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.
Ya sometimes it's just not worth deleting all your work, you just leave it there, related to nothing so it can't be accessed anyway (unless someone uses cheats)
@@fus132 I don't think you understand the definition of a flop... The game came out buggy sure but it was the biggest launch in the companies history making mad bank for them.
I remember the marketing for 2077 telling us all about how it’d make up for the map being slightly smaller than stuff like the Witcher 3 by being very vertical and allowing us to explore through megabuildings. Words cannot express my displeasure on launch
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 '
@@realFUGAR Light maps sometimes run before the actual scene is loaded. Not sure how the Red Engine loads but you only need to turn or move to see it remaps and that goes away. There is one in H10 that we see on the stairs outside V;s appt that happens often as a flash. Another seems to be near the coach's gym. Those I suspect are artifacts with either scene boundaries or light tracing since they flash.
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.
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
Thanks for commenting man, it’s always nice to get some genuine opinions on why things are the way they are. Any idea why these walkways would have barriers stopping the player from adventuring further? Seems strange to include if the player was never meant to be there
@@SirMZK yeah those are interesting. The one you show at around 6:40 looks like it's supposed to block players from walking towards the unfinished area. Very typical. That suggests that there was probably at least some thought towards allowing players to maybe walk here, but the fence looks like a placeholder asset that was put there quickly just to ensure that nobody could get themselves stuck if somebody managed to somehow get up there
@@SirMZK In such a massive open world, it is easy to miss something and have a player easily get access to an area they shouldn't be. These barriers seem placed to limit just how far an out of bounds player can reach from a single missed access point. For example, if a combination of abilities and a gun/explosive boosts a player onto a section of rooftop that has access to one of the walkways, they can't then follow that path to a hole in the world.
To add on top of what @StefanH said The props you see inside of the first walkway, and many other areas of the game that are inaccessible are likely a part of a larger prefab. Essentially they have a bunch of junk spawn in each time they place this part of the building just so that it's not necessary to hand place it each time, speeding up development time. My bet is that the junk has some form of spawn locations and randomizer that places them from a pool of objects. They likely lack collision because it got disabled during the making of that walkway. Disabling collisions is also great for cutscenes, although that's for older games like GTA san andreas; since then you don't have to worry about your NPC's suddenly colliding with a sofa in the scene and doing The Bethesda Walk (If you know, you know).
I definitely remember playing that intro mission with Jackie and thinking “wow I can’t wait to explore Night City from above” and then forgetting about it until I unlocked the double jump. After that I tried jumping up random structures trying to explore and being disappointed there was really nothing there other than nice views.
There was a fair bit of basement vertically, but i was so underwhelmed and disappointed when it came to above ground vertical exploration. There are signs everywhere that someone started it, but it suddenly stopped and never went further. Be it highrise building sky bridges, half used Megabuildings that have kill zones to actively stop exploration. To unfinished Megabuildings that were blocked off, some unfinished and some never done at all. There are so many barriers around the map and around and in buildings to stop any and all exploration. When they deliberately cut off Atlantis so people couldn't return and explore I knew they were being seriously shady and deliberately screwing with the fans. For a map that is supposed to be free roam and ALL ABOUT THE EXPLORATION, they deliberately put in a hell of a lot of blocks on it.
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.
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.)
@@FaytVanguard Do you think Orion will take us back to night city? I heard some people speculating it might be somewhere else in America. San Fransisco and Brooklyn were the ones I heard.
@@FaytVanguard Yeah makes sense, mike ponsmiths cyberpunk was built around night city to my knowledge so it probably wouldnt make sense to have a city as detailed and lore deep as night city restricted for one game.
@@KillR000YBoth of those don't exist and SF is a huge mess filled with so much crime in reality which has no stores anymore. Majority are closed because of thieves.
Yeah, im sorry but claiming that verticality was cut is nonsense. I assume it comes from people wanting the whole city to be a horrible nightmare hive when, like, surely a functional city would have variety? You have the shanties on top of eachother and industrial zones in watson, stacks on stacks in westbrook, suburbia in santo, urban hood in heywood, massive desolate urban environments in pacifica, and the well kept, logically laid out ones in city center. But looking at out of reach assets and contriving fantasies about cut content is more popular so here we are. It also ignores just how far up you can go and still be within a playable area. Most of the stuff you see is rendered, has collision, and can be reached if its within the range of your double jump. You need to go high to enter the LoD zone where stuff wasnt meant to be seen
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.
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.
I love doing parcour in night city. It‘s really cool how many places you can reach without any mods. One of the easiest places to try out is the area next to the starter mission you showed, i cannot recommend trying it enough, especially for people who have played the game a lot and want to find something new to do. Feels way better than no clip too haha Great video btw
We still have to appreciate the amount of work that went into the scenics that was achieved. Seems a lot of surfaces are wasted in areas that even is in game play are never visible. I would consider a lot of hidden surfaces are a result of a very large system of areas that the engine had to keep together while we go all cyber-psycho on gangs and corpos. I wish the designers spent less time walling off Pacifica/Dogtown and fixed a few areas to add more ways to get around. The over-walks in Japantown are some of the best. One in center city is huge accessible but seems to only provide access to the weapons store. One last thing is I would like to play through with the relic slotted in but not causing V's brain to become Johnny. Imagine being in contact with the rocker while you plot to take Mikoshi and jack Alt in to free up access the soul library, V and Jackie become legends bla-bla bla.
