and outlooks which result from it, are not leading to conflict. In this way our team’s energy can be fully directed towards creation. And creating complex works is inherently a team effort.


What is more, there is strong correlation between openness to “the other” and its effect on creativity and motivation. In my opinion this results mainly from an increased feeling of security. In an environment where you can simply be yourself it becomes easier to have frank discussions, share ideas and express opinions — and that provides a starting point for many interesting activities.


The status quo is overcome through bold action. If we say that a “revolution” has occurred in some discipline, the very word “revolution” implies a disruption of the status quo. When a revolution in spaceflight is brought about, it is because some guy in California dared imagine it. When a revolution in RPGs takes place, it is because a team of bold women and men has had the audacity to express its ideas. Our role as executives is to manage this process — with matching courage and rationality.


AK: California provides an excellent example of how openness, respect and tolerance foster innovative businesses and stimulate the economy. I am convinced that in today’s world the best way to build a modern, competitive economy is by remaining open to novel ideas and accepting diversity.


– Corporate involvement in LGBT issues may have caused a storm in Poland, but was relatively calmly received in the West. Why? Is it because the Polish society is more conservative?


AK:
That’s not the way I see it. Yes, there was some criticism, but I definitely wouldn’t call it a storm. When it comes to the Polish society — it is not for me to judge. I’m glad to have been born in Poland; I’ve had the opportunity to witness the fundamental transformation of the country — when communism fell, I was already an adult and aware of what was going on. The increasing polarization concerns me, but it is not a distinctly Polish phenomenon. Modern European attachment to tolerance grew out of the terrible calamities visited upon us by intolerant totalitarian systems. Unfortunately, we are beginning to forget this lesson.


– How are issues of tolerance treated in your key videogames? How do they affect “The Witcher” series (which clearly has strong antiracist and antihomophobic undertones) and how will they influence “Cyberpunk”?


AB:
In his literature Andrzej Sapkowski has dealt with racism in a fairly harsh manner. Much like his books, the video games acknowledge the antagonism between humans and “non-humans”, i.e. elves, dwarves etc. Our games depict the consequences of stigmatizing otherness, reveal the link between social inequality and xenophobic sentiment, and show what humans are capable of when they believe they can act with impunity. There is a similar vibe in “Cyberpunk”. For example, Mike Pondsmith’s manual, published in the 1980s and providing the source of inspiration for our game, is quite liberal when it comes to gender modification. The whole issue is regarded as relatively minor compared to the need to express one’s personal style — and this provides for much greater fluidity. I truly hope that, much like in the case of The Witcher games, Cyberpunk 2077 will surprise everyone with how many bold, mature and astute narratives can be conveyed by the video game medium. I will gladly come back to this issue after the November release once I’m at liberty to share more information.


– CD PROJEKT is a global company. What are your reflections on matters related to tolerance in the digital entertainment sector abroad? Do other studios follow the same direction as CD PROJEKT? Do their games also provide social perspective? If so, can you name some examples?


AK:
The entertainment industry in general strongly promotes diversity. It hasn’t always been that way, and there are some bad examples from the past, but the two recent decades brought about a powerful thaw. Its youngest offshoot — video game development — also happens to be the most agile. We learn a lot from the shortcomings and accomplishments of our colleagues from the motion picture, literature and music industries, and I suppose we may be faster at implementing certain novel mechanisms. Way back in the 20th century the superb writer Andre Norton (born Alice Mary Norton) chose to publish under a male pseudonym because her publisher believed that the masculinized readership demographic would not take interest in fantasy authored by a woman. There is no such issue with videogames. Yes, there are other problems, such as sexualization of female characters, but they are discussed in the open and bold steps are being taken to mitigate them. Sexual orientation is in a similar position. What had long been taboo in mainstream motion pictures is now turning what it should have been from the outset: stories of human romance rather than accounts of the struggle for the right to be accepted.
 
Source

Katarzyna Kucharczyk: – The LGBT rights issue has become a hot topic. On top of that, the Company had postponed Night City Wire in light of the social unrest in the USA. Why does CD PROJEKT choose to speak out, when most Polish companies – particularly ones as prominent as CD PROJEKT – would prefer to remain quiet?


