Monthly Archives: December 2020
Shigeru Miyamoto Talks His Career and ‘Creating a Kinder World’
Nintendo's Shigeru Miyamoto, who is best-known for his work in creating beloved series like Mario, The Legend of Zelda, and Donkey Kong, was recently interviewed and discussed his career at Nintendo, how people view him as a boss, how he wants to "create a kinder world," and how his kids playing SEGA games inspired him to be better.
Speaking to The New Yorker, Miyamoto touched on many aspects of his life since joining Nintendo as a 24-year-old in 1977. When he joined, Nintendo wanted to capture the success Atari was experiencing and hoped to expand in to the world of video games. Miyamoto and the team took on the challenge and, in 1981, Donkey Kong was the result.
Since then, Miyamoto and Nintendo have sold hundreds of millions of games and hardware and, with the Switch currently leading the way, they show no sign of stopping.
My Dad Works At Nintendo!
He began by talking about how Nintendo's headquarters is not quite as extravagant as some might imagine. He explained how the outside is very "simple and clean" and some people have "likened the reception area to a hospital waiting room. It's kind of serene." When you go inside, Miyamoto mentions that while the staff can bring in any toys or action figures they may wish to, Nintendo has a system that has its designers switching desks depending on what project they are working on, meaning that "people don't have that many personal belongings around them." [ignvideo url="https://www.ign.com/videos/2019/06/04/our-6-favorite-miyamoto-e3-moments"] "I think, if a child were to visit and look at the space, it might seem a bit boring? The unique creative work takes place within each person," Miyamoto said. "It doesn’t require a unique-looking environment. Obviously, we have all the equipment to do our work: motion-capture studios, sound studios. And we have a well-lit cafeteria, too, with good food." Following Super Mario Bros.' worldwide success, someone told Miyamoto that he had reached "the status of Walt Disney." At the time, Super Mario Bros. had only been out for a few years, whereas Mickey had been around for more than fifty. To Miyamoto, success is intrinsically tied to "whether or not it's sought several decades after its creation," so he had a "lot to catch up on." He continued to discuss his relationship with his two children and one grandchild, and how his success didn't prevent him from being a "normal dad." "I don’t think my children cared too much about my occupation, to be honest," Miyamoto said. "Even with their friends, once in a while, a major fan comes to visit us, but most of the time we’ve been able to just hang out as a family. They’ve certainly never felt pressure to follow a certain path or to be a certain way. At home, I’m a normal dad. I don’t think that they have felt any undue burden because of who their father is." [ignvideo url="https://www.ign.com/videos/2020/12/18/super-nintendo-world-direct-presentation"]Miyamoto's Game Design Philosophy and How His Kids Playing SEGA Games Inspired Him to Be Better
He also tried to give advice to those looking to ensure kids maintain a healthy relationship to video games, especially in a time where many are stuck at home during the ongoing COVID-19 pandemic. "It’s important for parents to play the games, to understand why the child can’t quit until reaching the next save point, for example. It’s important to note that, in our household, all the video-game hardware belonged to me, and the children understood that they were borrowing these things. If they couldn’t follow the rules, then there was an understanding that I could just take the machine away from them. [Laughs.] When it was good weather outside, I would always encourage them to play outside. They played a lot of SEGA games, too, by the way." In regards to the SEGA comment and if he was jealous his kids were playing games from a competitor, Miyamoto simply laughed, saying "not jealous so much as inspired to try harder, so that they preferred the ones I made." [widget path="global/article/imagegallery" parameters="albumSlug=the-top-25-switch-games-fall-2020-update&captions=true"] When creating and designing games, Miyamoto likes to keep in mind how interactive media allows players to uniquely "engage with a problem, conjure a solution, try out that solution, and then experience the results." This trial and error helps "build the interactive world in their minds," and "is the true canvas on which we design - not the screen." Miyamoto also always tries to implement "a dash of truth and a big lie" in his games to keep players connected, even in a small way, to the real world. This ensures that when they "make a move in the game it feels familiar but also, somehow, different."Creating a Kinder World Through Empathy
When asked how he would change our world, given he had the ability to design it, Miyamoto discussed how a little empathy could go a long way. "I wish I could make it so that people were more thoughtful and kind toward each other. It’s something that I think about a lot as I move through life. In Japan, for example, we have priority seating on train carriages, for people who are elderly or people with a disability. If the train is relatively empty, sometimes you’ll see young people sit in these seats. If I were to say something, they’d probably tell me: “But the train is empty, what’s the issue?” But if I were a person with a disability and I saw people sitting there, I might not want to ask them to move. I wouldn’t want to be annoying. "I wish we were all a little more compassionate in these small ways. If there was a way to design the world that discouraged selfishness, that would be a change I would make." In 2015, Miyamoto expressed sadness over all the killing James Bond does in Goldeneye for N64. He