Bartending for a delinquent cast of sci-fi characters, it turns out, is the ideal way to world-build a dystopian visual novel/game. VA-11 Hall-A, released yesterday on Steam, offers players the chance to serve up noxious drinks to the sketchy citizens of Glitch City, circa 207X A.D., the kind of place that would star…
The cyberpunk dystopian future of Blade Runner, with its artificial landscapes, might never become a reality. We’re heading into a much weirder version of the future.
It’s astonishing to think how much of the world has changed thanks to the internet. It’s difficult to think of another recent technology that has so totally changed how people experience the world - the invention of the telephone well over 100 years ago is probably the only thing that comes close.
The only thing more appealing than blue hair is blue hair surrounding dingy metal neural implants. I love you, cyberpunk.
Computers and displays hanging on the walls, chaos that is somehow organized, rusty post-indusrial techno-junk lying everywhere. Tim Schwalf's massive LEGO cyber slums fan-build has it all, just like a proper dystopian town.
Each week I found myself faced with a quandary when it came to Psycho Pass 2. If I watched it when I got up, I would feel unsettled the whole day. And if I watched it before bed, nightmares followed. Yet despite this, it is one of the series I found myself dying to watch week in and week out.
Human beings are the most important ingredients in game design. Without the participation and attention of an actual person, games are just basically systems waiting for input. In the new novel by legendary science-fiction writer William Gibson, humans aren't just controlling disembodied avatars in made-up worlds.…
You know, while I was editing and writing my interview with William Gibson for this piece, I kept lamenting about all the great quotes and observations I'd have to leave on the cutting room floor for space and spoilers.
Candy-colored cyberpunk characters from this gallery of Nodeworld concept art by Aaron Whitehead. See more of his cyborgs, robots, and vehicles below:
Finding something glitchy and weird on Google Maps and Google Street View is always exciting. It feels like finding the needle in a haystack, even if it's just a malformed panorama photo. Artist Emilio Vavarella decided to collect the best ones into a gallery, to reflect the relationship between humans and…
After premiering last year, Evangelion 3.33 You Can (Not) Redo, the third of four films in the Rebuild of Evangelion tetralogy, gets its Blu-ray release today in Japan. While that's good news—over-the-top mecha action is always good news—it also makes a good opportunity to revisit some classics.
Cyberpunk was a big deal in the 80s and in the 90s. Writers like Philip K. Dick and William Gibson, movies like Blade Runner, and anime such as Akira heavily influenced video games. The result was games with a dark, dystopian future, high technology and low life.
Bars, clubs and noisy taverns are always crucial locations in a story-driven game. They are save points, places where we can sell useless stuff from our inventory, gather information, meet a key character, or just simply get into trouble.
Developers CD Projekt RED are considering something for the upcoming Cyberpunk 2077 that I really hope makes it into the final game: the idea of having people in the game all speak their native tongue.
Less than a day after Sony teases a reveal of the PS4, CD Projekt Red—makers of the popular Witcher series—have unveiled the engine that will be powering their next-generation games. The timing of the announcement is probably a coincidence, but maybe not!
It's got almost nothing to do with the game itself, since it shows absolutely none of it, but the debut trailer for Cyberpunk was still an exciting thing to watch, primarily because it shows at least the game's art design has the whole future noir, Blade Runner thing down pretty well.