AK:
Because these are important matters. People come to CD PROJEKT not just to earn a living. Our business has always been rooted in a specific system of values. In a small company, business activities often reflect the owners’ personal beliefs. As the company grows larger, such beliefs morph into a foundation upon which the team spirit and work ethos are based. The founders of CD PROJEKT, Marcin Iwiński and my brother Michał, respected the differences between their personalities and focused on what brought them together: a passion for video games. 26 years on we are incalculably larger and all the more cognizant of the importance of mutual respect, tolerance and — to put it simply — fair play. Our team comprises all sorts of people, leaning left or right on legal, economic and worldview issues — not to mention several dozen nationalities, multiple ethnic groups and many LGBT individuals. We pride ourselves on our diversity, but we also realize that efficient operation requires active measures promoting mutual respect and tolerance.


– How did these events play out with your gamers/investors?


AK:
The feedback reflects the broader social discourse: some are for, some are against. On the global scale, the vast majority of responses have been positive. I personally happen to believe that, in addition to listening to others, you should also remain true to yourself.


– Is the issue of tolerance an important part of the creative process when developing video games and – to put it broadly – innovating?


AB:
I would reply by quoting from the CD PROJEKT Group strategy: We stand for tolerance. We combat all forms of racism, homophobia and xenophobia, as we believe tolerance is the foundation of creativity and innovation. Of course, our perception of tolerance is not fully captured by these two short sentences. Rather, they serve as guidelines which each of us may interpret in somewhat different ways. Some support the view expressed by Professor Maria Ossowska, a prominent Polish sociologist, who claims that tolerance is the capacity to respect other people’s needs and opinions which we ourselves do not espouse, and to refrain from combating phenomena which we regard as evil. Others are more in line with Popper’s proposition that a tolerant society, if it is to remain tolerant, must not tolerate intolerance. There are also people at our studio who disagree with both views.


The key takeaway is that diversity — which Adam talked about previously — and the differing sensitivities and outlooks which result from it, are not leading to conflict. In this way our team’s energy can be fully directed towards creation. And creating complex works is inherently a team effort.


What is more, there is strong correlation between openness to “the other” and its effect on creativity and motivation. In my opinion this results mainly from an increased feeling of security. In an environment where you can simply be yourself it becomes easier to have frank discussions, share ideas and express opinions — and that provides a starting point for many interesting activities.


The status quo is overcome through bold action. If we say that a “revolution” has occurred in some discipline, the very word “revolution” implies a disruption of the status quo. When a revolution in spaceflight is brought about, it is because some guy in California dared imagine it. When a revolution in RPGs takes place, it is because a team of bold women and men has had the audacity to express its ideas. Our role as executives is to manage this process — with matching courage and rationality.


AK: California provides an excellent example of how openness, respect and tolerance foster innovative businesses and stimulate the economy. I am convinced that in today’s world the best way to build a modern, competitive economy is by remaining open to novel ideas and accepting diversity.


– Corporate involvement in LGBT issues may have caused a storm in Poland, but was relatively calmly received in the West. Why? Is it because the Polish society is more conservative?


AK:
That’s not the way I see it. Yes, there was some criticism, but I definitely wouldn’t call it a storm. When it comes to the Polish society — it is not for me to judge. I’m glad to have been born in Poland; I’ve had the opportunity to witness the fundamental transformation of the country — when communism fell, I was already an adult and aware of what was going on. The increasing polarization concerns me, but it is not a distinctly Polish phenomenon. Modern European attachment to tolerance grew out of the terrible calamities visited upon us by intolerant totalitarian systems. Unfortunately, we are beginning to forget this lesson.


– How are issues of tolerance treated in your key videogames? How do they affect “The Witcher” series (which clearly has strong antiracist and antihomophobic undertones) and how will they influence “Cyberpunk”?


AB:
In his literature Andrzej Sapkowski has dealt with racism in a fairly harsh manner. Much like his books, the video games acknowledge the antagonism between humans and “non-humans”, i.e. elves, dwarves etc. Our games depict the consequences of stigmatizing otherness, reveal the link between social inequality and xenophobic sentiment, and show what humans are capable of when they believe they can act with impunity. There is a similar vibe in “Cyberpunk”. For example, Mike Pondsmith’s manual, published in the 1980s and providing the source of inspiration for our game, is quite liberal when it comes to gender modification. The whole issue is regarded as relatively minor compared to the need to express one’s personal style — and this provides for much greater fluidity. I truly hope that, much like in the case of The Witcher games, Cyberpunk 2077 will surprise everyone with how many bold, mature and astute narratives can be conveyed by the video game medium. I will gladly come back to this issue after the November release once I’m at liberty to share more information.