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
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.
One thing that surprised me about this, in the sense of transportation, is the huge lack of areas to park your car. I can guess for a city like NC it'd be super crowded and have a lot of traffic, which is accounted for with the wide highways and frequent bridges, but very rarely any spot on the side of the road to park a car, specially around the downtown area.
Capitalism doesn't care about people getting "fast" to their jobs, otherwise people wouldn't last 2 hours stuck in traffic in any big city in America or 4 hours hopping from bus to bus here in Mexico. In a hypercapitalist future such as in cyberpunk media, it would make more sense for transportation to be even worse, or having people live in their workplace
@@Bojoschannel I would argue differently. Two arguments. First, I think you're mistaken that corporations don't care about people having less travel time. It's not due to corporations that our public transport is bad. That's due to neoclassical fiscal policies. Best example: Germany. Second, in hyper capitalism, people are considered property. How are they supposed to work overtime when they travel so long? Look at the Apple manufacturing plants in China. In order for people to work 12-18 hours a day, 6 days a week, they have simply placed the workers on sight. That's where they sleep and live. There's no need to go someplace else. I could mention more examples from India and Pakistan but I doubt the RUclips filter would like that.
@@matfax and who are the people pushing for neoclassical policies? Or do you believe we got this messes of car centric cities just because? It has all been in favor of corporations, specially for the car and oil industry in matters of transportation. And, yes, there are places where work travel is treated differently, but still, it's either corporations not caring about how you get to the job, only that you arrive on time or having you live at work
@@Bojoschannel I agree that this is still a side effect of not having good public transport. Corporations won't lift a finger themselves. There's no such financial incentive. And car lobbies have too much power. But generally speaking, businesses have an interest in sustainable economics and better infrastructure.
The place Im salty that we cannot reach is also near the scavenger hideout. When standing on the balcony, on the left side you will see a huge vetilator in the buildings wall and a small slumb. It is very tricky to climb there from the hideout balcony but it is nice small place to visit. It is detailed place and I guess it was meant to be accesible but is not for some reason. From the hideout you can climb/jump to metro rails, and enter inside of a metro station Japantown South. The train always run through some NPCs so it is really fun place to visit. Save is recomended before entering the station. If you continue on the rails further you can get to the bladerunner easter egg on the rooftop. You will trigger it by stepping into the elevator cabin. To reach these 2 places, enforced tendons is all you need. Go to the balcony in hideout. You need to get to the top of the lower bridge on your right side. Go by the edge of the balcony as otherwise there is a barrier, jump/fall to the platform below, go further and you will see another platform below, jump there and squeeze through the corner to get under the bridge. Easiest to climb to top of bridge is from its right side through the building balconies. Then cross the bridge and scale down to the platform you see below. If you jump directly you will flatline. And just walk that platform, you will walk under some balconies and behind them jump up and you are at the slums with the ventilator. If you try to go back, you will notice a trash container on one balcony, jump there and behind it is NPC grilling meat but the scale is fcked up so he is half of your size and you are a giant. To reach the metro station: start as previously, when you are under the bridge, just continue further on the platform till you reach roof of the metro rails, run on it until it ends and jump on the rails. Turn around and run direction back to hideout.
Imagine being on the development team for this game close to release. Realizing here are hundreds of things unannounced things they've already cut, and it's still not buying them enough time. So they start cutting huge features they've already confirmed, and taking chunks out of the map because they just can't spare the resources to add an entrance to an already--completed walkway. Pretty insane.
If you take the time to climb and explore you find a fuck ton of areas that got “cut” but are still half way there, you’ll find vending machines and people in places you wouldn’t even see if you looked up, there is also a bunch of unused space and you can see this if you climb along the ncart track
I thought I was the only one who thought about night city's verticality. I have no doubt sequel game fully expanding on this, as they already have tried to implement it from start. japantown's skyscraper bridges watson's industrial canal/basements kabuki's unplanned urbanization on top of buildings city centre's stacked highways heywood's ceiling lmao metro stations often being above ground turn off hud and try not to use vehicles. game is FULL OF these bridges.
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.
My guess for the working doors on those walkways is that they may have been set dressing to be seen at a distance but perhaps the set dressing could have potentially have low poly NPC walking around and go in and out of those doors.
I feel like nobody ever talks about cut content like this in the conversation surrounding Cyberpunk 2077. People argue that it's a great game now, and I don't deny that, but it's just not what they sold us. And I feel smaller things like this being completely inaccessible and barren in game really take away from the immersive, breathtaking, realistic and alive experience most people wanted to experience when the game was being teased. I really hope they rediscover this same sense of wonder and immersion and go for that same E3 2018 vibe in their next game.
@Storm_Dev You just have unrealistic expectations of what is even possible to do. I just finished a mostly full playthrough of the game that took like 100 hours. By the time I got to the end, even though most of the content was very fun, I was just ready for it to be over out of sheer fatigue. They're not going to build a game so large that it supplants reality. There is SO MUCH in this game as it is. Go outside.
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
This channel is so awesome. It's a fascinating game isn't it? I don't even really like it, I just play it because there's a unique meta story behind basically everything that you dont get anywhere else.
I think a lot of is left over from the intended extended dev time for multiplayer too. If they ever release full blown midding tools for legit world/env overhaul patches to finalize these places with additional missing persons/poi quest mods, it genuinely would give them so much more time to get TW4 and CP2 done and polished while the community keeps the IP relevant with such mods. Just like the fallout games skyrim.
