The host downplayed the death, even making a sarcastic tone.

In this city, human life seems to be so cheap.

The entire opening animation lasts about three minutes.

Most players could actually choose to skip this point.

Skipping game cutscenes is a basic feature of video games.

Many players don't actually care that much about the game's storyline; they are more interested in the gameplay experience itself.

As long as the trip is fun, that's fine.

But this time seems to be an exception.

According to official statistics, 18 percent of players experiencing Cyberpunk 2077 for the first time chose to skip the initial three-minute intro.

A full 82 percent of the players unanimously chose to watch the opening remarks.

This doesn't seem to mean anything.

It also seems to represent something.

Kazuo Murakami couldn't bear to miss a single detail of the game.

When the opening remarks ended and the game officially started, Kazuo Murakami was still a little reluctant to leave.

Many of the stories the host just told were very interesting.

I wonder if I'll encounter these stories in the game.

By the way, the host just mentioned trauma groups, so this might be one of the tasks assigned to a trauma group.

Kazuo Murakami immediately entered the game's official start screen, followed by the scene of creating a character in the new game.

The character creation scene in this game is arguably the most daring game that Kazuo Murakami has ever played.

This game has a character customization feature, and there are quite a few customizable parts.

The official team has also launched a facial scanning mini-program that allows players to scan their faces into the game and then use their faces to play and experience the game.

The technology is quite cutting-edge, but that's not why Kazuo Murakami thinks the game is daring.

The most daring thing about this game is that it allows you to adjust even your private parts by customizing your character's face, and it displays them openly.

Of course, this game also has an option to turn off elements such as violence.

However, Kazuo Murakami understood that to experience the full content of the game, these switches should not be turned off.

Perhaps only live streamers would choose to turn off these options.

After all, they are public figures, and it is indeed inappropriate for them to broadcast inappropriate content during live streams.

As for Kazuo Murakami himself, he can freely adjust the characters he likes.

Therefore, Kazuo Murakami did not hesitate to choose a female character.

Sculpting a beautiful woman is pleasing to the eye and much more satisfying than sculpting a large, unattractive man.

Murakami Kazuo spent more than an hour just adjusting the character's appearance.

Many other players have probably already entered the game and completed the early tutorials, but Kazuo Murakami is still immersed in the character creation process.

This character customization feature is really extensive.

As expected of Yusei Electronic Entertainment.

Other game companies are now forced to make their game characters look rather unattractive due to political correctness.

Some are easy to understand, while others are truly difficult to comprehend.

Can you imagine that in a medieval game, creating an elf character would result in an appearance that is as ugly as an orc?

Moreover, you can't even create a good-looking character with this face-sculpting feature.

However, the character customization in Yuxing Electronic Entertainment does not have these restrictions.

Whether you want beauty or ugliness is entirely your own freedom. Kazuo Murakami believes this should be the most correct approach, leaving all choices to the players.

Moreover, with cyberpunk culture as a science fiction background, people in this future world have all kinds of prosthetic bodies and gadgets, and only someone with a mental illness would give themselves an ugly appearance.

After two hours of sculpting, Kazuo Murakami finally created a character he was very satisfied with.

This character has a beautiful appearance similar to a famous celebrity in this world, who is also one of Kazuo Murakami's favorite female celebrities. Entering the game world with this image in mind creates a great sense of immersion.

Incidentally, Murakami Kazuo also compensated for some of the real-life flaws of this actress in the game.

The airport no longer exists, but has become even more graceful.

Hmm... this is much better.

Murakami Kazuo smiled with satisfaction.

After you finish customizing your character's appearance, the next screen will be the interface for choosing your identity.

There are ten identities in the identity selection interface.

Some were born into the upper class, while others were drug addicts from the bottom of society.

Each of these identities has its own unique strengths and its own exclusive storyline.

Although the final story may lead to the same conclusion, the experience of playing the game can sometimes be vastly different.

Kazuo Murakami chose to join the trauma group without hesitation.

The protagonist of this story is an employee who has just successfully interviewed and joined the trauma team.

The first task is semi-guided, where the game's characters lead the protagonist on their first mission.

