#cloudpunk game
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glassrunner · 3 months ago
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CLOUDPUNK ▶ HELIX METRO HUB
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gigew · 2 months ago
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CLOUDPUNK
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sweeetestcurse · 3 months ago
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Scenery in Cloudpunk 09/??
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doctorlavender · 4 months ago
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Cloudpunk
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mysticfoxdesigns · 2 months ago
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I need to get back to playing DBD but college work is in the way
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brutalgamer · 1 year ago
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Neo-noir cyberpunk title Cloudpunk gets updated Xbox edition this month
Merge Games and developer Ion Lands are set to deliver an updated experience for Xbox-owning Cloudpunk fans.
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nestedneons · 2 years ago
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By madmaraca for cloupunk
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where-is-vivian · 1 year ago
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IF I WANTED RAIN, I WOULD HAVE ASKED
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Regulus Black is working for Cloudpunk, a semi-legal corporation specialized in deliveries, located in the sprawling megapolis of Nivalis. He's basically doing his job, being one of the quickest and most efficient, until he has to pick up James Potter. A rather annoying passenger, to be fair, knowing that in addition, Regulus isn't a fucking cab. He doesn't usually take people with him. Until he realises why he had to pick James in the first place. Ensues a hide and seek in the city of Nivalis, because if there's something Regulus will never do, it's to surrender to anyone.
ao3 fic - spotify playlist - Cloudpunk
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atanx · 5 months ago
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one of the coolest things in games for me is when the game lets you make a choice yourself.
and I don't mean this just in the 'choose an option from a dialogue tree' way. like, that's definitely an important part of game design, but the thing that's made the largest impression of freedom for me is actively acting out a choice.
i'm finding this rather difficult to describe so here's an example: in the game 'Cloudpunk' you're a delivery driver of sorts, and one package you get is making very suspicious beeping sounds. you're left the choice of what to do with it: deliver it as intended or chuck it down a trash chute. standard choice here, but it's implemented pretty well. after the character you play addresses the beeping (while you play, not in a cutscene), she doesn't comment anything else. you're left with two markers: one at the delivery point, another at a trash chute. and the game lets you think about what to do yourself, without further probing, and then you have to drive all the way to the point you chose and explicitly choose to deposit the package.
in a way, what i described is also a narrow choice, but what makes it impactful for me is that you have to continuously decide what to do. It's not one click and then you've decided, you only have one marker and the other interaction isn't available anymore. no, you drive there and you can just decide differently halfway or even at the end point. it's more personal than just clicking an option, i feel, and it doesn't put as much pressure on the player that they have to decide right now what to do. at least for me, sometimes i just stare at a choice screen for minutes on end, trying to weigh which option i want to take.
obviously this approach doesn't work for every game type, f.ex. visual novels. but if you can make a choice more active for a player like that i think that's really cool. instead of making the player choose once, make them choose each moment until they've completed a choice, like in real life.
something i also think is important is not to take it for granted that the player has made a choice once they're in a certain location. Like, imagine once you hit a trigger around the marker area, you just got pulled into a cutscene that gives you no more input on what to do. stardew valley is a great game and i love it, but it has flaws, and one of those flaws in my opinion is that with certain items (like the lucky shorts), if you talk to the quest giver, they just immediately know you have it and take it off your hands. so i talk to lewis just to talk to him and suddenly the item is just gone. and i cant put it in a sewing machine or the potluck anymore. yeah, you can get more by placing a staircase in his bedroom but i just didn't know that until i read the wiki. i'm sure thought went into why it is like that and there is a reason, but it's just not something i personally like. i think it also should have been a 'gifting' interaction that you initiate.
anyway, thanks for coming to my ted talk
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glassrunner · 3 months ago
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CLOUDPUNK ▶ THE STACKS
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gigew · 4 months ago
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CLOUDPUNK
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sweeetestcurse · 6 months ago
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Scenery in Cloudpunk 06/??
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doctorlavender · 3 months ago
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Cloudpunk
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brookriver-mudlark · 2 years ago
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"Driver 14FC, this is Control."
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james-stark-the-writer · 1 year ago
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bought and started playing Cloudpunk because i wanted to watch a video essay on it and honestly, from the video title and based on the person that made the video, i don't know what i was expecting the game to be but i don't know why i didn't expect it to be a "existential dread under capitalism" simulator, this is simply too fucking much. like the game (so far) has some really good fucking writing and really good fucking pacing and really good fucking voice acting and a gorgeous world and great design and aesthetics but like my brain is simply shutting off trying to think about the implications like it's too much. talked to Teko and my brain just switched off trying to think about the implications. talked to Eveline and my brain started to think about the implications and i completely zoned out (not really but my brain was almost static at that point although i clapped when she said "don't tell me how to label myself"). rn i'm only a few deliveries in, i just gave Never-Slow Joe his drive converter and the moral dilemma the game presented was simply too much so i am. done for the day. that is a problem for another day.
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weatherman667 · 7 months ago
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Cloudpunk
They want to give you the feeling of being a hover delivery drive in a vertical megacity.
And completely failed at it.
To be fair, I doubt any but the biggest AAA companies could afford to even try this, but the game makes so many compromises that you might as well not have a 3D environment. The gameplay of Quarantine (1994) did the job better, because it didn't try to do as much.
The area is extremely limited, and can only go between these areas by taking highways. You can only park in certain places.
The 3D flight engine uses the R-stick to raise and lower. And this means you can't actually look around, which makes 3D navigation difficult.
The game does have a lot to say. Pretty standard urban punk stuff, like corporations are evil and whatnot, and if they had not spent all of their time on their lego engine, they could have focused more on that.
Unfortunately, I have to evaluate them based off what they actually a made.
Also, they call the delivery company Cloudpunk, preventing them from giving it a deeper meaning.
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