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Cyberpunk

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Jonathan Joss, who appeared in Cyberpunk 2077 and Red Dead Redemption, shot dead in Texas

by admin June 2, 2025



The San Antonio Express News reports that Jonathan Joss, an actor who appeared in videogames including Red Dead Redemption, Days Gone, Wasteland 3, and Cyberpunk 2077, as well as the long-running King of the Hill animated series, was killed over the weekend in an apparent dispute with a neighbor. He was 59.

Police say Joss was shot “several times” by his neighbor after the two became embroiled in some sort of confrontation near the site of Joss’ former home, which burned down in January. Emergency medical services pronounced Joss dead at the scene. The suspected shooter, identified by police as Sigfredo Alvarez Ceja, fled by car but was arrested nearby.

While police have not yet provided a possible motive for the killing, Joss’ husband Tristan Kern de Gonzales released a statement claiming the shooting was a homophobic hate crime, and part of an ongoing harassment campaign against them.

“My husband Jonathan Joss and I were involved in a shooting while checking the mail at the site of our former home,” de Gonzales wrote. “That home was burned down after over two years of threats from people in the area who repeatedly told us they would set it on fire. We reported these threats to law enforcement multiple times and nothing was done.

“Throughout that time we were harassed regularly by individuals who made it clear they did not accept our relationship. Much of the harassment was openly homophobic.”

De Gonzales said someone had placed the skull of one of the dogs killed in the house fire, as well as its harness, “in clear view” at the site, which caused them “severe emotional distress.”

“We began yelling and crying in response to the pain of what we saw. While we were doing this a man approached us. He started yelling violent homophobic slurs at us. He then raised a gun from his lap and fired. Jonathan and I had no weapons. We were not threatening anyone. We were grieving. We were standing side by side. When the man fired Jonathan pushed me out of the way. He saved my life.”

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(Image credit: Tristan Kern de Gonzales (Facebook))

Contrary to de Gonzales’ implication that neighbors may have played a role in starting the fire, Joss said at the time that he and de Gonzales had ignited a barbecue grill inside the house for heat, because they did not have gas or electricity. He said they were certain they’d put the grill out when they left for lunch but nonetheless apparently accepted responsibility for the fire, which completely destroyed the uninsured house and its contents.

However, Joss also said that at least one of his neighbors had laughed at him when he emerged from his burned house carrying one of his dogs, who was killed in the fire.

Joss was best known for providing the voice of John Redcorn in 34 episodes across 13 seasons of King of the Hill, but he appeared in numerous other shows and films including Tulsa King, Ray Donovan, Parks and Recreation, Friday Night Lights, ER, and Charmed. He recently recorded lines for a King of the Hill premiering on Hulu this August.

Joss didn’t appear in many games, but he had a pretty good talent for picking winners. His first credited role on Mobygames was in the 1996 FMV game Sante Fe Mysteries: The Elk Moon Murder and its 1997 sequel Sante Fe Mysteries: Sacred Ground, after which came the King of the Hill game in 2000. It took another 10 years for his next videogame appearance, in Red Dead Redemption; he followed that up with roles in Dirty Bomb, The Walking Dead: Michonne, Days Gone, Wasteland 3, and Cyberpunk 2077: The Phantom Liberty.



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June 2, 2025 0 comments
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Cyberpunk 2077 sequel gets a new name as pre-production phase now officially underway
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Cyberpunk 2077 sequel gets a new name as pre-production phase now officially underway

by admin May 28, 2025



CD Projekt’s Cyberpunk 2077 sequel has officially shed its Project Orion codename and will henceforth be known as Cyberpunk 2. That’s as the studio provides its latest development update, confirming it’s now entered the pre-production phase.


A Cyberpunk 2077 sequel, codenamed Project Orion, was formally announced back in 2022, and CD Projekt has been providing investors with progress updates on its development since then. Most recently, back in March, it revealed Project Orion was nearing the end of its concept phase and would be entering pre-production “in the coming weeks”. And now, as per the studio’s Q1 2025 earnings results, pre-production is officially underway.