Also forgot to mention that they planned to make the game multiplayer. Which is understandable with the different classes and builds. There are sections of the map that look like they were built for PVP.
I remember one time while double-jumping around I ended on top of the big footpath over the highway, there is a place toward the middle where you can go in from the sides (without noclipping) I was kinda disappointed to see that this place lead to nowhere but at the same time very excited and fascinated by that place where I clearly wasn't supposed to be, I just love 3d maps especially the hidden parts where the illusion falls apart
There is a single point you can crouch and then jump onto the giant green ped bridge and I'm sure once CDPR realized they'd missed a spot then that's when they added the gates inside rather than hunt for the exact place I found to organically get inside.
@patrioticanarchist991 it's finished and it happens to be a really good game. You can always point to more stuff that could be added in a game. That doesn't mean it's inclusion would make the game better or that the designers even planned to put stuff there in the first place.
This was actually very interesting to me. I’m reminded of the guy who did a video in wow where he managed to jump from one area to another and explore a whole bunch of the underground. Sidenote close to 20 years ago when wow first came out I was able to go up iron Forge outside Where the snow is and if I used my dwarf character I was able to inch my way around and make it all the way up to where the abandoned airport runway is but if I tried to use a taller character I couldn’t do it. Now anybody can go up to it.
I just started getting back into CP2077 and modding again, so it's great to hear from you again! Hope we can restore some of these places to their potential glory. (whether it's what CDPR intended or not)
yeah, i even remember they said many buildings were going to be accessible, and they didnt delivered in that regard also. Funny thing, in witcher 3 all the south of the map where you start is also full of cut content, this is not new of CDPR when they have to rush stuff.
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!
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.
I honestly think this has to do with the fact that it was developed with last gen consoles being able to join in on the fun. At the time that this game was released, PS5 and Xbox series X weren’t even out for two months yet. PS4 and Xbox one could barely run Cyberpunk 2077 and once phantom liberty came out, last gen was so limited that they couldn’t add in the extra content and made it specifically for current gen. I think the next cyberpunk game will for sure feature vertically if they do decide, we’re going back to Night city. if not, whatever city they do choose I believe will have more emphasis on verticality. With CD Projekt working on Witcher 4. I honestly don’t believe the next cyberpunk game will be released on the PS5 and Xbox series X.
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.
@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.
It's a rather strange decision to put up all these "makes no sense fences" I mean the people who jump explore know the consequences that you might see some strange hollow buildings etc. But they have fun doing it. So why bother in the first place and take away the fun of parkouring.
man this episode reminds me so much of Chong Qing, it has even more verticality than Hong Kong imo, spent 7 days idling around back in 2018 and i enjoyed every seconds there. Chong Qing did featured in Hitman 3 but it's way cooler irl.
A number of commenters here seem to have little understanding of how game dev works. Tons of artistic projects don't reach or even try to reach every aspect of the creators' vision, because people tend to have bigger imaginations than they have tools or resources. This is normal and commonplace and affects writing, music, art, film, etc., yet only in gaming do you have the capacity to poke around inside, so people tend to get weird ideas about what this all means. I'm not sure why anyone would be saddened by this reality, or have a critical view of the game because of it. 2077 has weaknesses, but the city is among the most intensively developed and impressive architectural works in gaming. Don't be disappointed because it's not fulfilling every dream you had when you first saw the game in alpha, assess it for what it is. I get that it's interesting to explore unfinished places, or places that were never meant to be seen and thus may appear to be unfinished... but that shouldn't be a reason to have negative thoughts or feelings. :P
The functional doors at the end of those bridges are almost certainly the result of a level designer copy and pasting elements. The functionality of the door doesn't really mean anything - at best, they put the doors there because players could theoretically see into that space, and the presence of a door at the end of it maintains the illusion and draws less attention than a dead end. Judging by the look of the bridge over the motorway - the flickering textures and the gap are the result of two halves of the bridge model being copied and mirrored; the interior floor doesn't line up because the model wasn't originally designed for that purpose, so the two "tabs" of the floor collide. I'd say, look for any other examples of that bridge model being used in a halved state - for example, attached to the side of a building instead of free-standing. All in all, I think these details don't represent actual planned areas... rather, they're an indication of how much attention to detail was given to the "backdrop" of the city. In all the places you can reach, there's a clear effort made to ensure that not one inch of the surrounding scenery feels arbitrary; everything feels functional and purposeful, even when its crowded and chaotic. I strongly suspect they put these bridges in because their colour and lines broke up the scene a little and created a better use of negative space, or because the environment lacked a bit of humanity from certain angles and needed more than just the big boxes of fake tower blocks. The developers also seem to be a big fan of parallax - wherever you stand in the city, you usually have at least 3 planes of scale/distance, reinforcing the true size of your surroundings. Like, when you're standing in the industrial areas near the docks, you'll see these big pipes and smoke stacks etc... and then in the background, the insanely massive corporate facilities, to make even the big stuff seem small.
It really makes me sad whenever I see a big, well realized open world game, only for so little of it to actually be used in the game's content. Sure, you can often go and walk around them, but for the most part, the areas are not utilized well within the rest of the game's content.
I think that the map changes in Zelda Tears of the Kingdom should be the blueprint for the Cyberpunk sequel. Make minimal but meaningful changes to the main map in order to keep it consistent with the first game, but add ridiculous amounts of verticality.
