As many are sure to begin pointing out, I slipped up and said the Kowloon walled city was in Korea, when in fact it was in HK. Every video must be accompanied with at least one mistake to make it a Morphologis video.
Lol beat me to it re: Ki-moon walled city. Great video! I'd love you to do Lonely Planet guides of scifi locations with an architects eye like this video but also Bespin, Ariel, or Mega City One.
What impressed me in Night City is how complex are sometimes footpaths and roads. It is not just a one level simple grid, but some districts create strong feeling that they were not planned by government in one go, but they just grew for many decades with buildings being enlarged and remade, levels being added, new roads being added, areas being rebuild. I have no idea how they pulled off the designing of all of this. Really impressive!
One of the biggest problems I had with starfields cities is that they feel like the cities they sent tourists to in North Korea where everyone is just an actor and nothing is actually real and it's sparsely populated for apparently how many humans are supposed to be living there
yeah, I'm really disappointed by the scale of the few cities they have and comparing it to the concept arts they show, example is the neon city was giant city in the ocean and in the concept art with several decks and floors but ingame its like a size of a 1 building in that concept art.
What? You don’t appreciate how much Starfield innovated the game space in 2024 by reintroducing a fan favorite feature from older games: Loading screens for everything.
Even if you take away from gameplay activities, Night City still feels more real. It feels lived in, even compare it with other games set in a single city. Night City feels more lived in than Los Santos in GTA5 or the city in the latest Mafia game.
Personally it's the advertisements that's plastered everywhere. Most other cities barely have anything more than blank buildings and a few billboards but NC is filled with actual branding that's ridiculous but somehow perfectly realistic.
Also you feel like everything in Night City has its own individual story - whereas many other big game cities seem to have been planned from a single template to "be a city". They feel planned, whereas Night City feels like it has evolved over many decades and morphed and twisted and adapted to the lives that people have been living in it for over half a century. Buildings overarching other buildings, some districts growing while others are falling to waste. Some buildings clearly stand out in a way where it's obvious their existence has influenced the lands around them over time, rather than everything just magically coming into existence at the same time.
I've stopped using fast travel for my second playthrough and that's when I really started appreciating all the details in the city. Even after hundreds of hours, it still feel fresh and I still discover corners of the games I had not seen.
@@fredbyoutubing Same. Sometimes when I need to clear my head I just ignore all the quests and drive around in NC, listening to music and seeing the sights. It's legitimately a great experience, and much cheaper than actually driving around.
night city was genuinely the first city in any video game I forgot it was designed to be a GAME and not an actual city simulation. GTA tried this several times, as did others like Mafia and more, but for the first time the sheer level of granular life and design choices make Night city organic enough to be believable.
Honestly, Novigrad in Witcher 3 did a lot of that for me as well. There were so many small details in it that made different parts of it feel lived in and distinct. Feels like they designed a city first, then built reasons to see all the different parts of it afterwards. And there's always so many people around doing things. There's laundry hanging from cables above the streets, market stalls filling up plazas, artisans at work, people moving around, kids playing, people relaxing. Combined with a bunch of different districts that have their own feel and purpose on display.
@@clearlistedGTA 5s map design holds up surprisingly well when compared to Cyberpunk, the stranger missions really help it feel much more alive. RDR2 goes even further, the NPC interactions in that game are absolutely next level and Cyberpunk doesn't come close.(you can follow an NPC on their daily routine in RDR2) Cyberpunk is probably my favorite game and Night City is really unique but maaaan my dream would be for Rockstar to make a cyberpunk style game.
@@clearlisted That's what people did then when they were shitting on it to make it look bad when it launched. Now that the game is largely fixed, people can appreciate the actual game itself, realizing it's much better than GTA V.
@@ilias856 Cyberpunk surpasses GTA V in quality, and upon its release, it was expected to outperform GTA V. The original poster implies that Cyberpunk achieved what GTA V attempted, but what GTA V accomplished was remarkable for its time.
Night City is hands down the most immersive city I've ever had in a video game. All other game issues aside, the level/world design is a freaking work of art
I will say, while giving a buddy who was new to the game a tour of New Babbage, we were heading to the promenade, and while we were going through the little windowed bridge area, and she glanced outside and noticed a ring of lights that seemed really out of place. I told her to zoom in on it, and it blew their mind that they could make out the vague shape of Port Tressler, and the light ring that they spotted was the navigation lights demarking the armistice zone around it.
yeah I can recall my first mindblowing experience from watching myself in spacestation while floating zero-g and looking down to arccorp city scapes below.
I think that another interesting pillar of city design to remember about Star Citizen is that seamless flight is a core part of the game. The cities are also supposed to look good from the air and even from upper atmosphere and orbit. Debatably even more important than the on-foot experience.
I agree thats where it shines the most; Star Citizen was (and still kinda is) originally designed as a Space dogfighting sim with some extra features, on-foot experience was never a priority and it still outshines Starfield's. If SC nails it with building interiors, the gap between the two games will be immense. Not that im a SF hater, its just frustrating that a new gen space game can even get the insides of a city in the same instance.
Don't forget that SC is suppose to add base building plus replication layering tech to improve servers this year (hopefully). So it's going to be a whole other gaming experience later on.
Exactly. SC's cities are meant to immerse you and give you a feeling of awe as you arrive or depart in your space ship, on your way to go play the game.
@@rinkaemina Well, maybe. See the thing about that is that may be too much freedom for newer players. they'll get hella lost in area 18 for instance. However, having a player able to buy a small base in one of the skyscrapers and land on top to get in would work. I doubt we'll be able to enter every building. that's way too much work to make. but the world will expand.
I played through Cyberpunk for the first time last month, and Night City is one of the coolest environments ive ever existed in when it comes to video games. I put 80 hours into it in just under 2 weeks and im still in awe over the design.
Reading about the thought processes behind the design was incredibly fascinating! They blended four different and relatively uncommon architectural styles to achieve the city’s iconic look. I’ve heard they also made it noticeably impractical in certain ways to give it more of a dystopian feel.
@@furiouslydashing290 it looks great! I actually made it a point to run in foot to objects within 1km so i could actually see what was going on as i moved. They did an excellent job
I love Night City so much, and one thing I love is that the city is not idealistic, an example of this is that I live in São Paulo, and in NC there is Pacifica and Dogtown, these places are conceptually very similar to Cracolandia in SP, Places like these make the city much more realistic, and this makes a lot of sense when Mike Pondsmith himself says that both Rio de Janeiro and São Paulo are cities that he draws inspiration from when creating Cyberpunk lore.
As someone who used to live in SP but moved back to Chicago, Night City almost gives me saudades for Brazil lmao. São Paulo even has the most helicopters in the world and the biggest Japanese population outside Japan which definitely play into that feeling.
Sempre tem que ter um brasileiro carente Attention whore, todo vídeo de estrangeiro tem um, os caras acham que alguém se importa com esse pedaço de terceiro mundo.
Also you feel like everything in Night City has its own individual story, from whole districts down to individual streets and buildings - whereas many other big game cities seem to have been planned from a single template to "be a big city". They feel planned and constructed as a whole, whereas Night City feels like it has evolved over many decades and morphed and twisted and adapted to the lives that people have been living in it for over half a century. Buildings overarching other buildings, some districts growing while others are decaying. Some buildings clearly stand out in a way where it's obvious their existence has influenced the lands around them over time, rather than everything just magically coming into existence at the same time.
Night City feels that way because it existed long before the video game from the tabletop game. So it had a head start in lore and design in the first place.
Personally, Cyberpunk is the only game where I spent about 2 hours simply walking around and admiring the local architecture like a tourist, without really thinking about it or realising. It has plenty of flaws but from an aesthetic standpoint, nothing hits like it. This was in the Japan Town area of Westbrook mostly, spreading out into surrounding areas. In terms of other games that compare well, the rendition of Prague in Deus Ex: Mankind Divided or Serkonos in Dishonored 2, whilst split into smaller districts, offer up something pretty special as well.
i just started playing cyberpunk and I used to be one of the people who would blindly hate on it but this is one of the most gorgeous game worlds ive explored, probably the most gorgeous, i love how much there is to do around the world and the world is so dense its impossible to explore it all, love the different story outcomes/paths too
Unfortunately, a lot of people made up their minds after the rocky launch of the game. and now they won't give it a chance because means that maybe they were wrong. and they can't admit that.
@@ADMNtekPeople are weird as hell for this, the game was unfinished and buggy at launch, that's correct. After the recent patches and Phantom Liberty, it's also one of the most stylish and beautiful games currently on the market, both can be true at the same time.
@@ADMNtekOr maybe they don't trust the company anymore and are still annoyed that they essentially wasted their money at launch and only kind of semi recently are the issues completely fixed and the promises fulfilled. I agree that it's a masterclass of a game now and I personally won't keep harping on this topic but let's not act like none of that happened.
CD projekt red was always the best at crafting cities. Novigrad, Oxenfurt and Beauclair all feel very realistic and alive despite their rather small scale. The architecture is beatiful, the city plans are incredibly convincing and there is just always something to do in those cities.
Oxenfurt is the most underrated example of great city building in any game I've played. When I first went there I literally just walked around gawking at how beautiful it was and taking screenshots
Night City is my favorite city on any open world game. It's just breathtaking. And the fact you can enter a lot of the buildings is a cherry on top. I just wish megabuildings were explorable.
Nothing comes close to Night City. I feel like I'm in a living breathing city that is loaded with both the old and the new, unbelievable beauty and stark brutality.
