“Cloudpunk” Review: Heart in the Sky

Standing outside the Cloudpunk office in game. The neon "U" is dimmed.
Outside the Cloudpunk office in-game, with the neon “U” dimmed

Cloudpunk, developed by Ion Lands, is a third person, story-based exploration game set in a future, dystopian city. It has a distinctive voxel art style that is both beautiful and distinct.

You control Rania, an out-of-work musician and recent migrant to the city of Nirvalis. Destitute and desperate, she signs up for Cloudpunk, a pseudo-legal company that delivers packages away from law enforcement’s often-corrupt eyes. Like the player, she knows how the world works but is new to Nirvalis, becoming a compelling point-of-view character.

The game takes place over a single long, rainy night shift. Most gameplay involves piloting Rania’s flying car, or “HOVA”, like the Delorean from the Back to the Future series. Occasionally you disembark and walk around the elevated streets, picking up or delivering packages and talking to other inhabitants. 

However, you get the most out of Cloudpunk by taking the time to explore. Nirvalis’s verticality can be disorienting, and the HOVA’s controls can take some getting used to. Wandering reveals NPCs with interesting stories or discarded items you can sell. You can even decorate your flat.

This premise is excellent. It allows Cloudpunk to start on seemingly random deliveries, drip-feeding details about the world and its various strata. Delivering parts to someone doing illegal street racing? Check. Delivering food to the impoverished? Check. Delivering a pizza to an executive? Check. You just need to follow the rules: never miss a delivery or ask what is in the package.

However, Rania quickly gains some agency. Do you deliver a ticking package to the recipient, knowing it could be a bomb? Do you return a replaced HOVA part to the garage or sell it? While no choice branches the story, there are consequences.

This premise also allows for telling longer and broader stories. You visit some characters multiple times, slowly revealing their tales. Can you help a detective solve a case? What about unearthing more about Nirvalis’s history?

Outside the plot, Cloudpunk‘s voxel graphics are disarming but expressive, reminiscent of Minecraft. Volumetric lighting and lens flare render life-like graphics. You only notice the blockiness close to individuals or HOVAs, giving Cloudpunk a unique charm.

The city of Nirvalis is beautiful, even when rendered in voxels. The streams of HOVAs act like the city’s arteries, providing a relaxing, constant buzz and stream of lights. The Bladerunner-like neon signs and periodic audio advertisements for virtual holidays and insurance against computer viruses help make the world consistent and believable.

Cloudpunk‘s synthwave soundtrack is atmospheric, on-point for the genre and sets the mood well, such as the more meditative pieces when driving, the pressure of an urgent delivery or a club’s upbeat, drum-heavy dance track. The track names read like cyberpunk staples, like “Neon Rain”, “Sleepless City”, and “A Million Different Faces”. One important track is different, though.

Cloudpunk keeps the mood in a deliberate balance. Like in many cyberpunk stories, they wanted Nirvalis to be distant enough from the modern day to be disarming but close enough to be relevant.

On the one hand, there is depressing, omnipresent exploitation and inequality. Rapid gentrification means rents can rise by the hour, evicting people instantaneously. The ruthless and efficient debt corps practically enslave without remorse, if needed. It is easy to despair at the environmental damage and the crumbling city.

On the other, there are many lighter moments. Advertisements warn about the unlicensed playing of jazz or retro computer games. Gang members build children’s playgrounds to be subversive. Vendors sell cherry pies with “real” cherries. You could not taste the difference, anyway. 

Canus, your AI canine assistant uploaded into your HOVA, also plays a vital role in setting the mood. Part researcher, part moral compass and isolation-busting companion, Canus’s naivety is endearing. The contrast with Rania’s world-weariness also subtly focuses the player’s attention on the moment’s moral quandary.

While full of cyberpunk tropes, it leverages them to reflect on important questions, not just as a lazy crutch. For example, how do we treat each other in a world where we value humans and intelligent AIs by their wealth? Can we learn to love those with whom we vehemently disagree? At its core, Cloudpunk is a game about heart. Nirvalis has never needed Rania, a Arabic name meaning queen, and her music more.

Cloudpunk takes about ten hours to finish, not outlasting its novelty. It will appeal to fans of the cyberpunk genre or those looking for something unusual, pensive and emotional.