The objective of this mission is to rescue a VIP customer with a Silver membership.

What Murakami Kazuo needed to do was familiarize himself with some of the basic ways of playing in the trauma group.

Trauma teams are essentially a group of mercenaries with first aid skills.

The rescue mission involves facing several bandits.

Since this was just the opening tutorial level, the overall difficulty wasn't high. Having played countless games, Murakami Kazuo quickly defeated all the enemies and then prepared to find the Silver VIP.

But at this moment, the main storyline begins.

Before they arrived, another person had already come to the VIP customer and almost saved him.

"Put down your weapons! Put down your VIP customers too!"

The man was burly and, upon hearing the protagonist's shout, helplessly raised his hands and turned around.

"Jack?!"

The protagonist exclaimed in surprise.

"Long time no see, girl. The last time we met was when we went to interview for the trauma group together for the first time."

Chapter 1062 It's just code

In the original Cyberpunk 2077, there were only three identities at the beginning, and the story was less than two hours long.

Later on, the main characters will all be unified under one identity as they explore and adventure in this world.

At the time, Zhu Youxing felt that this design was really a pity.

The entire world has been created, but players can only experience the game using one identity, which is somewhat of a waste of the original world-building design.

In this world, Zhu Youxing simply assigns multiple character identities.

Furthermore, the entire main storyline of the game was designed separately.

Furthermore, BambooStar plans to release more expansion packs featuring different identities in the future.

For players, this might mean replaying the game again, but Bamboo Star can guarantee that each identity can experience different fun based on the original story.

Now, Kazuo Murakami is playing the role of a cyber doctor trauma team member.

And in the initial tutorial, you'll encounter another important character in the game, Jack.

Jack played a pivotal role in the original story, but he died rather quickly, around the first 10% of the game.

Most players haven't really developed much emotional attachment to this character yet, and then the character dies, even though this character deserves a lot of build-up.

Therefore, without affecting the main storyline, more scenes of fighting alongside Jack in the early stages were arranged, allowing players to properly develop a relationship with Jack before delivering a decisive blow later on.

Zhu Youxing felt that if the players knew what he was thinking, they would probably beat him up.

In the role-playing game of Kazuo Murakami, with the protagonist's help, Jack successfully becomes a member of the trauma group, and the two begin to carry out missions together, struggling and fighting in Night City.

However, Kazuo Murakami was not satisfied with just playing the main story.

The most interesting part of this kind of game is not only the main storyline, but also the various gameplay elements and details within the game world.

So, after completing the initial main quest with Jack, he decisively began exploring the entire city of Night City.

This city feels so real, as if it actually existed, and the level of detail is terrifying.

For example, he was planning to take the elevator to the ground floor at home when the elevator suddenly stopped working.

At this point, the emergency phone inside the elevator will ring. The protagonist can choose to wait for someone to come and repair it. After the repair is completed, they will receive some compensation, such as compensation for the mental distress caused by the elevator stopping.

Alternatively, you can climb out of the elevator through the emergency exit and continue your mission.

However, you actually have another option: if you have sufficiently high electronic technology skills, you can proactively solve this elevator problem.

At this point, there will be a mini-game puzzle segment. After successfully solving the puzzle, the elevator will start operating, and the protagonist will gain a little bit of reputation points in the city.

This reputation value will increase the protagonist's fame in the city.

The extent of one's fame indirectly influences the attitudes of the people of Night City towards the protagonist.

If you have enough prestige, even if you're just a street thug, you might get to meet with big companies and important figures, which would allow you to take on more tasks or solve problems for those important people, gain more prestige, and move into high society.

These are details in the game's mechanics. There are also details that Murakami Kazuo felt were completely unnecessary, but if they were there, they could infinitely increase the game's immersion and sense of involvement.

At a street vendor's stall selling snacks, Murakami Kazuo can observe the details of how passersby NPCs eat.

The random NPCs will eat the food from the fast food box spoonful by spoonful.

While it can't be made so detailed that every single piece of food can be eaten like in the real world, it still allows viewers to clearly see the scene where the character gradually finishes the food in the fast food box.

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