You mentioned Disney when talking about New Atlantis, and that was the impression I had when walking through it. Particularly, the World Celebration portion of EPCOT in Disney World. For anyone unfamiliar, it's the part of EPCOT with the various rides and attractions, including Spaceship Earth (aka the Big Ball Thing). There all the different things to see and do are off in separate futuristic-looking (for 1970) buildings, separated by gardens, water features, and lots of walkways. It's all NICE, but if you've ever been there during a low season, there's something... offputting about the place. Because everything's relatively spread out there and contained within a few distinct buildings, there's a ton of walkways that get little foot traffic outside the central thoroughfare. Giving the whole thing this... not quite soulless, but strangely empty liminal space vibe where the architecture style makes everything feel out-of-place or even out-of-time. New Atlantis has this same feel. Despite the NPCs and things to DO there, it still feels strangely empty and simultaneously too big and too small. Not necessarily like it's fake, but that there's something not quite right about it's setup in a way that Akila and Neon don't suffer from.
I think the thing that really stood out to me with Starfield's cities is how small and low population they feel. They're supposed to be the centers of an interstellar community and they only feel like they're sized for 10-20k people. Even The Well, the slum area that was supposed to be packed with people was the size of a city block and had maybe 100 people in it. Granted, some of that might be engine limitations, but I think they could have done something like what SC does and have set-pieces showing more city that you can't go inside to make the cities feel reasonably large and populated.
bethesda cities are meant to be more like Main St. America at Disneyland than actual simulations of cities. They're just supposed to be a vibe. In fact, a LOT of bethesda game design comes from theme park design. The dungeons are structured just like rides, for example.
@@crimsonhawk52 Yeah, and that works for a medieval or post-apocalyptic setting where you expect populations to be small but falls apart with empires spanning large parts of the galaxy where you expect to have multiple Trantors. A player can only suspend their disbelief so much before they realize that something just feels off and it falls into the uncanny valley.
Night City feels like a childhood home. The bustling streets, crowded slums and garbage everywhere, hostile architecture, the obvious divide between social classes, and the constant noise pollution. It captured the very worst of what real life has to offer. The fear of leaving the city and going into the unknown poses too much uncertainty that you'd rather be swallowed whole by the place that made you who you are.
New Babbage needs more walkable glas tunnels between the domes so you can feel the scale. Also the large windows in SC usually hang slightly too height so you can't see easily. I'm the spawn hab on the other hand the windows are too small to see something (to save heating costs hehe). Both is a bit wasted opportunity to impress players :)
Im Really hoping they add "Player housing districts" to each of the citys when they put in permint player persistent habs in the game. That way the habs we log into now, will be like the hotels of real life. a place you stay at when your out of town. While players with a permint residence will log in in their hab in a completely different district of the city. and even better yours will ALWAYS be on the same floor and room number. as well as a different building from say your friend, who lives in a different building across the street or across the city! the Same with Hangers. Locate their physical spaces away from the existing space port and make them different places for different players! We have 4 ENTIRE planets and at least 9 different moons to work with here! :)
Probably to keep framerates from tanking more than they already do. The sky is easier to render than the city so windows that are too high probably prevent preformance drops.
@@the_omg3242 ya, but performance decreases when we are all gathered together, by spreading us out we reduce that problem by A LOT. and it wouldn't be hard because of how dam huge the play space is to go back to the original idea of personal hangers in different areas of the planets. Arc Corp might be the easiest to do this with, as with a city sized planet it would be stupid easy to add a giant ground to surface door where ever you want, and it not seem out of place on the world. For Hurstin. big ass ware houses spread out all over the world. Crusader is MASSIVE with no features at all but clouds. adding in personal floating plat forms for players might not even be noticed by anyone to begin with. Micro Tech is essentially one Gigantic Mountain Range. putting in "Hoth" underground hangers all over the planet wouldn't even be noticeable to "space Tourists" if you didn't know where to look. And of course there is A MASSIVE PLAY "SPACE" filled with absolutely NOTHING that would be perfect for player owned mini space stations that are a combination of hanger and hab, and in fact if you go back to the early days of SC the 5 player hanger types would work perfectly for each location!
I remember being completely blown away when they showed the first extended gameplay for Cyberpunk 2077. The moment when you first walk out of your megabuilding and get to see and hear the city. I couldn't believe it was real. Played it on day 1 with a mix of high/ultra graphics at 4K and it was simply mindblowing and exactly like in the video. First playthrough I'd say I spent about 3/4 of it walking, rarely driving, simply absorbing the sights and atmosphere. Night City is incredible and a monumental achievement in city and game design in general.
It's interesting when you place together all three games with very different design language and concept. Still, I'd have to say that I absolutely hate the way Bethesda designs the city in Starfield. Even if they can't make cars and other things work in their outdated engine, it's like they think people'd just forget about car and don't see the need to expand the their city in an interstella civilization, which would have a lot of people. And Neon... it was a very very big miss.
Akila City and it's *dirt* city streets actually offended me. I've been in a myriad of rustic rural towns, and they all had paved streets. That they couldn't accomplish that in the capital of an interstellar nation is laughably absurd.
@@JustBuyTheWaywardsRealms Even cities with large metro systems still have tons of cars / drivers. You only have to look to New York or Tokyo. It would've been interesting if there was an in-lore reason why cars and other non-ship vehicles are mostly absent (maybe concerning pollution or gravity or zoning laws, etc.), but if there was I unfortunately missed it.
@@NeverduskX Car is usefull because the city are build around them but if they were build around public transport, public transport would be more usefull.
@@JustBuyTheWaywardsRealms cars are useful even in cities with developed metro and public transit system like Tokyo or Singapore. What if you need to carry heavy loads of cargos? Cars and trucks can do that for you. What if you want to go to a place where it's outside of the walking range to the nearest transit node? Cars can do that for you. There are more pros than cons for having cars. Having no cars is just because Bethesda uses their creation engine, which can't handle automobiles very well.
Cyberpunk is the only game out of these 3 with an actual city. Starfield and SC have city locations, but accessible space is very limited, so neither is really a full city in terms of player access.
CP2077 on PC even before the 2.0 patch was imo a masterpiece, warts and all. The city is pure art, like a living breathing painting. One note is that with networking not being in both CP2077 and SF, it opens up what is possible [tech wise] within the game space. This fact does not bode well for SF though since even without any form of co-op or multiplayer they were still able to design a bland,loading screen filled uninspired city. I still get that giddy feeling in SC flying through and around cities, even if they still lack more game-play elements. The shear scale of them is breathtaking.
It's also important to note, that Night City is also as seamlessly as possible. Unfortunately it seems that the metro's loading part is an engine problem (there's a reason why it was added in update 2.1, almost exactly 3 years after the game got released, and only because many people wanted the metro). Except for the metro's loading (so basically up until update 2.0), literally the only loading screens in the game are when you open it, and fast travel - you can't lower it more than that. everything is smooth and without any loading screens at all it's amazing. It also makes it look and feel much more realistic and organic. Many of the elevators are intentionally open, so you can see outside while you go up or down on them. It's crazy how it all works. And it's a shame that it wasn't mentioned here at all. Also another thing about Night City that is so amazing, is how dense it is. Literally just yesterday I discovered that there's an entire port in City Center because of a Phantom Liberty side quest there...I have 150+ hours on the game, never knew at all about it. And so many videos on YT, always show me new locations, places, roads and alleys in the game I never knew about. Many times when I'm running and hiding from the cops on foot, I get to meet whole neighborhoods I didn't know existed with fantastic views and scenes. It's really incredible how they pulled this off, and how it always feel like you don't know yet half of Night City.
I really appreciate your wide format. Fascinating video btw, as I do love the CP2077 cities. I however love New Babbage, Orison, and Lorville in Star Citizen for the aesthetics and feel of an actual citizen of the stars. I love Starfield's Neon City, and really wished there was more to it. SC cities I treat as home and medical, shopping, eating, drinking, and trading are the only loops.
Feeling like disney main street is a great way of putting the feeling of some video game cities. One of my favs is new alexandria from halo reach, and its a city that has a little bit of that. During most of the level, the level design and the fast paced nature of Reach as an fps make it really easy to fall into the environment and appreciate the realism of it. Halfway through the level exodus though there's a moment where you fly in a drop ship to a different location that shows you some of the cracks in new alexandria as a city. Some of the buildings have no visible entrances and exits, let alone roads (the city itself has none), and there are a lot of dead ends that take make sense for an fps level but take away the realism. On the other hand, the scale at every point feels spot on. Almost nothing in the distance ever feels miniature, the spaces are large and well appointed with signage and maybe shops that feel usable, in that they make sense for the space and besides the carnage the city itself looks like what a city should look like and be laid out like. I love it as a setting and its held up as level design overall, especially for a game that came out in 2010, just had never found the right way to describe those few pitfalls until you mentioned the way a theme park can feel. Great video!
Cyberpunk's been really strong for just... grabbing me with things to do. I spend hours just running around fighting mooks or doing minor jobs without realizing it, because there's just a bunch of cool stuff everywhere.
I have a couple of years of experience in 3d modeling, and let me tell you, when i think about the amount of work that went into just modeling night city i get serious anxiety... Tremendous amount of work and thought put into that game, such a shame that many people will not notice it because of the media shitstorm that happened when it launched, i only hope that it will be remembered as a classic in the future.
I haven't played Star citizen or starfield but I just got Cyberpunk77 and what I love the most about Night City is the environmental sound of it... Feels so realistic that I had to pause the game to differentiate if it was the game or the real life city am in that was making city sounds.
Night City comparatively small footprint is also offset but its insane verticality, there's so much more layers to Night City than to your average contemporary city.
I think Star Citizen has so much potential, not just from the standpoint of what the studio can provide as far as gameplay but what foundations that can be created for the players to create their own stories a la the true mmo environment. Once we can have a truly populated world of players, I think things rapidly show the scope and scale of whats possible.