suggested "it might be nice if, at the end of the game, you got to shake hands with all your enemies in the hospital." [ignvideo url="https://www.ign.com/videos/2020/12/15/best-nintendo-games-2020-igns-nominees"] He then elaborated on this thoughts toward shooting games, saying that he has "some resistance to focusing on this single source of pleasure." While he doesn't think it's a terrible thing that certain studios do focus on shooting, he thinks it is "not ideal to have everybody doing it just because that kind of game sells well." He also pushed back against the notion that every monster in a game needs to be simply killed. "Even monsters have a motive, and a reason for why they are the way they are. This is something I have thought about a lot. Say you have a scene in which a battleship sinks. When you look at it from the outside, it might be a symbol of victory in battle. But a filmmaker or writer might shift perspective to the people on the ship, to enable the viewer to see, close up, the human impact of the action. It would be great if video-game makers took more steps to shift the perspective, instead of always viewing a scene from the most obvious angle."Miyamoto On His Legacy and Leadership Style
Miyamoto went into detail on what kind of boss he thinks he is, and understands that when people think about him and his smiling persona, they probably think he is "very nice." "But if you asked the people on the front lines, those who actually work with me, they might say that I’m very picky, or that I always comment on their work. I’ve had the pleasure of growing up in an environment where people praised me. But I’m aware that there is a feeling, among people who work with me, that they do not receive adequate praise, that I’m always fastidious about their work." [ignvideo url="https://www.ign.com/videos/2020/09/22/what-nintendos-e3-2020-could-have-been"] He talked about how his strength is that he is able to "paint a compelling picture of what a project can be, while also being concerned with the details of actually realizing that dream." This creates a rift between those who my see him as a negative person when dealing with details vs. a positive person when talking about the broader vision of the project. "I also believe that a shared feeling of success should come only after the players have actually enjoyed a game. Before that point, people might see me as a mean boss, trying to drive us through the rough patches. But I think that’s what dictates whether someone is a good leader or not." Miyamoto also tries to encourage creativity and doesn't wish to shut down a person's idea or concept outright. He wants to make everyone feel that they can come to him, and wishes to create an environment that allows for the birth of new experiences. [widget path="global/article/imagegallery" parameters="albumSlug=every-ign-super-mario-review-ever&captions=true"] While Miyamoto is still working at Nintendo, and a big focus of his work is on Super Nintendo World at Universal Studios Japan, he believes that the company is "moving toward a position that will insure the spirit of Nintendo is passed down successfully." This allows him to continue to focus on "discovering the new" and bringing smiles to the faces of millions around the world. Speaking of smiles, Miyamoto's only regret in his many years brightening up our world is that he wishes he "could have provided more cheer, more laughter." If only there were more who shared that dream. [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.Wonder Woman 1984 International Theatrical Debut Disappoints
Wonder Woman 1984's international theatrical debut was not as successful as planned, opening to only $18.8 million in China and a total of $38.5 million overseas.
As reported by THR, Wonder Woman 1984 didn't even place 1st in China during its opening weekend, losing out to The Rescue's $35 million.
For comparison, 2017's Wonder Woman opened to $38 million in China before earning a total of $90.5 million. At this pace, it could be a tough road for the sequel to recoup its $200 million budget. Box office analysts anticipate Wonder Woman 1984 will make around $40 million in its theatrical run in China.
[ignvideo url="https://www.ign.com/videos/2020/12/15/wonder-woman-1984-review"]
This result is "particularly disappointing since China is known for its affinity for superhero movies and was expected to be the title's largest theatrical market."
Wonder Woman 1984 appeared in 32 territories ahead of its December 25 release date on HBO Max that will begin a year where Warner Bros. will be releasing all of its films in theaters and HBO Max on the same day.
As Variety notes, Wonder Woman 1984 "pulled in $3.6 million in Taiwan, $2 million in Thailand, $1.7 million in Brazil, and $1.6 million in Mexico and Japan."
In our review of Wonder Woman 1984, we said it "is a film with a heart full of hope and love; a nostalgic look back to a beloved time that provides escapism from an exceptionally difficult year."
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In North America, Monster Hunter was released and earned only $2.2 million in its debut. It's obviously important to take into consideration that less than 37% of theaters are open and certain cities have closed them completely for the time being due to the rise in COVID-19 cases.
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Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.
Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.
Wonder Woman 1984 International Theatrical Debut Disappoints
Wonder Woman 1984's international theatrical debut was not as successful as planned, opening to only $18.8 million in China and a total of $38.5 million overseas.
As reported by THR, Wonder Woman 1984 didn't even place 1st in China during its opening weekend, losing out to The Rescue's $35 million.