Cyberpunk 2077: How the Maligned Failure Blossomed into a Masterclass in World-Building and Exposition

Cyberpunk 2077 is a role playing game (RPG) from CD Project Red, the same developers as The Witcher series. It had a rocky start but has since become a standout, particularly its immersive world, strong exposition and thought-provoking side quests.

Cyberpunk 2077 is a first person RPG using a similar ruleset and setting to the eponymous tabletop RPG. You play as V, a citizen of Night City, a pseudo-San Francisco or Los Angeles. V witnesses the murder of a megacorporation’s owner during a heist gone wrong. Forced to embed a stolen chip in his head while fleeing, V discovers it contains the personality and DNA of the long-dead rockstar and terrorist/freedom fighter, Johnny Silverhand. Now V must solve this mess one way or another before Silverhand takes over his body and mind. 

Silverhand is V’s ever-present “lancer” and appears at pivotal moments to provide his perspective. While his self-confidence and aloofness give him superficial charisma, Silverhand is a self-righteous, narcissistic psychopath. You must decide whether V agrees with his single-minded anti-corporation and anti-establishment views, sympathizes with his deeply buried vulnerability or finds his incessant criticisms grating. 

Just in case you missed the copious marketing for Cyberpunk 2077, Keanu Reeves provides Johnny Silverhand’s voice and likeness. Silverhand is the opposite of Reeve’s usual humble, softly spoken and slightly vulnerable protagonist. This typecasting sometimes detracts from Silverhand’s intended purposes: a constant reminder of V’s impending doom and a skewed moral compass fitting for an immoral setting.

Mechanically, Cyberpunk 2077 plays like most other RPGs and combines the best aspects of others. Cyberpunk 2077 uses a Witcher 3-like vision mode to scan for clues or interactable objects. The hacking and stealth feel like Deus Ex, although without the omnipresent paranoia. While it lacks police chases, it has the car driving and theft of Grand Theft Auto. “Braindances”, replaying people’s experiences, are similar to watching three-dimensional recordings in Tacoma.

The character advancement options can create unique or, in most cases, derivative characters, from stealthy, handgun-wielding assassins like John Wick to muscled, baseball bat- and minigun-wielding tanks like Arnold Schwarzenegger’s Terminator. Higher-end abilities are potent, fueling power and dominance fantasies.

Cybernetic augmentation is also vital. V starts with basic enhancements such as eyes that can zoom and a computer in his head to view mission briefings and act as a mobile phone. Early enhancements provide additional bonuses while later ones grant new forms of movement, powerful weapons or other surprises. 

However, Cyberpunk 2077 goes much further. Cyberpunk 2077 uses cybernetics as a powerful exposition tool in a world where technology surpasses flesh and suppresses individuality. The alien-like dehumanizing enhancements to members of the Maelstrom gang, near interchangeable golden-skinned hotel attendants or the subtle, fashionable enhancements of the elite instantly communicate much about other characters without unnecessary dialog or explanation. Think clothes that you cannot easily change.

The residents of Cyberpunk 2077 even have slang for cybernetics: chrome. It has other jargon, too. People have “chooms” instead of buddies, pals, mates or bros. Only “gonks” (idiots) would rely on “deets” (details or information) that are not “preem” (premium or good). You get paid in “eddies” (eurodollars). The copious voice-acted dialog weaves them into conversations allowing players to infer their meaning and connotation.

Cyberpunk 2077‘s world-building is broad and deep, and the internal consistency adds realism and believability. The frequent in-game news bulletins, for example, portray a dystopian, corrupt, technologically-dominated future similar to Robocop or Blade Runner. Amidst constant and desensitizing advertisements, radio and TV personalities openly call out the elite’s hypocrisy and power games while relishing the schadenfreude. In-game tobacco advertising has warnings probably only to comply with real-world laws.

The writing continually enforces the setting’s hypercompetitive and unforgiving nature. NPCs and factions have separate and consistent motivations, and V is usually just a tool for their advancement. A small child says your boxing opponent killed their father. Is it true or just a ruse to increase her betting earnings?

The layers of Night City’s neon lights distract from the copious, uncollected trash. The metaphor reflects how the razzle-dazzle barely hides society’s underlying malaise. 