What I especially enjoy in cities in games is the believability of it. Night City is riddled with advertisements, you see them on buildings facades, you hear them in public elevators and small alleyways. There’s also an amazing soundtrack that plays on radios around the city with musics in them that literally make reference to Night City. It’s much more immersive to walk through a city that feels as though it actually has existed before you came around.
I really enjoy Orison, wish it was a bit more fleshed out, but at night with the petals floating around orison looks amazing. If there were more stuff to do i'd spend a lot more time just "chilling" and looking at ships to buy there
Very good analysis! Cyberpunk is all about the city. Therefore, Night City does feel like a real city. Star Citizen is all about spaceships. Thus, "airport like" cities are somewhat expected. Starfield is all about engine limitation. Nothing more to say here...
@@markh9755 I’ve literally seen broken unplayable buggy messes get less hate on release than starfield is getting amongst the online gaming community. After 115h in starfield I still can’t wait to play it every night
New Babbage was designed to be viewed from farther away. It looks so cool and thematic, with the spaceport built into the side of the mountain and the "islands" of building activities. When you are flying towards it in your spaceship, it has an epic feel! When you are inside, it does feel less real than the other two, as you pointed out.
Nothing compares to Night City in a game, it's breathtakingly detailed and well constructed. I don't think we'll ever see a game city surpass CP2077 until the sequel.
Love, that you’re able to navigate through Night City only with street signs, since they all make sense. Turned off the minimap in my second playtrough and always find plazas, districts, etc just by using street signs. Now that I have to pay attention to that I remember which roads lead to which areas and noticed sooo many details about the city too. Highly recommend doing that!
I would say that Night City is probably the most realistically crafted city for a game ever made, and it could pretty much translate one to one to a real life city that could easily house millions of people with all the accompanying benefits such as various stores and night life spots. The other two options don't really feel to me like they could sustain such a big population and feel more like small towns for maybe up to a few thousands rather than millions
Squadron 42 was not the big limiting factor with Star Citizen cities. Todd Papy has talked about this in some detail. The cities were intended as backdrops to space action. Development of interiors came later in small steps.
If they do a Cyberpunk 2 they should keep night city and just increase its size. Would love to see how far they can take it with sticking to only current gen and having more time.
Took me a month of playing Starfield to realize. There's no personal transports for civilians. Like no cars or hover vehicles for the people to get around. There are rover type vehicles. One that looks like a drone and another with a single chair and steering wheel. I find it hard to believe that people in this time period are more okay with walking around than riding. They're still human. And we are lazy lol. Love all three of these universes
I've played 100+ hours in all 3 and at this moment in time my vote goes to Cyberpunk for being an incredibly immersive and well crafted game. The other two still have a long way to go before being finished...
@@psychoticchemiststarfield is not finished lol. Its an overboring game who lost 97% of its players base in less than a year of its release. Star citizen has 500k players and sc as 9k, wonder why??
@@sicariodu9546 because star citizen is an online MMO genius lmao. Starfield is a single player game that has 40 hours average playtime per steam player which is way higher than avg steam play time for comparable single player RPGs. Also, you’re comparing 24 hour player count to the number of people playing starfield at a given moment on steam only. Totally different metrics for two major reasons (24 hours vs a single moment plus the steam metric doesn’t consider the many people playing on console). If you can’t handle that some people love starfield then you might wanna take a breath and go outside or something lmao
@@psychoticchemist its you who compared and online mmo to an single player dumbass😂😂😂. Don’t bring up and alpha online mmo to and single player game saying"one is finished and the other is not". The game is not even finished anyways, its still run bad, lack content, over repetitive and they rushed so many things. There is more con than pros on the game and its too bad
I once watched a video in which the author encouraged.... to walk slowly around the city, instead of using vehicles or other ways to fast travel. And in fact, only after I tried walking around Night City did I see how complex and well-prepared this location is. I began to notice the density of the crowds on the streets (yes I know that in reality NCP are just moving around with no real purpose), the traffic jams that form on the streets, the lights and traffic announcements. How the weather influences what we see: once it's a beautiful sky and a sun-soaked skyscraper, and other times it's just the immediate surroundings covered in fog illuminated by thousands of neon lights. We see kids telling who they want to be in the future, groups of monks meditating on benches or residents pissing on vending machines or slammed doors. This city is alive, this city is complex and complicated, this city allows you to feel that you are one of its elements. And that's what I encourage you all to do - slow down, take a break between passing missions, look around, listen and observe. Instead of taking a quick trip, take a ride on the subway or car. It may take you a bit longer to get to the mission marker, but you won't regret that "lost" time. I haven't played Starfield and Star Citizen so I won't comment on those cities.
Night City feels lived in which is what helped me so much with the immersion of that game. Everywhere seemed to fit and serve a purpose as part of the whole and it felt like you could actually put down roots and live in that city if you wanted (not that I would want to live there haha)
Starfield is the perfect example of a corporation just phoning it in, not doing the work, and just relying on their slowly crumbling reputation for sales
Thoroughly enjoyable comparison! I only played Cyberpunk 2077 out of the three, but this gives me a good idea of the other two. Please add Mirror's Edge city to a future comparison if you can; it's a different type of game, smaller scope and not open world, but the architecture really stands out.
I was going to mention the City of Glass, but you already did. It's obviously much smaller as it's traversed entirely on foot, but they did a good job with the sightlines and transitions to make it feel much bigger.
Cyberpunk 2077 currently has the most believable city simulation. Pedestrians now react quickly and credibly. The game has set a high bar. I think Star Citizen has the best chance of not only matching it, but potentially surpassing it. Starfield, on the other hand, is too old an Elder Scrolls mechanic that can't simply be patched away. NPCs in Starfield just seem old-fashioned and stiff.
More than anything, Starfield's New Atlantis feels so terribly empty and unfinished. Every business and office has a single employee behind a single desk. Every apartment building has a single unit that can be entered. The SSNN building - which is supposed to be the news hub for all of the Settled Systems (including the Freestar Collective) is a single, wide open room with a desk at one end and the 'announcer' on the other - no recording equipment, no interns or journalists, just a big empty room in a massive building. There aren't even inaccessible doors or stairways or elevators giving the illusion that there are other parts of the building - it's all just empty. Starfield's cities feel so very lazily empty, where the illusions are only half-baked, and the payoff is pure disappointment.
People seem to always forget or misremember that CP2077 was actually really good even at launch. Its main major issues was performance issues, never the content that was in it. But those issues were big enough that not many gave it enough of a shot to see what it offers.
I still have a problem with that time-skip at the beginning. But I do agree that it was a good game at launch if you could look past the performance and bugs.
Starfields so called capital cities are literally smaller than the smallest villages with under 500 citiziens here in germany😂 While cyberpunk is as big as many major cities of our federal states.
I know I can skip parts of car rides in Cyberpunk, but I am so immersed I mostly just sit there and admire the city while we drive towards our destination.
I think my favorite things about New Babbage might have to be the few things that keep the playable area from being *only* interior spaces from top to bottom. I love the surface access elevators that allow the spaceport and commons exteriors to be explored on foot and on ground vehicles - they provide a great way to step out and experience the harshness of Microtech, a great sense of scale when you step out of the shelter of the building interiors, and a fun little use of ground vehicles for the area (as long as they're not getting caught on things and exploding, of course.) It's also a welcome shortcut into the city for those in a hurry, allowing you to pick up or drop off friends right into the commons without futzing about with landing and public transit. My other favorite thing is a very minor touch that I hope will become more pronounced with time: some delivery missions in Microtech space will direct you to land on a random rooftop to drop off your package, instead of sending you inside the main city center or off to some outlying structure. Using the plethora of buildings on the skyline - even for something minor like this - makes the city feel a little more real and alive, something more than a pretty backdrop. I hope we'll see more spaces like that, hopefully with a little more development, scattered throughout the city so we get more utilization out of that space. It'll never be FULLY realized, but little touches like that go a very long way!
In New Atlantis' defense in "The Human Level" and your critique of the GalBank building, I believe that the office is only the basement and a couple of floors above. Most of the building is probably not for office space but for computer hardware where drones or a few maintenance crew is only allowed. If we're talking about how relatively small New Atlantis is and considering that "Starfield" is set in the future -corporations would have meetings in a space station or in Neon whereas the "common folk" work from home or work in The Well in New Atlantis.
Hope you'll do something similar again when they've added plenty of interiors to buildings and underground interconnected infrastructures in Star Citizen.
unfortunately it will never reach the level of Night City. Out of necessity a lot of SC's city content is going to have to be procedurally generated, so there's going to be a lot of sameness. Nothing in Night City feels generic except the NPC's and that's out of necessity because their so many in the city u're bound to see repeats, but even that has improved significantly
Maybe in 30 years. With persistence they can make it so players and npcs just organically fill out and alter the existing environments to add personality to the procedurally generated skeleton.
I think the scale issue in New Atlantis may be less of an engine limitation and more of a design limitation. Bethesda rpgs have always been classified by their open-endedness. The scale of cities in their games are tiny compared to pretty much any other rpg, but the percentage of explorable space is considerably higher in most cases. And while Starfield sacrifices a bit on that end compared to previous entries that often had 100% of the city accessible in some way, it's still quite a bit higher. Most of the inaccessible areas just require some questline to gain access to them, instead of just being unimportant areas you can't access. Because that design philosophy in their game prevents them from just pasting a bunch of buildings with little or no accessible area, and their design efforts are split between multiple cities and other locations, the cities end up being considerably smaller. I do think they should have taken it further though. More space for just visuals and scale. While the illusion kind of held up in the Morrowind, Oblivion and Skyrim, the illusion is just a lot harder to maintain when you're seeing the entirety of two spacefaring civilizations. Though maybe Starfield should have just gone for a smaller scale on its world. Like maybe have the game set on the frontier space between the UC and FC, where New Atlantis and Akila aren't the capitols of each faction, but just the main hubs in the region for each faction, with mentions of a bigger world than the player can see. Starfield gives us just one notable offscreen location, and it's implied to be at best on a comparable scale to the places we can visit.