Great vids, big up the D&B background music. I wounder if CP2077 will get to the point where modders fill out all of these abandoned areas and make Night City more vertical, may CDPR will do it for Cyberpunk 3 or 4. LOL.
Hey SirMZK, there is one particular location a bit on the outskirts, NightCorp logo, looks a bit like a dam with some construction equipment. You can scan the massive gate but I haven't found ways to open it or know whether it's a part of a gig/side mission. Inside is a massive tunnel that leads all the way to Arasaka HQ, underneath it anyways. Do you have any info on it?
I always found Night City very depressing and sad, despite all the music, lights and false happyness, but these areas make it worse for me, it shows the unexpressed potential of things
There's definitely lack of verticality in the game that I just wish there was. Hubs, apartments, bridges, open areas that are high altogether. I feel like that's definitely a missed opportunity. There's really very few high vantage points in the game altogether it seems.
The lack and usage of Megabuildings is a big one, like a whole 'major' side quest could have been made just in a Megabuilding, taking inspiration from "The Raid" and "Dredd" movies.
@@Bransburk Couldn't agree more, would have loved to have quests where you jump from buildings to buildings, using roof-tops or just additional verticality. Hubs situated in different open areas that are high up. Unlimited opportunity for creativity.
Yeah it was probably too hard to test if it allowed people to reach places they were not supposed to. There was a bug early on too where dashing when using a sandevistan and coming out of it got us a huge boost of speed. That combined with double jump allowed people to explore areas you normally shouldn't and there was a lot of broken places.
Maybe since now the game acquired more recognition well actually get a fully submersive futuristic game by Orion! Yes 2077 was absolutely amazing (been saying this since release) but seeing all the content that was cut makes my mind wonder what couldve been! 🤘Good shit choom!
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. Edit: I don't dislike ai thumbnails because it's "unethical". It's only unethical if you try to sell it as your art. Ai pictures are pure trash, however. Ai doesn't have a single clue about what it's drawing - therefore pictures like this are boring as hell.
@@user-lb1op2gn9d he's not angry or not calm? Just says "I watched the video because I like your content, but I don't like AI-generated art, that could've put me off watching"
@@tamaspeterradvanyi1445 Yeah kinda agree. Makes it more interesting than a thumbnail of a cut content bridge. But the thumbnail can throw people off or make it look tacky.
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.
I think verticality was cut because the game was so poorly optimized. Bob's Dinner is one of the few multi tier vertical environments fully utilized and it's the biggest FPS drop locations in the game
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.
How big is the "Map" actually? cause theres a few km beneath the City much more than any subway and all surfaces wouldved needed, and the airspace above houses the Space Station? Why did they need such a huge Cube if the Floor was only the slightest fraction oft it? ruclips.net/video/9sqcZBnpH3g/видео.html
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.
Ya sometimes it's just not worth deleting all your work, you just leave it there, related to nothing so it can't be accessed anyway (unless someone uses cheats)
imagine one day it goes opensource and people collaborate to build it out over decades... or something like that...
Every game has cut content though. This isn't anything to make a big deal out of.
@@bartasbxx Oh yeah, it's was just one of the biggest release flops this decade, nothing to look at here citizen, move along, move along.
@@fus132 I don't think you understand the definition of a flop... The game came out buggy sure but it was the biggest launch in the companies history making mad bank for them.
I remember the marketing for 2077 telling us all about how it’d make up for the map being slightly smaller than stuff like the Witcher 3 by being very vertical and allowing us to explore through megabuildings. Words cannot express my displeasure on launch
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 '
Zed Fighter sounds like a cool Japanese action game from the 90s.
This info is really cool to know! Thanks!
and whats with the bright lightz ?
@@realFUGAR Light maps sometimes run before the actual scene is loaded. Not sure how the Red Engine loads but you only need to turn or move to see it remaps and that goes away. There is one in H10 that we see on the stairs outside V;s appt that happens often as a flash. Another seems to be near the coach's gym. Those I suspect are artifacts with either scene boundaries or light tracing since they flash.
"but if you manage to EDGE yourself close enough" caught me off guard and had me creasing
@@AlexRye-sv6no takes practise
@@Spendingryan I lack the patience
That’s sus homie. Do better. Find Jesus
@@dubla321Jesus doesn’t exist
@@SP7000SPhe did tho lol
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.
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
Thanks for commenting man, it’s always nice to get some genuine opinions on why things are the way they are. Any idea why these walkways would have barriers stopping the player from adventuring further? Seems strange to include if the player was never meant to be there
@@SirMZK yeah those are interesting. The one you show at around 6:40 looks like it's supposed to block players from walking towards the unfinished area. Very typical. That suggests that there was probably at least some thought towards allowing players to maybe walk here, but the fence looks like a placeholder asset that was put there quickly just to ensure that nobody could get themselves stuck if somebody managed to somehow get up there
@@SirMZK In such a massive open world, it is easy to miss something and have a player easily get access to an area they shouldn't be. These barriers seem placed to limit just how far an out of bounds player can reach from a single missed access point. For example, if a combination of abilities and a gun/explosive boosts a player onto a section of rooftop that has access to one of the walkways, they can't then follow that path to a hole in the world.