– CD PROJEKT is a global company. What are your reflections on matters related to tolerance in the digital entertainment sector abroad? Do other studios follow the same direction as CD PROJEKT? Do their games also provide social perspective? If so, can you name some examples?


AK:
The entertainment industry in general strongly promotes diversity. It hasn’t always been that way, and there are some bad examples from the past, but the two recent decades brought about a powerful thaw. Its youngest offshoot — video game development — also happens to be the most agile. We learn a lot from the shortcomings and accomplishments of our colleagues from the motion picture, literature and music industries, and I suppose we may be faster at implementing certain novel mechanisms. Way back in the 20th century the superb writer Andre Norton (born Alice Mary Norton) chose to publish under a male pseudonym because her publisher believed that the masculinized readership demographic would not take interest in fantasy authored by a woman. There is no such issue with videogames. Yes, there are other problems, such as sexualization of female characters, but they are discussed in the open and bold steps are being taken to mitigate them. Sexual orientation is in a similar position. What had long been taboo in mainstream motion pictures is now turning what it should have been from the outset: stories of human romance rather than accounts of the struggle for the right to be accepted.
And there. It. Is.

EDIT: The problem I take most with the interview is that he seems to separate novel ideas and diversity as two things. When diversity of thought is all that really matters; sexuality and race might play into it, but they shouldn't be the deciding factor. Thus far they seem to at least tolerate dissent, but with the way GOG has operated their social media and forums I'm not exactly hopeful for the future. Along with the statement regarding sexualization of female characters and the "bold" steps to mitigate them I feel they're losing out on what makes Cyberpunk fun. You can be the ultimate sex bomb in such a world, often to very real risks both physical and psychological. However, the way he goes about it seems tepid and that he isn't willing to embrace what is effectively hedonism on steroids as a setting.

Besides, there's nothing wrong with sexualization of adult humans. No one gets in a tiff about sexy Ryu unless it's to point out the double standard. It's not even about power fantasy, either, because there are women who want to play sexy and powerful women, too. They shouldn't be mutually exclusive. Being sexy plays into the power fantasy for everyone. Likewise, occasionally, people like to be the Old Fat Bastard, too... but we don't talk about those people.
 
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Source

Katarzyna Kucharczyk: – The LGBT rights issue has become a hot topic. On top of that, the Company had postponed Night City Wire in light of the social unrest in the USA. Why does CD PROJEKT choose to speak out, when most Polish companies – particularly ones as prominent as CD PROJEKT – would prefer to remain quiet?


AK:
Because these are important matters. People come to CD PROJEKT not just to earn a living. Our business has always been rooted in a specific system of values. In a small company, business activities often reflect the owners’ personal beliefs. As the company grows larger, such beliefs morph into a foundation upon which the team spirit and work ethos are based. The founders of CD PROJEKT, Marcin Iwiński and my brother Michał, respected the differences between their personalities and focused on what brought them together: a passion for video games. 26 years on we are incalculably larger and all the more cognizant of the importance of mutual respect, tolerance and — to put it simply — fair play. Our team comprises all sorts of people, leaning left or right on legal, economic and worldview issues — not to mention several dozen nationalities, multiple ethnic groups and many LGBT individuals. We pride ourselves on our diversity, but we also realize that efficient operation requires active measures promoting mutual respect and tolerance.


– How did these events play out with your gamers/investors?


AK:
The feedback reflects the broader social discourse: some are for, some are against. On the global scale, the vast majority of responses have been positive. I personally happen to believe that, in addition to listening to others, you should also remain true to yourself.


– Is the issue of tolerance an important part of the creative process when developing video games and – to put it broadly – innovating?


AB:
I would reply by quoting from the CD PROJEKT Group strategy: We stand for tolerance. We combat all forms of racism, homophobia and xenophobia, as we believe tolerance is the foundation of creativity and innovation. Of course, our perception of tolerance is not fully captured by these two short sentences. Rather, they serve as guidelines which each of us may interpret in somewhat different ways. Some support the view expressed by Professor Maria Ossowska, a prominent Polish sociologist, who claims that tolerance is the capacity to respect other people’s needs and opinions which we ourselves do not espouse, and to refrain from combating phenomena which we regard as evil. Others are more in line with Popper’s proposition that a tolerant society, if it is to remain tolerant, must not tolerate intolerance. There are also people at our studio who disagree with both views.