Announcing its latest development milestone, CD Projekt also took the opportunity to jettison the Project Orion codename and instead begin referring to the sequel simply as Cyberpunk 2. This doesn’t, however, mean the name will permanently stick; CD Projekt told The Verge Cyberpunk 2 “just means it’s another game in the Cyberpunk universe.”

Cyberpunk 2077 comes to Switch 2 next week.Watch on YouTube


Despite these notable developments, Cyberpunk 2’s team size has only seen a modest increase since the beginning of the year, with 96 developer now confirmed to be working on the project versus 84 in February. The bulk of the studio, as expected, is currently focused on The Witcher 4, with 422 employees assigned to the project. That’s compared to the modest 49 developers working on multiplayer The Witcher spin-off Project Sirius, and the 19 on Project Hadar – which is planned to be the studio’s first-ever original game.


All these production updates were accompanied by a number of sales milestones. Cyberpunk 2077 expansion Project Liberty has, for instance, now sold over 10m copies, while The Witcher 3: Wild Hunt – which this year celebrates its tenth anniversary – has seen over 60m sales.


As for what’s next, CD Projekt has been priming a Switch 2 version of Cyberpunk 2077 to release alongside the console next week, and a Mac port is also on the way. The Ciri-starring Witcher 4 is likely still some considerable way off, with the newly monikered Cyberpunk 2 – which will reportedly take players to second city like “Chicago gone wrong” – to follow.



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May 28, 2025 0 comments
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Cyberpunk 2, which is now officially called Cyberpunk 2, has entered pre-production, but don’t expect it out before 2030

by admin May 28, 2025



Sound the “it’s happening” klaxon, folks, because it’s happening: CD Projekt announced today that Cyberpunk 2—which, by the way, the studio is now calling Cyberpunk 2 instead of Project Orion—is now in the “pre-production phase” of development.

It’s not the biggest surprise of the year—we’ve known since 2023 that a new Cyberpunk game is in the works from a new Boston branch of CDPR, after all—and “pre-production” is still very early on in the process. Even so, CD Projekt chief financial officer Piotr Nielubowicz said it’s a pretty big deal during today’s earnings highlights presentation.

[PL/EN] Grupa CD PROJEKT – wyniki finansowe za I kwartał 2025 r. | KOMENTARZ – YouTube

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“The Phantom Liberty expansion has reached another sales milestone, having been purchased by 10 million gamers,” Nielubowicz said. “This is an excellent result, given that only 20 months have passed since its release, and it confirms sustained interest in the Cyberpunk universe on the part of the gaming community.


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“Given these developments, it fills me with even greater satisfaction to announce another important stage in our work on the next big game in this franchise: Several weeks ago, Cyberpunk 2—previously referred to as Project Orion—wrapped up its conceptual phase and entered pre-production. Congratulations to the entire team!”

(Image credit: CD Projekt)

CD Projekt’s focus is still firmly on The Witcher 4, which entered “full-scale production” in late 2024, but Cyberpunk 2 will see a boost throughout 2025: During an investors call, CD Projekt joint CEO Michał Nowakowski said the Cyberpunk 2 development team “will be our primary recruitment focus” for 2025.

(Image credit: CD Projekt)

As for what this means as far as a possible release date, the short answer is that Cyberpunk 2 remains a very long way off. In response to a speculative question suggesting that previous development timelines from pre-production to full release puts the Cyberpunk 2 release in late 2030 or early 2031, Nowakowski did not disagree.

“I can reiterate in a way what I said in one of the previous calls, which was basically that our journey from pre-production to final release takes four to five years on average,” Nowakowski said. “Having said that, keep in mind that each project is unique, and there are many variables that influence the final outcome. So I will not lead you into specific years, but yes, this is pretty much how it looks.”