I really hope Tera, from Star Citizen comes somewhat close to night city.. Being the home of the UEE, it only makes sense to have it be one of the most developed. Most players will likely chill around there anyways
Respect for this well intentioned doc on three significant gaming cities! Might have helped to approach each city as individual case studies (since all three of their development strategies and phases were drastically different) but the extent of editing and narrating this video was much appreciated nonetheless! I think you could attempt a in-depth video 40+ min all on Night City alone. Going into depth on districts, governing amenities, gang affiliations, and the rest of the city such as housing/markets/services. CDProject Red really outdid themselves on the city so much so I think they lost sight of their scope along the way. Portions of the city are extensively detailed and others less so. Would make a great video documentary!
I'm impressed how you managed to compare three cities that can not be compared, while still being fair to every single one! The way you pointed out what is good and what could be better while explaining why things are the way they are was really great! Thank you.
Star Citizen has underdeveloped gameplay in its cities. They are mostly just shopping districts. You may have a mission giver and it’s where you can sell goods but that is the extent of the gameplay. Starfield has more developed gameplay but it feels like it’s just tacked on side quests. Cyberpunk is the only city that actually feels alive. There are side events that feel organic and are independent of the player. If I had to play in one city alone it would be Night City. New Babbage has the most potential for growth since the facades can be filled out later. New Atlantis is hampered by its game engine and feels artificial because it’s so small, smaller than most towns people are familiar with.
cyberpunk's night city is a gaming milestone imo , i finished the game and dlc and i still go back to it few times a week because of the city , it's so imerssive and if you're like me where you restrict your self to walking only , i'm telling you that world is so cool i know you said we'll never have this in star citizen but i'll say this , why not , with server meshing and if star citizen dev team keeps growing , i would love for cig to try and pull smth beautiful like this , but not for stanton , for terra or a major system in sc , like mission givers , cars , roads etc full out similar to NC in cyberpunk but for terra.. it would be soo nice
Starfield should've made their city spread outwards rather than upwards with one main tower. Cities only develop upwards when the surrounding space is getting scarce. The few tall buildings the it actually has are so out of place when it is surrounded by so much open space. But even then, I still won't bother playing starfield.
People like you are just disturbing. You would think that Starfield had sex with your girlfriend, calm down, buddy. It's ok, it's a video game. I'm sure many people said the same thing about cyberpunk when it launched, now look at where it is at. Why not give starfeild a chance? I don't understand why people like you want to jump on each game and shit on it as hard as possible And then when the game finally is good, you praise it as if it's the second coming of christ.
if the sequel to Cyberpunk 2077 is gonna be set in Night City I wouldn't complain if the city was the same size as its right now because it's already big and there's A LOT they can add without expanding it in width but in height or even underground so I'm pretty excited for what the future has in hold for Night City. Or even the past😱
One major thing with these cities is.. Night City is an actually believable space for the population it tries to represent. There's homes, apartments, there's workplaces and industry. There's rail lines and a constant stream of freight moving in and out. There's crowds going about their business, thugs in alleys, kids playing in hallways. Everywhere you look, there's people. Eating, talking, struggling, walking. A city is people! Architecture is the frame that the city can be experienced in. Bethesda.. with Starfield they yet again rolled the trope of "This is the largest city in the country/world/galaxy! It's entire economy is a 4x3 patch of cabbages and a few pawn shops". There's no commerce, there's no housing, there's no kids, no transit, no economy. It's just another movie set turned into a gift shop. However, Starfield does offer a good balance between the concepts of fidelity and quality! There's a somewhat satirical game called "Coin Game" where all the NPC's are lifeless boppem robots with various clothing and eyewear glued to them. These actors are more human and have more personality than Starfield's. They give so much more of an impression of life, of motion, of economy and struggle. CIG's take on cities is in some ways fantastic, it provides a great illusion of density, trade, commerce, humanity.. from a distance. Which should be perfect! Fidelity at that scale is impossible, even with today's tech and not just a stressed out, overworked copy of cryengine from the early 2010's. But the presentation of Star Citizen is to always look closer - there's always more detail. You can count the stitches on your spacesuit. See the twists in the threads and fibers. But if you get within a few kilometers of any cityscape, it rapidly inverts that presentation. They're lifeless, empty. It's very easy to understand why! It's just so awfully jarring from the presentation that the rest of the game offers. I.. don't want to really comment on Star Citizen's humanity of their cities. There's nothing there. They're not even setpieces like Starfield, they're just T-posing obstacles. If a city is it's people, then nothing in star citizen can be fairly called a city, in my mind.
Having personal habs in star citizen is going to be simply incredible in spaces like New Babbage, it feels like its just cooking to become an incredible experience.
@@Datttsnake agreed, literally went and watched the squadron 42 "I held the line" trailer again today and was tearing up bc of how excited I am for both games
dont forget hangers as well. Though Id love it if they added in entire more transit routes for those habs and hangers. because there are going to be millions of players and only so many phyicalized spaces in a city. Having the excuse that you live in this block in this building while your friend lives in a building across town from you would be Much more real. the same with hangers. Limiting how many players can have a personal hanger in the same city makes sense. so making More city's outside the existing ones on every world also makes a lot of sense. Perhaps that's where Distribution centers come into play. not to mention base building! These individual worlds are MASSIVE. I once spent 20 minutes flying from New Babbage to a way point to pick up a package like an airplane does. not a single thing between the city and the single little building the package was in. Its time for more buildings on each world :)
Cyberpunk used to be like Star Citizen, as in, it had a great looking city filled with nothing. I finally started playing Cyberpunk again after 2.1(I played about 8 hours about 6 months after launch), they managed to fix all the problems I had with it, maybe SC can do the same. LMAO, only joking, they'll never fix Star Citizen.
I've played a lot of Cyberpunk 2077 and started enjoying the open world a whole lot more when I stopped using fast travel. You can really appreciate all the details when riding on the road systems or using the intended walkways or tunnels for pedestrians.
Its not because they are changing engines that it means we wont ever see Night City again. Night City is literally the heart of Cyberpunk, i wouldnt be at all surprised if Cyberpunk 2 takes place in night city again, just a bigger and expanded version of it with more districts, bigger scope and scale and all that
As many are sure to begin pointing out, I slipped up and said the Kowloon walled city was in Korea, when in fact it was in HK. Every video must be accompanied with at least one mistake to make it a Morphologis video.
Your videos wouldn't be as fun if we couldn't complain about something.
I see your point. Thank you, for doing this video.
was just about to angrily type a message about your slipup, but then saw your comment. Glad you corrected!
as the Indonesians say, same same, but different, but still same.
Lol beat me to it re: Ki-moon walled city. Great video! I'd love you to do Lonely Planet guides of scifi locations with an architects eye like this video but also Bespin, Ariel, or Mega City One.
Cyberpunk 2077 may genuinely be the most gorgeous game i have ever played.
Hands down. I can't think of anything that even compares. Can you?
@@immutablecantrip A Plague Tale Requiem was pretty
@@immutablecantrip Red Dead, but that's in a whole other direction with the focus on nature and the subtle
GTA probably or Red Dead
@@danieldkland You are right! Both games are amazing
New Atlantis felt more like an Arab Airport than a city. It’s like a Dubai transit hub with hotels and stores and some administrative buildings.
Shit, that’s what it feels like
😂
What's worse is NA doesn't even have a hotel even though there's a sign that says there is one
What impressed me in Night City is how complex are sometimes footpaths and roads. It is not just a one level simple grid, but some districts create strong feeling that they were not planned by government in one go, but they just grew for many decades with buildings being enlarged and remade, levels being added, new roads being added, areas being rebuild. I have no idea how they pulled off the designing of all of this. Really impressive!
One of the biggest problems I had with starfields cities is that they feel like the cities they sent tourists to in North Korea where everyone is just an actor and nothing is actually real and it's sparsely populated for apparently how many humans are supposed to be living there
Like that Mega city in china that was build to house millions, but only has thousands of residence.............
I mean I don’t think it’s fair to assume those cities are anywhere close to done, esp when you consider the game is a space flight sim.
@@Degenevesting Starfield is done
@@Degenevesting todd Howard loves people like u…people that blindly accept Bethesda’s 30fps , 16 times the detail , 8 years in the making…trash...
yeah, I'm really disappointed by the scale of the few cities they have and comparing it to the concept arts they show, example is the neon city was giant city in the ocean and in the concept art with several decks and floors but ingame its like a size of a 1 building in that concept art.
Cyberpunk obviously wins this given that the game is built around a single city, whereas Star Citizen is about scale planets and Starfield is ass.
What? You don’t appreciate how much Starfield innovated the game space in 2024 by reintroducing a fan favorite feature from older games: Loading screens for everything.
🤣@@ROFLWAFFLELAWL4
@@ROFLWAFFLELAWL4 lol i was almost going to angrily answer until i read the end of the sentence
@@ROFLWAFFLELAWL4 😭😭😭
Star citizen has trains and cyberpunk promised trains. Also in SC you can fly through the city and cyberpunk promised it.
Night City has got to be my favourite video game map of all time. It almost feels like a second home
Even if you take away from gameplay activities, Night City still feels more real. It feels lived in, even compare it with other games set in a single city. Night City feels more lived in than Los Santos in GTA5 or the city in the latest Mafia game.
Personally it's the advertisements that's plastered everywhere. Most other cities barely have anything more than blank buildings and a few billboards but NC is filled with actual branding that's ridiculous but somehow perfectly realistic.