The key takeaway is that diversity — which Adam talked about previously — and the differing sensitivities and outlooks which result from it, are not leading to conflict. In this way our team’s energy can be fully directed towards creation. And creating complex works is inherently a team effort.


What is more, there is strong correlation between openness to “the other” and its effect on creativity and motivation. In my opinion this results mainly from an increased feeling of security. In an environment where you can simply be yourself it becomes easier to have frank discussions, share ideas and express opinions — and that provides a starting point for many interesting activities.


The status quo is overcome through bold action. If we say that a “revolution” has occurred in some discipline, the very word “revolution” implies a disruption of the status quo. When a revolution in spaceflight is brought about, it is because some guy in California dared imagine it. When a revolution in RPGs takes place, it is because a team of bold women and men has had the audacity to express its ideas. Our role as executives is to manage this process — with matching courage and rationality.


AK: California provides an excellent example of how openness, respect and tolerance foster innovative businesses and stimulate the economy. I am convinced that in today’s world the best way to build a modern, competitive economy is by remaining open to novel ideas and accepting diversity.


– Corporate involvement in LGBT issues may have caused a storm in Poland, but was relatively calmly received in the West. Why? Is it because the Polish society is more conservative?


AK:
That’s not the way I see it. Yes, there was some criticism, but I definitely wouldn’t call it a storm. When it comes to the Polish society — it is not for me to judge. I’m glad to have been born in Poland; I’ve had the opportunity to witness the fundamental transformation of the country — when communism fell, I was already an adult and aware of what was going on. The increasing polarization concerns me, but it is not a distinctly Polish phenomenon. Modern European attachment to tolerance grew out of the terrible calamities visited upon us by intolerant totalitarian systems. Unfortunately, we are beginning to forget this lesson.


– How are issues of tolerance treated in your key videogames? How do they affect “The Witcher” series (which clearly has strong antiracist and antihomophobic undertones) and how will they influence “Cyberpunk”?


AB:
In his literature Andrzej Sapkowski has dealt with racism in a fairly harsh manner. Much like his books, the video games acknowledge the antagonism between humans and “non-humans”, i.e. elves, dwarves etc. Our games depict the consequences of stigmatizing otherness, reveal the link between social inequality and xenophobic sentiment, and show what humans are capable of when they believe they can act with impunity. There is a similar vibe in “Cyberpunk”. For example, Mike Pondsmith’s manual, published in the 1980s and providing the source of inspiration for our game, is quite liberal when it comes to gender modification. The whole issue is regarded as relatively minor compared to the need to express one’s personal style — and this provides for much greater fluidity. I truly hope that, much like in the case of The Witcher games, Cyberpunk 2077 will surprise everyone with how many bold, mature and astute narratives can be conveyed by the video game medium. I will gladly come back to this issue after the November release once I’m at liberty to share more information.


– CD PROJEKT is a global company. What are your reflections on matters related to tolerance in the digital entertainment sector abroad? Do other studios follow the same direction as CD PROJEKT? Do their games also provide social perspective? If so, can you name some examples?


AK:
The entertainment industry in general strongly promotes diversity. It hasn’t always been that way, and there are some bad examples from the past, but the two recent decades brought about a powerful thaw. Its youngest offshoot — video game development — also happens to be the most agile. We learn a lot from the shortcomings and accomplishments of our colleagues from the motion picture, literature and music industries, and I suppose we may be faster at implementing certain novel mechanisms. Way back in the 20th century the superb writer Andre Norton (born Alice Mary Norton) chose to publish under a male pseudonym because her publisher believed that the masculinized readership demographic would not take interest in fantasy authored by a woman. There is no such issue with videogames. Yes, there are other problems, such as sexualization of female characters, but they are discussed in the open and bold steps are being taken to mitigate them. Sexual orientation is in a similar position. What had long been taboo in mainstream motion pictures is now turning what it should have been from the outset: stories of human romance rather than accounts of the struggle for the right to be accepted.

