I hope the sequel will open up mega buildings, they’re suppose to be a contained mini community on its own. A quest line that takes place completely inside a mega building like Dredd movie would be so cool
in v1.0 the megabuildings are actually fully modelled (every immaginable apartment without furniture, just corridors and room layout). I once was able to clip through the interrior wall during the Clouds mission in the H8 building (If you do some parkour on the scaffolds onto the second elevator ans slide between it and the building walls, I did need the double jump cyberware). I clipped into the mega building and was able to take all the stairs down to the ground floor without touching the 'fall down reset plane'. Actually NPCs were spawning on the ground level aswell. A lot of cut content i guess... (I was not able to replicate it in the current v2.0 version)
You took the words right out of my mouth. I hope we can get a whole quest line, side missions, and gigs that take place in a single mega building. Just like in Judge Dredd.
According to the lore from Pondsmith, which many already know, megabuildings are fully encapsulated living environments. It is so big and full of shops that the occupants practically never have to leave their megabuilding. Of course, it's arguable that CDPR would scale it a bit to fit an in-game world more. But, it's also fully believable that there were supposed to be way more in-game, multi floor accessible megabuildings than we ever got. As comments already mentioned, there would possibly be missions where you would never have to leave the megabuilding at all. It would've been awesome to see this idea become reality. Orion may touch on that more.
In the lore they're supposed to be much much bigger than they are in the game. Probably 5 times the size. I kind of like the scaled down game version as it felt more like world population is declining a lot and people are pushed into small self sufficient cities for survival
Yeah, when I think mega-building, my mind goes to the massive pyramid that was the headquarters for the corporation that was making the replicants in Bladerunner, or the Genom HQ from Bubblegum Crisis that had a whole fricking *highway* wrapped around the outside of the building. I feel like a true megabuilding or arcology should have a *minimum* foot print of 1 to 2 square miles, if not more. CDPRs 'megabuildings' don't feel any bigger than an average highrise in most cities today. Hell, that fancy hotel in Dubai is probably way taller, it feels like.
I think CDPR intended to have missions within the mega buildings - like with our downstairs neighbor, for instance - but never got around to it. It seems many of the other mega buildings are not as detailed as H10, so maybe it would’ve just been in a couple. But imagine each mega building being like a ‘villiage’ with its own quest board where you could pick up extra cash solving problems for the tenants. One of my favorite parts of Witcher 3 was the villiage quests and monster hunting. Really hope CP2077s sequel has more side quests and depth to its city since the design has already been pretty much completed in this game.
I actually do believe that most of the cutt stuff in the current version Is mainly do to the tech limitations they worked with, their change to u5 and thus abbandonment of further DLCs kinda leans into this because you dont just ditch all that work you already did if your still pursuing the continuation of the proyect. Yes They have the dev tech to do all that shitt they wanted to, but that doesnt mean anything if the game Is a 500gb montruosity with More bugs than god could fix that no Mass market machine runs. They were making this game for the PS4 gen, and once they ditch that gen the game was done already
The amount of unused areas in CP2077 is mind blowing. It was something I noticed nearly right away when I started playing it the day it released(and that I'm oddly still playing). Night City is just too damn addictive and there's so much more CDPR can do with it. Even if it was just more Fixer Gigs.
I wish they would just continue fleshing out Night City but I know that may not be in their roadmap Worlds within worlds create awesome games. If they're able to have megabuildings like this have submissions it would really add to the immersion imo.
@@HellonearthlABB Not wasted. They are making a sequel, hopefully I am alive by then. Kinda crazy how much I worry about dying because I dont want to miss sequels for things
It is unfortunate they refer to Megabuildings in the game and V has an apartment in one, yet they serve such a miniscule purpose for gameplay and you hardly get the sensation of what a Megabuilding is supposed to be. Sure, H10 has the gun shop, fighting ring, a few other things that regular apartment buildings today may not have... but not really... The building I grew up in in real life had apartments, a day care, a corner store, a laundromat, a playground, a barber shop, a cell phone store, and a gym. We never called that anything other than an apartment building, and I know of other apartment buildings around the city with a whole lot more, back then and today.
Yeah. In Pondsmith’s original source material megabuildings were basically what you just described on steroids: vertical towns that people could live their entire lives inside, rarely ever having a reason to set foot out on the streets of the city
Ive got a cut content video idea for you if you are looking for one. The prison. Its obvious that something was meant to be put in there due to the half coded npcs that cdpr put in the prison. In one spot the guards are half broken; when you inspect them they appear as an enemy with the yellow marker above their head but will not get aggro at you if you point your gun. Elsewhere they are programmed correctly to aggro. Idk why cdpr would put guards in there to begin with unless they expected players to enter the area.
@@ascxri If you look at the map its in the upper corner of Santo Domingo, right next to the river, between Megabuilding 5 & 6. Personally cant tell if the Prison is cut content because when looking into it there is barely anything that could indicate cut content, and the prisoners and guards are mostlikely there to make it look more alive since you can look through the fence while driving in third person.
The game went through 3 development cycles, including a period of development hell. I know this because I had a chat with the producer at a convention for a solid 10 minutes. Basically, the game was developed twice and had a massive gap in development. This, all before 1.0 released, you know, the infamous buggy mess of 1.0; But, I digress, development started in 2013, yes, a whole year after it was announced. In 2010 CDP acquired the licence quietly, the only coverage being business insider news websites related to the video game industry which is mostly only read by people who run companies in the industry, 90% of it being "X has acquired Y licence" and sales figures. At the time Red just finished work on Witcher 2 and was busy working on DLC. Meanwhile all CDP did was make the announcement trailer, which was roughly 4 months worth of work, Yeah, 4 months just for a few minutes of a concept for something the clearly is no where near as good looking as said teaser, game didn't exist and the game a whole 10 years later still doesn't look as good as the pre-rendered concept. Anyway, I digress. Outside of that, the staff at CDP were busy working on GoG. After development started in 2013, a year later, everyone at Red who were working on the project were pulled from it to go work on Witcher 3 instead, leaving Cyberpunk 2077 at the stage of just concept art, early story drafts, a bunch of ideas and mostly all the stuff Mike Pondsmith left with them to use. The game's development was put on hold throughout the development of Witcher 3 and didn't resume until 2017; During that time Mike and his company did a lot of brainstorming and story ideas for the game in their spare time and presented it to CDPR, who did take the ideas onboard. Then there came the "too many cooks" era, as I was told. Basically, development was as chaotic as Witcher 3 was, with people creating lots of half finished ideas, throwing them into the engine, seeing if it worked. Multiple romance paths, there was a lot of time spent on fluff, rather than a centralised story, the developers realised if they didn't set a solid pipeline and an established priority list for development, the game will end up in development hell, but at the time they had a "it will be done when it is done" attitude. At that rate the game would of released in 2024 and we would of likely got what was promised instead of well, what we got in 2020. What happened? Corporate interference because of a hostile take over attempt spooked them. Corporate wanted the game to release in 2020 because it is iconic, 2020 is the original date of the original game, believing the release will get the sales returns they needed to satisfy investors so more shares wouldn't be sold off to the likes of Activision Blizzard... so releasing it then would be iconic, idiots. So the game went from "release when we're ready" to "deadline 2020", the devs went into a panic; Ideas were scrapped, a set priority of development was outlined, only 20% of the original ideas made it into the final game. Things were buggy? Rather than waste time fixing it, it was scrapped entirely, such as wall running (I asked, that is the answer I got). The focus was to make the game complete, so a story with a start and an ending with multiple paths, romances which were DEI compliant. They were suddenly forced to finish a game in only 3 years which they thought they had 5 to 8 years to make. Corporate was pressuring Red hard, from the perspective of the public, the devs had been working on the game for 8 years, in reality it was only 3. That is why the game was so poorly received. I begged the devs to take as long as they could, I saw the problems in 2019 when I chatted with them, they told me they couldn't delay any further, corporate was breathing down their necks. What they managed to do in 3 years is very remarkable considering, but so much was cut from the game to achieve it, it is unreal, yet for some reason most of what was cut was never put back into the game after, even with Phantom Liberty etc. Originally V had 10 possible relationship characters instead of 4; 4 male only, 3 female only and 3 who swung both ways. Originally Megablock 10 was going to be fully explorable and be a mini-city which served as a small base for the player, a safe zone for them to pretty much do everything they needed to do outside of missions in the early game, away from possible attacks from hostiles, it was going to be your primary shopping, teching, eating and modding point before Act 3. The game originally had a metro system and a monorail system (NCART), where you took the train around the city, this was replaced with the fast travel kiosk, because it was decided to cut it from the game. Wallrunning was cut from the game. The other Megatowers, cut from the game, you only see their outside shells. Metal Heaven, enough said; Half the buildings which were going to be explorable which included skylanes and skybridges, also, cut from the game, including the iconic skybridge above Megablock 10, yes was originally intended to be explorable, you could see the whole city from there, all of the low skybridges also connected the the scrapped NCART system. The game used to have far more interactivity in it, such as using exorcize equipment, using shooting ranges, game had a grappling hook, the player could get a flying car, basically - anything in grand theft auto, Cyberpunk 2077 had in the Alpha, also clothing gave minor bonuses based on type of clothing to encourage different clothes for different situations, such as sports gear gave a boost to stamina regeneration, while leather gave a tiny amount of armour. The docks and seaside area used to be more built up, also, cut from the game. Basically, thanks to the head office interfering with development, wanting the game to be released by the end of 2019 was insane, all while taking the leads off the game to jet set them around the world to advertise it at conventions every 2 months, further disrupting development. The devs managed to convince corporate to push back release by 6 months so they could finish "a game" in time. Meanwhile they pulled in 2 other development studios on contract to help finish the game, one of whom just did QA, they didn't even do their jobs, they took the money and did nothing, forcing Red to QA themselves! So yeah, there it is, the truth. A year into development, game was forced to suddenly be finished in a year and a half (which ended up being 2 years). When the devs originally thought they had an indefinite time window.
