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Evening champions, welcome back to another dive into Cyberpunk 2077’s unfortunate past. This time we’re hyperfixated on the concept of vertical environments, particularly those that only kind of made it into the game…
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Likely direction we are going in Orion. In 2081.
This first location was actually the first place I parkour jumped until I noticed the emptiness between the buildings. (Aka first break of immersion.)
Like with a lot of things in Phantom Liberty, the expansion definitely brought in the missing verticality aspects of cyberpunk that Night City was missing, so I feel like all these little places where it seems verticality would have been implemented were probably cut from development but had some kind of plans in the future, I imagine if north oaks turned out how it was originally planned that footbridge probably would have connected over in some way, maybe even having a large area in that dead zone.
Every video of yours makes me feel so sad for what could have been. 🙁
I tried to get on that North Oak bridge but didn’t find any entrance. It looks perfectly usable outside.
I wanted to run across that huge highway, and the bridge looked like the only normal walkable option.
Everyone hit that like button to spread the algorithm! Everyone needs to learn about this!
dont't use ai thumbnails. I almost avoided watching this video just because of that only. if it wasn't you who made this video I wouldn't have watched it.
The twin towers were also vertical
Best game ever created imo
My assumption is that the people designing and building Night City added these with the idea that verticality would be a big thing, when CDPR realised the scope of the game was too big (hence so much cut content) they kept the work that was already done (the footbridges with props and whatnot else) but blocked it off when it's not in use. It's like how they dealt with the stations and all the pathing and bridges that were made for that.
This game has much more cut contents than entire rdr2 and 5h cut story & activities out of the game.
Yet they never finished it.
CDPR fanboys find every awful excuse making them to forgive entirely this game and claiming it's "finished".
This game would probably need 2 big dlc's to be fully finished.
Speaking of empty interior buildings, aren't there game engines out there that automatically add in randomly generated rooms, stairs and corridors?
The clutter items are procedurally generated, no? I don't know if the clutter items are useful evidence of anything. The interactive doors are another story, however.
This makes me realize what's missing in this city as well; moving walkways and escalators. Night City is supposed to be about capitalism and productivity, people need to get around fast and cheap. The metro isn't cheap, and I assume that's why it is so slow according to their lore. But there need to be alternatives for those who can't afford the Metro.
i love these videos so much! thank you for documenting them and uploading them for us to enjoy ❤
That texture flicker has a name in the industry, ' Z-Fighting ' has in 2 or more textures are fighting for view in the Z-axis. The parts where you can see through textures or gaps between models has a name as well ' World Hole '
I love the cut content cyberpunk content, keep it up!
Really hope with the next game and new engine they will be able to use this more.
I hope the sequel expands on this all using the current map 1 to 1 but adding vertically everywhere and maybe expanded the out edges of the map.
I really think there could have been more on foot chases/action sequences, but it probably also got a bit complex balancing around cyberwear. Of course, that's easily overcome by disabling chrome somehow as done in PL. Would loved a chase that starts on ground level and somehow ended up at the edge of a building roof for a standoff.
These spots are pretty easy to get to without noclip, I expect the sequel to take into account the insane parkour aspects
"but if you manage to EDGE yourself close enough" caught me off guard and had me creasing
5:12 In the game, architecture prefabs are simply combinations of tiles to enhance performance during area loading. This ensures that the game engine has assets ready to render when needed, leading to the repeatability of buildings, indoors, bridges, streets, and more. Everything is constructed like Lego using blocks. The functional doors are coded within the instructions of the block structure, not individually. This is a clever game development design because it eliminates the need to program usable doors multiple times.
I really don't get the point to these types of videos. Looking at empty spaces that are in the game but not used. They clearly never wanted to go the way so may people wanted. All of what you're saying is speculation. You're looking at parts of the environment and trying to make sense. When clearly the devs just didn't tie things up to be perfect. It's a digital simulated fantasy space that's big and has crazy digital architecture. I don't get it 😆
This game needs a 40GB update.. is missing alot of things that could have made the game “game of the Year”
You can jump up to the first one by North Oak by jumping/climbing the slanted concrete at the back of the building..once high enough jumping to the bridge. I explored it on PS5 as well as the second one (position a van near a street lamp, jump up each and through an un-gated section of walkway.