To add on top of what @StefanH said
The props you see inside of the first walkway, and many other areas of the game that are inaccessible are likely a part of a larger prefab. Essentially they have a bunch of junk spawn in each time they place this part of the building just so that it's not necessary to hand place it each time, speeding up development time. My bet is that the junk has some form of spawn locations and randomizer that places them from a pool of objects. They likely lack collision because it got disabled during the making of that walkway.
Disabling collisions is also great for cutscenes, although that's for older games like GTA san andreas; since then you don't have to worry about your NPC's suddenly colliding with a sofa in the scene and doing The Bethesda Walk (If you know, you know).
I definitely remember playing that intro mission with Jackie and thinking “wow I can’t wait to explore Night City from above” and then forgetting about it until I unlocked the double jump. After that I tried jumping up random structures trying to explore and being disappointed there was really nothing there other than nice views.
Every video of yours makes me feel so sad for what could have been. :(
Be happy that the next game will most likely have a bigger and completed night city.
@@pandagonerogue.140 That's If they end up making another cyberpunk game.
@@B82-z7c they are, cyberpunk orion is confirmed to be in the works
@@pandagonerogue.140 if they make it on unreal set back your expectations.
There was a fair bit of basement vertically, but i was so underwhelmed and disappointed when it came to above ground vertical exploration. There are signs everywhere that someone started it, but it suddenly stopped and never went further.
Be it highrise building sky bridges, half used Megabuildings that have kill zones to actively stop exploration.
To unfinished Megabuildings that were blocked off, some unfinished and some never done at all.
There are so many barriers around the map and around and in buildings to stop any and all exploration. When they deliberately cut off Atlantis so people couldn't return and explore I knew they were being seriously shady and deliberately screwing with the fans.
For a map that is supposed to be free roam and ALL ABOUT THE EXPLORATION, they deliberately put in a hell of a lot of blocks on it.
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.
in 100 years you could probably spend 300 years in ultra realistic night city with some advanced vr gear, all in the span of 5 real life minutes
In 53 years we already have reallife 2077.
No-clipping through NC and seeing abandoned areas and locked content is almost more fun than just playing the game.
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.)
@@FaytVanguard Do you think Orion will take us back to night city? I heard some people speculating it might be somewhere else in America.
San Fransisco and Brooklyn were the ones I heard.
Those mess hall barrier wasn’t there when I was there.
@@KillR000Y I think Cyberpunk 2080 or 2081 NC is very possible.
Anyone else wouldn't be the same.
@@FaytVanguard Yeah makes sense, mike ponsmiths cyberpunk was built around night city to my knowledge so it probably wouldnt make sense to have a city as detailed and lore deep as night city restricted for one game.
@@KillR000YBoth of those don't exist and SF is a huge mess filled with so much crime in reality which has no stores anymore.
Majority are closed because of thieves.
There is actual verticality in the city, there are some streets that are literally layered on top of each other.
Yeah, im sorry but claiming that verticality was cut is nonsense. I assume it comes from people wanting the whole city to be a horrible nightmare hive when, like, surely a functional city would have variety? You have the shanties on top of eachother and industrial zones in watson, stacks on stacks in westbrook, suburbia in santo, urban hood in heywood, massive desolate urban environments in pacifica, and the well kept, logically laid out ones in city center. But looking at out of reach assets and contriving fantasies about cut content is more popular so here we are. It also ignores just how far up you can go and still be within a playable area. Most of the stuff you see is rendered, has collision, and can be reached if its within the range of your double jump. You need to go high to enter the LoD zone where stuff wasnt meant to be seen
@@Jereb343 I was surprised by how climbable the city is.
A city editor would be amazing for this game. Night Sim City! And a mission editor too...
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.
I love the cut content cyberpunk content, keep it up!
These spots are pretty easy to get to without noclip, I expect the sequel to take into account the insane parkour aspects
great video, really interesting and btw i absolutely love the background music you have on :)
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.
I love doing parcour in night city. It‘s really cool how many places you can reach without any mods. One of the easiest places to try out is the area next to the starter mission you showed, i cannot recommend trying it enough, especially for people who have played the game a lot and want to find something new to do. Feels way better than no clip too haha
Great video btw
We still have to appreciate the amount of work that went into the scenics that was achieved. Seems a lot of surfaces are wasted in areas that even is in game play are never visible. I would consider a lot of hidden surfaces are a result of a very large system of areas that the engine had to keep together while we go all cyber-psycho on gangs and corpos. I wish the designers spent less time walling off Pacifica/Dogtown and fixed a few areas to add more ways to get around. The over-walks in Japantown are some of the best. One in center city is huge accessible but seems to only provide access to the weapons store. One last thing is I would like to play through with the relic slotted in but not causing V's brain to become Johnny. Imagine being in contact with the rocker while you plot to take Mikoshi and jack Alt in to free up access the soul library, V and Jackie become legends bla-bla bla.
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
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.
One thing that surprised me about this, in the sense of transportation, is the huge lack of areas to park your car. I can guess for a city like NC it'd be super crowded and have a lot of traffic, which is accounted for with the wide highways and frequent bridges, but very rarely any spot on the side of the road to park a car, specially around the downtown area.
Capitalism doesn't care about people getting "fast" to their jobs, otherwise people wouldn't last 2 hours stuck in traffic in any big city in America or 4 hours hopping from bus to bus here in Mexico. In a hypercapitalist future such as in cyberpunk media, it would make more sense for transportation to be even worse, or having people live in their workplace
@@Bojoschannel I would argue differently. Two arguments. First, I think you're mistaken that corporations don't care about people having less travel time. It's not due to corporations that our public transport is bad. That's due to neoclassical fiscal policies. Best example: Germany.
