E3 2019: Cyberpunk 2077’s Story Seems Highly Responsive To Your Character And Choices

Defining the story through your choices is at the heart of pen-and-paper RPGs, and that makes it the center of CD Projekt RED’s Cyberpunk 2077. That’s nothing new for CD Projekt coming off the Witcher series, but what feels remarkable about what we’ve seen of Cyberpunk so far is the number of elements it mixes to make the story feel bespoke to the character you’ve created. None of the ideas CD Projekt uses to build out a flexible narrative are new–it uses dialogue trees, branching narratives, multiple paths through mission and combat encounters, and character stats. What’s impressive, though, is how many variations Cyberpunk 2077 seems to offer players, and how often the choices you make will influence your gameplay and the story the game tells you.

CD Projekt RED showed a new demo of the game behind closed doors at E3 2019. This one focused on gameplay, walking through a mission with two different versions of V, the player character. Even still, there were plenty of conversations to work through and decisions to make that influenced the story, starting with character creation. At the start of the game, you set your character’s gender (just male and female, it seems) and their proclivities. As previously detailed, Cyberpunk 2077 doesn’t include set classes; instead, it sports a “fluid class system” that allows you to choose a variety of different abilities and perks as you level up.

You’ll define your character in a lot of other ways as well. There are three backstory options to choose from that fill out what your childhood was like, while also defining what kind of person you are by investing points in a variety of stats. There’s Nomad, a Mad Max-like roaming gang existence; Street Kid, an urchin upbringing in the city; and Corporate, an origin among the straight-laced life.

All those elements (and a whole bunch more) influence your path through V’s story in Night City. The demo showed a mission in which V headed to Pacifica, the southernmost of Night City’s six distinct districts and which is mostly populated by immigrants from Haiti, to try to enlist the help of a gang called the Voodoo Boyz. Pacifica is pretty vastly different from the Night City we’ve previously seen. The district was initially planned as a beach-side resort area, and corporations poured money into creating m hotels and malls. Somewhere along the way, though, plans fell through. The money dried up, the corporations moved out, and Pacifica became a mostly abandoned locale where some of Night City’s poorest live. There isn’t even really a police presence in the district, making it unsafe even by Night City standards.

As developers explained, V has “biochip” stuck in their head and needs it removed. It contains the “secret to immortality,” and something else–Johnny Silverhand. The “digital ghost” of the Cyberpunk 2020 character, played by Keanu Reeves in the game, was introduced during CD Projekt’s appearance during Microsoft’s E3 press conference. He resides in your head, and your relationship with him (and how you choose to shape it through your choices) will be a big part of the story.

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Mercenary For Hire

Of course, help from the Voodoo Boyz doesn’t come easy. When you enter Pacifica, you meet with Placid, a high-level Netrunner (or hacker to non-cyberpunks) who means to put you on a job in exchange for the gang’s assistance. Your interactions with Placid includes lots of choices. You get standard dialogue options for your responses when speaking with him, while others open up based on context and the unique aspects of your character. For instance, if you choose the Street Kid backstory, your experience in gangs in your youth can give you insights into the inner turmoil of the group, which unlocks different responses. If you pumped points into Intelligence, V might recognize something technical in Placid’s interactions with an underling that adds another response.

Things going on in the room with you also add response possibilities, as do perks you unlock–being a skilled Netrunner might let you talk shop with Placid. You’ll also see all those options, whether they’re available or not, on the screen when you choose your responses, so you know exactly what you’re missing.

During their conversation about the job, there’s a moment when Placid reaches out and grabs V’s network link cable, a wire that slips out of V’s wrist that directly links to their brain. It’s how you “jack in” to networks and computers to get information, but using it carries a lot of danger–just as you can use it to access systems, systems can use it to access you. It’s a significant invasion of your space and safety for Placid to touch the cable and try to jack V in without their consent. The moment showed a different kind of interactive conversation moment: the player could choose for V to recoil from Placid’s reach, but a timer showed you only have a brief window to make that call.