Jesus Wept.

Maybe my trademark optimism is getting the better of me, but I still think Cyberpunk 2077 won't be turbo-woke despite this interview not boding well for CD Projekt Red's future.

The only reason why I still think Cyberpunk 2077 won't be yet another intentionally ugly "stronk wahmen" preachy and insufferably pretentious wokefest is because we're so close to the game's release date and to be honest, all this woke shit is both coming seemingly out of nowhere and it's all very recent. Honestly, whenever I see stuff like this from CD Projekt Red, it feels like it's being done as some kind of a quick "cover your own ass" reaction to the events in the past two months and cancel culture reaching a fever pitch.

Unless we get another massive delay, I still think the game won't completely suck ass.

There's no way it's going to live up to the hype though unless Clown World strikes again and loops all the way back around on the game.

Honestly, I'm predicting we'll probably get an RE3 Remake scenario where the game itself is actually decent in terms of gameplay but it's also underwhelming and gets a massive case of hype backlash when it comes out.
 
Jesus Wept.

Maybe my trademark optimism is getting the better of me, but I still think Cyberpunk 2077 won't be turbo-woke despite this interview not boding well for CD Projekt Red's future.

The only reason why I still think Cyberpunk 2077 won't be yet another intentionally ugly "stronk wahmen" preachy and insufferably pretentious wokefest is because we're so close to the game's release date and to be honest, all this woke shit is both coming seemingly out of nowhere and it's all very recent. Honestly, whenever I see stuff like this from CD Projekt Red, it feels like it's being done as some kind of a quick "cover your own ass" reaction to the events in the past two months and cancel culture reaching a fever pitch.

Unless we get another massive delay, I still think the game won't completely suck ass.

There's no way it's going to live up to the hype though unless Clown World strikes again and loops all the way back around on the game.

Honestly, I'm predicting we'll probably get an RE3 Remake scenario where the game itself is actually decent in terms of gameplay but it's also underwhelming and gets a massive case of hype backlash when it comes out.

Probably this. The game is, we're told, effectively feature complete and they're just bug stomping and suchlike at this stage, which was the case with W3 being delayed twice. This interview won't mean that CP77 will be all wokeified. But I'm loath to admit the same about the expansions they have planned, and their next title probably has no chance.

As regards the quality of the game, I think it'll be really good. But it won't live up to expectations because W3 was such a tough act to follow.
 
I still think Cyberpunk 2077 won't be yet another intentionally ugly "stronk wahmen" preachy and insufferably pretentious wokefest is because we're so close to the game's release date
That didn't stop them from changing the UI, the character customization, etc.
 
Jesus Wept.

Maybe my trademark optimism is getting the better of me, but I still think Cyberpunk 2077 won't be turbo-woke despite this interview not boding well for CD Projekt Red's future.

The only reason why I still think Cyberpunk 2077 won't be yet another intentionally ugly "stronk wahmen" preachy and insufferably pretentious wokefest is because we're so close to the game's release date and to be honest, all this woke shit is both coming seemingly out of nowhere and it's all very recent. Honestly, whenever I see stuff like this from CD Projekt Red, it feels like it's being done as some kind of a quick "cover your own ass" reaction to the events in the past two months and cancel culture reaching a fever pitch.

Unless we get another massive delay, I still think the game won't completely suck ass.

There's no way it's going to live up to the hype though unless Clown World strikes again and loops all the way back around on the game.

Honestly, I'm predicting we'll probably get an RE3 Remake scenario where the game itself is actually decent in terms of gameplay but it's also underwhelming and gets a massive case of hype backlash when it comes out.

It definitely looks performative to me.

Mostly since CDPR loves showing us shirtless women with very little excuse, and even the trailers they showed already have cheesecake. We already saw some Stronk woman types (a majority of whom are part of that prostitute gang), and they've been perfectly fine with "Here is a strong woman who with super powerful powers. And here are her boobies!" in the last game. They might deal with racism and such, though I doubt it will get a lot of focus when everyone is human and many of the obvious parallels would end up with weird implications or just not come up (ex making people anti-cyborg doesn't work when the cyborg parts really do make you crazy, making people anti-nomad would work fine but only really come up in the nomad start).
 
Y'know, it's going to be absolutely hilarious when this game finally comes out and it ends up sucking ass.