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May 28, 2025 0 comments
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Wahey, Cyberpunk 2077's sequel has entered pre-production, and it looks like it might actually be called Cyberpunk 2
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Wahey, Cyberpunk 2077’s sequel has entered pre-production, and it looks like it might actually be called Cyberpunk 2

by admin May 28, 2025


Good news on a Wednesday! Cyberpunk 2077’s sequel has officially entered the pre-production stage of development, CD Projekt has confirmed. The game also looks to have ditched its codename, Project Orion, instead now being referred to exclusively as Cyberpunk 2.

This news was announced as part of the studio’s latest financial results presentation, with the Cyberpunk sequel team being congratulated for hitting this milestone as CD Projekt prepares to release the first game in the series on Nintendo Switch 2.


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“Several weeks ago the CD Projekt Red team responsible for the next big game set in the Cyberpunk universe completed the project’s conceptual phase,” CD Projekt wrote in a release about these results, “As a result, Cyberpunk 2 – previously known under the codename Project Orion – has progressed to preproduction.”

Checking out the full presentation, we can see that as of April 30 this year, the number of devs at CDPR working on Cyberpunk 2 is now at 96, up from 84 as of February this year. It’s a drop in the bucket compared to the 422 listed as working on the closer-to-completion Witcher 4 as of that April date, but it’s still the studio’s second biggest-staffed ongoing project. That’s putting aside the 131 devs in the “shared services” sector that handles general stuff like localisation and quality assurance across multiple games.


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This reveal comes alongside the news that the Phantom Liberty expansion’s now shifted 10 million copies, while The Witcher 3’s landed at 60 million copies sold as it’s celebrated its 10th birthday. That’s a lot of visitors to Dogtown and grumpy lad monster hunting.

It’ll be interesting to see if CD Projekt sticks with the Cyberpunk 2 moniker or eventually opts to shift to something with a year in it to more closely mirror Cyberpunk 2077’s naming convention, but what we do know thanks to legendary TTRPG creator Mike Pondsmith is that it’ll involve a visit to a city that “feels more like Chicago gone wrong”.



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May 28, 2025 0 comments
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CDPR releases 37 minutes of Cyberpunk 2077 Switch 2 video - so what have we learned?
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CDPR releases 37 minutes of Cyberpunk 2077 Switch 2 video – so what have we learned?

by admin May 26, 2025



Developer CD Projekt RED has uploaded a generous batch of Switch 2 Cyberpunk 2077 footage week – 37 minutes of direct 4K capture to be exact – giving us an early glimpse at the state of its docked 30fps quality mode. Since it releases on 5th June as a Switch 2 launch title, we don’t really have too long to wait to see the real thing in action, though given that this footage comes with no “early build” disclaimer or suchlike it appears CDPR is confident in what it’s showing in this material – and for good reason. Poring over all the assets, we have plenty to work with for some preliminary comparisons and even frame-rate analysis. In short, the prospects for this Switch 2 rendition are encouraging overall.


In terms of content, CDPR is showing all manner of gameplay: driving, combat, major mission set pieces – you name it, it’s included. Some clips even reveal, quite openly, the challenges Switch 2 faces in running such a complex open world game – notably for high speed car action. To its credit, frame-rate delivery at 30 frames per second is strong based on this footage overall, with drops into the 20-30fps range mainly being a problem while speeding through Night City’s streets. Especially at points where multiple AI cars clog up its roads, it appears drops and traversal hitches are possible, something we’re keen to re-test on its release. It’s a positive showing overall, though: on-foot exploration around its markets, the bustling parade sequence teeming with NPCs, and even combat during the Phantom Liberty DLC all run at a perfect 30fps here.


In performance terms, this showing is perhaps best put in the context of what’s currently possible on last-gen consoles, and also Series S. In re-testing the base PS4 version today for example, it’s sobering to find that open world roaming there still plays out with hitching, geometry pop-in and drops to 20-30fps – certainly more than is evident in this Switch 2 footage. Going hands-on with the final build ourselves is a must for any final word on this, but early signs point to fewer glaring issues in traversal and battle.

