>Also, it's going to get banned by our government infa 100%. CP2020 had an entire chapter for designing and using drugs of all kinds. Substance abuse goes hand in hand with the cyberpunk genre and fictional substance abuse is something that our government doesn't think adults can handle.
I was going to make fun of you for still being tied to the British crown but then
> It's not even the only thing worded the way it is with 'offending decent adults' and other such rot, there is so much federal and state law that is tied to moralist vocabulary like that and it's bullshit.
Realized I can't say so much when the Republicans here have been harping on indecency and videogames since the very beginning. They just can't get their way to outright banning it because muh Constitution.
>Another funny one is that the reason all the Bethesda Fallouts have things like 'Med-X' is that Australia banned Fallout 3 because it was originally called morphine, a
That isn't true at all. Originally you had things like Rad-X and Jet, Buffout, Mentats etc. There were no real drug names in any of them in Fallout in fact calling it outright morphine would be incredibly strange in a Fallout game. Although, in Fallout 2 you get a hilarious quest where you find out Jet is literally just methamphetamine vapor collected from mutated cow poop fumes that's somehow backed into asthma inhaler cartridges.>>1346
Probably has more to do with time and cost constraints. Plus we all saw what Valve did. They developed their own nice shiny new game engine and then made HL2 more a demonstration of the game engine than using Source to demonstrate HL2 so there's that danger. Plus making a new engine from scratch adds so much cost and man hours I doubt any but the biggest studios could even arse themselves to do it and they'd only be doing it to not just use in every subsequent game but to sell their own proprietary engine. This allows devs to focus more on content probably.>>1348
I completely disagree. Hare Brained Studios fucked up the art direction big time IMO. It may have looked nice with better character models and such but as it stands looked so incredibly cartoony with godawful bloom abuse that I found it actually actively detracted from the story itself. This was some really dark shit in some of those games and it just became so casual to the point where you completely forget anything is dark at all because of how badly the art direction clashed with the mood itself. The sole exception is Hong Kong which somehow slightly toned it down while also improving the storytelling and mood so I stopped being distracted by bright colorful cartoons.>>1354
I was just about to say this. I mean for a game setting like World of Darkness it actually makes sense to have an always-night world. The thing is that most of the inspiration for cyberpunk comes from Bladerunner in terms of aesthetics, and you have to also understand the context.
Bladerunner was 1980s USA mindset, which saw Japan as an economic powerhouse, with widening wealth inequality, acid rain, electronic music becoming a thing, major corporate buyouts and unprecedented corporate power and so on. Another movie to look at is Ridley Scott's Alien
which similarly had the Weyland-Yutani faceless amoral megacorporation (note the merger of Anglo-Japanese names).
This is partly where all the themes and aesthetics comes from and why cyberpunk to this day uses Japan as inspiration even though Japan has become much more economically irrelevant and culturally is known for cutesie anime shit and weirdness more than anything remotely cyberpunk.
And as I've said before, Bladerunner itself which was sort of the defining movie for modern cyberpunk aesthetics was itself basically just a crime/film noir retelling set in that different context of 1980s America. Think private detective on a rainy night in a duster/trench coat investigating a darker shade of grey gritty underworld in smoke filled rooms. That is 100% 1930-40s noirhttps://en.wikipedia.org/wiki/Film_noir
It was also a very popular form of pulp fiction (which itself is where the movie Pulp Fiction came from and was inspired by).
So you have to see the exact context in which the genre itself arrived in and the influences it came from. This is why it had an always night kind of theme, and also because a lot of crime and investigation tends to happen more after dark, although in general it was more about the aesthetics of black and white films of a long past era put in a modern retelling, which basically just incorporates lots of neon lights and gadgets into the aesthetic with an electronic beat and megacorporations all of which is borrowed from the 1980s.
So I really don't have a problem with a daylight cyberpunk world in fact probably another big factor behind this is because having a day and night cycle in vidya adds a whole new layer of complexity and getting it right to not look like shit, but frankly for true grittiness. I think that daylight is easier to pull off because night often is sharper contrasts or fuzzier hazes aesthetically whereas daylight imo has more of an aesthetic of grittiness, like for example Westerns https://www.sffworld.com/forum/threads/looking-for-a-dark-gritty-western.34246/https://www.youtube.com/watch?v=wAMwmfkZ6_8
which in turn informed the aesthetic of post-apocalyptic wastelands, and I think Mad Max kind of used the aussie outback (which is similar to our Southwest aesthetically) and some influences from that genre as one of the defining Fallout tier landscapes.
I think that from what I've seen CD Projekt's Cyberpunk 2077
is a similar merger to those aesthetics as what Elysium
and to a much lesser extent District 9 https://www.youtube.com/watch?v=_BjWEn5yvmw