For comparison, 2017's Wonder Woman opened to $38 million in China before earning a total of $90.5 million. At this pace, it could be a tough road for the sequel to recoup its $200 million budget. Box office analysts anticipate Wonder Woman 1984 will make around $40 million in its theatrical run in China.
[ignvideo url="https://www.ign.com/videos/2020/12/15/wonder-woman-1984-review"]
This result is "particularly disappointing since China is known for its affinity for superhero movies and was expected to be the title's largest theatrical market."
Wonder Woman 1984 appeared in 32 territories ahead of its December 25 release date on HBO Max that will begin a year where Warner Bros. will be releasing all of its films in theaters and HBO Max on the same day.
As Variety notes, Wonder Woman 1984 "pulled in $3.6 million in Taiwan, $2 million in Thailand, $1.7 million in Brazil, and $1.6 million in Mexico and Japan."
In our review of Wonder Woman 1984, we said it "is a film with a heart full of hope and love; a nostalgic look back to a beloved time that provides escapism from an exceptionally difficult year."
[widget path="global/article/imagegallery" parameters="albumSlug=wonder-woman-1984-exclusive-character-posters&captions=true"]
In North America, Monster Hunter was released and earned only $2.2 million in its debut. It's obviously important to take into consideration that less than 37% of theaters are open and certain cities have closed them completely for the time being due to the rise in COVID-19 cases.
[poilib element="accentDivider"]
Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.
Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.
Cyberpunk 2077: CD Projekt Red Could Face Lawsuit Over ‘Misrepresentation’
Amidst all of Cyberpunk 2077's launch issues, CD Projekt Red could be the target of a class-action lawsuit that accuses the developer of "misrepresentation in order to receive financial benefits."
As reported by The New York Times, lawyers and investors in Warsaw, Poland - where CD Projekt Red is located - are "circling the situation" and are contemplating whether or not they should take action.
The controversy began when the first embargo for Cyberpunk 2077 reviews lifted. Outlets, including IGN, only received the PC version of the game and weren't allowed to initially show footage captured during the review process.
[ignvideo url="https://www.ign.com/videos/2020/12/15/cyberpunk-2077-for-xbox-one-and-playstation-4-review"]
Following the game's release on December 10, 2020, major problems were reported by those playing Cyberpunk 2077 on base PS4 and Xbox One units and warnings were issued for a possible seizure-inducing sequence.
CD Projekt Red apologized for not showing the base PS4 and Xbox One versions of Cyberpunk 2077 and told those who were unhappy with the game that they would be able to get a refund if they so desired. However, they ended up promising refunds they actually couldn't guarantee, as many had issues securing one.
Microsoft and Sony did eventually officially offer a way for players to get a refund, and Sony even went so far as to remove Cyberpunk 2077 from the PS Store indefinitely.
[ignvideo url="https://www.ign.com/videos/2020/12/18/cyberpunk-2077-being-removed-from-playstation-store"]
Right around the launch of Cyberpunk 2077, CD Projekt Red's stock price dropped around 29%, but that didn't stop it from selling over 8 million copies and recouping its entire development and marketing costs with pre-orders alone.
CD Projekt Red has promised fixes are on their way, and it just released Hotfix 1.05 to address many of them. If you are able to get past some of the issues and are enjoying the game, be sure to check out our Cyberpunk 2077 walkthrough, cheats and secrets, and tips on hacking.
[poilib element="accentDivider"]
Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.
Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.
Cyberpunk 2077: CD Projekt Red Could Face Lawsuit Over ‘Misrepresentation’
Amidst all of Cyberpunk 2077's launch issues, CD Projekt Red could be the target of a class-action lawsuit that accuses the developer of "misrepresentation in order to receive financial benefits."
As reported by The New York Times, lawyers and investors in Warsaw, Poland - where CD Projekt Red is located - are "circling the situation" and are contemplating whether or not they should take action.
The controversy began when the first embargo for Cyberpunk 2077 reviews lifted. Outlets, including IGN, only received the PC version of the game and weren't allowed to initially show footage captured during the review process.
[ignvideo url="https://www.ign.com/videos/2020/12/15/cyberpunk-2077-for-xbox-one-and-playstation-4-review"]
Following the game's release on December 10, 2020, major problems were reported by those playing Cyberpunk 2077 on base PS4 and Xbox One units and warnings were issued for a possible seizure-inducing sequence.
CD Projekt Red apologized for not showing the base PS4 and Xbox One versions of Cyberpunk 2077 and told those who were unhappy with the game that they would be able to get a refund if they so desired. However, they ended up promising refunds they actually couldn't guarantee, as many had issues securing one.
Microsoft and Sony did eventually officially offer a way for players to get a refund, and Sony even went so far as to remove Cyberpunk 2077 from the PS Store indefinitely.