Also you feel like everything in Night City has its own individual story - whereas many other big game cities seem to have been planned from a single template to "be a city". They feel planned, whereas Night City feels like it has evolved over many decades and morphed and twisted and adapted to the lives that people have been living in it for over half a century.
Buildings overarching other buildings, some districts growing while others are falling to waste. Some buildings clearly stand out in a way where it's obvious their existence has influenced the lands around them over time, rather than everything just magically coming into existence at the same time.
I've stopped using fast travel for my second playthrough and that's when I really started appreciating all the details in the city. Even after hundreds of hours, it still feel fresh and I still discover corners of the games I had not seen.
@@fredbyoutubing Same. Sometimes when I need to clear my head I just ignore all the quests and drive around in NC, listening to music and seeing the sights. It's legitimately a great experience, and much cheaper than actually driving around.
Comparing it to gta5 is really unfair. Comparing when it was made for ps3/360 era and cyberpunk was made for current gen
night city was genuinely the first city in any video game I forgot it was designed to be a GAME and not an actual city simulation. GTA tried this several times, as did others like Mafia and more, but for the first time the sheer level of granular life and design choices make Night city organic enough to be believable.
why you compare 2020 cyberpunk to 2013 GTA V
Honestly, Novigrad in Witcher 3 did a lot of that for me as well. There were so many small details in it that made different parts of it feel lived in and distinct. Feels like they designed a city first, then built reasons to see all the different parts of it afterwards. And there's always so many people around doing things. There's laundry hanging from cables above the streets, market stalls filling up plazas, artisans at work, people moving around, kids playing, people relaxing. Combined with a bunch of different districts that have their own feel and purpose on display.
@@clearlistedGTA 5s map design holds up surprisingly well when compared to Cyberpunk, the stranger missions really help it feel much more alive.
RDR2 goes even further, the NPC interactions in that game are absolutely next level and Cyberpunk doesn't come close.(you can follow an NPC on their daily routine in RDR2)
Cyberpunk is probably my favorite game and Night City is really unique but maaaan my dream would be for Rockstar to make a cyberpunk style game.
@@clearlisted That's what people did then when they were shitting on it to make it look bad when it launched.
Now that the game is largely fixed, people can appreciate the actual game itself, realizing it's much better than GTA V.
@@ilias856
Cyberpunk surpasses GTA V in quality, and upon its release, it was expected to outperform GTA V.
The original poster implies that Cyberpunk achieved what GTA V attempted, but what GTA V accomplished was remarkable for its time.
Night City is hands down the most immersive city I've ever had in a video game. All other game issues aside, the level/world design is a freaking work of art
I will say, while giving a buddy who was new to the game a tour of New Babbage, we were heading to the promenade, and while we were going through the little windowed bridge area, and she glanced outside and noticed a ring of lights that seemed really out of place. I told her to zoom in on it, and it blew their mind that they could make out the vague shape of Port Tressler, and the light ring that they spotted was the navigation lights demarking the armistice zone around it.
yeah I can recall my first mindblowing experience from watching myself in spacestation while floating zero-g and looking down to arccorp city scapes below.
I once gave a friend a tour of loreville and we got 30kd
@@gabrielr.9225 Seems like a more common occurrence. lol.
@@gabrielr.9225 It wouldn't be a Lorville experience without one.
I think that another interesting pillar of city design to remember about Star Citizen is that seamless flight is a core part of the game. The cities are also supposed to look good from the air and even from upper atmosphere and orbit. Debatably even more important than the on-foot experience.
I agree thats where it shines the most; Star Citizen was (and still kinda is) originally designed as a Space dogfighting sim with some extra features, on-foot experience was never a priority and it still outshines Starfield's. If SC nails it with building interiors, the gap between the two games will be immense. Not that im a SF hater, its just frustrating that a new gen space game can even get the insides of a city in the same instance.
Don't forget that SC is suppose to add base building plus replication layering tech to improve servers this year (hopefully).
So it's going to be a whole other gaming experience later on.
Exactly. SC's cities are meant to immerse you and give you a feeling of awe as you arrive or depart in your space ship, on your way to go play the game.
Agree, YET CIG Decide to make we can enter every(most) building in future somehow.... D:
not hate it, but just WOW they decide to do that 👏
@@rinkaemina Well, maybe. See the thing about that is that may be too much freedom for newer players. they'll get hella lost in area 18 for instance. However, having a player able to buy a small base in one of the skyscrapers and land on top to get in would work.
I doubt we'll be able to enter every building. that's way too much work to make. but the world will expand.
I played through Cyberpunk for the first time last month, and Night City is one of the coolest environments ive ever existed in when it comes to video games. I put 80 hours into it in just under 2 weeks and im still in awe over the design.
Reading about the thought processes behind the design was incredibly fascinating! They blended four different and relatively uncommon architectural styles to achieve the city’s iconic look. I’ve heard they also made it noticeably impractical in certain ways to give it more of a dystopian feel.
@@furiouslydashing290 it looks great! I actually made it a point to run in foot to objects within 1km so i could actually see what was going on as i moved. They did an excellent job
Would you please link this article? I'd like to read it.@@furiouslydashing290
I never even fast travel when I’m playing cyberpunk. Just shows you how immersive Night City is, I genuinely just love driving around
I have 700 hours in CP2077, and still haven't done all there is to do in the game.
I love Night City so much, and one thing I love is that the city is not idealistic, an example of this is that I live in São Paulo, and in NC there is Pacifica and Dogtown, these places are conceptually very similar to Cracolandia in SP, Places like these make the city much more realistic, and this makes a lot of sense when Mike Pondsmith himself says that both Rio de Janeiro and São Paulo are cities that he draws inspiration from when creating Cyberpunk lore.
Bala demais
As someone who used to live in SP but moved back to Chicago, Night City almost gives me saudades for Brazil lmao. São Paulo even has the most helicopters in the world and the biggest Japanese population outside Japan which definitely play into that feeling.
Sempre tem que ter um brasileiro carente Attention whore, todo vídeo de estrangeiro tem um, os caras acham que alguém se importa com esse pedaço de terceiro mundo.
Also you feel like everything in Night City has its own individual story, from whole districts down to individual streets and buildings - whereas many other big game cities seem to have been planned from a single template to "be a big city". They feel planned and constructed as a whole, whereas Night City feels like it has evolved over many decades and morphed and twisted and adapted to the lives that people have been living in it for over half a century.
Buildings overarching other buildings, some districts growing while others are decaying. Some buildings clearly stand out in a way where it's obvious their existence has influenced the lands around them over time, rather than everything just magically coming into existence at the same time.
Night City feels that way because it existed long before the video game from the tabletop game. So it had a head start in lore and design in the first place.
Personally, Cyberpunk is the only game where I spent about 2 hours simply walking around and admiring the local architecture like a tourist, without really thinking about it or realising. It has plenty of flaws but from an aesthetic standpoint, nothing hits like it. This was in the Japan Town area of Westbrook mostly, spreading out into surrounding areas. In terms of other games that compare well, the rendition of Prague in Deus Ex: Mankind Divided or Serkonos in Dishonored 2, whilst split into smaller districts, offer up something pretty special as well.
Driving around Night City at night is a vibe, even better if it’s raining too
А еще моменты когда ты выезжаешь из шумного города в пустошь... атмосфера в игре великолепная
Kawloon City was in Hong Kong and not Korea!
You're absolutely right, that's my mistake. Not sure why I remembered that incorrectly.
!
i just started playing cyberpunk and I used to be one of the people who would blindly hate on it but this is one of the most gorgeous game worlds ive explored, probably the most gorgeous, i love how much there is to do around the world and the world is so dense its impossible to explore it all, love the different story outcomes/paths too
Glad to see people are finaly giving it a chance
Unfortunately, a lot of people made up their minds after the rocky launch of the game. and now they won't give it a chance because means that maybe they were wrong. and they can't admit that.
@@ADMNtekPeople are weird as hell for this, the game was unfinished and buggy at launch, that's correct. After the recent patches and Phantom Liberty, it's also one of the most stylish and beautiful games currently on the market, both can be true at the same time.
@@Hotasianchick The joke is it was perfectly playable on pc, in fact I got waaay more problems when I played Phantom Liberty than years ago!
@@ADMNtekOr maybe they don't trust the company anymore and are still annoyed that they essentially wasted their money at launch and only kind of semi recently are the issues completely fixed and the promises fulfilled. I agree that it's a masterclass of a game now and I personally won't keep harping on this topic but let's not act like none of that happened.
CD projekt red was always the best at crafting cities. Novigrad, Oxenfurt and Beauclair all feel very realistic and alive despite their rather small scale. The architecture is beatiful, the city plans are incredibly convincing and there is just always something to do in those cities.
Oxenfurt is the most underrated example of great city building in any game I've played.
When I first went there I literally just walked around gawking at how beautiful it was and taking screenshots
Night City is my favorite city on any open world game. It's just breathtaking. And the fact you can enter a lot of the buildings is a cherry on top. I just wish megabuildings were explorable.
Nothing comes close to Night City. I feel like I'm in a living breathing city that is loaded with both the old and the new, unbelievable beauty and stark brutality.
Since they're not in the category it makes sense.
You mentioned Disney when talking about New Atlantis, and that was the impression I had when walking through it. Particularly, the World Celebration portion of EPCOT in Disney World. For anyone unfamiliar, it's the part of EPCOT with the various rides and attractions, including Spaceship Earth (aka the Big Ball Thing). There all the different things to see and do are off in separate futuristic-looking (for 1970) buildings, separated by gardens, water features, and lots of walkways.