@@InhabitantOfOddworld That is probably the case, but this is what the devs were told. You're likely right considering, someone attempted to buy a large chunk of the shares so setting a release date was to discourage the sale of said shares.
Yea well that's the problem with being a publicly traded company. you get all these noisy people telling you how to make your game, instead of doing it at your own pace. Still no sympathy from me. Sounds like people at CDPR have no back bone to tell people to fuck off. They still made off like bandits either way. 13 million copies sold over half a billion dollars in revenue. that's only in 2020. As of today they've sold 30 Million copies for a total of $750 million. A disastrous launch that resulted in absolutely no repercussions. A lawsuit that was settled for a measly $1.85 million dollars, some bad REP and 4 years of beta testing and 1 DLC.
@@carljohnson3434 They redeemed themselves somewhat with the 2.0 gameplay changes and DLC, but their reputation is tarnished in my eyes. Being publicly traded plus having no balls results in the need to churn products out repeatedly, making ambitious projects impossible.
This 1,110% I was expecting a peach trees style quest line that ends with a drawn out fight to the top , boss fight on the roof with ncpd av's circling.... cdpr really dropped the ball on megabuildings.
When I first saw the open atrium in H10, my first thought was of Peach Trees So huge was my disappointment when I discovered that 99% of it is locked off and not explorable
I was exploring a lot of night city after playing phantom liberty. A lot of the buildings or larger structures in the city are actually built areas with npcs and enemies but the doors are locked, blocked etc, and there’s no way to interact with the doors. It’s really cool to see that type of detail everywhere, every spots that are just meant for you to see in the background are fully built structures with presumably planned functionality at least. Lotta other games just have empty boxes with textures
It's all so much evidence they didn't know what would work with this game. They really needed better planning and locking ideas in from the start, that would have led to more content on launch as resources wouldn't be creating stuff they just decide not to use. If they went down the megabuilding path keep it! Could have cut the badlands and added it as a DLC
@@chrispekel5709 Which is why i hope they will reuse the exact same map for the sequel, they don't have to double or triple think when the groundwork is already there
it actually reminds me of gta sa where are there a lot of fleshed out places all of the map that are completely unused(both games were also really rushed haha), but thats just how big games get made, some guys build the world and some guys have to make missions in them
@@RADkate Oh i remember those old videos "Blue hell" or "Interior world" where you use Jetpack cheat to glitch out of Ganton gym and enter hidden interiors
I have died so many times trying to find ways to get down there from the apartment!! I always wanted to see that market place because I could see loot down there haha. Thanks for the video it's so interesting seeing places of what could have been!
To me the city feels very small even though it's obviously very expansive. I think it's for the reasons you were discussing here. There's so much to all these huge buildings that are just plain inaccessible. It's like we're walking through one of those mock western towns where all the "buildings" are basically just giant wooden panels painted to look like a saloon and propped up with some planks of wood. It's a massive shame. Entire story arcs could take place in one of the giant corpo office blocks without ever seeing the outside.
There is little to no elevation use despite the City being very tall. (Something that they did address in Dogtown) I actually find opposite personally, I find the map to just be far too big for it's own good. Again going back to DT and Phantom Liberty, scaling shit down and focusing on the important stuff makes a hell of a difference!
@@Jimmer93 They adressed it in Dogtown and as Paweł Sasko said in one of his streams they will use that knowledge in sequel. They have a great base, now they can work on it further.
They originally told us that we would be getting a much much smaller map compared to other games, but what it lacked for width it would gain vertically and that the vast majority of buildings would be explorable and have inner content. But this entire game has about 70% of its content missing. They tried to hint at so much, and most of those videos have vanished. But i have noticed alot of their promises are found in Shards that can be found all over the place. So their intent was there, but they never got around to expanding on them.
regina sends you in to catch a criminal, but they are waiting you enter and bang, all openings locked down shoot out ensues. and you have to work your way all the way up to the pent house.
Hands down was supposed to play a much larger role! Get the impression you were maybe supposed to start the first few hours and missions purely inside the Megabuilding before unlocking and venturing out into the open world, ala GTA when you had to complete all the missions on one island before you could gain access to the next.
I literally just watched your other megabuilding video. So I'm just going to copy and past the comment I made in that video. "I would love to see a mod that opens the market area up. Could open up after a few main quests to make it seem like the eleveator was actually fixed. And maybe a cool fan made sidequest could fit down there as well. When I first played the game I thought you could actually go down there. Quickly discovered that theres a death barrier so even if you dont die to fall damage you will die anyway". Loved the more indepth look at this megablock
Noooo dont tell me that, i was just about to jump back into Night City. Which version should i use then, it aounds like 2.0 had a lot of stuff removed @Companion.23
Would have been cool if the different mega buildings all had some self contained stories, not necessary full on main quest parts but at least gigs. Have H10 be the tutorial place, with some more neighbours for flavour but otherwise just a place to go to and hang back. H8 could have more things with Clouds, the Mox and the Tiger Claws. Getting stuck in one of them and having to fight your way out would have been cool too. Devs clearly had a lot of ideas for these places. Wish the development had gone smoother for them to be able to include more of them.
I got to see the beta version of Cyberpunk way back when UA-camrs were running tests for CDPR, and you’re 100% correct on that being a playable area at one point in time. It was cut because players got confused due to there being three elevators taking you to entirely separate areas.
i hope that a sequel or dlc will eventually open up these areas, the non-quest areas of the game are always the coolest because they add an insane amount of detail and replayability to the game
Thank you so much for exploring this places in the game! You have spoken about things I am sure many players including myself have wondered about. Good job!
The area you're seeing here, they probably didn't know what to do with it. What you've gotta realize is that when you're doing level design you've got things that you want to achieve, sales areas for the player to use, quest givers, etc, but the games are getting so expansive that they just don't need the space for the amount of quests, merchants, and in general content they're putting into the game. The GPU and CPU overhead FOR HAVING the extra space is minimal, and just to be able to say "our world is ______big, omg it's so amazing" they'll put in areas you can't reach just to make the world seem larger, the playable area however and the world space are two VERY different things, as shown here, which is why Dogtown is so interesting. They've got a games worth of content, or damn near, in one small little section because they did less of that fake/inaccessible area stuff. When you use the space effectively you can put a lot more "game" in your game, which results in a better feeling result overall. Too bad publishers and game company execs have a say in the finished products spec" 1
Which is why I think they could/ should release a phantom liberty sized expansion of not a big 'save the world' storyarc, just a bunch of smaller side stories within the megablocks. (maybe connected by the train system) As the megablocks are all interior it doesn't have to be loaded with the rest of the game. Yet you can use the megablock space to fill out more world-building, more apartments & apartment personalisations, more V lifepath details, more time with Jackie before he goes, more time with companions & friends, more unique characters &/or companions, more pets, more shops & fashions, more gang & police stories, just more immersion... Simply put more LIFE for V to inhabit.