Second, in hyper capitalism, people are considered property. How are they supposed to work overtime when they travel so long? Look at the Apple manufacturing plants in China. In order for people to work 12-18 hours a day, 6 days a week, they have simply placed the workers on sight. That's where they sleep and live. There's no need to go someplace else. I could mention more examples from India and Pakistan but I doubt the RUclips filter would like that.
@@matfax and who are the people pushing for neoclassical policies? Or do you believe we got this messes of car centric cities just because? It has all been in favor of corporations, specially for the car and oil industry in matters of transportation. And, yes, there are places where work travel is treated differently, but still, it's either corporations not caring about how you get to the job, only that you arrive on time or having you live at work
@@Bojoschannel I agree that this is still a side effect of not having good public transport. Corporations won't lift a finger themselves. There's no such financial incentive. And car lobbies have too much power. But generally speaking, businesses have an interest in sustainable economics and better infrastructure.
The place Im salty that we cannot reach is also near the scavenger hideout. When standing on the balcony, on the left side you will see a huge vetilator in the buildings wall and a small slumb. It is very tricky to climb there from the hideout balcony but it is nice small place to visit. It is detailed place and I guess it was meant to be accesible but is not for some reason. From the hideout you can climb/jump to metro rails, and enter inside of a metro station Japantown South. The train always run through some NPCs so it is really fun place to visit. Save is recomended before entering the station. If you continue on the rails further you can get to the bladerunner easter egg on the rooftop. You will trigger it by stepping into the elevator cabin.
To reach these 2 places, enforced tendons is all you need. Go to the balcony in hideout. You need to get to the top of the lower bridge on your right side. Go by the edge of the balcony as otherwise there is a barrier, jump/fall to the platform below, go further and you will see another platform below, jump there and squeeze through the corner to get under the bridge. Easiest to climb to top of bridge is from its right side through the building balconies. Then cross the bridge and scale down to the platform you see below. If you jump directly you will flatline. And just walk that platform, you will walk under some balconies and behind them jump up and you are at the slums with the ventilator. If you try to go back, you will notice a trash container on one balcony, jump there and behind it is NPC grilling meat but the scale is fcked up so he is half of your size and you are a giant.
To reach the metro station: start as previously, when you are under the bridge, just continue further on the platform till you reach roof of the metro rails, run on it until it ends and jump on the rails. Turn around and run direction back to hideout.
Imagine being on the development team for this game close to release. Realizing here are hundreds of things unannounced things they've already cut, and it's still not buying them enough time. So they start cutting huge features they've already confirmed, and taking chunks out of the map because they just can't spare the resources to add an entrance to an already--completed walkway. Pretty insane.
i love these videos so much! thank you for documenting them and uploading them for us to enjoy ❤
Makes me lowkey sad and wish they’d go back and flesh these places out
Awesome stuff man! Love your edit style and tunes too.
If you take the time to climb and explore you find a fuck ton of areas that got “cut” but are still half way there, you’ll find vending machines and people in places you wouldn’t even see if you looked up, there is also a bunch of unused space and you can see this if you climb along the ncart track
I thought I was the only one who thought about night city's verticality. I have no doubt sequel game fully expanding on this, as they already have tried to implement it from start.
japantown's skyscraper bridges
watson's industrial canal/basements
kabuki's unplanned urbanization on top of buildings
city centre's stacked highways
heywood's ceiling lmao
metro stations often being above ground
turn off hud and try not to use vehicles. game is FULL OF these bridges.
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.
And make no sense to develop if it is not to add some type of content that adds value to the product.
My guess for the working doors on those walkways is that they may have been set dressing to be seen at a distance but perhaps the set dressing could have potentially have low poly NPC walking around and go in and out of those doors.
Remember the cut wall running from the game
I feel like nobody ever talks about cut content like this in the conversation surrounding Cyberpunk 2077. People argue that it's a great game now, and I don't deny that, but it's just not what they sold us. And I feel smaller things like this being completely inaccessible and barren in game really take away from the immersive, breathtaking, realistic and alive experience most people wanted to experience when the game was being teased. I really hope they rediscover this same sense of wonder and immersion and go for that same E3 2018 vibe in their next game.
@Storm_Dev You just have unrealistic expectations of what is even possible to do. I just finished a mostly full playthrough of the game that took like 100 hours. By the time I got to the end, even though most of the content was very fun, I was just ready for it to be over out of sheer fatigue. They're not going to build a game so large that it supplants reality. There is SO MUCH in this game as it is.
Go outside.
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
This channel is so awesome. It's a fascinating game isn't it? I don't even really like it, I just play it because there's a unique meta story behind basically everything that you dont get anywhere else.
3:42 "But if you managed to EDGE yourself close enough.." - SirMZK 2024
I think a lot of is left over from the intended extended dev time for multiplayer too.
If they ever release full blown midding tools for legit world/env overhaul patches to finalize these places with additional missing persons/poi quest mods, it genuinely would give them so much more time to get TW4 and CP2 done and polished while the community keeps the IP relevant with such mods.
Just like the fallout games skyrim.
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.
Also forgot to mention that they planned to make the game multiplayer. Which is understandable with the different classes and builds. There are sections of the map that look like they were built for PVP.
