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Cyberpunk 2077 Essays

Essays 02 December 2020, 11:57

author: Darius Matusiak

8 Elements From Other Games We'd Like to See in Cyberpunk 2077

What will Cyberpunk 2077 be like? We have no idea yet. We know what solutions and mechanics the devs from CDPR could take from other games and implement – now or in later updates.

Table of Contents

Exploration without markers

Less icons, more context-based world elements. That's what moving around without markers could be like. - 8 Elements From Other Games We'd Like to See in Cyberpunk 2077 - dokument - 2020-12-01
Less icons, more context-based world elements. That's what moving around without markers could be like.

We already know that Cyberpunk 2077 will be able to do without hundreds of markers on the map. There should be a lot less of them than in The Witcher 3, but it would be nice to be able to go through the game with the option of absolutely no hints on the screen. Navigation could be carried out with more emphasis on actually getting directions from the NPCs, and looking for environmental cues. Many games have been moving away from leading players by the hand, if only by allowing optional turning off of markers and hints.

Something like this was featured in the latest Ubisoft games, or Ghost of Tsushima, for instance. An interesting solution was also used in The Sinking City, where we searched for specific addresses. The preview materials from CP2077 showed a rather messy, even cluttered user interface, but we can hope with reasonable confidence the GUI will be highly customizable.

Voice activation of certain functions

Brain Dance mode is one of the moments where voice control could prove useful. - 8 Elements From Other Games We'd Like to See in Cyberpunk 2077 - dokument - 2020-12-01
Brain Dance mode is one of the moments where voice control could prove useful.

Fans of the original, 1982 Blade Runner surely remember the scene when Deckard magnified the picture on the screen using only his voice. Back then, it was a futuristic and cyber-punk idea. Today, voice commands are used in cars. For gamers, it's mostly associated with casual Kinect productions, but there are examples of games that have really taken advantage of it.

Voice control is available in Destiny 2, allowing us to quickly change the equipment and weapons. Unfortunately, this requires Amazon's Alexa home assistant. I think it was done best by Codemasters in a series of games about Formula 1. Asking our mechanic through the headset natural questions about the weather, the condition of the track or opponents, we would get all the necessary information quickly and without having to take hands off the steering wheel. It was not only very convenient when driving at 200 mph, but also extremely immersive and authentic.

In such a huge role-playing game and universe, there would certainly be many opportunities for interesting implementation of voice activation of various functions to feel just like Rick Deckard.

Darius Matusiak

Darius Matusiak

Graduate of the Faculty of Social Sciences and Journalism. He started writing about games in 2013 on his blog on gameplay.pl, from where he quickly moved to the Reviews and Editorials department of Gamepressure. Sometimes he also writes about movies and technology. A gamer since the heyday of Amiga. Always a fan of races, realistic simulators and military shooters, as well as games with an engaging plot or exceptional artistic style. In his free time, he teaches how to fly in modern combat fighter simulators on his own page called Szkola Latania. A huge fan of arranging his workstation in the "minimal desk setup" style, hardware novelties and cats.

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Cyberpunk 2077

Cyberpunk 2077

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