As a game developer I honestly think it went down like this. They had separate team working on the city architecture way before the other teams were brought in. In case of the M10 building it was made as an arena to be filled with content (like many other places of night city) where writers, story team, level designers etc. would create missions in these arenas. But as they ran out of content (and there's plenty of content in Cyberpunk) they couldn't justify the existence of the ground floor of the M10. It would just become another "ghost place" of night city (which isn't fun). So, in order to make the game more streamlined, and packed with meaningful content, they cut areas which were unused. If they didn't the game would "feel" emptier. These decisions need to be made during game production. Cyberpunk is a 60-80hour long game, it is a complete game. So my take really is that if the game didn't receive the massive backlash at launch. CDPR might've treated Cyberpunk more as a "forever game" where they would deliver several DLC, with added side missions, gigs etc. where they could open up- and justify some of the mega buildings. I honestly think that gamers are the ones to blame for an early death of Cyberpunk. I have played the 1.02 version later. On PC with an SSD it wasn't nearly as bad as the backlash made it out to be, even today it still has the the same fantastic story, same side missions and gigs. Sure, the gameplay wasn't as refined as it is today. But If you focus on the main stuff, it's still A VERY enjoyable game... CDPR just shouldn't have ever opted to release the game for PS4 and XBOX One.
One detail is that it's not destroying people's computers. Those details only eat up disk space, as resources are loaded dinamically depending on player distance.
I kind of hope everything about Project Orion or Cyperpunk 2 builds upon megabuildings as these megastructures with complex urban ecosystems with and essentially just giant termite or ant colonies sprawling with people within. Anyone who hasn’t watched Dredd 2012, go watch it. It’s basically one of the best future dystopian films about a police raid literally within a locked down megabuilding. It’s probably the closest film to cyberpunk since blade runner but you really get a grasp of how big these sprawling urban, megastructure, living complexes are, what mike pondsmith intended them to be in the lore and what CDPR Were going for. You can see how much of Cyberpunk was unfinished and left inaccessible. When CDPR make cyberpunk 2, the game will no doubt be set in Night city, but one of the main hopes I have is that they are less held back, they know more about what they’re doing and it will give them more freedom to expand upon the world in terms of having great vertical traversal and freedom, much like the opening scav heist where we see the city from above ground when trauma team comes, or the araska parade.
If the sequel is actually to be set in the same universe/time as V, this area will more than likely be used. It would make sense to make areas like these ahead of time if youre planning to use them for other purposes. If the planned multiplayer version of cyberpunk is a thing, this might actually be the main hub area, V's apartment could be an easter egg of sorts for returning players
True it might still have a chance but now that Dogtown is out . I don’t think there going to be dropping anything for the game anymore there most like on the next game.. maybe in the future or if the community keeps begging for it… honeslty cyberpunk still feels to fresh to end
If we ever see a sequel, I would love to see the elevators be fully functional. I don't want the elevator to magically know my floor and label it as "apartments", I want to have to enter the floor number for my unit and I want other npcs to get on and off on their own floors. The elevators always felt like a safe space as only the player is normally riding them so having npcs use them would add more immersion.
I don't know guys have you ever seen the Grand Bazaar in Turkey or " Un Pazarı " as the locals says, this video is reminded me of that place by a lot, you should check it videos it's a famous place and this megabuilding could be one of them with personal spaces Edit : You can also check "Perpa Ticaret Merkezi" in İstanbul too, which translates into Perpa Trade Center, in that building you cannot just enter from the first floor and take elevator to get to second floor or third floor because its goes to only fourth floor or tenth floor the place is an actual maze, and its very similar to megabuilding as architectural
H10 Megabuilding Unlocked rules. They were clearly inspired by the Movie "Dredd", you know the one with Carl Urban, the good one, not the Stallone Abomination, but left almost useless and empty.
I noticed that "market" recently - every time I would use the working lift to exit the megabuilding, I passed it and thought that I needed to explore better to gain access... so many working areas that are underused :( (I still love the game though!) This building specifically reminds me so much of the main building in Dredd.
There’s a couple of apartments around the map like this that got cut due to lag issues.. there was suppose to be an entire district next to WB that we never got to see as well. Supposedly it was going to have rich Houses and places like Kerry mansion in it.
Im glad someone out here is covering cut content for this game, if we could get interviews from devs , that would make this series the absolute best. Still happy with the vids! Keep it up! Subbed 🙏
really neat video! I wasn't aware that megabuildings were supposed to be more important initially (though I'm not surprised at all given everything else that happened with the game's launch lol) and I really appreciate this little dive into what might've been. Plus I also really love your delivery. Subscribed :)
Thanks for the tour! Very fascinating. And I think it's overall good that games have those areas which are unused and only accessible via noclipping or intricate parcouring - they add this feel of undiscoveredness of the world and that you can always stumble on something new that's hiding off-limits.
The design of the megabuildings has always been really impressive to just stare at, I've really wanted to be able to go around an fully explore the things.
I'm still pissed I could never visit Marsala Stuidos in H10. And David, fucking hell bro, you had to go so hard that they put the whole H4 in quarantine.
CDPR could/ should release a cp77 'phantom liberty' sized expansion just set within the megabuildings. No big 'save the world' storyarc, just a bunch of smaller side stories. As each megablock is all one big building, each megablock interior could be loaded separately to the rest of the game. Yet you can use the megablock spaces to fill out more world-building; more apartments & apartment personalisations, more V lifepath details, more time with Jackie before he goes, more time with companions & friends, more unique NPCs &/or companions, more pets, more shops & fashions, more gang & police stories, just more immersion... Simply put more LIFE for V to inhabit.
Here's an idea. How about putting in a mini dating sim into the game where you get to pick up anyone you like on the street or in a bar or club where your level of attraction is based on your street cred.
I think H10 was level designed independently, then play test showed that some players got lost or confused even getting out of their apartments, so they restricted most of it to make it more manageable for early game. You have to accommodate people, for whom this will be their first (open world) game. Later, when you get your bearings, you can make more expansive and complicated spaces, especially if they are optional. Now I’m pretty sure this is not the only reason they got cut, probably it was just too much content to fill, manage and test.
I've accepted cut content in this game, but why did they have to cover this part with death barriers....makes it harder to mod back in usability, and makes it harder to explore
I subbed!! i apologize for watching almost 10 of your videos before doing so!! I have liked each one thou. So fascinated with the cyberpunk lore currently.. yourself and @juicehead are my favorite 2 pages for it!! amazing job! Cyberpunk was def built to have so many layers to the game from lower city like fifth element and the upper city.. love seeing what could of been!! really hope the next cyberpunk game vision is fully realized.
There are a lot of things in the game that were abandoned. For a while there was a game mod that allowed access to that main floor market area...you could get into the elevator right in front of V's apartment and ride it down. Not sure if it's in existence any more...
It´s just awesome to see how many content they COULD have put in there if they had the time. Too bad they changed to the UE5 so that they more fast giving up on this engine and so they did on the game.
I think it was also a matter of what hardware could support at the time. PS4 couldn't support a lot of what they wanted to do so they had to turn a lot of items off.
Also, I think red engine gave them a lot of trouble regarding Bugs. They had to spend more time fixing what was broken instead of adding new content. Hopefully this is a calculated move to use UE5, so they can work on more content for cyberpunk 2. Just my subjective opinion chooms
what are you talking about dude? None of the things you see in the video are cut content, why would they open up the whole building especially when it was closed in the demo as well? If the other areas in the building doesnt add anything of value to the game devs are right to change it, and changing a design doesnt mean "ooh its too bad they cut it". People dont understand what cut content means. Also, Unreal Engine 5 allows CDPR to quickly hire talented devs who already know the engine and they dont waste time training people, the engine does what CDPR wants to do and easier to work with.
@@adamprawdzic5808 Using Unreal won't change anything. Unreal is just a glorified renderer for a game like Cyberpunk and the bugs were simulation-related. All the gameplay features will have to be rebuilt from SCRATCH, bugs included. The only reason they're doing this is because of retarded suits who associate UE5 with money, bargain bin devs, and being the "cool" thing. I guarantee you that the next game will come out worse because they're going to hire less skilled, generic devs that can work with a simplified tool like Unreal instead of the skilled devs that could optimize things down to the graphics API level with RED. It's plain old enshittification to save on dev costs and cut corners
Idk there’s always something more they could’ve put in, every game has “cut content” like this. Ultimately it’s just devs deciding the resource and time is better spent elsewhere for some other content that we actually got
What get's me is the work they put into keeping players out of there, that place has an excessive amount of death walls. And it's not even the only unfinished location, there are places you can get too with the spring legs (I forget the name) that have buildings that literally do not have a hit box, they're phantom, you can walk right through them. iirc the petrochem place with all the barbed wire fences has a good number of em.