I remember one time while double-jumping around I ended on top of the big footpath over the highway, there is a place toward the middle where you can go in from the sides (without noclipping)
I was kinda disappointed to see that this place lead to nowhere but at the same time very excited and fascinated by that place where I clearly wasn't supposed to be, I just love 3d maps especially the hidden parts where the illusion falls apart
There is a single point you can crouch and then jump onto the giant green ped bridge and I'm sure once CDPR realized they'd missed a spot then that's when they added the gates inside rather than hunt for the exact place I found to organically get inside.
Someone really should finish Cyberpunk...there is so much that could have been that were cut...
@patrioticanarchist991 it's finished and it happens to be a really good game. You can always point to more stuff that could be added in a game. That doesn't mean it's inclusion would make the game better or that the designers even planned to put stuff there in the first place.
What an awesome tribute to the cyberpunk 2077 world that someone loved the game so much as to create this
The fact they don't want to expand this game even more makes me sad. Such a waste of a city. Whole virtual city.
That's cause the Red Engine is old and overcomplicated. So they're just gonna rebuild it from the ground up in Unreal 5 for the sequel.
This was actually very interesting to me. I’m reminded of the guy who did a video in wow where he managed to jump from one area to another and explore a whole bunch of the underground.
Sidenote close to 20 years ago when wow first came out I was able to go up iron Forge outside Where the snow is and if I used my dwarf character I was able to inch my way around and make it all the way up to where the abandoned airport runway is but if I tried to use a taller character I couldn’t do it. Now anybody can go up to it.
This game needs a 40GB update.. is missing alot of things that could have made the game “game of the Year”
I just started getting back into CP2077 and modding again, so it's great to hear from you again! Hope we can restore some of these places to their potential glory. (whether it's what CDPR intended or not)
yeah, i even remember they said many buildings were going to be accessible, and they didnt delivered in that regard also.
Funny thing, in witcher 3 all the south of the map where you start is also full of cut content, this is not new of CDPR when they have to rush stuff.
6:20 "CDPR still decided to put in these Barriers to stop the player going further" *proceeds to clip through the barrier
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!
I know they had more in mind whenever I would climb up on pipes that they clearly wanted to lead somewhere and then I just fall right through
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.
I honestly think this has to do with the fact that it was developed with last gen consoles being able to join in on the fun.
At the time that this game was released, PS5 and Xbox series X weren’t even out for two months yet. PS4 and Xbox one could barely run Cyberpunk 2077 and once phantom liberty came out, last gen was so limited that they couldn’t add in the extra content and made it specifically for current gen.
I think the next cyberpunk game will for sure feature vertically if they do decide, we’re going back to Night city. if not, whatever city they do choose I believe will have more emphasis on verticality.
With CD Projekt working on Witcher 4. I honestly don’t believe the next cyberpunk game will be released on the PS5 and Xbox series X.
Also also it looks like a lot of these bridges are just there for noise. Just to add complexity to the scenery
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.
@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.
It's a rather strange decision to put up all these "makes no sense fences" I mean the people who jump explore know the consequences that you might see some strange hollow buildings etc. But they have fun doing it. So why bother in the first place and take away the fun of parkouring.
man this episode reminds me so much of Chong Qing, it has even more verticality than Hong Kong imo, spent 7 days idling around back in 2018 and i enjoyed every seconds there. Chong Qing did featured in Hitman 3 but it's way cooler irl.
I managed to get into that green footbridge on console just with extreme parkour skills. I thought it was weirdly fleshed out for set dressing
A number of commenters here seem to have little understanding of how game dev works. Tons of artistic projects don't reach or even try to reach every aspect of the creators' vision, because people tend to have bigger imaginations than they have tools or resources. This is normal and commonplace and affects writing, music, art, film, etc., yet only in gaming do you have the capacity to poke around inside, so people tend to get weird ideas about what this all means.
I'm not sure why anyone would be saddened by this reality, or have a critical view of the game because of it.
2077 has weaknesses, but the city is among the most intensively developed and impressive architectural works in gaming. Don't be disappointed because it's not fulfilling every dream you had when you first saw the game in alpha, assess it for what it is. I get that it's interesting to explore unfinished places, or places that were never meant to be seen and thus may appear to be unfinished... but that shouldn't be a reason to have negative thoughts or feelings. :P
The functional doors at the end of those bridges are almost certainly the result of a level designer copy and pasting elements. The functionality of the door doesn't really mean anything - at best, they put the doors there because players could theoretically see into that space, and the presence of a door at the end of it maintains the illusion and draws less attention than a dead end.
Judging by the look of the bridge over the motorway - the flickering textures and the gap are the result of two halves of the bridge model being copied and mirrored; the interior floor doesn't line up because the model wasn't originally designed for that purpose, so the two "tabs" of the floor collide. I'd say, look for any other examples of that bridge model being used in a halved state - for example, attached to the side of a building instead of free-standing.
All in all, I think these details don't represent actual planned areas... rather, they're an indication of how much attention to detail was given to the "backdrop" of the city. In all the places you can reach, there's a clear effort made to ensure that not one inch of the surrounding scenery feels arbitrary; everything feels functional and purposeful, even when its crowded and chaotic. I strongly suspect they put these bridges in because their colour and lines broke up the scene a little and created a better use of negative space, or because the environment lacked a bit of humanity from certain angles and needed more than just the big boxes of fake tower blocks.
