What’s going on Neon Nation, welcome back
to the Neon Arcade for some more in depth
Cyberpunk 2077 coverage.
Today we are going to be going over the advanced
technology of Night City and Cyberpunk.
There’s no doubt about the fact that in
this vision of 2077, technological advancements
have taken some meaningful turns, and that
technology is one of the most interesting
and compelling aspects of this world.
This video will include Braindance, VR, Augmentations,
Cyberware, The Net, Drugs, Robotics and Drones,
AI’s and more.
First we have Robotics and drones.
In 2077 society is highly dependant on drones
and robotics – from live-feed camera drones
to sparring bots to giant warehouse and contruction
machinery.
In the world of Night city trash collectors
and robotic street sweepers are automated.
From top of the line to slapped together from
street scrap, robotics are fundamental to
every single aspect life from the economic
sector to infrastructure management.
In fact most public transportation in Night
City is automated as well
Trains and buses are entities on their own,
able to communicate with each other with deep
neural networks that can learn and improve
efficiency on the fly.
In the gameplay demo and e3 trailer we see
examples of these robotics in action as we
see these sparring robots, used for training
fighters, as well as a Militech drone used
to scout areas with its aerial eagle-eye vision.
It seems the militech drone can also scan
targets much like our kiroshi optic and analyzes
targets.
The flathead spiderbot owned by Militech is
an experimental military unit, with the ability
to go invisible as well as support you in
combat.
The bot can be linked using a neural ware
chip also known as a splint to bridge the
bot with your own personal neural network
for a level of control over your robotics
previously unheard of.
The metro or Night City rapid area transit
is a huge part of the world and these types
of transporation are autonomous.
They learn from traffic patterns and the world
around it, in pursuit of an optimal method
of transport.
Next we have one of the biggest aspects of
the dystopic Californian Metropolis of the
dark future, and that is Cyberware.
This is something Mike Pondsmith and the team
at CD PROJEKT RED have actually consulted
a Neurosurgeon about, to increase it’s real
life fidelity and to make sure the implementation
of tech that interacts with the body is done
right.
Cyberware are pieces of technology that can
be implanted into a human being, from a biomonitor
to regulate ones own body, to advanced thermoptics
and vision, to lethal cyberlimbs and weapons.
Cybernetic prosthetics were developed for
practical and medical purposes, and have since
become a matter of lifestyle choice.
In 2077, cybernetics and cyberware are as
commonplace as tattoos and jewelry.
The reason people install cybernetics are
as diverse as Night Citys population from
simple tech upgrades to combat enhacements
and even to become more fashionable.
Cyberware can be abused though, and this results
in humanity costs associated with each piece
of tech.
Use too many and become a full body cyborg
conversion with a mental disposition known
as Cyberpsychosis.
Examples of Cyberware include Cyberlimbs,
Cyberaudio, Cyberoptics, fashionware, neuralware,
linear frames, exotics and interfaces.
Bioware is a style of ware that is very similar
to Cyberware, but with the distinction that
it is based on biology rather than electronics
or mechanics.
Bioware can have non organic components, but
it is used to enhance a biological function,
instead of replacing it with technology.
Body plating and bioscultping can create a
resistant or better looking body, by shifting
muscle and bone, or grafting on animal skins
and components.
Nanotechnology is a type of bioware which
include Enhanced antibodies which can cut
healing times in half, toxin binders which
bind to poisons and boost your resistance
to them and nanosurgeons which are deployed
inside your body to repair any physical damage
you may receive.
Medically, the world of Cyberpunk is incredibly
advanced and factions like Trauma Team can
bring you back from the edge of death with
some of this tech.
In the demo we see the fact that Sandra Dorset
has a biomonitor, an internal Cybernetic which
monitors our vitals.
There are cybernetics we have to slot in chips,
shards and splints into located on our temples.
We can slot in shards to see mission objectives
like Dexter Deshawn gives us, to control of
Drones and robots like previously mentioned,
and they can be fitted with Viruses and malware,
like the one that is affecting Sandra Dorsett.
We also see a Cyberoptic called the Kiroshi.
They have a Mark 1 and 2 make, with the Mark
2 having the ability to scan more and higher
levelled targets.