I think the megabuildings have huge modding potential, so maybe we'll see some additions be made by the mod scene later on. I don't really know how far along we are in map editing, but I know we've at least done small things with placing persistent assets. I dont think we're too far off
Looking at the neon ads I always supposed this was supposed to be the starter area, with every vendor having the lowest tier of gear you can buy, and probably the appartments we got were meant to be in the other mega towers as a level scale, being H10 the lowest level. so it would ake sense form a gamplay point of view to cut them, since with the towers having everything incluiding fast travel points players would simple not explore anywhere but the towrs.
Even if they dont add any quests down there... just open it up for us to run around in. Thats one of my favorite things in the game is just exploring little areas and seeing the details.
I can understand them blocking the lower levels off at launch, even if it was nearly complete since they were looking for ANYTHING to save time at that point. It's really weird that with all the improvements they've done to the game that they never went in, removed those death barriers and fixed the elevator. I suppose it doesn't matter as there is really nothing down there but empty space but DAMN, I remember the limited traversal of the mega building being basically the very first letdown in this fantastic game so it would be cool to see it fixed too.
Not only having the cut content but I really wish that in act 2 when appartements become available we could not only make over V's appartement but also choose in which mega building it is. All megabuildings are mostlythe same so it would be easily doable. Also for a streetkid V it really makes no sense that we live in Watson and not Heywood
I would love for the next cyberpunk game when it drops in 10 years to have a bigger focus on mega buildings. Mega buildings are huge, there's a lot of them, there could be some really cool quests that take place in them
Ya videos are awesome thanks for the extra content preview into what could of been I appreciate it since we won't be getting anymore dlc. But the top floor mansion that's in edgerunners next to mega building 10 with actually lootable stuff is one of the biggest heart breaks in 2077 for me. I was looking forward to them putting it up for sale... it's over 100 places that didn't make the cut 😢sadly 😔 😞. The casino in the desert 😢 sad about that too... badlands content 😢 outside the wall content 😢😞😔 2077 is my favorite game to date that says alot because I played hundreds of games and loved lots of them. I hate to seem ungrateful but I was expecting so much more the map is huge and detailed
There should be a megabuildings expansion, something cheap, so it doesn't feel like cut content they're trying to nickel and dime you for, and it just makes the megabuildings in Cyberpunk more expansive with quests inside of them, areas to explore, etc.
Y'know.... There's a mod waiting to be made that uses the megatowers spaces for faction politics. Like judge Dredd tower takeovers. That would be cool af
Sure someone already pointed it out: there's a mod, Megabuilding 10 Marketplace Rewards it's called, I believe. Lets you teleport there and walk around without dying.
Just hope for Project Orion does not throw out all the city development of 2077 and instead expands on it by fleshing out some of these areas as the stories told in it could expand into them.
I wonder how much of the cut content was to make the game playable on consoles. Having the floor playable may have added additional content that had to be rendered/calculated.
we really need a mod to disable death barriers also to force load locations that would be cool to [like the cyberspace sections which if any one has noclipped under the map im 100% sure the cyberspace stuff takes place on the giant flat plates under the ground] will say though i like these really indepth recent overviews of the cut/unused areas.
There appears to be one, latest update June 23rd, it's called Megabuilding H10 Expanded, and appears to be a mod in a series of other mods that expands on existing areas that are inaccessible, the modder also adds some detail since some parts are quite barren. haven't tried the mod so I don't know if it's compatible with the latest version, in the changelog the last mention for a mod update due to a game update is for 1.62.
Considering how Megabuildings appear in the Judge Dredd films (since that is probably most players first exposure to the concept in cinema), I was expecting Megabuildings to be like the Vault Tec Vaults(Fallout) of Cyberpunk. Self contained areas that are worlds onto themselves.
I am of the opinion that all the Megabuildings in the city were once one Megabuilding, ours. We probably would have visited others for bits and pieces like we did in live, but ours I reckon would have had all of those things we visit in the game. It would have been like a... tutorial area of sorts. Working with gangs, ripper docs and so on.
Every time I played the game I wondered why they would confine us to the use of just H10 if there was nothing more to the building really other than our apartment. The new apartments they added were nice but I like the megabuildings and just wanted to explore a couple of them from top to bottom.
The geometry is already there, they just need to remove the death barriers and turn on the lifts. Unlike a movie where you might remove a scene because it interrupts the narrative, i can't see a reason to remove navigatable areas which are already part of the map. You might waste time wandering off the storyline, but these negative spaces help to define the 'working' spaces.
I think it would be cool if cdpr released a sandbox kit to build your own missions and characters. Then modders could take that and run. I honestly wouldn’t mind living in night city for years if the community just kept making more content. We need a street racing scene, more reasons to enter high rise buildings, more opportunities for being a high stakes thief, the ability to be your own mob boss with underlings, the ability to join ncpd, netwatch or join a corp and then building destruction and an all out invasion campaign would be fun to fight in. I’d love a mod that makes total chaos where everyone attacks everyone everywhere you go and you need to escape. I mean they made a vast enough game that with so many elements you could build a neighboring city and make the map bigger than anything you’ve ever seen.
Likely some form of AI can create full buildings in the future even though there's not necessarily anything to do inside them. But you' be free to explore them.
What it sounds like to me is that they were meant to be like a Kowloon Walled City. Wonder why it was cut if it's mostly functional, wouldn't've hurt anything to keep in.
I managed to get here post 2.0 with the new air dash ability combined with reinforced tendons. You can definitely tell this was originally planned to be a part of H10. It's a bummer, however I'm fine with it being cut. I spent 15 mins dilly dallying around this floor and honestly aside from maybe a few vendors possibly to be added I can't see any benefit to having this floor. Would have been nice to see them more flushed out though.
I think that floor would be good only if it was where you came into the building and from there you get into an elevator to higher levels. It just never felt right to be that there is no way to walk all the way to your apartment. Where are the emergency stairs? What happens if lifts breaks? Some are already broken so do people just cannot leave the building if power goes out? Elevators should be a shortcut, not the only way in and out.
I hope the sequel will open up mega buildings, they’re suppose to be a contained mini community on its own. A quest line that takes place completely inside a mega building like Dredd movie would be so cool
Yeah, that would be great!
in v1.0 the megabuildings are actually fully modelled (every immaginable apartment without furniture, just corridors and room layout). I once was able to clip through the interrior wall during the Clouds mission in the H8 building (If you do some parkour on the scaffolds onto the second elevator ans slide between it and the building walls, I did need the double jump cyberware). I clipped into the mega building and was able to take all the stairs down to the ground floor without touching the 'fall down reset plane'. Actually NPCs were spawning on the ground level aswell. A lot of cut content i guess... (I was not able to replicate it in the current v2.0 version)
Wouldn’t even care if it’s a total rip off I’m down for this. Building locks down, V has to fight or sneak all the way up and/or down
@@TheJuggerClutch Phantom Liberty brought loads of attention back to the modding scene. Maybe we can hope for a modded quest line like that
You took the words right out of my mouth. I hope we can get a whole quest line, side missions, and gigs that take place in a single mega building. Just like in Judge Dredd.
According to the lore from Pondsmith, which many already know, megabuildings are fully encapsulated living environments. It is so big and full of shops that the occupants practically never have to leave their megabuilding. Of course, it's arguable that CDPR would scale it a bit to fit an in-game world more. But, it's also fully believable that there were supposed to be way more in-game, multi floor accessible megabuildings than we ever got. As comments already mentioned, there would possibly be missions where you would never have to leave the megabuilding at all. It would've been awesome to see this idea become reality. Orion may touch on that more.
Like Kowloon City.
Which is like my favourite place ever.
In the lore they're supposed to be much much bigger than they are in the game. Probably 5 times the size. I kind of like the scaled down game version as it felt more like world population is declining a lot and people are pushed into small self sufficient cities for survival
Yeah, when I think mega-building, my mind goes to the massive pyramid that was the headquarters for the corporation that was making the replicants in Bladerunner, or the Genom HQ from Bubblegum Crisis that had a whole fricking *highway* wrapped around the outside of the building. I feel like a true megabuilding or arcology should have a *minimum* foot print of 1 to 2 square miles, if not more. CDPRs 'megabuildings' don't feel any bigger than an average highrise in most cities today. Hell, that fancy hotel in Dubai is probably way taller, it feels like.
@@lordelcorion exactly. But we have to be realistic, the game had to run on PS4 lol 😆
@@lordelcorion taller but definitely not wider
I think CDPR intended to have missions within the mega buildings - like with our downstairs neighbor, for instance - but never got around to it. It seems many of the other mega buildings are not as detailed as H10, so maybe it would’ve just been in a couple.
But imagine each mega building being like a ‘villiage’ with its own quest board where you could pick up extra cash solving problems for the tenants.
One of my favorite parts of Witcher 3 was the villiage quests and monster hunting. Really hope CP2077s sequel has more side quests and depth to its city since the design has already been pretty much completed in this game.