The developers also seem to be a big fan of parallax - wherever you stand in the city, you usually have at least 3 planes of scale/distance, reinforcing the true size of your surroundings. Like, when you're standing in the industrial areas near the docks, you'll see these big pipes and smoke stacks etc... and then in the background, the insanely massive corporate facilities, to make even the big stuff seem small.
It really makes me sad whenever I see a big, well realized open world game, only for so little of it to actually be used in the game's content.
Sure, you can often go and walk around them, but for the most part, the areas are not utilized well within the rest of the game's content.
I think that the map changes in Zelda Tears of the Kingdom should be the blueprint for the Cyberpunk sequel. Make minimal but meaningful changes to the main map in order to keep it consistent with the first game, but add ridiculous amounts of verticality.
Great vids, big up the D&B background music. I wounder if CP2077 will get to the point where modders fill out all of these abandoned areas and make Night City more vertical, may CDPR will do it for Cyberpunk 3 or 4. LOL.
Hopefully this’ll be restored eventually, like how North Oak is being restored in a mod.
Hey SirMZK, there is one particular location a bit on the outskirts, NightCorp logo, looks a bit like a dam with some construction equipment. You can scan the massive gate but I haven't found ways to open it or know whether it's a part of a gig/side mission. Inside is a massive tunnel that leads all the way to Arasaka HQ, underneath it anyways. Do you have any info on it?
Speaking of empty interior buildings, aren't there game engines out there that automatically add in randomly generated rooms, stairs and corridors?
If CDPR flushed out the game more, than you get the verticalty feeling to the game. So far it feels rather flat.
I always found Night City very depressing and sad, despite all the music, lights and false happyness, but these areas make it worse for me, it shows the unexpressed potential of things
I was so mad that they cut the ability to wall climb with the mantis blades
I always had a felling of playing beta, not final game. Videos like this prove this. I hope they will finish cyberpunk 2...
There's definitely lack of verticality in the game that I just wish there was. Hubs, apartments, bridges, open areas that are high altogether. I feel like that's definitely a missed opportunity. There's really very few high vantage points in the game altogether it seems.
The lack and usage of Megabuildings is a big one, like a whole 'major' side quest could have been made just in a Megabuilding, taking inspiration from "The Raid" and "Dredd" movies.
@@Bransburk Couldn't agree more, would have loved to have quests where you jump from buildings to buildings, using roof-tops or just additional verticality. Hubs situated in different open areas that are high up. Unlimited opportunity for creativity.
Everyone hit that like button to spread the algorithm! Everyone needs to learn about this!
Radium Girl is absolutely fucking phenomenal.
Really hope with the next game and new engine they will be able to use this more.
Man it would be so cool to have all the cut content
you can use the scroll wheel to change noclip speed in case you didn't know.
Back before the game release they mentioned wall running would be a thing but it was scrapped.
Yeah it was probably too hard to test if it allowed people to reach places they were not supposed to. There was a bug early on too where dashing when using a sandevistan and coming out of it got us a huge boost of speed. That combined with double jump allowed people to explore areas you normally shouldn't and there was a lot of broken places.
I know they probably want you to run through the game quickly but i wish they encouraged exploration even just a little bit.
6:17 ive gotten there before by just parkouring when exploring.
Can you imagine if modders took their time to finish the rest of the cyberpunk map. 😍😍😍
Nice finds !
I think all things like that are remnants of how much was cut from the game to make it console compatible.
it would be cool to see mods that would connect some of these to a playable area...
Maybe since now the game acquired more recognition well actually get a fully submersive futuristic game by Orion! Yes 2077 was absolutely amazing (been saying this since release) but seeing all the content that was cut makes my mind wonder what couldve been! 🤘Good shit choom!
I hope they do more with the verticality of the city
Imagine someone makes a mod where they restore all of the vertical content
Would you be open to fixing this to make it accessible to players via normal means via an ArchiveXL location preset? Such a cool location
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.
Edit: I don't dislike ai thumbnails because it's "unethical". It's only unethical if you try to sell it as your art. Ai pictures are pure trash, however. Ai doesn't have a single clue about what it's drawing - therefore pictures like this are boring as hell.
good god man calm down
@@user-lb1op2gn9d he's not angry or not calm?
Just says "I watched the video because I like your content, but I don't like AI-generated art, that could've put me off watching"
@@tamaspeterradvanyi1445 Yeah kinda agree.
Makes it more interesting than a thumbnail of a cut content bridge.
But the thumbnail can throw people off or make it look tacky.
He didn't use ai, he hacked his way into cynosure to aquire the thumbnail from beyond the blackwall.
@@Spendingryan His channel has been infiltrated by Rouge AIs
I think Night City just did not have the funds to complete all of their construction projects. lol
Next Renovation Project after the Casino or Crunch Plaza?
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.
I have high hopes for the future of AI and modding. Anything is possible.
I think verticality was cut because the game was so poorly optimized. Bob's Dinner is one of the few multi tier vertical environments fully utilized and it's the biggest FPS drop locations in the game
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.
Do you have the "more jiggly boobs" mod or is that just how Hanako moves in the base game?
N25 knockoff, for us Americans it’s a LA freeway knockoff
How big is the "Map" actually? cause theres a few km beneath the City much more than any subway and all surfaces wouldved needed, and the airspace above houses the Space Station? Why did they need such a huge Cube if the Floor was only the slightest fraction oft it? ruclips.net/video/9sqcZBnpH3g/видео.html
NC's got some pretty shit roads
Best game ever created imo