Sit back, relax and enjoy another massive episode of DF Direct Weekly.Watch on YouTube

  • 0:00:00 Introduction
  • 0:00:39 News 1: 37 minutes of Cyberpunk 2077 Switch 2 footage released!
  • 0:18:51 News 2: AMD introduces 9060 XT
  • 0:31:43 News 3: AMD teases “FSR Redstone”
  • 0:44:15 News 4: Doom has hidden performance metrics on Xbox
  • 0:53:38 News 5: Mario Kart World originally planned for Switch 1
  • 1:02:49 News 6: Hellblade 2 coming to PS5
  • 1:11:29 Supporter Q1: What do you make of the Nvidia/Gamers Nexus controversy?
  • 1:19:41 Supporter Q2: If Microsoft is working on an Xbox emulator for Windows, does that signal the end for traditional Xbox consoles?
  • 1:28:56 Supporter Q3: Should Nintendo release a non-portable, home-only Switch 2?
  • 1:35:32 Supporter Q4: Could Switch 2 become a dumping ground for last-gen games?
  • 1:40:29 Supporter Q5: What are your hopes and concerns for Switch 2?

On the other hand, Xbox Series S’ performance level – in its own 30fps quality mode – is a more aspirational target for Switch 2. We described this version as ‘what last-gen should have been’ in our original review, thanks to it boasting a broadly rock-solid 30fps experience, and it even went on to receive a 60fps mode post-release. A question mark hovers over the viability of Switch 2’s own 40fps performance mode though, where we have no recent assets. More to come on this when we get the game ourselves.


In terms of comparisons, image quality is a plus point for Switch 2 when compared to the older PS4 release, and even Series S. Much of this boils down to Nvidia’s DLSS upscaling technology being available to Switch 2’s Tegra 239 processor. CDPR has already confirmed the use of DLSS to hit a 1080p target in docked play in this case (and a 720p target in handheld mode). However, the actual native pixel counts are typically lower than 1080p – with dynamic scaling taking us to 1280×720 at its nadir during the most extreme 20fps drop on record here while driving. More typically though, numbers like 792p, 810p and 864p crop up at less taxing points in the footage, which is a high enough base pixel count for DLSS to (usually) work its magic and reconstruct a 1080p frame.


For perspective, Series S’ quality mode renders at a 1296p-1440p range using AMD’s FSR 2 as its upscaler (as of a late 2022 patch 1.61, following an upgrade from TAA). Meanwhile, base PS4 continues to run at a 720p-900p range using CDPR’s own in-house temporal AA solution. In both cases Switch 2 has an advantage in temporal stability, at least. Even though it runs at a lower pixel count than Series S, DLSS more adeptly cleans up the game’s visual noise in certain scenarios compared to FSR 2. Shimmer is minimised across the dampened floors of the market area, while during static moments, fences and character detail up-close resolve with added sharpness via Switch 2’s upscaler.


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On the downside, for all its benefits, DLSS does not always hide its lower base pixel input. Driving at speed reveals blocking artefacts on Switch 2, while a later Johnny Silverhand dialogue sequence shows similar break-up around two background NPCs playing basketball. There are some limits on show, then, but it’s a respectably competitive result next to Series S all things considered. In fact, it’s similar to what we found with Street Fighter 6 comparisons between these two consoles, where Switch 2 pushes a sharper, less visibly noisy frame via DLSS – and despite Capcom’s fightert running at a lower native res in that case.


Focusing on visual quality, it’s a surprise to find Switch 2 is on par with both PS4 and Series S in a great many of its core settings. Paired side-by-side with each, there is scarce evidence of any differences in recreated shots: texture quality is a match, SSR is enabled across the floors, and motion blur is engaged too. There is a difference in ambient occlusion (resulting in thicker pockets of object shading on Switch 2) that needs further investigation – and it’s clear that Switch 2 also loses the lens flare effect of the Series S release. That aside, the variance in time of day and NPC placement account for a majority of the differences in the open city – whereas in confined interiors that are perfectly matched, the main difference is again DLSS’ impact on image quality.