I actually do believe that most of the cutt stuff in the current version Is mainly do to the tech limitations they worked with, their change to u5 and thus abbandonment of further DLCs kinda leans into this because you dont just ditch all that work you already did if your still pursuing the continuation of the proyect. Yes They have the dev tech to do all that shitt they wanted to, but that doesnt mean anything if the game Is a 500gb montruosity with More bugs than god could fix that no Mass market machine runs. They were making this game for the PS4 gen, and once they ditch that gen the game was done already
Considering theyve switched to the unreal engine they will haven ALOT more time to work on other things like more detail
The amount of unused areas in CP2077 is mind blowing. It was something I noticed nearly right away when I started playing it the day it released(and that I'm oddly still playing). Night City is just too damn addictive and there's so much more CDPR can do with it. Even if it was just more Fixer Gigs.
I wish they would just continue fleshing out Night City but I know that may not be in their roadmap
Worlds within worlds create awesome games. If they're able to have megabuildings like this have submissions it would really add to the immersion imo.
They wasted one of the best maps ever made
@cisafrulli its not wasted if they keep iterating on it
@@HellonearthlABB Not wasted. They are making a sequel, hopefully I am alive by then. Kinda crazy how much I worry about dying because I dont want to miss sequels for things
@@carlcarlson5553 it's wasted, the second game will come with something new
It is unfortunate they refer to Megabuildings in the game and V has an apartment in one, yet they serve such a miniscule purpose for gameplay and you hardly get the sensation of what a Megabuilding is supposed to be. Sure, H10 has the gun shop, fighting ring, a few other things that regular apartment buildings today may not have... but not really... The building I grew up in in real life had apartments, a day care, a corner store, a laundromat, a playground, a barber shop, a cell phone store, and a gym. We never called that anything other than an apartment building, and I know of other apartment buildings around the city with a whole lot more, back then and today.
Yeah. In Pondsmith’s original source material megabuildings were basically what you just described on steroids: vertical towns that people could live their entire lives inside, rarely ever having a reason to set foot out on the streets of the city
FYI there's a new mod called H10 Megabuilding Unlocked on Nexus, completely removes the death barrier and makes every floor accessible via stairs
Ive got a cut content video idea for you if you are looking for one. The prison. Its obvious that something was meant to be put in there due to the half coded npcs that cdpr put in the prison. In one spot the guards are half broken; when you inspect them they appear as an enemy with the yellow marker above their head but will not get aggro at you if you point your gun. Elsewhere they are programmed correctly to aggro. Idk why cdpr would put guards in there to begin with unless they expected players to enter the area.
shiii where is that
i remember jumping into there and having a shootout and wondering what mission takes place there. turns out nothing
@@ascxri If you look at the map its in the upper corner of Santo Domingo, right next to the river, between Megabuilding 5 & 6. Personally cant tell if the Prison is cut content because when looking into it there is barely anything that could indicate cut content, and the prisoners and guards are mostlikely there to make it look more alive since you can look through the fence while driving in third person.
So much of this game was cut , its fucking criminal....
@@Cold_Cactus, cut content of Dying Light 2 Stay Human is the real criminal.
The game went through 3 development cycles, including a period of development hell. I know this because I had a chat with the producer at a convention for a solid 10 minutes. Basically, the game was developed twice and had a massive gap in development. This, all before 1.0 released, you know, the infamous buggy mess of 1.0; But, I digress, development started in 2013, yes, a whole year after it was announced. In 2010 CDP acquired the licence quietly, the only coverage being business insider news websites related to the video game industry which is mostly only read by people who run companies in the industry, 90% of it being "X has acquired Y licence" and sales figures.
At the time Red just finished work on Witcher 2 and was busy working on DLC. Meanwhile all CDP did was make the announcement trailer, which was roughly 4 months worth of work, Yeah, 4 months just for a few minutes of a concept for something the clearly is no where near as good looking as said teaser, game didn't exist and the game a whole 10 years later still doesn't look as good as the pre-rendered concept. Anyway, I digress. Outside of that, the staff at CDP were busy working on GoG.
After development started in 2013, a year later, everyone at Red who were working on the project were pulled from it to go work on Witcher 3 instead, leaving Cyberpunk 2077 at the stage of just concept art, early story drafts, a bunch of ideas and mostly all the stuff Mike Pondsmith left with them to use. The game's development was put on hold throughout the development of Witcher 3 and didn't resume until 2017; During that time Mike and his company did a lot of brainstorming and story ideas for the game in their spare time and presented it to CDPR, who did take the ideas onboard.
Then there came the "too many cooks" era, as I was told. Basically, development was as chaotic as Witcher 3 was, with people creating lots of half finished ideas, throwing them into the engine, seeing if it worked. Multiple romance paths, there was a lot of time spent on fluff, rather than a centralised story, the developers realised if they didn't set a solid pipeline and an established priority list for development, the game will end up in development hell, but at the time they had a "it will be done when it is done" attitude. At that rate the game would of released in 2024 and we would of likely got what was promised instead of well, what we got in 2020.
What happened? Corporate interference because of a hostile take over attempt spooked them. Corporate wanted the game to release in 2020 because it is iconic, 2020 is the original date of the original game, believing the release will get the sales returns they needed to satisfy investors so more shares wouldn't be sold off to the likes of Activision Blizzard... so releasing it then would be iconic, idiots. So the game went from "release when we're ready" to "deadline 2020", the devs went into a panic; Ideas were scrapped, a set priority of development was outlined, only 20% of the original ideas made it into the final game. Things were buggy? Rather than waste time fixing it, it was scrapped entirely, such as wall running (I asked, that is the answer I got). The focus was to make the game complete, so a story with a start and an ending with multiple paths, romances which were DEI compliant. They were suddenly forced to finish a game in only 3 years which they thought they had 5 to 8 years to make. Corporate was pressuring Red hard, from the perspective of the public, the devs had been working on the game for 8 years, in reality it was only 3. That is why the game was so poorly received. I begged the devs to take as long as they could, I saw the problems in 2019 when I chatted with them, they told me they couldn't delay any further, corporate was breathing down their necks. What they managed to do in 3 years is very remarkable considering, but so much was cut from the game to achieve it, it is unreal, yet for some reason most of what was cut was never put back into the game after, even with Phantom Liberty etc.
Originally V had 10 possible relationship characters instead of 4; 4 male only, 3 female only and 3 who swung both ways. Originally Megablock 10 was going to be fully explorable and be a mini-city which served as a small base for the player, a safe zone for them to pretty much do everything they needed to do outside of missions in the early game, away from possible attacks from hostiles, it was going to be your primary shopping, teching, eating and modding point before Act 3. The game originally had a metro system and a monorail system (NCART), where you took the train around the city, this was replaced with the fast travel kiosk, because it was decided to cut it from the game. Wallrunning was cut from the game. The other Megatowers, cut from the game, you only see their outside shells. Metal Heaven, enough said; Half the buildings which were going to be explorable which included skylanes and skybridges, also, cut from the game, including the iconic skybridge above Megablock 10, yes was originally intended to be explorable, you could see the whole city from there, all of the low skybridges also connected the the scrapped NCART system. The game used to have far more interactivity in it, such as using exorcize equipment, using shooting ranges, game had a grappling hook, the player could get a flying car, basically - anything in grand theft auto, Cyberpunk 2077 had in the Alpha, also clothing gave minor bonuses based on type of clothing to encourage different clothes for different situations, such as sports gear gave a boost to stamina regeneration, while leather gave a tiny amount of armour. The docks and seaside area used to be more built up, also, cut from the game. Basically, thanks to the head office interfering with development, wanting the game to be released by the end of 2019 was insane, all while taking the leads off the game to jet set them around the world to advertise it at conventions every 2 months, further disrupting development. The devs managed to convince corporate to push back release by 6 months so they could finish "a game" in time. Meanwhile they pulled in 2 other development studios on contract to help finish the game, one of whom just did QA, they didn't even do their jobs, they took the money and did nothing, forcing Red to QA themselves!
So yeah, there it is, the truth. A year into development, game was forced to suddenly be finished in a year and a half (which ended up being 2 years). When the devs originally thought they had an indefinite time window.
