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Hey folks, welcome to Deconstructing the Game. In todays video I show you a variety of cut areas in Night City and talk about what else might have been cut. These areas range from big and small and some areas are seemingly insignificant. This video will most likely have a follow up so stay tuned.
Lets get to it.
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Aren't these place's, wasted graphics for our Systems to render ?!?
In the car park building that you get your car back in after the first part of the game, on one of the floors there’s a random mop bucket that glows when you try and scan but I have no clue what it’s there for. Has anyone else noticed this or knows why it’s even there?
Imagine the new lvl of RPG, imagine the full world of closed doors! Its Cyberpunk 2077! Yes, everything is closed and nothing to do there, goodbye!
Some of those catwalks were removed due to optimization. That's why the rail system was removed. This is also why they changed the whole concept of "climbing buildings". Due to how games render things, anything high up will see and could see futher away thus it renders more, even if you will see less. That's because games often render what you could see. I bet you these areas are to limit visibility to help performance, but if they were something and that something was cut, it probably was for optimization, or just to look more authentic. CDPR spent a lot of time on this game optimizing it, and it still largely failed. I wouldn't be surprised if they had to cut half their vision just to get it out otherwise it would spend another 6 years in development
I don't think the SOS thing is a pure coincidence. I think the designer who put them there noticed them getting culled because only high detail LOD model exists and the others are empty, and then went in and made the bounding volumes on the letters SOS larger, so they cull out slightly latter than adjacent letters. But only a little, to retain plausible deniability.
Was this looked up at v0 or some of the later patches, maybe they where still leftovers on the older versions
I honestly think we will be seeing a lot of expansions and content in the next 1-3 years. I know they want to make right on many things. Just stay positive. Cheers!
Victor Vector's place does have a car park in there a grand total of once. After you get brought back from getting shot in the head.
let's summarize the video:
"I go to places that are almost impossible to access, sometimes by intentionally using gliths, and I complain that there is a missing texture and that there is a clipping problem at the end of a path that I am not supposed to access. Oh, and I say "cut content" for absolutely any idea that pops into my head, as if the game has been truncated by 99% of its content."
Sorry, I try not to be aggressive, but I'm a little fed up with hearing "cut content" as soon as a door is closed
Imagine getting your hacking to 20 to get some special loot and be welcomed to a empty room :O
i feel like if we get good modding tools all this empty space could become paradise for modders
You can tell that they had large ambitions for this game, but unfortunate when you have limited time there is only so much you can do with a small development team. For the most part, you can tell they did a pretty good job hiding all of the unfinished content around the map unless you specifically go looking for it. You couldn't even guess that most of the pacifica area was cut, which was kinda sad. It was one of the more interesting areas in the game and it had the depth of a puddle. The voodoo mall was interesting, but that was it
@6:30 I was literally just exploring this exact same cat walk and found another elevator in downtown/city center that opens but just has a blank wall behind the door- I can only conclude it was at one point being worked on by a level designer but they had to stop due to crunch or a cut mission
maybe the SOS sign thing with the draw distances is actually a secret callsign from the developers
i appreciate this 😞
this is just sad
Victor seems to be 150% human since he's made of three halfs! ;D
lol honestly I think the SOS sign at 11:36 is a cry for help from a level designer, especially given its location relative to Crunch Plaza
15:03 it would be really nice if/once we get vehicle customization or even tuning that vik would do it for us since after the beginning of the story there's basically no reason to go to him even though he seems like a great character that is fleshed out, but doesn't add a lot after the heist
The best way to not buy into the hype is to pay attention to all the games releasing not what is to come. I use to and I would find a lot of alpha's and beta games and I would even offer to help out with those games and they'd either end up releasing but dead on release or just dying in development hell. Most of the content you are pointing out are background content. 99% of the game was made without double jump in mind.
Great video my dude!