 
We also see a subdermal weapon grip, which
connects with the optic to bring up an ammo
count and links with your weapons to increase
its base damage.
Militech has one of their goons use a Lie
detector device on you via a cybernetic that
can jack directly into another person.
Once jacked in the hacker’s eyes glow blue
maybe due to a linked Cyberoptic and could
possibly be a Voice Stress Analyser from the
original tabletop game.
V uses a similar type of cybernetic a little
later on in the demo to jack into the Maelstrom's
network.
The maelstrom have a variety of types of CYberware
including the front optic mount called the
Red Eye, which could give them enhanced vision,
and Royce seems to have some Cyberaudio tech
in his ear.
Later on in the demo we unlock a cyberweapon
in the mantis blades, which has a variety
of uses including scaling and perching on
walls, as well as deadly inclose melee attacks.
Next we have Braindance (Virtual Reality),
Drugs and Combat Drugs
Poverty and Despair has lead to the denizens
of Night city to indulge in the highest forms
of escapism.
Braindances are digital recordings that allow
you to experience all the stimuli associated
with every action the recordee undergoes.
Everything from brain activity to motor patterns
are experienced by the user.
Braindances are virtual reality on steroids
and can be streamed to your neural system
via a special augmentation called a BD player.
Braindancing leads to high levels of addiction
in Night City.
This is the future of dream like experiences
and includes Hollywood styled production recordings
featuring a vision of the highlife via an
a list celebrity.
Some other Braindance recordings are more
controversial where you can enter the mind
of a serial killer and live out the bloodlust
and monstrous acts he performs for your own
indulgence.
Drugs and Combat Drugs in Night City are more
prolific and pronounced than ever before.
Kerenzikov reflex boosters change the battlefield
around you as you can use it to perform killing
blows by controlling time and space around
you.
There are other drugs in the world of Cyberpunk
though.
This includes Aphrodisiacs, Recreational Drugs,
Cool and intelligence boosters, stims, tranquilizers
and more.
There are a ton of drugs, so we are going
to go through the most unique and interesting
ones from each subsection.
Let’s start with some of the more unique
recreational drugs.
Some of the old reliable reactional substances
like Alcohol, marijuana, tobacco, cocaine
and heroine are still available, but drugs
have much more advanced chemical compositions in 2077.
First we have the Blood of Christ.
This fills the user with a feeling of divine
euphoria, as if god has touched them.
They have no worldy feels because anyone under
the influence will feel like god will protect
them.
Next we have a street drug called Rabbit,
which makes users cowardly, horny and they
don’t eat.
The benefits include increased running speed
and enhanced perception.
Shotgun shell is a new drug served in places
like brothels and night clubs.
It’s served in a shotgun shell filled with
a mix of drugs, and you can either unscrew
the top of the shell to inhale the powder,
or do it the Night City way.
This means inserting the shell into a Militech
crusher and firing it up your throat.
This substance makes you highly aroused.
Synthcoke dna snapcoke are advanced formulations
of cocaine, and give the user a very similar
experience to it’s regular counter part.
STAT boosters increase any one of your stats
after dosing.
Intelligence boosters like Brainstim, bluebird
and Sixgun are some of the most powerful in
the world of Cyberpunk.
Brainstim stimulates the growth of dendrites
in the brain and allows the user to have total
awareness and greatly enhanced thinking.
Users often develop god-complexes in a very
short time based on how all knowing this drug
makes you.
Sixgun and Face were developed for Microtech
netrunners and give them teremendous boosts
in the net and during netrunning activities.
We’ll talk about the Net a little later.
Dabhand is a tech booster which increases
a Techies dexterity with small instruments
for a long period of time.
Like I said there are a ton of drugs in the
universe, and RTalsorian just recently showed
off some of the basic ones in their Cyberpunk
lore series, so I’ll put that up on screen
if you guys want to pause the video and check
those out.
If you want more info, check out the Future
drugs and addictions video I have posted on
my channel.
Next we have The Net, Netrunning, Cyberspace
and AIs.
The net is a vast telecommunications network
that joins all of the computers and telephones
on Earth.