It’s a positive peak at CDPR’s optimisation efforts so far and it appears to be an improvement on the build I played at Nintendo’s Switch 2 event in London last month. We’re just ten days away from what’s undeniably one of the most technically challenging third party games on Switch 2, and it’s certainly a big one for coverage plans at Digital Foundry. In fact as I type this, there’s an ongoing effort to bank as much Cyberpunk 2077 footage on other platforms for comparison. Roll on June 5th!



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May 26, 2025 0 comments
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CD Projekt Red reflects on its hubris following The Witcher 3’s success, and how that led to Cyberpunk 2077’s problems: ‘I think that was the beginning of a bit of magical thinking for the company’

by admin May 25, 2025



The Witcher games are one of the clearest examples of improvement over a series in videogame history. No backsliding here: The Witcher was a mess, The Witcher 2 was genuinely quite decent, and The Witcher 3: Wild Hunt was a masterpiece. The Witcher 3’s success put CD Projekt Red on Sony’s speed-dial, but it had other consequences as well.

The Witcher 3 at 10

(Image credit: CD Projekt RED)

To celebrate its 10th anniversary, all this week we’re looking back on The Witcher 3—and looking ahead to its upcoming sequel, too. Keep checking back for more features and retrospectives, as well as in-depth interviews with the developers who brought the game to life.

“It gave us confidence that we can deliver a truly ambitious and engrossing RPG of a big scale,” says Michał Nowakowski, joint CEO and member of the board, speaking to PC Gamer’s Joshua Wolens. “And that we can punch above our weight and we can get head to head with the big ones. I remember, I was like, really, really afraid of the standard that Dragon Age: Inquisition’s going to set,” Nowakowski recalls.

While the two did duke it out for RPG of the Year awards (“I thought it was a fantastic game,” Nowakowski says of the competitor), The Witcher 3 was such a smash it changed expectations at CD Projekt Red. “That gave us confidence,” Nowakowski says. “Maybe in many ways even too much confidence looking back, to be honest, because I think that was the beginning of a bit of magical thinking for the company, which only stopped after Cyberpunk.”


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Or as Adam Badowski, CD Projekt Red’s other joint CEO and member of the board puts it, “We turn from underdog to the company that is visible in the industry.”

The idea of magical thinking brings to mind BioWare magic, the idea that a troubled videogame will inevitably come together during the final stage of development because that’s what happened last time. And while the concept’s been torn apart repeatedly, it persisted because so many videogames do come together at the last moment. Even a classic like Thief: The Dark Project wasn’t fun to play until it was almost finished.

“I do remember, for The Witcher 3 specifically, seeing a version of the game that was put together, I think it was like February, 2015?” Nowakowski recalls. “I remember I walked up to Adam and said, ‘How are we in a good shape? Because that looks really not that great.’ You know, like, ‘Don’t worry. We’re gonna make the final push with the patch. That’s gonna be a day-zero patch.’ I remember talking to some of the key tech people, and they were tired—exhausted, to be honest—but it’s OK. We’re gonna make it happen. And they did. Of course there were a lot of patches afterwards, but the whole thing was like a force of nature. Lots of chaos, and a lot of final-moment efforts over there, without I think proper planning.”

(Image credit: CD Projekt Red)

The fact The Witcher 3 came together in that final push didn’t help the way the studio thought about things. “Everybody felt I think for a few moments that whenever something’s going on, we’re gonna have a magic fairy at the end that’s gonna come down and sprinkle some dust, and things are gonna be OK,” Nowakowski says. “I’m of course exaggerating, but there is some truth in that. So that’s a negative change. The positive change was that confidence, which I think helped us to build the ambition, which I still think is a big value of the company.”

