![]() ![]() ![]() Traversing a floating city “block” outside the Cloudpunk headquarters. These structures aren’t exactly mazes, but navigating them is the most taxing game design I encountered in my entire experience. These sequences are where Cloudpunk asks the most of my ability to navigate, as I must sometimes use elevators and doorways to ascend and descend levels to reach the waypoint. From there I walk in first- or third-person perspectives along catwalks connecting Visalis’ floating island-blocks. A waypoint guides me through Visalis’ various boroughs to a floating city “block” where I will make Rania’s next pickup or delivery, but I must first find a parking spot for the HOVA so she can proceed on foot. The HOVA is a vehicle to deliver myself and the player character between plot points, not a thrill-seeking hot rod, just as Cloudpunk is a self-paced narrative adventure and not an atmosphere-burning racer.īut it’s not enough that I drive between destinations. There are a few timed missions, but they are easy to finish within the limit. That’s not the kind of videogame that Cloudpunk is. I cannot do loops through Visalis’ cloudy alleyways or dodge oncoming traffic with a well-timed barrel roll. It’s a bare-bones vehicle, able to accelerate, brake, drive in reverse, turn left and right, and ascend and descend, but there are no handbraking shenanigans here. Most of my time in Cloudpunk is spent driving around Visalis in a flying car called a HOVA. The city might go through some big changes during Rania's first night of work, but you'll always have the opportunity to hang out and chat with your cyberpunk clients.Įxplore the city of Nivalis when Cloudpunk releases on April 23 for Steam, PlayStation 4, Xbox One, and Nintendo Switch.Flying down one of Nivalis’ highways in Rania’s HOVA. You'll also see a diverse array of side stories that can be explored at any time, even after the main story is over. These choices will "affect the players in terms of how the player feels about making these moral decisions, as well as the state of the characters," he said. ![]() Classic tropes in many cyberpunk tales.Īs a whole, the main story will take about eight hours to complete, according to Dieckmann, and players will have to make some tough decisions along the way. The aesthetics of films like Blade Runner and Blade Runner 2049 were especially inspiring," Dieckmann said. "I've always been inspired by reading things such as Snowcrash as well as films such as Blade Runner and Altered Carbon which inspired the creation of the world we have built. Everyone Rania meets, whether they be AI, android, or human, has a story, and over the course of a single night, everything in Nivalis is going to change. Rania's work will take her all over the city, from the slummy Marrow to the skyscraping spires high above. It's her first night working for the titular semi-legal delivery service based in the futuristic city of Nivalis. However, we got the chance to talk to Marko Dieckmann, founder of ION LANDS and developer of Cloudpunk, about their thoughts on the cyberpunk genre and their upcoming story-based exploration game.Ĭloudpunk, the second game by ION LANDS after the 2017 adventure game Phoning Home, has players take the role of Rania. The AAA video game market is expecting a major entry in the genre in the form of Cyberpunk 2077 later in September. In many works, this comes across via megacorporations that possess ridiculous amounts of wealth and power while many others scrounge out lower-class lives. Cyberpunk, a genre of speculative fiction popularized by works like William Gibson's novel Neuromancer and Katsuhiro Otomo's manga Akira, has been a major part of the sci-fi genre since its rise in the mid-20th century. Generally themed around low life and high tech, cyberpunk often looks at the transformative effects of technology combined with radical changes in the social order. ![]()
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