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Your actions and interactions also influence a stat called “Street Cred.” As you increase your cred through completing missions and doing other such things, you’ll gain access to more content, CD Projekt said. That might mean shopkeepers end up trusting you enough to offer you better, more illicit, or more illegal goods, or it might be new options in dialogue and new sidequests you wouldn’t get access to if you hadn’t built up a reputation.

Placid eventually dispatches you on a mission to figure out what another rival gang, the Animals, are doing in Pacifica. They’ve taken up residence in the Grand Imperial Mall, far from their usual territory, and he needs someone to go in and find out what they’re up to. There are plenty of choices for how you deal with the enemies there, and CD Projekt explained that you could complete the entire game without killing anyone if you so choose. Choosing between going lethal or non-lethal won’t necessarily have huge effects on the story, lead quest designer Pawel Sasko told GameSpot, but there are story moments where your choice to finish someone off or spare them will have lasting consequences.

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Choosing A Side

After sneaking around and fighting (and killing) a whole bunch of gangsters, the mission ended with V discovering the secret of what’s happening in the mall: a government agency called Netwatch is using a surveillance van to break into the Voodoo Boyz’s network to hunt them all down. Your actual mission, which Placid didn’t fully explain, is to take out the Netwatch agent in the mall. When you find and confront the agent, he introduces another twist–he says the Voodoo Boyz call in outside contractors like you because you’re disposable, and if you link the Voodoo Boyz into Netwatch’s network as instructed, they’ll kill you.

V had several options for responding to Mosley, the Netwatch agent, including asking him for more evidence or distrusting him outright thanks to the Street Kid backstory experience. You can choose to side with the government (or stay off its bad side) in this moment, or complete your mission for Placid, and that decision leads to vastly different outcomes.

In the end, V chose to trust Placid and did as instructed. But Mosley was right, and seconds after making the connection, the Voodoo Boyz remotely cooked the brains of everyone on the Netwatch network–including V.

The betrayal didn’t entirely take, though. V woke up some eight hours later with the ghostly Johnny standing over them; it seems that biochip and the imaginary friend in V’s head might have helped them survive an otherwise lethal brain-hacking situation. Leaving the mall, V surprised the Voodoo Boyz lookouts waiting outside, who expected everyone inside to be dead. The player chose to let the gangsters drive V back to Placid to confront him. A handful of dialogue choices presented themselves, including one that had V just straight-up punch Placid in the face.

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The last scene of the demo found Brigitte, the Voodoo Boyz’s real leader, making good on the promise to help despite the previous attempt to murder V. That would require heading into cyberspace to look for another Cyberpunk 2020 character who seems to be central to the game: Alt Cunningham. In the pen-and-paper sourcebooks, Cunningham developed a technology that could allow Netrunners to copy their brains into a fully digital form. Thanks to more murder and betrayal, Cunningham’s physical body was killed, but she survived as the first fully digitized person, escaping into the internet. To figure out the biochip and Johnny’s deal, it seems, V needs Cunningham’s help. V had the option to discuss the situation with Johnny before deciding to hop into cyberspace, a Matrix code-like realm, further emphasizing that for much of the game, Johnny seems to be a confidant and something of a partner. The demo ended just before V could determine if Cunningham, missing for some 50 years, is still alive–or still human.

None of the story elements in the Cyberpunk 2077 demo were major innovations. Franchises like Deus Ex, Mass Effect, and The Witcher have used all of these ideas to great effect in telling their stories. But Cyberpunk seems to use all the tricks and ideas in choice-based narrative games that have come before to greatly increase the ways the game’s story can feel uniquely yours, thanks to the V you create and your decisions along the way.

Of course, not every choice is monumental or triggering a significant change in the story; most probably don’t really matter. But Cyberpunk’s attention to detail in giving you so many options depending on different contexts looks like it’ll go a long way to making it feel very responsive. All these things look like they’ll go into helping players develop a V that will seem uniquely theirs. When the game finally launches on April 16, 2020, we’ll see how successfully those elements work together.