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Cyberpunk 2077’s development demonstrated both the benefits of ambition, and the risks of overconfidence. Even as the studio got bigger, Nowakowski says, “A lot of things were developed in almost isolation, as weird as it may sound, so we sometimes didn’t see the actual effects of how it actually interacts until it was put together.” If those things developed in isolation don’t magically come together, you end up with a game full of disconnected systems, and sidequests that feel like they don’t mesh with the main questline. Which is to say, you end up with Cyberpunk 2077.

The Witcher games were developed in a similar way, Nowakowski says, but the issues that resulted were easier to fix. “It was probably never fine,” he says, “but it worked when the scope of the games were smaller. Like for Witcher 1 and 2. But I think at The Witcher 3, we could already hear the boat is creaking a little bit.”

(Image credit: CD Projekt)

Following the launch of Cyberpunk 2077, the studio worked to tear down that isolation. “I don’t want it to sound like it was all chaos, you know, burning cart on fire, because that would also not be true,” Nowakowski says. “We had great producers, and there was a lot of planning involved that made sense.” But the processes at CD Projekt Red in need of addressing finally were, “and that’s a big change that happened after Cyberpunk.”

When you’re spending $81 million to make a game like The Witcher 3, and $320 million on Cyberpunk 2077’s launch version, you don’t get to be the underdog any more. It can be hard to let go of the idea you’re the upstart rebels disrupting an industry and approach work more responsibly, though. “It was cool to be underdog,” says Michał Platkow-Gilewski, VP of PR and communication. “Yeah, it’s sexier.”



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May 25, 2025 0 comments
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Cyberpunk 2077's sequel includes a new city that "feels more like Chicago gone wrong", and I'm now wondering how the USA's collapse might have affected Michael Jordan's legacy
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Cyberpunk 2077’s sequel includes a new city that “feels more like Chicago gone wrong”, and I’m now wondering how the USA’s collapse might have affected Michael Jordan’s legacy

by admin May 21, 2025


Cyberpunk 2077’s sequel will let us take a detour from the returning Night City to visit a new location which feels a bit “like Chicago gone wrong”. Naturally, this news has me questioning how Cyberpunk’s timeline might have affected the most prominent basketball dynasty of the 1990s.

The tiny nugget of info we got about this second city comes from Mike Pondsmith, creator of the Cyberpunk TTRPG series that CD Projekt’s futuristic RPGs are based on. It’s the first bit of concrete info about the game – beyond just where it’s at in the production process – we’ve gotten for a while.


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Speaking to Tvgry during this year’s Digital Dragons Conference, Pondsmith touched on his current relationship with CD Projekt’s Cyberpunk devs. He’s “not as involved directly with the sequel as he was with the first Cyberpunk, but he does still pop by the studio to look at scripts and offer his views on stuff like new cyberware made for Project Orion.

For instance, he revealed that when he was there recently, he “spent a lot of time talking to one of the environment guys, and he was explaining how the new place in Orion – because there’s another city we visit, I’m not telling you any more than that, but there’s another city we visit.”

“Night City’s still there,” Pondsmith continued, telling us more, “I remember looking at it and going ‘yeah, I understand the feel that you’re going for in this, and this really does work – it doesn’t feel like Blade Runner, it feels more like Chicago gone wrong’. I said ‘yeah, you know, I can see this working.'”

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This chatter starts at around the three hour and 45 minute mark of the video embedded above, if you want to check it out for yourself. I don’t know if you’ll do the same, but the mention of a Cyberpunk city that might be a bit like Chicago got me wondering what the existing Cyberpunk lore says about the actual Windy City.

According to the series’ Fandom Wiki (which does note that it needs more citations), Chi-town was “left in a state of absolute devastation” by the collapse of the United States that occurs between 1996 and 2008 in the Cyberpunk timeline, and was subsequently ravaged by a “catastrophic bio-plague” created by the federal government itself. By 2077, the city’s “implied to have undergone some level of reconstruction” by rumours of it being connected to Night City via the transcontinental maglev rail network that Cyberpunk 2077’s database describes as “currently inoperational”, but subject to revitalisation efforts by Night Corp.