In the late 20th century the only way you
could enter the net was through a computer
and a modem, but in the world of Cyberpunk,
you can enter the net directly.
You can do this using your brain, interface
plugs, cyberdeck and an interface program
that turns computer data into 3 dimensional
environments and events.
Netrunners are advanced versions of computer
hackers that use this new form of entering
the net in the ultimate challenge of Man vs
Machine.
Netrunners face off against deadly anti-intrusion
software to enter corporation and personal
data fortresses to extract secrets, like hidden
blueprints, and insider stock tips.
IN the world of Cyberpunk, this can all be
sold at a high price, and the best netrunners
are celebrities in their own right.
Netrunners are also used for backup during
missions.
They are hackers at the end of the day and
that means they can digitally pick real world
locks like TBug does for us in the Gameplay
demo.
This can be useful during missions and Netrunners
are invaluable for most of these.
Most heavy solo teams have a Netrunner on
the payroll, and corporations also hire out
netrunners to reverse engineer their protection
programs and methods.
NetWatch is the police service on The Net
that monitors net activity.
Cyberspace and Net laws are fairly weak though
and enforcing of laws is a monumental challenge,
as Netrunners can be ghosts leaving little
to no online digital footprint.
Now the Net geography is analogous to the
real world.
Real world locations and regions have a Net
equivalent, although this only extends to
areas that there are computers.
This means the regions in the Net shift based
on the distribution of these telecommunication
networks in the real world.
The regions in the net include Atlantis, Rustbelt,
Olympia, Pacifica, TokyoChiba, Afrikani, EuroTheatre,
SovSpace and Orbitsville and again they all
correlate to real world locations.
Your icon is your avatar in the Net world,
and everything from programs to data fortresses
have icons that represent what they are in
the 3D net world.
Every icon can be customized.
For example a Pitbull anti intrusion program
can be stylized like a dog with a spiked collar.
Data Fortresses are simply a 3D representation
of a real world computer, but in the Net.
Again this can be customized and you can make
your fortress look like a Mansion, Tower,
Night Club etc.
Data Fortresses hold information and their
strengths are dependent on their code gates
and walls.
Programs are deployed in the net to prevent
Netrunners from extracting and breaking into
these data fortresses.
These call fall into the category of detection,
anti system, stealth, protection and more.
Shields are protection programs that stops
direct attacks on netrunners.
The highest tier of Protection programs are
called Flaks and will protect a runner against
Pitbull, blood hound and hellhound programs.
Detection and alarm programs will warn a data
fortress about an attack from a Netrunner.
For example the Bloodhound is designer to
detect illegal system entries and will track
the source of any entry.
There is also the demon series of programs
designed by Legendary Netrunner Rache Bartmoss.
These types of programs can carry multiple
programs in one and their icons are usually
giant imposing figures who are well dressed.
AIs are present in the world of Cyberpunk,
although most of them reside in The Net.
Some are created by corporations, some are
accidents and some are spawned by the infinite
nature of The Net.
AIs range from DHC AIs which are simple and
designed for specific functions, to Human
AIs, to transcendant AIs who were not programmed
by anyone and were spawned out of the matrix
of Cyberspace.
AIs might be something we experience in our
traversals of the net.
All of this considered, Netrunning is a dangerous
game.
Finally we have the superfuel of the future.
It’s referred to as CHOOH2 in the demo and
based on the history of Night City was developed
by megacorporations to replace gasoline and
diesel fuels as the leading combustible fuel.
CHOOH2 burns cleaner than gas or diesel but
the fuel itself is toxic and can cause blindness
at low doses and death at Higher doses.
Megacorporation Biotechnica created the essential
wheat T Vulgaris Megasuavis used in CHOOH2
through genetic engineering.
Because of how small Biotechnica was, they
couldn’t keep up with supply and demand
and licensed its production to bigger Petrochem.
In Cyberpunk 2020 Petrochem produces 60% of
the CHOOH2 in the world, and supplies every
gas chain in the country.
Jackies supercar, the Quadra V tech and presumably
all super cars, bikes and aerodynes in 2077
will run on CHOOH2.
Thanks for watching guyd and subscribe
for everything and anything Cyberpunk 2077.