Surprising to hear corporate wanted 2020 for the iconography, and not simply promising more dividends to their stockholders earlier
@@InhabitantOfOddworld That is probably the case, but this is what the devs were told. You're likely right considering, someone attempted to buy a large chunk of the shares so setting a release date was to discourage the sale of said shares.
awesome insight into the development struggles, thanks for the comment
Yea well that's the problem with being a publicly traded company. you get all these noisy people telling you how to make your game, instead of doing it at your own pace. Still no sympathy from me. Sounds like people at CDPR have no back bone to tell people to fuck off. They still made off like bandits either way. 13 million copies sold over half a billion dollars in revenue. that's only in 2020. As of today they've sold 30 Million copies for a total of $750 million. A disastrous launch that resulted in absolutely no repercussions. A lawsuit that was settled for a measly $1.85 million dollars, some bad REP and 4 years of beta testing and 1 DLC.
@@carljohnson3434 They redeemed themselves somewhat with the 2.0 gameplay changes and DLC, but their reputation is tarnished in my eyes. Being publicly traded plus having no balls results in the need to churn products out repeatedly, making ambitious projects impossible.
Bruh. I would of loving a Dredd style mission where you had to murder your way up hundreds of floors
This 1,110% I was expecting a peach trees style quest line that ends with a drawn out fight to the top , boss fight on the roof with ncpd av's circling.... cdpr really dropped the ball on megabuildings.
Came here to say this.
the tower mission in mass effect (i think 2?) was also a banger
100s of floors? no but a about 50 would be alright but even that is a lot of floors
think about what you're saying
When I first saw the open atrium in H10, my first thought was of Peach Trees
So huge was my disappointment when I discovered that 99% of it is locked off and not explorable
I was exploring a lot of night city after playing phantom liberty. A lot of the buildings or larger structures in the city are actually built areas with npcs and enemies but the doors are locked, blocked etc, and there’s no way to interact with the doors. It’s really cool to see that type of detail everywhere, every spots that are just meant for you to see in the background are fully built structures with presumably planned functionality at least. Lotta other games just have empty boxes with textures
It's all so much evidence they didn't know what would work with this game. They really needed better planning and locking ideas in from the start, that would have led to more content on launch as resources wouldn't be creating stuff they just decide not to use. If they went down the megabuilding path keep it! Could have cut the badlands and added it as a DLC
@@chrispekel5709 Which is why i hope they will reuse the exact same map for the sequel, they don't have to double or triple think when the groundwork is already there
it actually reminds me of gta sa where are there a lot of fleshed out places all of the map that are completely unused(both games were also really rushed haha), but thats just how big games get made, some guys build the world and some guys have to make missions in them
@@RADkate Oh i remember those old videos "Blue hell" or "Interior world" where you use Jetpack cheat to glitch out of Ganton gym and enter hidden interiors
I have died so many times trying to find ways to get down there from the apartment!! I always wanted to see that market place because I could see loot down there haha. Thanks for the video it's so interesting seeing places of what could have been!
I did the same more than once. I just jump down and die instantly. lol
You're on PC?
Get: "H10 Megabuilding Unlocked" that'll help you out some.
To me the city feels very small even though it's obviously very expansive. I think it's for the reasons you were discussing here. There's so much to all these huge buildings that are just plain inaccessible. It's like we're walking through one of those mock western towns where all the "buildings" are basically just giant wooden panels painted to look like a saloon and propped up with some planks of wood. It's a massive shame. Entire story arcs could take place in one of the giant corpo office blocks without ever seeing the outside.
There is little to no elevation use despite the City being very tall. (Something that they did address in Dogtown) I actually find opposite personally, I find the map to just be far too big for it's own good. Again going back to DT and Phantom Liberty, scaling shit down and focusing on the important stuff makes a hell of a difference!
@@Jimmer93Yup. It’d be a lot better if it was more compressed and had more verticality.
@@Jimmer93 They adressed it in Dogtown and as Paweł Sasko said in one of his streams they will use that knowledge in sequel. They have a great base, now they can work on it further.
They originally told us that we would be getting a much much smaller map compared to other games, but what it lacked for width it would gain vertically and that the vast majority of buildings would be explorable and have inner content.
But this entire game has about 70% of its content missing.
They tried to hint at so much, and most of those videos have vanished. But i have noticed alot of their promises are found in Shards that can be found all over the place. So their intent was there, but they never got around to expanding on them.
@@MicInc87 I do hope Cyberpunk 2 doesn't get a smaller map...
I really hope they use one whole megabuilding for a mission in the sequel like in the movie Dredd, that'll be max nova shootout
regina sends you in to catch a criminal, but they are waiting you enter and bang, all openings locked down shoot out ensues. and you have to work your way all the way up to the pent house.
Hands down was supposed to play a much larger role!
Get the impression you were maybe supposed to start the first few hours and missions purely inside the Megabuilding before unlocking and venturing out into the open world, ala GTA when you had to complete all the missions on one island before you could gain access to the next.
That’s CRAZY how the elevator theoretically works!
I can see Megabuildings as kowloon walled city-like ecosystem
I literally just watched your other megabuilding video. So I'm just going to copy and past the comment I made in that video. "I would love to see a mod that opens the market area up. Could open up after a few main quests to make it seem like the eleveator was actually fixed. And maybe a cool fan made sidequest could fit down there as well. When I first played the game I thought you could actually go down there. Quickly discovered that theres a death barrier so even if you dont die to fall damage you will die anyway". Loved the more indepth look at this megablock
was just thinking this same thing
i think the unlock night city mod does for 1.6, no longer works in 2.0
There used to be a mod between patch 1.2-1.6 I don't remember which one exactly, but it was removed off of nexus unfortunately
Noooo dont tell me that, i was just about to jump back into Night City. Which version should i use then, it aounds like 2.0 had a lot of stuff removed @Companion.23
Meanwhile in Hell
Some guy: So how did you die?
You: My feet touched and fell on the floor from less than 1 feet
All part of the Vertical Exploration that we never got.
Probably this megabuilding is where NPC live after their NPC shift is over
I always thought seeing Mega Blocks from Dredd(Judge Dredd for the smooth brains) would be amazing! I hope we get more access come CP2.
Would have been cool if the different mega buildings all had some self contained stories, not necessary full on main quest parts but at least gigs. Have H10 be the tutorial place, with some more neighbours for flavour but otherwise just a place to go to and hang back. H8 could have more things with Clouds, the Mox and the Tiger Claws.
Getting stuck in one of them and having to fight your way out would have been cool too.
Devs clearly had a lot of ideas for these places. Wish the development had gone smoother for them to be able to include more of them.
I got to see the beta version of Cyberpunk way back when UA-camrs were running tests for CDPR, and you’re 100% correct on that being a playable area at one point in time. It was cut because players got confused due to there being three elevators taking you to entirely separate areas.
i can watch your content all day choomba, keep it up
Cringe.
@@SeriousDragonify Get a life. You're cringe for even saying "cringe".
@@patrikmd
@@SeriousDragonify Cry me a river lil bro, it's you who has to use the capitals to show their frustration 😂😂
@@patrikmd Touch grass, dum dum.
Must be good being afraid of girls because they reject you.
Poor thing...
"Megacity 1 is like a meat grinder, people enter on one side, and meat comes the other" Cyberdredd 2077.
i hope that a sequel or dlc will eventually open up these areas, the non-quest areas of the game are always the coolest because they add an insane amount of detail and replayability to the game
Thank you so much for exploring this places in the game! You have spoken about things I am sure many players including myself have wondered about. Good job!
The area you're seeing here, they probably didn't know what to do with it. What you've gotta realize is that when you're doing level design you've got things that you want to achieve, sales areas for the player to use, quest givers, etc, but the games are getting so expansive that they just don't need the space for the amount of quests, merchants, and in general content they're putting into the game.
The GPU and CPU overhead FOR HAVING the extra space is minimal, and just to be able to say "our world is ______big, omg it's so amazing" they'll put in areas you can't reach just to make the world seem larger, the playable area however and the world space are two VERY different things, as shown here, which is why Dogtown is so interesting. They've got a games worth of content, or damn near, in one small little section because they did less of that fake/inaccessible area stuff. When you use the space effectively you can put a lot more "game" in your game, which results in a better feeling result overall. Too bad publishers and game company execs have a say in the finished products spec"
1
Which is why I think they could/ should release a phantom liberty sized expansion of not a big 'save the world' storyarc, just a bunch of smaller side stories within the megablocks. (maybe connected by the train system)
As the megablocks are all interior it doesn't have to be loaded with the rest of the game.
Yet you can use the megablock space to fill out more world-building, more apartments & apartment personalisations, more V lifepath details, more time with Jackie before he goes, more time with companions & friends, more unique characters &/or companions, more pets, more shops & fashions, more gang & police stories, just more immersion...
Simply put more LIFE for V to inhabit.