Cool. But here’s the thing. If Chicago started to fall apart in 1996 – the year that martial law was declared across the USA in Cyberpunk lore – do Michael Jordan’s Chicago Bulls win the 1996, 1997, and 1998 NBA championships to cement themselves as arguably the greatest basketball dynasty of all-time? That’s assuming Jordan and the Bulls even exist in the Cyberpunk universe, but I think it’s worth exploring anyway.

The situation is this as far as I can tell – the aforementioned martial law runs from 1996 to 1999, so Jordan and co have that to contend with, in addition to a 1998 midwest drought and the collapse doing so much damage that “an estimated 90%” of Chicago is abandoned by the end of it in 2008. It’s MJ though. I’m still banking on him to beat the Jazz in the finals, even if he’s got to dribble past bio-plagues and hostile cybernetically-augmented soldiers to do it.

Do you think his airness still ends up with six rings on his weird cyber-fingers? Also, how do you feel about visiting this second city in Cyberpunk 2? Let us know below!



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May 21, 2025 0 comments
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Off The Grid, The Cyberpunk Battle Royale From District 9 Director Neill Blomkamp, Hits Steam Next Month
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Off The Grid, The Cyberpunk Battle Royale From District 9 Director Neill Blomkamp, Hits Steam Next Month

by admin May 21, 2025


Gunzilla Games has announced that Off The Grid, its cyberpunk battle royale featuring a narrative by District 9 director Neill Blomkamp, is coming to Steam in June. It launched into Early Access on PlayStation 5, Xbox Series X/S, and PC via the Epic Games Store last October, and now, it’s coming to Steam via Early Access as well.

Disclaimer: Gunzilla Games is the parent company of Game Informer Inc.. All editorial coverage is selected and completed by our content team, without influence from owners or other outside parties.

As part of the Steam launch, Off The Grid will support full crossplay across PlayStation, Xbox, and PC, allowing players to link up regardless of where they’re playing the game. Gunzilla says it has been actively evolving the game in line with community feedback with “improved performance, refined balancing, and introduced new cybernetic limbs, weapons, locations, and game modes.”

 

“Bringing Off The Grid to Steam is a major milestone for us, not just because of the platform’s reach, but because it allows us to welcome an entirely new wave of players into a game that’s been built hand-in-hand with the community,” CEO and co-founder of Gunzilla Games Vlad Korolov said in a press release. “From new limbs and weapons to map expansions and performance upgrades, every major step forward has been shaped by player feedback. This launch is a celebration of that collaboration, and it’s only the beginning.”

You can wishlist Off The Grid on Steam starting today. It launches there next month, though Gunzilla did not announce the exact date.  

Are you going to check out Off The Grid on Steam next month? Let us know in the comments below!



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May 21, 2025 0 comments
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Cyberpunk Sequel Returns To Night City, And Goes Somewhere New
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Cyberpunk Sequel Returns To Night City, And Goes Somewhere New

by admin May 21, 2025


We still don’t know much about the Cyberpunk 2077 sequel currently in the works at CD Projekt Red. Development on the RPG, code-named “Orion,” is in full swing after the studio wrapped support for the original game last year, but the team is still keeping most details about it under wraps, other than a few informal quotes here and there about the vibe it’s trying to capture. However, Mike Pondsmith, the creator of the Cyberpunk tabletop roleplaying game, which first debuted in 1988, has revealed a pretty important piece of information: Alongside returning to the capitalist hellscape of Night City, the sequel will take us to another city as well.

