Cyberpunk creator Mike Pondsmith describes Pacifica, a district of Night City, as the “playground by the sea that didn’t work out”. I’m talking to him after seeing a new demo of Cyberpunk 2077 set in this part of the game’s metropolis – a forgotten, lawless community built around the half-constructed ruins of abandoned luxury hotels.
“The way I looked at it, it was supposed to be like if Atlantic City had gone tragically wrong,” says Pondsmith, whose tabletop setting is being turned into an open world RPG by Witcher developer CD Projekt RED. Pacifica is very different from Watson, the vibrant, bustling commercial district seen in earlier Cyberpunk 2077 demos. After beginning to construct massive skyscraper hotels, Pacifica’s investors pulled out and left it to rot – and that’s when the gangs moved in.
Denne historien er fra November 2019-utgaven av PC Gamer.
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Denne historien er fra November 2019-utgaven av PC Gamer.
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
A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernises a classic RTS with care
PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
Final Fantasy XVI's BEN STARR talks becoming a meme and dating summons
THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a ‘stay-busy’ project by a small team at Black Isle Studios