Even V’s little flat has no kitchenette. Instead, there’s a vending machine peddling whatever junk food the corporations of the moment deem fit while advertisements sprout insincere warnings about eating organic food.

Cyberpunk, as a genre, has always been more than an aesthetic or bucket for near-future science fiction. It is an avid social commentator, warning that compassion and ethics must bound and guide progress.

Cyberpunk 2077‘s world takes the ideals of right-wing political groups to absurdity. Guns are so prevalent that you can buy plastic, disposable ones from vending machines. The government merely provides services that corporations find unprofitable. Laws exist not to serve or protect society but as blunt instruments of the powerful or as proxies for corporate wars. Society is increasingly stratified. Eighty hour work weeks and forced cybernetic enhancements are considered reasonable. The natural environment crumbles, a necessary price for technological advancement and profit. As one in-game shop owner laments, open expressions of sexuality are considered a social menace, but we must accept murders on every street corner. 

The world of Cyberpunk 2077 is different enough to the real world to avoid direct comparisons but is close enough for commentary to be relevant. Its cars are a good example. While there are analogs to real-world brands, all the makes and models are different. Many have a single headlight or brake light and no seatbelts, minimizing safety features to reduce cost or maximize aesthetics. Their barcode-like number plates are for computers to read, not humans. Cars lack indicators, showing a lack of empathy. 

Cyberpunk 2077‘s setting is faithful to the 1980s roots of its genre. For example, Japanese corporations were ascendant in the 1980s. Many in the USA feared the conquered would become the conqueror, like in the second Back to the Future movie, and Cyberpunk 2077′s Asaka megacorporation realizes this.

However, some predictions diverged from subsequent real-world advancements and trends. Instead of adding credibility by incorporating forecasts of the future, these now further segregate the game’s setting from reality. Paper magazines with animated pages, for example, hijacked something familiar in the eyes of someone from the 1980s, showing technology’s subtle and insidious progression. However, paper magazines are becoming anachronisms, replaced by purely electronic versions. Much of the Cyberpunk 2077‘s music is 1980s-like electronic and synthpop and not the more urban hip-hop. 

Thematically, Cyberpunk 2077‘s main storyline deals with questions of identity and legacy. V has to work out what to do with his (or her) remaining time. Does V go for one last grand heist, allow Silverhand to finish what he started or choose quiet life while still V? Does V rebel against a world where individuals rarely affect meaningful change, finding value in the attempt and the lives touched along the way? Multiple endings provide V with some choice about how to answer.

Beyond the unique premise offered by the setting, the storyline is suitably grand. It is unmistakably cyberpunk and could not exist in any other genre. Each step provides satisfying answers and more yearning questions. It does not always follow the “show, don’t tell” rule of storytelling, but that is more of a guideline.

However, Cyberpunk 2077‘s numerous side quests are far more interesting. For example, the series of Delamin quests deal with artificial intelligence (AI), what rights it has and how it interacts with humans. If an AI creates a copy of itself, are the two copies still one individual, or are they parts of the whole? In the game, AI has displaced many traditional human-only roles like writing novels or fashion design. Should humans fear what AIs can become?

Another recurring but subtle theme is religion and spirituality. It can be a dangerous subject, potentially offending many. However, Cyberpunk 2077 is a world where braindances provide visions as vivid as any religious miracle, moral guidance is greatly needed, and technology offers salvation more tangible than any deity’s promise. 

The Sinnerman quest line is the game’s most confronting. A prisoner sentenced to death finds religion. He elects crucifixion and wants his experiences recorded as a braindance for fellow Christians to experience or endure. In a setting with commonplace and fetishized violence, this moment drove introspection more than any other in the game.

Meanwhile, a neon billboard shows a Jesus-like figure but wreathed with network cables instead of a crown of thorns. Do you want to confess your sins? Just visit your nearest automated “Confession Point” vending machine. Buddhist monks ponder whether virtualizing people is compatible with reincarnation or whether an AI can suffer. Tarot cards and imagery not so subtly steer V. AIs are god-like in their stature, facelessness and echoing voice.

Following the RPG trend, V has companions that provide side quests and potentially lead to romance options. Different companions fulfil different sexual orientations, including one that is trans, supporting modern sensibilities and inclusion.