E3 2019: Cyberpunk 2077 Gameplay Looks Like Deus Ex, But More

The first impression of CD Projekt RED’s closed-door demo of Cyberpunk 2077 at E3 2019 is that it’s taken a lot of influence from similar titles, such as Deus Ex games. The hour-long session focused extensively on the kind of gameplay you’ll take part in as you adventure through Night City, with a specific look at the choices available to you in combat and story situations. The big takeaway: you’ll get lots of options for working through an area or dealing with combat depending on your playstyle and decisions.

Cyberpunk’s RPG underpinnings mostly come through in its “fluid class system,” which allows you to pick abilities and perks from a variety of areas to develop your own version of V, the game’s main character. That means you don’t have to be a specialized Net Runner (read: hacker) or Strong Solo (read: super-strong brawler) in particular; you can mix and match your abilities to fit your desired play style. The abilities you choose will give you a variety of options for dealing with combat, working your way through areas and missions, and interacting with other characters–similar to games like Deus Ex: Human Revolution.

CD Projekt’s E3 demo showed one such mission and the options available to two different variants on V. After seeking out a gang called the Voodoo Boys for help dealing with V’s “biochip” (which seems to contain a “digital ghost” version of Keanu Reeves’ character, Johnny Silverhand, who exists only in V’s head), V gets contracted to do a job for the gang. It entails venturing to the Grand Imperial Mall in the district of Pacifica, where a rival gang called the Animals have taken up residence. V’s job: infiltrate the building, figure out what the Animals are up to, and shut it down.

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One version of V sneaked in through the mall’s loading dock, using cybernetic implants like an optical scanner to spot enemies and carefully move past them. Good thing, too–the Animals are known for bodybuilding and muscle-enhancement technology, and the weaker Netrunner V would have been handily pummeled if he’d been discovered. While you’ll have a lot of firepower at your disposal, as we saw in last year’s Cyberpunk demo, relying on stealth is an option as well.

A little further in, this version of V, who specialized as a Netrunner ran into a surveillance camera covering the hallway. A nearby network node offered an opportunity to hack in and take control of the camera by way of a quick hacking minigame–but slipping into the network offered its own problems.

Turns out, there’s a Netrunner hiding out in the mall somewhere running counter-hacking on you, and that’s no small thing. In Cyberpunk, hacking into people can be deadly; the only reason V survives this encounter is because of the help of the Voodoo Boys’ Netrunner, Placid, who is linked to your character during the mission to provide tactical support. Despite the interference, being connected to the network gives you the opportunity to mess with a number of devices throughout the mall.

Still undiscovered, V continued into a gym area where a few Animals were distracted watching one of their pals with a robot in a boxing ring. V’s “quick hack” skill allowed him to mess with the robot, ratcheting up its difficulty setting. That created a handy distraction as the bot brained his sparring partner, causing a handful of Animals to run over to see what was up. Just a little way further, the way was blocked by another Animal using a bench press station. Luckily, the Internet of Things is alive and well in the 2077–V quick-hacked the bench press to increase the weight, dispatching the poor enemy as the barbell choked him to death. That’s why you don’t lift without a spotter.

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The quick hack ability has a lot of uses. V was able to commandeer a gun turret and switch off its friendly fire function, for instance. Quick hack looks very reminiscent of the remote hacking capabilities players get in the Watch Dogs franchise, with a lot of similar applications. He also carried a “nano wire,” a physical hacking cable he could throw at enemies at close range to jack into their brains, cooking them alive or causing them to attack their friends if you’ve purchased the right malicious software. Even cooler, though, was the fact the nano wire doubled as a laser whip–something borrowed directly from the cyberpunk movie Johnny Mnemonic (which also starred Reeves).

Switching speeds, CD Projekt showed the same mission with a female version of V who specialized in overwhelming force. Sporting cybernetic implants like gorilla strength, this V didn’t have the option to hack her way past the surveillance camera; instead, she ran to a nearby door and used brute strength to force it open. That created an alternate path into an elevator shaft, completely bypassing the Animals in the gym. The move gave off a very Deus Ex vibe, with alternate paths through areas accessible depending on your abilities and your playstyle.