It's all NICE, but if you've ever been there during a low season, there's something... offputting about the place. Because everything's relatively spread out there and contained within a few distinct buildings, there's a ton of walkways that get little foot traffic outside the central thoroughfare. Giving the whole thing this... not quite soulless, but strangely empty liminal space vibe where the architecture style makes everything feel out-of-place or even out-of-time.
New Atlantis has this same feel. Despite the NPCs and things to DO there, it still feels strangely empty and simultaneously too big and too small. Not necessarily like it's fake, but that there's something not quite right about it's setup in a way that Akila and Neon don't suffer from.
Cyberpunk 2077 imo i by far the most beautiful game I've played. The amount of detail is incredible. The City is alive.
I think the thing that really stood out to me with Starfield's cities is how small and low population they feel. They're supposed to be the centers of an interstellar community and they only feel like they're sized for 10-20k people. Even The Well, the slum area that was supposed to be packed with people was the size of a city block and had maybe 100 people in it. Granted, some of that might be engine limitations, but I think they could have done something like what SC does and have set-pieces showing more city that you can't go inside to make the cities feel reasonably large and populated.
bethesda cities are meant to be more like Main St. America at Disneyland than actual simulations of cities. They're just supposed to be a vibe. In fact, a LOT of bethesda game design comes from theme park design. The dungeons are structured just like rides, for example.
@@crimsonhawk52 Yeah, and that works for a medieval or post-apocalyptic setting where you expect populations to be small but falls apart with empires spanning large parts of the galaxy where you expect to have multiple Trantors. A player can only suspend their disbelief so much before they realize that something just feels off and it falls into the uncanny valley.
You were way to giving to New Atlantis. It's literally built like a town in Skyrim just with futuristic assets.
Night City feels like a childhood home. The bustling streets, crowded slums and garbage everywhere, hostile architecture, the obvious divide between social classes, and the constant noise pollution. It captured the very worst of what real life has to offer. The fear of leaving the city and going into the unknown poses too much uncertainty that you'd rather be swallowed whole by the place that made you who you are.
New Babbage needs more walkable glas tunnels between the domes so you can feel the scale. Also the large windows in SC usually hang slightly too height so you can't see easily. I'm the spawn hab on the other hand the windows are too small to see something (to save heating costs hehe). Both is a bit wasted opportunity to impress players :)
Im Really hoping they add "Player housing districts" to each of the citys when they put in permint player persistent habs in the game. That way the habs we log into now, will be like the hotels of real life. a place you stay at when your out of town. While players with a permint residence will log in in their hab in a completely different district of the city. and even better yours will ALWAYS be on the same floor and room number. as well as a different building from say your friend, who lives in a different building across the street or across the city! the Same with Hangers. Locate their physical spaces away from the existing space port and make them different places for different players! We have 4 ENTIRE planets and at least 9 different moons to work with here! :)
get an environmental suit, and try walking between the buildings. those trams are incredibly fast.
Probably to keep framerates from tanking more than they already do. The sky is easier to render than the city so windows that are too high probably prevent preformance drops.
@@the_omg3242 ya, but performance decreases when we are all gathered together, by spreading us out we reduce that problem by A LOT. and it wouldn't be hard because of how dam huge the play space is to go back to the original idea of personal hangers in different areas of the planets. Arc Corp might be the easiest to do this with, as with a city sized planet it would be stupid easy to add a giant ground to surface door where ever you want, and it not seem out of place on the world. For Hurstin. big ass ware houses spread out all over the world. Crusader is MASSIVE with no features at all but clouds. adding in personal floating plat forms for players might not even be noticed by anyone to begin with. Micro Tech is essentially one Gigantic Mountain Range. putting in "Hoth" underground hangers all over the planet wouldn't even be noticeable to "space Tourists" if you didn't know where to look. And of course there is A MASSIVE PLAY "SPACE" filled with absolutely NOTHING that would be perfect for player owned mini space stations that are a combination of hanger and hab, and in fact if you go back to the early days of SC the 5 player hanger types would work perfectly for each location!
@@dracussdarkweave112 as far as I know that is the plan and I think there was an ISC last year that showed some of the nicer Habs/apartments.
I remember being completely blown away when they showed the first extended gameplay for Cyberpunk 2077. The moment when you first walk out of your megabuilding and get to see and hear the city. I couldn't believe it was real. Played it on day 1 with a mix of high/ultra graphics at 4K and it was simply mindblowing and exactly like in the video. First playthrough I'd say I spent about 3/4 of it walking, rarely driving, simply absorbing the sights and atmosphere. Night City is incredible and a monumental achievement in city and game design in general.
It's interesting when you place together all three games with very different design language and concept. Still, I'd have to say that I absolutely hate the way Bethesda designs the city in Starfield. Even if they can't make cars and other things work in their outdated engine, it's like they think people'd just forget about car and don't see the need to expand the their city in an interstella civilization, which would have a lot of people. And Neon... it was a very very big miss.
Akila City and it's *dirt* city streets actually offended me. I've been in a myriad of rustic rural towns, and they all had paved streets. That they couldn't accomplish that in the capital of an interstellar nation is laughably absurd.
car isn't really usefull if the city as good transport system like metro but the city is unrealistic in bethesda mainly because of the scale
@@JustBuyTheWaywardsRealms Even cities with large metro systems still have tons of cars / drivers. You only have to look to New York or Tokyo.
It would've been interesting if there was an in-lore reason why cars and other non-ship vehicles are mostly absent (maybe concerning pollution or gravity or zoning laws, etc.), but if there was I unfortunately missed it.
@@NeverduskX Car is usefull because the city are build around them but if they were build around public transport, public transport would be more usefull.
@@JustBuyTheWaywardsRealms cars are useful even in cities with developed metro and public transit system like Tokyo or Singapore. What if you need to carry heavy loads of cargos? Cars and trucks can do that for you. What if you want to go to a place where it's outside of the walking range to the nearest transit node? Cars can do that for you. There are more pros than cons for having cars. Having no cars is just because Bethesda uses their creation engine, which can't handle automobiles very well.
Cyberpunk is the only game out of these 3 with an actual city. Starfield and SC have city locations, but accessible space is very limited, so neither is really a full city in terms of player access.
Night City just feels so alive to me, and having experienced all three, absolutely wins for me.
CP2077 on PC even before the 2.0 patch was imo a masterpiece, warts and all. The city is pure art, like a living breathing painting. One note is that with networking not being in both CP2077 and SF, it opens up what is possible [tech wise] within the game space. This fact does not bode well for SF though since even without any form of co-op or multiplayer they were still able to design a bland,loading screen filled uninspired city. I still get that giddy feeling in SC flying through and around cities, even if they still lack more game-play elements. The shear scale of them is breathtaking.
It's also important to note, that Night City is also as seamlessly as possible.
Unfortunately it seems that the metro's loading part is an engine problem (there's a reason why it was added in update 2.1, almost exactly 3 years after the game got released, and only because many people wanted the metro).
Except for the metro's loading (so basically up until update 2.0), literally the only loading screens in the game are when you open it, and fast travel - you can't lower it more than that.
everything is smooth and without any loading screens at all it's amazing. It also makes it look and feel much more realistic and organic.
Many of the elevators are intentionally open, so you can see outside while you go up or down on them.
It's crazy how it all works.
And it's a shame that it wasn't mentioned here at all.
Also another thing about Night City that is so amazing, is how dense it is.
Literally just yesterday I discovered that there's an entire port in City Center because of a Phantom Liberty side quest there...I have 150+ hours on the game, never knew at all about it.
And so many videos on YT, always show me new locations, places, roads and alleys in the game I never knew about.
Many times when I'm running and hiding from the cops on foot, I get to meet whole neighborhoods I didn't know existed with fantastic views and scenes.
It's really incredible how they pulled this off, and how it always feel like you don't know yet half of Night City.
I really appreciate your wide format. Fascinating video btw, as I do love the CP2077 cities. I however love New Babbage, Orison, and Lorville in Star Citizen for the aesthetics and feel of an actual citizen of the stars. I love Starfield's Neon City, and really wished there was more to it. SC cities I treat as home and medical, shopping, eating, drinking, and trading are the only loops.
Feeling like disney main street is a great way of putting the feeling of some video game cities. One of my favs is new alexandria from halo reach, and its a city that has a little bit of that. During most of the level, the level design and the fast paced nature of Reach as an fps make it really easy to fall into the environment and appreciate the realism of it. Halfway through the level exodus though there's a moment where you fly in a drop ship to a different location that shows you some of the cracks in new alexandria as a city. Some of the buildings have no visible entrances and exits, let alone roads (the city itself has none), and there are a lot of dead ends that take make sense for an fps level but take away the realism. On the other hand, the scale at every point feels spot on. Almost nothing in the distance ever feels miniature, the spaces are large and well appointed with signage and maybe shops that feel usable, in that they make sense for the space and besides the carnage the city itself looks like what a city should look like and be laid out like. I love it as a setting and its held up as level design overall, especially for a game that came out in 2010, just had never found the right way to describe those few pitfalls until you mentioned the way a theme park can feel. Great video!
Cyberpunk's been really strong for just... grabbing me with things to do. I spend hours just running around fighting mooks or doing minor jobs without realizing it, because there's just a bunch of cool stuff everywhere.
I have a couple of years of experience in 3d modeling, and let me tell you, when i think about the amount of work that went into just modeling night city i get serious anxiety... Tremendous amount of work and thought put into that game, such a shame that many people will not notice it because of the media shitstorm that happened when it launched, i only hope that it will be remembered as a classic in the future.
I haven't played Star citizen or starfield but I just got Cyberpunk77 and what I love the most about Night City is the environmental sound of it... Feels so realistic that I had to pause the game to differentiate if it was the game or the real life city am in that was making city sounds.
Night City comparatively small footprint is also offset but its insane verticality, there's so much more layers to Night City than to your average contemporary city.