5:15 P U R P L E
As a game developer I honestly think it went down like this. They had separate team working on the city architecture way before the other teams were brought in. In case of the M10 building it was made as an arena to be filled with content (like many other places of night city) where writers, story team, level designers etc. would create missions in these arenas. But as they ran out of content (and there's plenty of content in Cyberpunk) they couldn't justify the existence of the ground floor of the M10. It would just become another "ghost place" of night city (which isn't fun). So, in order to make the game more streamlined, and packed with meaningful content, they cut areas which were unused. If they didn't the game would "feel" emptier. These decisions need to be made during game production. Cyberpunk is a 60-80hour long game, it is a complete game. So my take really is that if the game didn't receive the massive backlash at launch. CDPR might've treated Cyberpunk more as a "forever game" where they would deliver several DLC, with added side missions, gigs etc. where they could open up- and justify some of the mega buildings.
I honestly think that gamers are the ones to blame for an early death of Cyberpunk. I have played the 1.02 version later. On PC with an SSD it wasn't nearly as bad as the backlash made it out to be, even today it still has the the same fantastic story, same side missions and gigs. Sure, the gameplay wasn't as refined as it is today. But If you focus on the main stuff, it's still A VERY enjoyable game... CDPR just shouldn't have ever opted to release the game for PS4 and XBOX One.
One detail is that it's not destroying people's computers. Those details only eat up disk space, as resources are loaded dinamically depending on player distance.
I kind of hope everything about Project Orion or Cyperpunk 2 builds upon megabuildings as these megastructures with complex urban ecosystems with and essentially just giant termite or ant colonies sprawling with people within.
Anyone who hasn’t watched Dredd 2012, go watch it. It’s basically one of the best future dystopian films about a police raid literally within a locked down megabuilding. It’s probably the closest film to cyberpunk since blade runner but you really get a grasp of how big these sprawling urban, megastructure, living complexes are, what mike pondsmith intended them to be in the lore and what CDPR Were going for.
You can see how much of Cyberpunk was unfinished and left inaccessible. When CDPR make cyberpunk 2, the game will no doubt be set in Night city, but one of the main hopes I have is that they are less held back, they know more about what they’re doing and it will give them more freedom to expand upon the world in terms of having great vertical traversal and freedom, much like the opening scav heist where we see the city from above ground when trauma team comes, or the araska parade.
Cdpr would be so based if they started finishing cut content and releasing it as free DLC alongside new updates
If the sequel is actually to be set in the same universe/time as V, this area will more than likely be used. It would make sense to make areas like these ahead of time if youre planning to use them for other purposes. If the planned multiplayer version of cyberpunk is a thing, this might actually be the main hub area, V's apartment could be an easter egg of sorts for returning players
True it might still have a chance but now that Dogtown is out . I don’t think there going to be dropping anything for the game anymore there most like on the next game.. maybe in the future or if the community keeps begging for it… honeslty cyberpunk still feels to fresh to end
Idk how complicated that will be considering they are transitioning engines. Though, I suppose the "ideas" and design are there
If we ever see a sequel, I would love to see the elevators be fully functional. I don't want the elevator to magically know my floor and label it as "apartments", I want to have to enter the floor number for my unit and I want other npcs to get on and off on their own floors. The elevators always felt like a safe space as only the player is normally riding them so having npcs use them would add more immersion.
I don't know guys have you ever seen the Grand Bazaar in Turkey or " Un Pazarı " as the locals says, this video is reminded me of that place by a lot, you should check it videos it's a famous place and this megabuilding could be one of them with personal spaces
Edit : You can also check "Perpa Ticaret Merkezi" in İstanbul too, which translates into Perpa Trade Center, in that building you cannot just enter from the first floor and take elevator to get to second floor or third floor because its goes to only fourth floor or tenth floor the place is an actual maze, and its very similar to megabuilding as architectural
H10 Megabuilding Unlocked rules.
They were clearly inspired by the Movie "Dredd", you know the one with Carl Urban, the good one, not the Stallone Abomination, but left almost useless and empty.
I noticed that "market" recently - every time I would use the working lift to exit the megabuilding, I passed it and thought that I needed to explore better to gain access... so many working areas that are underused :(
(I still love the game though!)
This building specifically reminds me so much of the main building in Dredd.
Know any movies like dredd? I’m trying to find more dystopian movies I can’t get enough of this genre .
There’s a couple of apartments around the map like this that got cut due to lag issues.. there was suppose to be an entire district next to WB that we never got to see as well. Supposedly it was going to have rich Houses and places like Kerry mansion in it.
Im glad someone out here is covering cut content for this game, if we could get interviews from devs , that would make this series the absolute best. Still happy with the vids! Keep it up! Subbed 🙏
really neat video! I wasn't aware that megabuildings were supposed to be more important initially (though I'm not surprised at all given everything else that happened with the game's launch lol) and I really appreciate this little dive into what might've been. Plus I also really love your delivery. Subscribed :)
Thanks for the tour! Very fascinating. And I think it's overall good that games have those areas which are unused and only accessible via noclipping or intricate parcouring - they add this feel of undiscoveredness of the world and that you can always stumble on something new that's hiding off-limits.
I'm excited to see modders opening all this up
The design of the megabuildings has always been really impressive to just stare at, I've really wanted to be able to go around an fully explore the things.
I'm still pissed I could never visit Marsala Stuidos in H10.
And David, fucking hell bro, you had to go so hard that they put the whole H4 in quarantine.
CDPR could/ should release a cp77 'phantom liberty' sized expansion just set within the megabuildings.
No big 'save the world' storyarc, just a bunch of smaller side stories.
As each megablock is all one big building, each megablock interior could be loaded separately to the rest of the game.
Yet you can use the megablock spaces to fill out more world-building; more apartments & apartment personalisations, more V lifepath details, more time with Jackie before he goes, more time with companions & friends, more unique NPCs &/or companions, more pets, more shops & fashions, more gang & police stories, just more immersion...
Simply put more LIFE for V to inhabit.
Here's an idea. How about putting in a mini dating sim into the game where you get to pick up anyone you like on the street or in a bar or club where your level of attraction is based on your street cred.
Jeez, Get a life...
I think you might be able to use a Photo Mode unlocker mod to explore beyond the death barriers
Judge Dredd entered the chat...
Man i just wish they'd go back and just finish those area put one or two quest into them 😅.
I think H10 was level designed independently, then play test showed that some players got lost or confused even getting out of their apartments, so they restricted most of it to make it more manageable for early game. You have to accommodate people, for whom this will be their first (open world) game. Later, when you get your bearings, you can make more expansive and complicated spaces, especially if they are optional.
Now I’m pretty sure this is not the only reason they got cut, probably it was just too much content to fill, manage and test.
everytime i look down there I always wanted to go to the first floor of the mega building 😭😭
I've accepted cut content in this game, but why did they have to cover this part with death barriers....makes it harder to mod back in usability, and makes it harder to explore
Because you can reach it normally in game, the death barriers are there to stop you from entering the area.
are modders unable to get rid of death barriers?
@@Tavi78it's very difficult yes.
OPEN IT UP!
I subbed!! i apologize for watching almost 10 of your videos before doing so!! I have liked each one thou. So fascinated with the cyberpunk lore currently.. yourself and @juicehead are my favorite 2 pages for it!! amazing job! Cyberpunk was def built to have so many layers to the game from lower city like fifth element and the upper city.. love seeing what could of been!! really hope the next cyberpunk game vision is fully realized.
There are a lot of things in the game that were abandoned. For a while there was a game mod that allowed access to that main floor market area...you could get into the elevator right in front of V's apartment and ride it down. Not sure if it's in existence any more...
It´s just awesome to see how many content they COULD have put in there if they had the time. Too bad they changed to the UE5 so that they more fast giving up on this engine and so they did on the game.
I think it was also a matter of what hardware could support at the time. PS4 couldn't support a lot of what they wanted to do so they had to turn a lot of items off.
Also, I think red engine gave them a lot of trouble regarding Bugs. They had to spend more time fixing what was broken instead of adding new content. Hopefully this is a calculated move to use UE5, so they can work on more content for cyberpunk 2. Just my subjective opinion chooms
what are you talking about dude? None of the things you see in the video are cut content, why would they open up the whole building especially when it was closed in the demo as well? If the other areas in the building doesnt add anything of value to the game devs are right to change it, and changing a design doesnt mean "ooh its too bad they cut it". People dont understand what cut content means. Also, Unreal Engine 5 allows CDPR to quickly hire talented devs who already know the engine and they dont waste time training people, the engine does what CDPR wants to do and easier to work with.