That same access to alternative situations was true in the next room, where V faced the turret and nearby Animals. Instead of taking over the turret, this V simply ripped it off its moorings, turning it into a massive minigun and ravaging enemies with it. She also didn’t have the aversion to melee combat that her weaker Netrunner counterpart did and set about punching Animals to death, as well as stabbing them with broken bottles and other handy implements. You’ll also be able to wield things like swords, or deal with unaware enemies with stealthy takedowns–including environmental ones. At one point, V sneaked up behind an adversary standing next to a garbage chute, grabbed him by the neck, and bounced his head off a nearby wall before tossing him in, taking him out and disposing of his body in one move.

As with its many story choices, Cyberpunk 2077 doesn’t seem to be breaking new ground with its approach to gameplay choices and playstyle iterations. A lot of similar games in the genre offer a lot of similar variations. But Cyberpunk’s balance of giving you lots of options that conform to your style, and making them all viable and interesting, makes it look pretty exciting. We only saw a small snapshot of what you’ll be able to do in the game, it seems–you’ll be able to play the whole game non-lethally, for instance, as well as mix and match a number of different abilities, too. All the different play styles and abilities look they’re receiving equal love from CD Projekt, which should make playing Cyberpunk 2077 a pretty responsive and individual experience, regardless of how you want to tackle Night City.

E3 2019: Halo Infinite Will Have A Big Showing At E3 2020, Microsoft Says

Microsoft showcased a new Halo Infinite trailer, “Discover Hope,” at E3 this year and confirmed the game will be a launch title for Project Scarlett in Holiday 2020. But when will we learn more about Microsoft’s much-anticipated Xbox and PC game?

Probably not soon.

In a blog post, Halo Infinite studio head Chris Lee said 2020’s E3 will be a “big moment” for Halo Infinite. You should expect Microsoft to keep quiet until then.

“As for what’s next, E3 2020 will be a big moment for Halo Infinite,” Lee said. “Until we reach that destination in 2020, we’ll continue to embrace the mystery and wonder of Halo and the endless opportunity and potential of this engine, this hardware and, most of all, this team.”

Lee added that it has been “incredibly challenging” to develop Halo Infinite so he and the team were excited to finally share more of it at E3 this week.

Halo Infinite launches in Holiday 2020, but it’s not clear if this means the full Halo Infinite release or only the start of the game’s public beta. In his blog post, Lee re-affirmed that Microsoft still plans to launch a pre-release beta, or “flight,” for Infinite.

“We still intend to support an early flighting program that will give you a way to play the game and provide feedback that will directly impact decisions we make for launch and into the future,” he said.

You can sign up for Microsoft’s Halo Insider program for a chance to get into the Halo Infinite beta. Halo Infinite will release on Project Scarlett, as well as all of the Xbox One family of consoles. It’s also coming to PC.

While Halo Infinite might not release until 2020, Microsoft plans to start the first beta test for Halo: Reach on PC sometime in June. In other news, Microsoft recently announced the pricing details for Halo: The Master Chief Collection on PC.

More E3 news:

E3 2019: Wolfenstein: Youngblood Has Optional Microtransactions

Wolfenstein: Youngblood will feature microtransactions. Senior game designer Andreas Ojerfors confirmed this at E3 2019 in an interview with VG247.

He explained that players can purchase “gold bars” with real money that can be used as shortcut kits to purchase things like skins and emotes, as well as weapon upgrades and attachments, apparently. These extras can acquired through gameplay, too.

“I’ve been playing through the game at work for the last two weeks and I haven’t done any microtransactions,” Ojefors said. “You don’t really need to, but they are there if you want to, if you want to speed things up. But I never felt the need to do that. When I play the game it doesn’t even cross my mind.”

There is no word yet on specific price points or further details on Youngblood’s microtransaction system.

Youngblood launches in July for PlayStation 4, Xbox One, PC, and Nintendo Switch. Presumably the microtransaction system will be available on all systems.