Just saying.
I don't think it's going to suck ass like TLOU2, but it won't have everything that people wanted, which will lead to a massive backlash. Something like WHERE IS MY WALL RUNNING MANTIS BLADES AND SPIDER BOT FROM THE 45 MIN DEMO????? THIS WAS FALSE ADVERTISING REEEEEEEEEEE!!!!!!!!!
 
I don't think it's going to suck ass like TLOU2, but it won't have everything that people wanted, which will lead to a massive backlash. Something like WHERE IS MY WALL RUNNING MANTIS BLADES AND SPIDER BOT FROM THE 45 MIN DEMO????? THIS WAS FALSE ADVERTISING REEEEEEEEEEE!!!!!!!!!

The mantis blades are staying in, I'm sure of it. The wall running frankly I don't mind it not having because, well, it just seems like something they threw in because it sounded cool. A bit like how in W3 it was envisaged that the boss battle between Ciri and Caranthir would be on ice skates. Sounds cool, but was unnecessary as it happens.

It definitely looks performative to me.

Mostly since CDPR loves showing us shirtless women with very little excuse, and even the trailers they showed already have cheesecake. We already saw some Stronk woman types (a majority of whom are part of that prostitute gang), and they've been perfectly fine with "Here is a strong woman who with super powerful powers. And here are her boobies!" in the last game. They might deal with racism and such, though I doubt it will get a lot of focus when everyone is human and many of the obvious parallels would end up with weird implications or just not come up (ex making people anti-cyborg doesn't work when the cyborg parts really do make you crazy, making people anti-nomad would work fine but only really come up in the nomad start).

They also have writers who understand that progressiveness and starting a conversation is a poor substitute for actual plot.

But like I said, I'm less sanguine about the CP77 expansions.
 
Source

Katarzyna Kucharczyk: – The LGBT rights issue has become a hot topic. On top of that, the Company had postponed Night City Wire in light of the social unrest in the USA. Why does CD PROJEKT choose to speak out, when most Polish companies – particularly ones as prominent as CD PROJEKT – would prefer to remain quiet?


AK:
Because these are important matters. People come to CD PROJEKT not just to earn a living. Our business has always been rooted in a specific system of values. In a small company, business activities often reflect the owners’ personal beliefs. As the company grows larger, such beliefs morph into a foundation upon which the team spirit and work ethos are based. The founders of CD PROJEKT, Marcin Iwiński and my brother Michał, respected the differences between their personalities and focused on what brought them together: a passion for video games. 26 years on we are incalculably larger and all the more cognizant of the importance of mutual respect, tolerance and — to put it simply — fair play. Our team comprises all sorts of people, leaning left or right on legal, economic and worldview issues — not to mention several dozen nationalities, multiple ethnic groups and many LGBT individuals. We pride ourselves on our diversity, but we also realize that efficient operation requires active measures promoting mutual respect and tolerance.


– How did these events play out with your gamers/investors?


AK:
The feedback reflects the broader social discourse: some are for, some are against. On the global scale, the vast majority of responses have been positive. I personally happen to believe that, in addition to listening to others, you should also remain true to yourself.


– Is the issue of tolerance an important part of the creative process when developing video games and – to put it broadly – innovating?


AB:
I would reply by quoting from the CD PROJEKT Group strategy: We stand for tolerance. We combat all forms of racism, homophobia and xenophobia, as we believe tolerance is the foundation of creativity and innovation. Of course, our perception of tolerance is not fully captured by these two short sentences. Rather, they serve as guidelines which each of us may interpret in somewhat different ways. Some support the view expressed by Professor Maria Ossowska, a prominent Polish sociologist, who claims that tolerance is the capacity to respect other people’s needs and opinions which we ourselves do not espouse, and to refrain from combating phenomena which we regard as evil. Others are more in line with Popper’s proposition that a tolerant society, if it is to remain tolerant, must not tolerate intolerance. There are also people at our studio who disagree with both views.


The key takeaway is that diversity — which Adam talked about previously — and the differing sensitivities and outlooks which result from it, are not leading to conflict. In this way our team’s energy can be fully directed towards creation. And creating complex works is inherently a team effort.


