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Chapter 139: Promotional Video

On the second day of the anime premiere, the comments under Bronie's posts began to take a turn.

"Wuwuwu, Rebecca, my Rebecca! Evil Bunny, how heartless you are! Rebecca just disappeared like that!"

"Pilar! Is there no one speaking up for Pilar? He was actually killed by a cyber psychopath on the street!"

"Dorio, Maine, you'll be with Pilar in your dreams!"

"So when will the game be made?"

"Has anyone seen the Easter eggs in the game? It seems to be a website. I opened it and saw that it was actually a playbook for a role-playing game!"

Strictly speaking, this thing is more like a special playbook for Dungeons & Dragons, with a completely new worldview, new stories, and special gameplay. This can also be considered another level of game trailer. It can be said that this time the game made by Bronie is simply full of sincerity.

The anime which can almost be called an artwork was released for free.

In order to prevent everyone from getting too bored, a playbook with the game world as its background was deliberately made!

However, the voices of the players who were searching for new Easter eggs were soon overshadowed by the cries of missing Rebecca. Things like the role-playing playbook, well, they have one of the most crucial configurations—friends.

Many times, a game can only be truly enjoyable when played with friends, and role-playing games like this are inherently inevitable. However, games naturally still need time to brew, coupled with the participation of players, to make the game more meaningful.

Watching the wind change direction, with a bunch of emo players nostalgically reminiscing about Rebecca, Bronie couldn't help but smirk.

"Sister Bronie's smile is so terrifying~"

This time, Bronya once again obtained the opportunity to participate and watch the game production on the side.

It seems that Sister Bronie isn't actually as concerned about this game as imagined. The game is large in scale, with a lot of content, but that doesn't mean such a game will definitely be perfect.

Bronya gradually understood this point, watching as Night City was gradually built in Sister Bronie's hands. Occasionally, Bronya would also create some NPCs to fill the game, and they also needed to be designed to be more in line with the current style.

Fortunately, Cyberpunk 2077 not only has Night City, but the wasteland outside also has its own unique style which gave Bronya plenty of room to maneuver.

In addition to the various factions in Night City, there are also people from all walks of life, and the more bizarre the NPCs are designed, the easier it is to integrate into this cyberpunk world.

The original concept of cyber control has now evolved into terms related to networks and computers, representing the overall setting of the game, such as cyborgs, cyberspace, or even wandering AIs. And punk symbolizes a kind of spirit, in a world with huge wealth disparities, representing the struggle of anti-utopia against fate.

In short, cyber is the surface, while punk is the essence of the entire game. And the most representative figure among them is naturally the legendary Johnny Silverhand, the guy who once directly dropped a nuclear bomb in Night City. Although he is rich in rebellious spirit, Johnny Silverhand, with his air head, is indeed a bit extreme.

But with his rock and roll, gunfights, and resistance against corporations, he embodies many elements of punk. It's just that Johnny Silverhand has a kind of innocent beauty of knowing nothing but rebelling against corporations, without finding the most suitable means, which is also a kind of regret.

But knowledge monopoly is also quite common, right?

At least in the Americas under Anti-Entropy's control and in Europe under Schicksal's control, there has always been such trend. As cities are gradually being established, Bronya also enjoys the feeling of gradually creating a whole world.

But today, Bronya is taking a break and is responsible for watching if there are any overlooked details in the game.

Then, in a corner of a street, Bronya saw a sign that made her eyes go black.

Especially at night, the neon lights flickered on the sign, and an image based on primitive reproductive worship seemed to be a twisting elephant clam shining there.

Taking a closer look at what is written on the sign.

"Big Bird Spin Bar"

Bronya was shocked!

"Um, Sister Bronie, is this bar of yours a legitimate establishment?"

Bronya pointed at the sign of a bar projected on the screen.

"Oh, this establishment, indeed it's not quite legitimate. There are future mission chains that will pass through there. After all, in this dark and desperate world, only extreme entertainment can make numb hearts feel a hint of pleasure, right?"

"Bronya already thinks this isn't extreme entertainment, but Sister Bronie, as long as you're happy..."

Bronya never expected her Sister Bronie to have this side to her. She didn't know what to say, but as Sister Bronie said, such a world should naturally have a bar like that, so as long as Sister Bronie is happy, it's fine.

Immediately, Bronie handed Bronya a proposal for a side quest, which was about a side quest involving a company called Mandela Taxi Company.

The AI inside had a problem, so a side quest was created with the theme of the seven deadly sins, requiring passing through every area of Night City.

The reward was a permanent free trial of the Mandela company, and it also required deciding the final outcome of the Mandela core AI.

It was a relatively large project.

"The nature of the game determines the need for a large number of side quests to make the whole game more complete. In the future, I will also plan to create a moon base and Crystal Palace space station, but that's something for the future. Bronya, help me produce this side quest. It's time to test your skills."

Bronie gave herself a task, and Bronya was very happy about it.

This is a large side quest!

Moreover, the final choices and outcomes could also affect the main storyline.

Full of confidence, Bronya quickly returned to her office and began to take action.

This side quest was of great significance and extremely challenging. Bronya could feel Bronie's trust in her, and Bronya was equally happy.

The overall game was made based on the idea of GTA, whether it was from the mission aspect, finding contacts, obtaining special functions, avoiding searches by terror squads, or directly purchasing firearms online.