GameSpot had an opportunity to play Youngblood at E3 this week. For more, check out our impressions in the story linked below.

More E3 news:

Krypton: Season 2 Premiere ‘Light Years From Home’ Review

This is a (mostly) spoiler-free review for Krypton’s Season 2 premiere, titled “Light Years From Home.” For more on Krypton, check out this hilarious Season 1 blooper reel and learn more about Syfy’s plans to develop a Lobo spinoff series.  

It’s good to be back in the imaginative world of El’s, Zod’s, and Vex’s in the Season 2 premiere of Syfy’s Krypton, titled “Light Years From Home.” The episode’s tight pacing doesn’t allow time for a refresher course, with the story picking up six months after the events in the Season 1 finale. And now that the series is in its sophomore year, its characters appear to be evolving in new and fascinating ways.

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Spider-Man and Kraven Pick Up the Pieces of ‘Hunted’

Warning: this article contains spoilers for the ending of The Amazing Spider-Man #22!

The cover to The Amazing Spider-Man #23 bills this issue as an epilogue to the recent “Hunted” storyline, and that’s exactly what readers should expect from the contents. This is very much a transitional chapter of the series, tying up loose ends from “Hunted,” bidding farewell to a major Marvel character and laying some crucial seeds for stories to come. It’s not the strongest or most well-rounded chapter of the series, but it serves as an entertaining conclusion all the same.

Writer Nick Spencer brought a fitting end to to the story of Sergei Kravinoff in issue #22, with Kraven’s own son being tricked into beating his father to death. The most compelling material in this issue is centered around the fallout of the death, as Kraven’s lone family member and tiny circle of friends pay tribute to a fallen villain. It helps that Spencer takes a mostly silent approach in these scenes, allowing artist Ryan Ottley to focus on bringing out the younger Kraven’s pained emotions. Ottley even pays direct homage to Kraven’s Last Hunt in the opening of the issue, which definitely helps send the character off right.

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Carrion Gameplay – 20 Minutes Of Brutal Carnage | E3 2019

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How Tom Nook Uses His Money and 14 More Details About Animal Crossing: New Horizons

Animal Crossing: New Horizons is the next entry in the beloved series and we’ve learned plenty since it was revealed for the Nintendo Switch back in 2018. In an interview with IGN at E3, Nintendo’s Aya Kyogoku and Hisashi Nogami told IGN more details about the upcoming game along with some new information about features shown during the New Horizons Nintendo Treehouse live presentation.

You’ll start with two or so neighbors in Animal Crossing: New Horizons

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Shaft Review

It’s been almost 40 years since moviegoers were introduced to the action hero John Shaft, played by Richard Roundtree in three trailblazing movies and one short-lived TV series. Heroic, revolutionary and confidently, powerfully sexual, Roundtree’s version of the character became a cultural icon, thanks in no small part to an unforgettable, Oscar-winning ode to his awesomeness, composed and performed by Isaac Hayes.

In the decades that followed there have been two attempts to revitalize the motion picture franchise. The late, great John Singleton cast Samuel L. Jackson as Shaft’s nephew in the exciting 2000 reboot, which skillfully balanced the action and social commentary inherent to the character, and yet somehow it never yielded a proper sequel.

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Hollow Knight’s Sequel Feels Wildly Different and Incredibly Familiar

I was extremely excited to play Hollow Knight: Silksong in the Nintendo Booth at E3 2019, and what I found there was a sequel to one of my favorite games that simultaneously felt incredibly familiar and entirely new. It’s unmistakably Hollow Knight, but with the speed cranked up to 11 thanks to the nimble nature of its new protagonist, Hornet.

Hornet’s basic movement doesn’t seem any faster, but her attacks and abilities certainly are. Your mid-air downslash has been replaced with a diagonal dive thrust (completely uprooting strategies I had developed in the first game) and she can grab edges to hop up onto high platforms right off the bat. It felt like I had to relearn a game I was already intimately familiar with – that was jarring, but once I did, I think I started to like its combat and movement even more than the original.

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