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Speaking to Polish gaming channel tvgry at the Digital Dragons Conference in Poland, Pondsmith talked a little about the upcoming game, revealing that “Orion” will take place at least partially, though not entirely, in Night City. He described some talks he had with the CD Projekt Red team, and said that while he’s not as involved in the sequel as he was with 2077, he can say that the game will feature a second city that is “more like Chicago gone wrong.”

“I spent a lot of time talking to one of the environment guys, and he was explaining how the new place in Orion, because there’s another city we visit —I’m not telling you any more than that, but there’s another city we visit,” Pondsmith said. “Night City is still there, but I remember looking at it and going, ‘yeah, I understand the feel you’re going for this, and this really does work.’ And it doesn’t feel like Blade Runner, it feels more like Chicago gone wrong. I said, ‘Yeah, I can see this working.’”

Assuming Pondsmith is being careful with his words here, this doesn’t explicitly mean Cyberpunk’s next game is set in Chicago specifically, which does still exist in the universe. He describes the new location as being “like” the city, so it’s probably not the Illinois metropolis itself, and as of yet, it’s unclear in what ways the new setting will resemble Chicago. In its infrastructure? Its culture? Unbearably cold winters? We’ll find out eventually.

What I’m curious about is how much of a divide there will be between this new city and the Night City we know and love. I know exploring an old map in an open-world game might not sound that exciting, but Night City is still one of the most well-realized cities I’ve ever explored in a game, and I imagine CDPR isn’t too keen to just throw all that work away if there are still stories to tell. I’m also wondering if the studio will include some kind of choice import to have the story of 2077’s merc protagonist V referenced in the sequel according to your decisions. I don’t need a cameo from the guy, but I wouldn’t mind a drink at the Afterlife bar paying tribute to his big space heist at the end of the game.

 



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May 21, 2025 0 comments
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Cyberpunk 2077's sequel will see you return to Night City, and head to a new city described as "Chicago gone wrong"
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Cyberpunk 2077’s sequel will see you return to Night City, and head to a new city described as “Chicago gone wrong”

by admin May 21, 2025


CD Projekt Red’s sequel to Cyberpunk 2077 is mostly a bit of a mystery, and it likely will be for a while yet given that they’re currently full steam ahead on The Witcher 4. We know Anna Megill, who worked on Control and the upcoming Fable game, is attached as lead writer, and that the team wants to deal with some big topics, but there’s been nothing like plot details shared so far. At the very least, Cyberpunk creator Mike Pondsmith shared some tidbits about it at Digital Dragons, namely to do with the game’s map.


Pondsmith explained that with the sequel, he’s “not as involved directly,” but he does get to look at the scripts of the game. “Last week I was wandering around talking to different departments, and seeing what they had, ‘Oh look, this is the new cyberware, what do you think?’ ‘Oh yeah, that’s pretty good, that works here.’”

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In terms of things he shared about the game itself, Pondsmith explained that he “spent a lot of time talking to one of the environment guys, and he was explaining how the new place… because there’s another city that we visit, and I’m not telling you anymore than that, but there’s another city that we visit. Night City is still there.” He went on to say, “I remember looking at it and going, ‘I understand the feel that you’re going for, and this really does work, it doesn’t feel like Blade Runner, it feels more like Chicago gone wrong’. And I said, ‘yeah, I can see this working’.”


I’m going to assume that he probably isn’t even meant to say as much as he’s said here, but he’s also the literal creator of the world of Cyberpunk, I think we can cut him some slack.


Based on Pondsmith’s comments, we’ll be able to roam around Night City once more alongside this new, Chicago-like city. Smart thinking, honestly. I know people complained about how Zelda: Tears of the Kingdom just used the same map again, but if you ask me it expanded and changed it in some pretty interesting ways.


The Yakuza series repeatedly used the same locations too, not only working well as asset flips, but as a narrative tool too. I don’t even like Cyberpunk 2077 all that much, but I’d still be curious to see how Night City changes between games. I’m sure we’ll get some idea of what the RPG will be like in, hmm, at least seven years? Yeah, that sounds about right.



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