Of course, there was also the possibility of death in the free status of non-mainline plotlines. If you fell during combat, you would be sent to a nearby hospital. If you didn't have insurance or didn't want to spend money on medical care, you might randomly lose a cybernetic enhancement from your body. The higher the value, the more likely it would be lost.

Players could even purchase platinum memberships from trauma teams. When the protagonist's life was in danger on the battlefield, the trauma team might even fight the Max-Tac to rescue the protagonist.

Very cyberpunk style.

Although the platinum membership might be a bit expensive, and it was difficult to die once the character became powerful later in the game, there should still be content available, right?

As long as there's money, you're the boss, and money can also be obtained through different means.

For example, the smarter way like hacking.

Or the slightly less intelligent way, like making some money from the various factions in Night City.

This would affect the reputation and goodwill between different factions and also the internal faction system of the game.

But money was abundant too.

The reason this was not such a smart way was that if the goodwill was too low, the middleman might receive many bounty missions to kill the protagonist, and the rewards would become higher and more people would come after you.

It was better to make money by taking tasks against corporations from the middleman.

In Night City, there were many opportunities to make money. As long as your luck was good enough, the protagonist would eventually become the living Yama of Night City; this was certain.

You know, there were no living legends in Night City, so becoming the living Yama was understandable, right?

Of course, in the end, the final boss of the game's main storyline would undoubtedly be Mr. Adam Smasher, who had appeared in the anime.

He was the one who killed Johnny Silverhand, plus the grudge with Rebecca. He was undoubtedly the best choice as the final boss.

But Adam Smasher was also a ruthless person. He had been completely modified with cybernetics all over his body, and the little flesh left was probably not enough to fry a dish.

Such a level of modification hadn't even turned into cyberpsychosis yet, which was probably related to Adam Smasher's original personality.

In fact, there were also people researching cyberpsychosis in the game. Although the mainstream explanation was that excessive cybernetics placed a heavy burden on the brain, it was actually a mental illness that arose under immense life pressure.

In such a terrible world, who wouldn't go crazy?

So the so-called love was indeed the best suppressant, and in this regard, what Bronie said was not wrong at all.

After repeated modifications and fine-tuning, the entire Cyberpunk 2077 had become a completely new game.

There was a lot of urging for updates on the internet, as well as various discussions on the anime storyline.

Some people said Bronie was not doing her job properly, but others were asking when the anime Undertale would be released.

Uh, as for Undertale, Bronie originally had no plans to produce a sequel, so let alone an anime.

So Bronie immediately replied, informing the other party that there would be no sequel to the legend in the future, and also released the latest promotional video for Cyberpunk 2077!

"In 2077, the city I live in was named the worst area in the United States. Why is that?"

"Violent incidents are rampant, and the number of people below the poverty line ranks first in the United States."

The tram passed through the pitch-black tunnel, and the towering skyscrapers appeared in front of the eyes like layers of mountains.

Exciting electronic music played, introducing the future world full of punk style.

With the new ray tracing system, the entire picture had once again undergone a qualitative leap!

Of course, game optimization was also in progress, and Bronie said she would try her best to make it run on low-spec computers.

There would be a lot of game setting options, and the gaming experience would also undergo some changes as a result.

But there was no other way.

Some familiar scenes that could also be seen in anime, bustling cities, dirty streets, endless gang wars, and even bloodier and more realistic battle scenes than anime.

The promotional video showcased many, many contents, far beyond the expectations of all players.

Actually, everyone didn't have much expectation at first, after all, Bronie had already made anime, and her previous work, the artistic level Outer Wilds was enough to go down in history. If there were to be a big production, it would definitely take some time.

How long has it been since Outer Wilds was released?

Probably not even half a year, considering the current production efficiency of games and Bronie's current production efficiency, how big a game could be made?

But this time, players would probably guess wrong again.

Using the Schicksal game engine brought about a huge change in game production efficiency. At that time, Bronie was already using AI assistance to make games. In just about half a year, she made Elden Ring.

And now, the Genesis system really had the ability like a creator god, instantly creating many contents.

So when making Cyberpunk 2077, more time was actually wasted on modifying the game content to make the overall game more interesting.

Whether it was the gang system, skill point system, different character actions and combat postures, or actions after using different cybernetic enhancements, they all needed further optimization.

But this high-intensity and high-efficiency game production resulted in the game's size getting bigger and bigger, to the point where the game content was close to 180GB!

And that's not counting the content of the online mode.

There was no way. Everyone wanted to add everything, resulting in the game getting bigger and bigger, and in the end, the entire game flow and overall pace had to be considered.

"As expected, the Genesis system is really useful. It can turn all my ideas into reality so quickly. How do you feel about this game, Bronya?"

"Bronya can't evaluate Sister Bronie's game. There are too many wild contents in it. However, Bronya also thinks this is the freest and most realistic game, and it will definitely sell well!"

Well, Bronya might not like this kind of theme very much. The punk spirit was interpreted quite accurately, but there was more darkness inside, and Bronya could always recall many unpleasant memories.

Bronie understood this very well.

But although Bronya might not like this kind of theme, she knew very well that Bronie made this game with a bit of longing for her hometown.

So she came to Bronie's side and asked, "So, in a way, this world is actually like Sister Bronie's hometown. Does Sister Bronie like this kind of world?"

"No, of course I don't like it. Although I miss it, what I really want to do is burn that city completely~"

Want to read advanced chapters? go to my patréon for up to the current available chapters: Chapter 221.

patréon.com/PorterOfSomething

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