PROJEKTING THE_FUTURE
_Cyberpunk 2077’s art team talk to Oscar Taylor-Kent about creating the hot looks, fast rides, big guns, and slick cyberware that defines Night City
Every city has its soul: Liverpool’s cheek, London’s edginess, Madrid’s non-stop sociability, New York’s drive. Building an RPG world as vibrant and dense as Cyberpunk 2077’s is some undertaking, especially if you want it to feel like a living, believable space that’s faithful to the ’80s techno-futuristic style of the tabletop RPG it’s based on, Cyberpunk 2020. How do you give a virtual city a real soul – put the ghost in the machine?
“The first stage was just looking for the actual art style, and it was this kind of problematic question – are we making a futuristic game, or making some kind of retro-futuristic game, or are we completely leaving the game in the ’80s?” explains Pawel‚ Mielniczuk, the game’s art director, responsible for characters, vehicles, and weapons. He explains that part of the pre-production process was creating hundreds of pieces of concept art looking for the perfect style. “We ended up with some kind of a blend. We definitely decided that we don’t want to make a futuristic game that is an expansion of our reality. [It’s] this kind of dystopian future where things went kind of wrong, where humanity never stopped emitting carbon […] and destroying nature – erasing nature – from the face of the planet and just didn’t stop expanding. Which led to the corporate wars and disasters, you know, tossing meteorites at the planet – there’s this kind of story in Cyberpunk in the original rulebook.”
Denne historien er fra October 2020-utgaven av Official PlayStation Magazine - UK Edition.
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Denne historien er fra October 2020-utgaven av Official PlayStation Magazine - UK Edition.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
NOT SO SILENT
With a Silent Hill renaissance on the horizon, the Western developers who worked on the most recent four entries - Silent Hill: Origins, Silent Hill: Homecoming, Silent Hill: Shattered Memories, and Silent Hill: Downpour - talk to James Winspear about keeping a light aflame while the fog rolls in
Late night with the devil
My, my, what manner of BAFTA is this?\" said Andrew Wincott, slipping into Raphael's dulcet tones with ease as he accepted the BAFTA for Performer In A Supporting Role earlier this year.
NCE BITTEN, THRICE SNEAKY
We base-jump towards our first taste of Metal Gear Solid Delta: Snake Eater, talking with series producer Noriaki Okamura about our hands-on with the remade Virtuous Mission section of the classic stealther.
Crimson Desert
Devils may cry, and so might you after this
Spine
Looking to equal gun-fu classics
Lost Records: Bloom & RageTape 1
Hitting play on Don't Nod's coming-of-age tale
PS5 Pro to launch
PS5 architect Mark Cerny finally revealed' one of the worstkept secrets in gaming history - stick 7 Nov in your calendar
Batman: Arkham Asylum
15 years!? Holy depressing passing of time, Batman!
The Elder Scrolls Online: Gold Road
Keeping us engaged with the carat-and-stick approach
Alan Wake 2: Night Springs
Keepin' it weird