I think Star Citizen has so much potential, not just from the standpoint of what the studio can provide as far as gameplay but what foundations that can be created for the players to create their own stories a la the true mmo environment. Once we can have a truly populated world of players, I think things rapidly show the scope and scale of whats possible.
too bad its a scam, id even take starfield over it tbh
"Breathtakingly well done"
I saw what you did there 😄
Also correction, the Walled City was in Hong Kong, not Korea
What I especially enjoy in cities in games is the believability of it. Night City is riddled with advertisements, you see them on buildings facades, you hear them in public elevators and small alleyways. There’s also an amazing soundtrack that plays on radios around the city with musics in them that literally make reference to Night City. It’s much more immersive to walk through a city that feels as though it actually has existed before you came around.
Todd Howard said Starfield is the "End all be all science fiction game that everyone has always wanted to play." lol
Im not sure how to make this not sound insane but Night City just feels like home.
I really enjoy Orison, wish it was a bit more fleshed out, but at night with the petals floating around orison looks amazing. If there were more stuff to do i'd spend a lot more time just "chilling" and looking at ships to buy there
Very good analysis!
Cyberpunk is all about the city. Therefore, Night City does feel like a real city.
Star Citizen is all about spaceships. Thus, "airport like" cities are somewhat expected.
Starfield is all about engine limitation. Nothing more to say here...
Starfield is one of the most fun games I’ve played in years. The level of hate is totally disproportionate
@@psychoticchemistyes loading screen simulator is a fun game
@@markh9755 I’ve literally seen broken unplayable buggy messes get less hate on release than starfield is getting amongst the online gaming community. After 115h in starfield I still can’t wait to play it every night
@@psychoticchemist subjective but who wants to play loading screen simulator in 2024 💀💀
@@markh9755 Me! Plus a record breaking number of other people according to the sales and extremely high average steam play time
New Babbage was designed to be viewed from farther away. It looks so cool and thematic, with the spaceport built into the side of the mountain and the "islands" of building activities. When you are flying towards it in your spaceship, it has an epic feel! When you are inside, it does feel less real than the other two, as you pointed out.
Whenever a video about cyberpunk 2077 does not have a single night-scene, somewhere, a small puppy dies...
Nothing compares to Night City in a game, it's breathtakingly detailed and well constructed. I don't think we'll ever see a game city surpass CP2077 until the sequel.
Love, that you’re able to navigate through Night City only with street signs, since they all make sense.
Turned off the minimap in my second playtrough and always find plazas, districts, etc just by using street signs. Now that I have to pay attention to that I remember which roads lead to which areas and noticed sooo many details about the city too. Highly recommend doing that!
I would say that Night City is probably the most realistically crafted city for a game ever made, and it could pretty much translate one to one to a real life city that could easily house millions of people with all the accompanying benefits such as various stores and night life spots. The other two options don't really feel to me like they could sustain such a big population and feel more like small towns for maybe up to a few thousands rather than millions
Squadron 42 was not the big limiting factor with Star Citizen cities. Todd Papy has talked about this in some detail. The cities were intended as backdrops to space action. Development of interiors came later in small steps.
Do you remember where he said that??
If they do a Cyberpunk 2 they should keep night city and just increase its size. Would love to see how far they can take it with sticking to only current gen and having more time.
Took me a month of playing Starfield to realize.
There's no personal transports for civilians. Like no cars or hover vehicles for the people to get around. There are rover type vehicles. One that looks like a drone and another with a single chair and steering wheel.
I find it hard to believe that people in this time period are more okay with walking around than riding. They're still human. And we are lazy lol. Love all three of these universes
10:15 the Kowloon Walled City wasn't in Korea it was in Hong Kong
I've played 100+ hours in all 3 and at this moment in time my vote goes to Cyberpunk for being an incredibly immersive and well crafted game. The other two still have a long way to go before being finished...
Starfield is definitely finished as a game content-wise. It’s got a shit load of content. Star citizen is obviously not finished
@@psychoticchemiststarfield is not finished lol. Its an overboring game who lost 97% of its players base in less than a year of its release. Star citizen has 500k players and sc as 9k, wonder why??
@@sicariodu9546 because star citizen is an online MMO genius lmao. Starfield is a single player game that has 40 hours average playtime per steam player which is way higher than avg steam play time for comparable single player RPGs. Also, you’re comparing 24 hour player count to the number of people playing starfield at a given moment on steam only. Totally different metrics for two major reasons (24 hours vs a single moment plus the steam metric doesn’t consider the many people playing on console). If you can’t handle that some people love starfield then you might wanna take a breath and go outside or something lmao
@@psychoticchemist its you who compared and online mmo to an single player dumbass😂😂😂. Don’t bring up and alpha online mmo to and single player game saying"one is finished and the other is not". The game is not even finished anyways, its still run bad, lack content, over repetitive and they rushed so many things. There is more con than pros on the game and its too bad
Cyberpunk probably has the best city I've played in any game. Especially including the larger metro area and desert
I once watched a video in which the author encouraged.... to walk slowly around the city, instead of using vehicles or other ways to fast travel. And in fact, only after I tried walking around Night City did I see how complex and well-prepared this location is. I began to notice the density of the crowds on the streets (yes I know that in reality NCP are just moving around with no real purpose), the traffic jams that form on the streets, the lights and traffic announcements. How the weather influences what we see: once it's a beautiful sky and a sun-soaked skyscraper, and other times it's just the immediate surroundings covered in fog illuminated by thousands of neon lights. We see kids telling who they want to be in the future, groups of monks meditating on benches or residents pissing on vending machines or slammed doors. This city is alive, this city is complex and complicated, this city allows you to feel that you are one of its elements. And that's what I encourage you all to do - slow down, take a break between passing missions, look around, listen and observe. Instead of taking a quick trip, take a ride on the subway or car. It may take you a bit longer to get to the mission marker, but you won't regret that "lost" time.
I haven't played Starfield and Star Citizen so I won't comment on those cities.
Night City feels lived in which is what helped me so much with the immersion of that game. Everywhere seemed to fit and serve a purpose as part of the whole and it felt like you could actually put down roots and live in that city if you wanted (not that I would want to live there haha)
Starfield is the perfect example of a corporation just phoning it in, not doing the work, and just relying on their slowly crumbling reputation for sales
Thoroughly enjoyable comparison! I only played Cyberpunk 2077 out of the three, but this gives me a good idea of the other two. Please add Mirror's Edge city to a future comparison if you can; it's a different type of game, smaller scope and not open world, but the architecture really stands out.
I was going to mention the City of Glass, but you already did. It's obviously much smaller as it's traversed entirely on foot, but they did a good job with the sightlines and transitions to make it feel much bigger.
Star Citizen: empty decoration.
Starfield: space mod for fallout.
Cyberpunk 2077: a GAME?!!
Cyberpunk 2077 currently has the most believable city simulation. Pedestrians now react quickly and credibly. The game has set a high bar. I think Star Citizen has the best chance of not only matching it, but potentially surpassing it. Starfield, on the other hand, is too old an Elder Scrolls mechanic that can't simply be patched away. NPCs in Starfield just seem old-fashioned and stiff.
More than anything, Starfield's New Atlantis feels so terribly empty and unfinished. Every business and office has a single employee behind a single desk. Every apartment building has a single unit that can be entered. The SSNN building - which is supposed to be the news hub for all of the Settled Systems (including the Freestar Collective) is a single, wide open room with a desk at one end and the 'announcer' on the other - no recording equipment, no interns or journalists, just a big empty room in a massive building. There aren't even inaccessible doors or stairways or elevators giving the illusion that there are other parts of the building - it's all just empty. Starfield's cities feel so very lazily empty, where the illusions are only half-baked, and the payoff is pure
disappointment.
People seem to always forget or misremember that CP2077 was actually really good even at launch. Its main major issues was performance issues, never the content that was in it.
But those issues were big enough that not many gave it enough of a shot to see what it offers.
I still have a problem with that time-skip at the beginning. But I do agree that it was a good game at launch if you could look past the performance and bugs.
One of the best things to do in Cyberpunk is using the double jump and dash to traverse the city by its rooftops
Starfields so called capital cities are literally smaller than the smallest villages with under 500 citiziens here in germany😂
While cyberpunk is as big as many major cities of our federal states.
Putting New Atlantis here was like a mercy killing.
Lmao I clicked on this video just thinking it was another comparison video that popped up in my feed, then I was like wait a minute I know that voice.
I know I can skip parts of car rides in Cyberpunk, but I am so immersed I mostly just sit there and admire the city while we drive towards our destination.
Current state of cp2077 phantom liberty shits all over those other games.
I think my favorite things about New Babbage might have to be the few things that keep the playable area from being *only* interior spaces from top to bottom. I love the surface access elevators that allow the spaceport and commons exteriors to be explored on foot and on ground vehicles - they provide a great way to step out and experience the harshness of Microtech, a great sense of scale when you step out of the shelter of the building interiors, and a fun little use of ground vehicles for the area (as long as they're not getting caught on things and exploding, of course.) It's also a welcome shortcut into the city for those in a hurry, allowing you to pick up or drop off friends right into the commons without futzing about with landing and public transit.
My other favorite thing is a very minor touch that I hope will become more pronounced with time: some delivery missions in Microtech space will direct you to land on a random rooftop to drop off your package, instead of sending you inside the main city center or off to some outlying structure. Using the plethora of buildings on the skyline - even for something minor like this - makes the city feel a little more real and alive, something more than a pretty backdrop. I hope we'll see more spaces like that, hopefully with a little more development, scattered throughout the city so we get more utilization out of that space. It'll never be FULLY realized, but little touches like that go a very long way!