What is more, there is strong correlation between openness to “the other” and its effect on creativity and motivation. In my opinion this results mainly from an increased feeling of security. In an environment where you can simply be yourself it becomes easier to have frank discussions, share ideas and express opinions — and that provides a starting point for many interesting activities.


The status quo is overcome through bold action. If we say that a “revolution” has occurred in some discipline, the very word “revolution” implies a disruption of the status quo. When a revolution in spaceflight is brought about, it is because some guy in California dared imagine it. When a revolution in RPGs takes place, it is because a team of bold women and men has had the audacity to express its ideas. Our role as executives is to manage this process — with matching courage and rationality.


AK: California provides an excellent example of how openness, respect and tolerance foster innovative businesses and stimulate the economy. I am convinced that in today’s world the best way to build a modern, competitive economy is by remaining open to novel ideas and accepting diversity.


– Corporate involvement in LGBT issues may have caused a storm in Poland, but was relatively calmly received in the West. Why? Is it because the Polish society is more conservative?


AK:
That’s not the way I see it. Yes, there was some criticism, but I definitely wouldn’t call it a storm. When it comes to the Polish society — it is not for me to judge. I’m glad to have been born in Poland; I’ve had the opportunity to witness the fundamental transformation of the country — when communism fell, I was already an adult and aware of what was going on. The increasing polarization concerns me, but it is not a distinctly Polish phenomenon. Modern European attachment to tolerance grew out of the terrible calamities visited upon us by intolerant totalitarian systems. Unfortunately, we are beginning to forget this lesson.


– How are issues of tolerance treated in your key videogames? How do they affect “The Witcher” series (which clearly has strong antiracist and antihomophobic undertones) and how will they influence “Cyberpunk”?


AB:
In his literature Andrzej Sapkowski has dealt with racism in a fairly harsh manner. Much like his books, the video games acknowledge the antagonism between humans and “non-humans”, i.e. elves, dwarves etc. Our games depict the consequences of stigmatizing otherness, reveal the link between social inequality and xenophobic sentiment, and show what humans are capable of when they believe they can act with impunity. There is a similar vibe in “Cyberpunk”. For example, Mike Pondsmith’s manual, published in the 1980s and providing the source of inspiration for our game, is quite liberal when it comes to gender modification. The whole issue is regarded as relatively minor compared to the need to express one’s personal style — and this provides for much greater fluidity. I truly hope that, much like in the case of The Witcher games, Cyberpunk 2077 will surprise everyone with how many bold, mature and astute narratives can be conveyed by the video game medium. I will gladly come back to this issue after the November release once I’m at liberty to share more information.


– CD PROJEKT is a global company. What are your reflections on matters related to tolerance in the digital entertainment sector abroad? Do other studios follow the same direction as CD PROJEKT? Do their games also provide social perspective? If so, can you name some examples?


AK:
The entertainment industry in general strongly promotes diversity. It hasn’t always been that way, and there are some bad examples from the past, but the two recent decades brought about a powerful thaw. Its youngest offshoot — video game development — also happens to be the most agile. We learn a lot from the shortcomings and accomplishments of our colleagues from the motion picture, literature and music industries, and I suppose we may be faster at implementing certain novel mechanisms. Way back in the 20th century the superb writer Andre Norton (born Alice Mary Norton) chose to publish under a male pseudonym because her publisher believed that the masculinized readership demographic would not take interest in fantasy authored by a woman. There is no such issue with videogames. Yes, there are other problems, such as sexualization of female characters, but they are discussed in the open and bold steps are being taken to mitigate them. Sexual orientation is in a similar position. What had long been taboo in mainstream motion pictures is now turning what it should have been from the outset: stories of human romance rather than accounts of the struggle for the right to be accepted.

"Yes there are other problems such as sexualization of female characters but they are discussed in the open and bolds step are being taken to mitigate them"

what bold steps? censoring the crap out of everything because someone in resetera could get the sads if they see a nipple? because those are the "bold" steps i can see from here, i dont get why they are so obssessed in including politics on everything, you are going to get backlash if you try to force them in plan YOU NEED TO CARE ABOUT THE GEIS/MAP/TROONS OR WE ARE GOING TO DESTROY YOUR LIFE

There are perfect examples of diversity of characters in videogames and unless you are paying a awful quantity of attention you will get a moment of "oh hey this character is gay, almost did not notice, good for him/her" happened to me playing VA-11 HALL-A
 
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