6:40 hey, I already found this and I forgot where it was, I wanted to go back to it so bad but I couldn’t find where it was, thanks for showing me, these kind of glitches are actually really errie and freaky and makes me like this game, I always go glitch hunting where I find weird things like this, I like climbing really high up the side of buildings and then try to get inside of these walkways that are super high off the ground, they are always really glitchy and cool, also I am on PC and those walkways are also empty. Also I’ve also realized that you can almost always walk straight through blurry parts of buildings
If you get on to the train track, and find yourself at the top of the downtown district along the river by watts, you’ll find a balcony that leads up into a building and to a sky bridge, you can tell by the way it’s design that it was just scrapped, a lot of cool stuff along the tracks actually
That oriental building, the only thing I can think of its possible use for, in Night City and Cyberpunk's setting, is to have something to do with possibly Yorinobu or his two children. They're the only ones that give off japanese vibes (which that building somewhat comes off as to me, or possibly even chinese–maybe) that would find some use out of that building.
the door at 1:25 is used by red menace in the blue moon mission. red was watching the whole thing go down from the rooftop of that building, and if you fail to save blue moon, red comes down and fights you (that's why she appears as hackable if you scan her during the kerry missions). I was actually able to go in the same door as her once I discovered that, but you gotta jump up there pretty quick after bm dies to catch the door open
So, when walking along the monorail track near Crunch Plaza, there's an area with two big glass enclosures. There's two glass enclosures with trees in them (it even plays bird sound effects when you're in them) along with some stairs, there's a glass path that leads between the two, and even rows of vending machines. Is this ever used in the game for anything? It's detailed enough I wanna think it is, but it's also clearly unfinished, with a door half in the ground, a door leading to nothing, and the pathway has a gap missing in it near one of the doors. The doors DO work though, you can open and close them.
Edit: There's also music that plays up there in a certain spot.
Edit 2: https://i.imgur.com/aPpyOtC.png
There's also a bunch of "Night City Area Rapid Transit" stations if you run along the monorail track. At least one of which has working doors. https://i.imgur.com/Rlpinbj.png
Looking at this now is very interesting as for example the restaurant in Kabuki was recently made accessible through one of the new gigs that came with 1.6. Which means they're slowly integrating these missing parts into the game now.
I find the topic of hidden or cut content and exploring it quite interesting.
there is +100 doors and other stuff off power—
@1:56 this has now been restored in the game it is used for a mission that was cut but is now back
This is the real question where is the hq of maxtac??
What if the street cred system wasn't originally just a level thing. I'm thinking maybe the intention for the Street Cred was for it to be flexible not static. Maybe certain activities could raise or lower it but also your fashion sense and cyberware would have affected it. Things like Jewelry stores would add to things we could buy for V to gain some passive Street cred.
1:49 this ends up being used in the 1.6 update! They added a fixer job for regina, a rescue, where this door can be used as an exit to get the person out
The food escape building is part of a side quest where you rescue someone from either a militech or netwatch raid (dont remember which)
Edit: didn’t realize this video was a year old. The Japanese house on top of the mega building is also part of a side quest lol.
I guess these are the new added side quests they announced when the latest update dropped
elevated catwalks and bridges between buildings that you see, and megabuildings should have had more missions/content with them. Was hoping for a dredd-style mission where you get trapped in a giant lockdown for a megabuilding until finishing a quest inside of it, with lots of enemies. Any missions at higher elevations would be welcome, it feels like too much of the game's content happens on the ground level/first couple stories of night city, when so many people live and do business in megabuildings, 100s and 1000s of feet in the sky.
I hope they go back to it! Held off till now to play it, well worth waiting. My only gripe is combat can feel abit meh
is there a reason for why you are not using noclip to enter some of these areas?
Man I'm late but thier are yellow arrows with combat zone painted on it pointing to locked doors, I guarantee they were dungeons or co op dungeons damn so much was cut
sad to think about what could have been
Please change your title. It's not you telling and/or showing us cut content. It's you showing random Doors and theorizing "This could have been unused area".
The unfinished/cut level design indicates the chaotic development caused by multiple very talented teams working without talented project management. They obviously had a level design team who were just furiously trying to flesh out the city (Infrastructure designers, building designers, detailers, lighting, etc.), then you also had content design teams fleshing out the areas they needed for stories and features (quest designers and their teams which also included level designers, detailers, lighting designers, etc.).
>goes into areas the developers don't intend players to go to
>Complains the areas are empty, glitchy, missing textures
> "Devs should've tried harder to appeal to the players that go outside of intended boundaries"
Totally nonsensical and trying to be salty for the sake of it.
lame video
I think those doors with wall behind them are just doors. Wall behind them should have hole if it were to be enterable. There is no hole modeled and collision is made so player can't go through. I think if player were meant to go through these doors the walls behind them should be modeled uniquely. So doors are just for visuals in these places.
6:37 I found this place too in my first ealy game. I'm really sad for the craw who cannot be finish they're work.