@@adamprawdzic5808 Using Unreal won't change anything. Unreal is just a glorified renderer for a game like Cyberpunk and the bugs were simulation-related. All the gameplay features will have to be rebuilt from SCRATCH, bugs included. The only reason they're doing this is because of retarded suits who associate UE5 with money, bargain bin devs, and being the "cool" thing. I guarantee you that the next game will come out worse because they're going to hire less skilled, generic devs that can work with a simplified tool like Unreal instead of the skilled devs that could optimize things down to the graphics API level with RED. It's plain old enshittification to save on dev costs and cut corners
Idk there’s always something more they could’ve put in, every game has “cut content” like this. Ultimately it’s just devs deciding the resource and time is better spent elsewhere for some other content that we actually got
This is pretty cool! Thanks for making this video.
What get's me is the work they put into keeping players out of there, that place has an excessive amount of death walls. And it's not even the only unfinished location, there are places you can get too with the spring legs (I forget the name) that have buildings that literally do not have a hit box, they're phantom, you can walk right through them. iirc the petrochem place with all the barbed wire fences has a good number of em.
We were robbed of greatness my chooms
I think the megabuildings have huge modding potential, so maybe we'll see some additions be made by the mod scene later on.
I don't really know how far along we are in map editing, but I know we've at least done small things with placing persistent assets. I dont think we're too far off
They’ll probably add all the megabuildings in Orion, add apartment rooms for V, and hopefully have more floors than just a handful accessible
Looking at the neon ads I always supposed this was supposed to be the starter area, with every vendor having the lowest tier of gear you can buy, and probably the appartments we got were meant to be in the other mega towers as a level scale, being H10 the lowest level. so it would ake sense form a gamplay point of view to cut them, since with the towers having everything incluiding fast travel points players would simple not explore anywhere but the towrs.
some sort of murder mystery mission in the fully cooked mega building would have been sick
Even if they dont add any quests down there... just open it up for us to run around in. Thats one of my favorite things in the game is just exploring little areas and seeing the details.
3:38 Orange loot, lol. Thats some legendary that I want. Wonder what it was.
I can understand them blocking the lower levels off at launch, even if it was nearly complete since they were looking for ANYTHING to save time at that point. It's really weird that with all the improvements they've done to the game that they never went in, removed those death barriers and fixed the elevator. I suppose it doesn't matter as there is really nothing down there but empty space but DAMN, I remember the limited traversal of the mega building being basically the very first letdown in this fantastic game so it would be cool to see it fixed too.
I hope modders makes cut areas playable like they did with the ncart system.
"Megabuildings Expanded And Enhanced - Completed" by Krat0es did exist and was pretty cool but it hasn't been updated for 2.0 yet unfortunately. :(
Not only having the cut content but I really wish that in act 2 when appartements become available we could not only make over V's appartement but also choose in which mega building it is. All megabuildings are mostlythe same so it would be easily doable. Also for a streetkid V it really makes no sense that we live in Watson and not Heywood
I would love for the next cyberpunk game when it drops in 10 years to have a bigger focus on mega buildings. Mega buildings are huge, there's a lot of them, there could be some really cool quests that take place in them
Ya videos are awesome thanks for the extra content preview into what could of been I appreciate it since we won't be getting anymore dlc. But the top floor mansion that's in edgerunners next to mega building 10 with actually lootable stuff is one of the biggest heart breaks in 2077 for me. I was looking forward to them putting it up for sale... it's over 100 places that didn't make the cut 😢sadly 😔 😞. The casino in the desert 😢 sad about that too... badlands content 😢 outside the wall content 😢😞😔 2077 is my favorite game to date that says alot because I played hundreds of games and loved lots of them. I hate to seem ungrateful but I was expecting so much more the map is huge and detailed
There should be a megabuildings expansion, something cheap, so it doesn't feel like cut content they're trying to nickel and dime you for, and it just makes the megabuildings in Cyberpunk more expansive with quests inside of them, areas to explore, etc.
Y'know.... There's a mod waiting to be made that uses the megatowers spaces for faction politics. Like judge Dredd tower takeovers. That would be cool af
Sure someone already pointed it out: there's a mod, Megabuilding 10 Marketplace Rewards it's called, I believe. Lets you teleport there and walk around without dying.
Your channel is going to get big soon
I think you can continue with those videos to the end of Time. Game with the most cut content ever, what a shame.
Keep on the good work
out of all of the cut areas I wanted Megabuilding to be more explorable, with mission, shops and loot
Just hope for Project Orion does not throw out all the city development of 2077 and instead expands on it by fleshing out some of these areas as the stories told in it could expand into them.
I wonder how much of the cut content was to make the game playable on consoles. Having the floor playable may have added additional content that had to be rendered/calculated.
I looked at it every single time when going down the elevator... What a waste. Immediately subscribed fantastic video ❤😊
3:44 - I'm 100% sure that thoses little metal bump on the benchs was meant to keep homeless of not sleeping on thoses Benchs
we really need a mod to disable death barriers also to force load locations that would be cool to [like the cyberspace sections which if any one has noclipped under the map im 100% sure the cyberspace stuff takes place on the giant flat plates under the ground] will say though i like these really indepth recent overviews of the cut/unused areas.
There appears to be one, latest update June 23rd, it's called Megabuilding H10 Expanded, and appears to be a mod in a series of other mods that expands on existing areas that are inaccessible, the modder also adds some detail since some parts are quite barren. haven't tried the mod so I don't know if it's compatible with the latest version, in the changelog the last mention for a mod update due to a game update is for 1.62.
There should be a building chat group where neighbours could bitch about the noises
Oh, so this is why my FPS drops by 20 when I walk out of my apartment. 😭
Considering how Megabuildings appear in the Judge Dredd films (since that is probably most players first exposure to the concept in cinema), I was expecting Megabuildings to be like the Vault Tec Vaults(Fallout) of Cyberpunk. Self contained areas that are worlds onto themselves.
One of those things I always notice, but never have been able to explore
You would enjoy walking around Chungking Mansions in Hong Kong; to me this building is clearly the real-world inspiration for mega building H10.
Future games will most likely use them way more. In theory you could place an entire expansion in one of them.
I am of the opinion that all the Megabuildings in the city were once one Megabuilding, ours. We probably would have visited others for bits and pieces like we did in live, but ours I reckon would have had all of those things we visit in the game. It would have been like a... tutorial area of sorts. Working with gangs, ripper docs and so on.
Every single megabuilding could have been a dlc, and I would love to pay for each one.
Every time I played the game I wondered why they would confine us to the use of just H10 if there was nothing more to the building really other than our apartment. The new apartments they added were nice but I like the megabuildings and just wanted to explore a couple of them from top to bottom.
The geometry is already there, they just need to remove the death barriers and turn on the lifts. Unlike a movie where you might remove a scene because it interrupts the narrative, i can't see a reason to remove navigatable areas which are already part of the map. You might waste time wandering off the storyline, but these negative spaces help to define the 'working' spaces.
It would be great to see a lot of these unused areas opened up and given new functionality with mods.
I think it would be cool if cdpr released a sandbox kit to build your own missions and characters. Then modders could take that and run. I honestly wouldn’t mind living in night city for years if the community just kept making more content. We need a street racing scene, more reasons to enter high rise buildings, more opportunities for being a high stakes thief, the ability to be your own mob boss with underlings, the ability to join ncpd, netwatch or join a corp and then building destruction and an all out invasion campaign would be fun to fight in. I’d love a mod that makes total chaos where everyone attacks everyone everywhere you go and you need to escape. I mean they made a vast enough game that with so many elements you could build a neighboring city and make the map bigger than anything you’ve ever seen.
At the very least, Megabuildings could have been hotspots for shops and services scattered around the map, to make use of the space more.
Id love a game set in a mega building on lockdown, focusing in gang conflict within the building
from what i got almost half the game was cut. Its why they changed it to action-adventure with rpg elements from just a rpg one week before release.
Likely some form of AI can create full buildings in the future even though there's not necessarily anything to do inside them. But you' be free to explore them.
What it sounds like to me is that they were meant to be like a Kowloon Walled City. Wonder why it was cut if it's mostly functional, wouldn't've hurt anything to keep in.
I managed to get here post 2.0 with the new air dash ability combined with reinforced tendons. You can definitely tell this was originally planned to be a part of H10. It's a bummer, however I'm fine with it being cut. I spent 15 mins dilly dallying around this floor and honestly aside from maybe a few vendors possibly to be added I can't see any benefit to having this floor. Would have been nice to see them more flushed out though.
I think that floor would be good only if it was where you came into the building and from there you get into an elevator to higher levels. It just never felt right to be that there is no way to walk all the way to your apartment. Where are the emergency stairs? What happens if lifts breaks? Some are already broken so do people just cannot leave the building if power goes out? Elevators should be a shortcut, not the only way in and out.