It's really sad what the scope of this game could have been if given whatever time was NECESSARY to finish dev work
If CDPR flushed out the game more, than you get the verticalty feeling to the game. So far it feels rather flat.
Thanks for covering this!
North oak bridge is actually very accessible organically (found it a while ago on Xbox x)
At the very beginning of it, ground level, you can climb on top of it and then hop into it as well in a few spots.
Maybe in 100 years we will have the proper hardware to populate Night City with enough NPCs that it feels like a Mega City. I mean the walkways do make sense and in reality would be flooded with people walking around and used cause the regular sidewalks would be totally over crowded.
Im not sure if uv already done this but im curiois if theres any way to view the interiors features in the start cutscene at the end of the prologue like mama welles house, the car dealership, the disco and a few other interiors, would be cool to see them in a bit more detail
Hey fellow game designer here. I worked on a big mod for Portal 2 where I also focused heavily on verticality. I'm sure CD Project had more plans for verticality but these walkways feel more like pieces of decoration meant to be seen from below. Even if you're building walkways that are not meant to be accessed, as an environment artist you still want to build them in a way that'd make some sort of sense and like to build a nice sensible network. In my mod there are a lot of out-of-reach catwalks that build up a sensible network.
Also these walkways don't offer any gameplay purpose. In environment design you want to avoid building places that merely connect two places. The roads in night city serve that purpose but they built an entire car driving system to make that fun.Walking through kilometers of tunnels just to get somewhere isn't a satisfying experience. A corridor needs to still stimulate you somehow, even if it's just visually, so these walkways would have needed a lot more work to achieve that
you can use the scroll wheel to change noclip speed in case you didn't know.
One of the absolute weirdest things about these pedestrian bridges is the utter lack of any entrances/exits to any part of the playable map! Yeah, okay, we can see some exits punching their way into other buildings where we have the traditional internal void of nothingness, but there's no legitimate way to get into these bridges at all from any other level.
CDPR could have had some of the NPC's notice this and start coming up with conspiracy theories about just what these walkways are meant for!
Remember the cut wall running from the game
A city editor would be amazing for this game. Night Sim City! And a mission editor too…
Minus the verticality aspect of it, Besthesda do the same thing, especially with the Fallouts. Boarded up doors and things like stairs that lead nowhere will give a sense that there's something there when there is really nothing.
I just take it to mean that you simply cannot have every floor available to explore in a skyscraper, or every house in a town. Not only would that take much longer to flesh out, having so many things there would absolutely tank fps and increase load times.
@6:23 I'm not sure which patch it was, but CDPR put in all of those wire mesh barriers suddenly in a patch. I guess they were trying to block off various avenues that had been found to go out of bounds etc. But it made many areas of Night City either ugly or nonsensical. Why would you put wire fence across a pedestrian way? If, they had dressed the set on the other side of the fence to look condemned or something, it would have made some kind of diegetic sense.
And some of the fences are put in places just because it blocks off an avenue to climb out of bounds. So it doesn't really make diegetic sense either, because if someone's going to jump off a railing, they'll just move a couple of metres to the left.
I remember being able to get to the penthouse on top of V's tower even after CDPR patched out some of the movement glitches. But now with those fences, I don't think it's possible anymore just by climbing and careful jumping.
But now that all these fences have been put in to spoil our fun of climbing on top of everything, all kinds of immersion breaking things happen like characters leaning against a railing having a cigarette while their head sticks through a wire mesh fence.
Anyway, I guess all good things come to an end. I would have preferred invisible walls to fences, though.
No-clipping through NC and seeing abandoned areas and locked content is almost more fun than just playing the game.
Night City is just a theater set for a great story. Actually complex enough to play open world, but still just a set. Just take a look at the thrash dumps.
N25 knockoff, for us Americans it’s a LA freeway knockoff