However, some of the impactful companions share genuine vulnerability, contrasting with the setting’s uncaring and brutal reality. Letting kids win at an augmented reality shooting game, for example, has a delightful mundanity and affection that contrasts with the setting’s cynicism.

Cyberpunk 2077 has its share of imaginative and novel quests and environments. One involves SCUBA diving in a flooded town while reminiscing about the displaced inhabitants. You can ride a roller coaster, pilot a tank or riff a guitar solo while playing in a band. 

References to other cyberpunk and science fiction media abound, showing light, fourth-wall-breaking humour. You can purchase Kaneda’s red bike from the anime Akira or the Rolls Royce-like FAB 1 from Gerry Anderson’s Thunderbirds. You can find advertisements for mnemonic couriers, similar to Keanu Reeve’s Johnny Mnemonic. The famous “tears in rain” quote from Blade Runner is a memory in the columbarium. One quest pays homage to Portal, using GLADoS’s voice actor and lines. The “baby in a bottle” from Death Stranding appears, and there is even a dig at Star Citizen‘s long development time.

Graphically, Cyberpunk 2077 is beautiful, particularly with ray tracing. I took screenshot after screenshot as the cyberpunk genre’s requisite neon signs and holographs dominated the skyline. Bright lens flares are common enough to make Michael Bay jealous. The sparse but hardy vegetation and red earth of the hills outside Night City resemble postcards of the US midwest. Rain is wonderfully dreary and leaves humble, reflective puddles. 

Cyberpunk 2077 uses a “film grain” effect and vignette over its visuals. Like the gold filter used in the Deux Ex series, this effect makes the game visuals distinctive and slightly unreal. It also helps cover a few errant pixels caused by NVidia’s DLSS or similar compromises for the more demanding ray tracing.

The main criticism of Cyberpunk 2077 was the bugs present at the launch. Some were meme-worthy and game-breaking. These problems are common in the industry, especially in large, open-world RPGs or anything developed by Bethesda. However, recent updates have vastly improved Cyberpunk 2077’s quality, and my 100-hour playthrough starting on version 1.3 was practically glitch-free.

Some feel the sidewalk-infesting crowds should be persistent or that they add unnecessary clutter. Previous games eschewed clutter to reduce rendering costs and highlight the environment’s important parts. However, along with the omnipresent neon and holographic signage, the game intentionally visually assaults the player. It takes time in Cyberpunk 2077 to mentally adjust and filter out the noise of Night City, just like its inhabitants do. 

Others complain the setting is unrealistic, a caricature of near-future USA. For example, the populace would rebel against corporations or that the claimed murder rate is higher than the birth rate. Debating sociology or economics is beyond the scope of this review. However, the setting provides opportunities where no one is uniquely or consistently good or evil, creating opportunities to side with or against anyone. The setting’s details are intentionally vague, meaning realism can be hand-waved or retrofitted if needed.

Similarly, the world of Cyberpunk 2077‘s technological inequality means MacGuffins and opportunities are plentiful, but society is still familiar. For example, the head of a megacorporation could live forever, while most live regular if not brutal lives. Meanwhile, the asymmetry offered by hacking allows a prodigious youngster to threaten the same megacorporation.

Some criticize the game’s mechanics as shallow. For example, having crimes without pursuing police or car chases feels unrealistic. However, this does not materially harm the game. It only means Cyberpunk 2077 is not Grand Theft Auto. People would have loved to see working trains for a deeper immersion. However, the development effort required is likely not worth the minimal increased sales or goodwill.

The sizable modding scene already addressed issues like police chases and working trains, anyway. Like Skyrim and other RPGs, many strive to fill the gaps or improve the game.

The most significant criticism I had was the awkward keyboard and mouse controls for driving. However, the racing side quests are forgiving, crashes are only minor annoyances, and you eventually compensate for the poor control scheme.

Like many long RPGs, Cyberpunk 2077 is a game you stop playing rather than merely complete. A game this long and involved becomes familiar. Leaving it is like ending a beloved television series.

CD Project Red has faithfully recreated the table top RPG’s setting in both form and spirit. It is fertile ground for many more engaging stories and insightful commentaries about modern social, economic and technology trends. It is a pity that Cyberpunk 2077‘s initial launch was so poor. Many will only recall the game’s early failures and not its world and potential for so much more.