That green blurry filter looks very bad in Starfield
In New Atlantis' defense in "The Human Level" and your critique of the GalBank building, I believe that the office is only the basement and a couple of floors above. Most of the building is probably not for office space but for computer hardware where drones or a few maintenance crew is only allowed. If we're talking about how relatively small New Atlantis is and considering that "Starfield" is set in the future -corporations would have meetings in a space station or in Neon whereas the "common folk" work from home or work in The Well in New Atlantis.
Hope you'll do something similar again when they've added plenty of interiors to buildings and underground interconnected infrastructures in Star Citizen.
unfortunately it will never reach the level of Night City. Out of necessity a lot of SC's city content is going to have to be procedurally generated, so there's going to be a lot of sameness. Nothing in Night City feels generic except the NPC's and that's out of necessity because their so many in the city u're bound to see repeats, but even that has improved significantly
Maybe in 30 years.
With persistence they can make it so players and npcs just organically fill out and alter the existing environments to add personality to the procedurally generated skeleton.
Just want to point out that Kowloon Walled city mentioned in 10:17 is from Hong Kong, not Korea. Other than that, amazing video!
I think the scale issue in New Atlantis may be less of an engine limitation and more of a design limitation. Bethesda rpgs have always been classified by their open-endedness. The scale of cities in their games are tiny compared to pretty much any other rpg, but the percentage of explorable space is considerably higher in most cases. And while Starfield sacrifices a bit on that end compared to previous entries that often had 100% of the city accessible in some way, it's still quite a bit higher. Most of the inaccessible areas just require some questline to gain access to them, instead of just being unimportant areas you can't access. Because that design philosophy in their game prevents them from just pasting a bunch of buildings with little or no accessible area, and their design efforts are split between multiple cities and other locations, the cities end up being considerably smaller.
I do think they should have taken it further though. More space for just visuals and scale. While the illusion kind of held up in the Morrowind, Oblivion and Skyrim, the illusion is just a lot harder to maintain when you're seeing the entirety of two spacefaring civilizations. Though maybe Starfield should have just gone for a smaller scale on its world. Like maybe have the game set on the frontier space between the UC and FC, where New Atlantis and Akila aren't the capitols of each faction, but just the main hubs in the region for each faction, with mentions of a bigger world than the player can see. Starfield gives us just one notable offscreen location, and it's implied to be at best on a comparable scale to the places we can visit.
Nice video but can you make chapters for each section? much easier for some viewers who would wanna skip some parts.
I really hope Tera, from Star Citizen comes somewhat close to night city.. Being the home of the UEE, it only makes sense to have it be one of the most developed. Most players will likely chill around there anyways
Earth in the Sol system is the home of the UEE. Prime on Tera is the hive of the treacherous "Transitionalist party" trying to usurp Earth.
Respect for this well intentioned doc on three significant gaming cities! Might have helped to approach each city as individual case studies (since all three of their development strategies and phases were drastically different) but the extent of editing and narrating this video was much appreciated nonetheless!
I think you could attempt a in-depth video 40+ min all on Night City alone. Going into depth on districts, governing amenities, gang affiliations, and the rest of the city such as housing/markets/services. CDProject Red really outdid themselves on the city so much so I think they lost sight of their scope along the way. Portions of the city are extensively detailed and others less so. Would make a great video documentary!
I'm impressed how you managed to compare three cities that can not be compared, while still being fair to every single one! The way you pointed out what is good and what could be better while explaining why things are the way they are was really great! Thank you.
Star Citizen has underdeveloped gameplay in its cities. They are mostly just shopping districts. You may have a mission giver and it’s where you can sell goods but that is the extent of the gameplay. Starfield has more developed gameplay but it feels like it’s just tacked on side quests. Cyberpunk is the only city that actually feels alive. There are side events that feel organic and are independent of the player. If I had to play in one city alone it would be Night City. New Babbage has the most potential for growth since the facades can be filled out later. New Atlantis is hampered by its game engine and feels artificial because it’s so small, smaller than most towns people are familiar with.
cyberpunk's night city is a gaming milestone imo , i finished the game and dlc and i still go back to it few times a week because of the city , it's so imerssive and if you're like me where you restrict your self to walking only , i'm telling you that world is so cool
i know you said we'll never have this in star citizen but i'll say this , why not , with server meshing and if star citizen dev team keeps growing , i would love for cig to try and pull smth beautiful like this , but not for stanton , for terra or a major system in sc , like mission givers , cars , roads etc full out similar to NC in cyberpunk but for terra.. it would be soo nice
Cool video Morph! Love the perspective you bring when it comes to architecture. I want more!
Zootopia, when one introduces different species and environments into a city.
Cyberpunk 2077 is VERY well done. Starfield is a total fuckin insult to the entire gaming industry and needs to disappear.
Starfield should've made their city spread outwards rather than upwards with one main tower. Cities only develop upwards when the surrounding space is getting scarce. The few tall buildings the it actually has are so out of place when it is surrounded by so much open space. But even then, I still won't bother playing starfield.
People like you are just disturbing. You would think that Starfield had sex with your girlfriend, calm down, buddy. It's ok, it's a video game.
I'm sure many people said the same thing about cyberpunk when it launched, now look at where it is at. Why not give starfeild a chance? I don't understand why people like you want to jump on each game and shit on it as hard as possible And then when the game finally is good, you praise it as if it's the second coming of christ.
if the sequel to Cyberpunk 2077 is gonna be set in Night City I wouldn't complain if the city was the same size as its right now because it's already big and there's A LOT they can add without expanding it in width but in height or even underground so I'm pretty excited for what the future has in hold for Night City. Or even the past😱
Cyberpunk is a masterpiece. Starfield is a piece of shit.
One major thing with these cities is.. Night City is an actually believable space for the population it tries to represent. There's homes, apartments, there's workplaces and industry. There's rail lines and a constant stream of freight moving in and out. There's crowds going about their business, thugs in alleys, kids playing in hallways. Everywhere you look, there's people. Eating, talking, struggling, walking. A city is people! Architecture is the frame that the city can be experienced in.
Bethesda.. with Starfield they yet again rolled the trope of "This is the largest city in the country/world/galaxy! It's entire economy is a 4x3 patch of cabbages and a few pawn shops". There's no commerce, there's no housing, there's no kids, no transit, no economy. It's just another movie set turned into a gift shop. However, Starfield does offer a good balance between the concepts of fidelity and quality!
There's a somewhat satirical game called "Coin Game" where all the NPC's are lifeless boppem robots with various clothing and eyewear glued to them. These actors are more human and have more personality than Starfield's. They give so much more of an impression of life, of motion, of economy and struggle.
CIG's take on cities is in some ways fantastic, it provides a great illusion of density, trade, commerce, humanity.. from a distance. Which should be perfect! Fidelity at that scale is impossible, even with today's tech and not just a stressed out, overworked copy of cryengine from the early 2010's. But the presentation of Star Citizen is to always look closer - there's always more detail. You can count the stitches on your spacesuit. See the twists in the threads and fibers. But if you get within a few kilometers of any cityscape, it rapidly inverts that presentation. They're lifeless, empty. It's very easy to understand why! It's just so awfully jarring from the presentation that the rest of the game offers.
I.. don't want to really comment on Star Citizen's humanity of their cities. There's nothing there. They're not even setpieces like Starfield, they're just T-posing obstacles. If a city is it's people, then nothing in star citizen can be fairly called a city, in my mind.
Having personal habs in star citizen is going to be simply incredible in spaces like New Babbage, it feels like its just cooking to become an incredible experience.
Star Citizen already is a awesome experience when it works well easily my favorite game I've ever played
@@Datttsnake agreed, literally went and watched the squadron 42 "I held the line" trailer again today and was tearing up bc of how excited I am for both games
@@Datttsnake i wouldn't call it a game it's more a showcase
dont forget hangers as well. Though Id love it if they added in entire more transit routes for those habs and hangers. because there are going to be millions of players and only so many phyicalized spaces in a city. Having the excuse that you live in this block in this building while your friend lives in a building across town from you would be Much more real. the same with hangers. Limiting how many players can have a personal hanger in the same city makes sense. so making More city's outside the existing ones on every world also makes a lot of sense. Perhaps that's where Distribution centers come into play. not to mention base building! These individual worlds are MASSIVE. I once spent 20 minutes flying from New Babbage to a way point to pick up a package like an airplane does. not a single thing between the city and the single little building the package was in. Its time for more buildings on each world :)
@@dracussdarkweave112yeah that would be incredible if they pull it off
loved the video! but a small correction. 10:17 , the Kowloon walled city was in Kowloon, Hong Kong
Bethesda can never make a believable city. Never.
Proud to call Night City my home in gaming
Cyberpunk used to be like Star Citizen, as in, it had a great looking city filled with nothing.
I finally started playing Cyberpunk again after 2.1(I played about 8 hours about 6 months after launch), they managed to fix all the problems I had with it, maybe SC can do the same.
LMAO, only joking, they'll never fix Star Citizen.
I've played a lot of Cyberpunk 2077 and started enjoying the open world a whole lot more when I stopped using fast travel. You can really appreciate all the details when riding on the road systems or using the intended walkways or tunnels for pedestrians.
This is a strange comparison
Night City is my favorite video game city of all time hands down
as a game for me it's Star Citizen > all of em... and it's still an Alpha. For Cities.. well let's wait for Star Citizen to finish
Cyberpunk genres are heavily based on Hong Kong and Japan, even you you go around Hong Kong, you can see the references in cyberpunk 2077
Its not because they are changing engines that it means we wont ever see Night City again. Night City is literally the heart of Cyberpunk, i wouldnt be at all surprised if Cyberpunk 2 takes place in night city again, just a bigger and expanded version of it with more districts, bigger scope and scale and all that