[ignvideo url="https://www.ign.com/videos/2020/12/18/cyberpunk-2077-being-removed-from-playstation-store"]
Right around the launch of Cyberpunk 2077, CD Projekt Red's stock price dropped around 29%, but that didn't stop it from selling over 8 million copies and recouping its entire development and marketing costs with pre-orders alone.
CD Projekt Red has promised fixes are on their way, and it just released Hotfix 1.05 to address many of them. If you are able to get past some of the issues and are enjoying the game, be sure to check out our Cyberpunk 2077 walkthrough, cheats and secrets, and tips on hacking.
[poilib element="accentDivider"]
Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.
Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.
Cyberpunk 2077 Devs Reportedly Confront CDPR Leadership Over Launch Issues
CD Projekt Red developers who have worked on Cyberpunk 2077 have allegedly confronted the leadership team over issues that include crunch and the game's rocky launch.
As reported by Bloomberg, "frustrated and angry staff" questioned CD Projekt Red management during a recent internal video meeting and asked questions related to unrealistic deadlines, the mandatory crunch, and much more.
This meeting took place before Sony's announcement that it would be not only offering refunds for those unhappy with Cyberpunk 2077's performance, but that it would also be removing the game from the PS Store indefinitely.
[ignvideo url="https://www.ign.com/videos/2020/12/18/cyberpunk-2077-being-removed-from-playstation-store"]
When asked about crunch, the directors said that they were planning on improving production practices, but didn't go into detail on the steps they would take to make it happen.
Also brought up was CD Projekt Red's comments back in January 2020 that Cyberpunk 2077 was "complete and playable," despite the game's delay. The board answered that "it would take responsibility."
Another developer asked if CDPR's directors "felt it was hypocritical to make a game about corporate exploitation while expecting that their employees work overtime. The response was vague and noncommital."
[ignvideo url="https://www.ign.com/videos/2020/12/15/cyberpunk-2077-for-xbox-one-and-playstation-4-review"]
While Cyberpunk 2077's initial PC reviews were mostly positive, the narrative quickly changed when the console versions were tested, specifically on the base PS4 and Xbox One units.
Following this messy messaging around Cyberpunk 2077's launch, CD Projekt Red, Sony, and Microsoft all decided to offer refunds to those upset with the game's performance.
[poilib element="accentDivider"]
Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.
Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.
Cyberpunk 2077 Devs Reportedly Confront CDPR Leadership Over Launch Issues
CD Projekt Red developers who have worked on Cyberpunk 2077 have allegedly confronted the leadership team over issues that include crunch and the game's rocky launch.
As reported by Bloomberg, "frustrated and angry staff" questioned CD Projekt Red management during a recent internal video meeting and asked questions related to unrealistic deadlines, the mandatory crunch, and much more.
This meeting took place before Sony's announcement that it would be not only offering refunds for those unhappy with Cyberpunk 2077's performance, but that it would also be removing the game from the PS Store indefinitely.
[ignvideo url="https://www.ign.com/videos/2020/12/18/cyberpunk-2077-being-removed-from-playstation-store"]
When asked about crunch, the directors said that they were planning on improving production practices, but didn't go into detail on the steps they would take to make it happen.
Also brought up was CD Projekt Red's comments back in January 2020 that Cyberpunk 2077 was "complete and playable," despite the game's delay. The board answered that "it would take responsibility."
Another developer asked if CDPR's directors "felt it was hypocritical to make a game about corporate exploitation while expecting that their employees work overtime. The response was vague and noncommital."
[ignvideo url="https://www.ign.com/videos/2020/12/15/cyberpunk-2077-for-xbox-one-and-playstation-4-review"]
While Cyberpunk 2077's initial PC reviews were overly positive, the narrative quickly changed when the console versions were tested, specifically on the base PS4 and Xbox One units.
Following this messy messaging around Cyberpunk 2077's launch, CD Projekt Red, Sony, and Microsoft all decided to offer refunds to those upset with the game's performance.
[poilib element="accentDivider"]
Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.
Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.
Cyberpunk 2077: Hotfix 1.06 Has Fixed the Save File Corruption Issue
Update (12/23/20) - CD Projekt Red has released Hotfix 1.06 for Cyberpunk 2077 that thankfully removes the 8MB save file size limit that was causing certain save files to become permanently corrupt if they went over that limit. Unfortunately, this will not fix save files that were corrupted before the update.
Hotfix 1.06 also improves memory management and stability on consoles - which will result in fewer crashes - and makes sure "Dum Dum will no longer go missing from Totentanz entrance during Second Conflict."
Original story follows.
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Those playing Cyberpunk 2077 should be aware that if their save files get above 8MB, they may become permanently corrupt and unusable.
Redditor MagicTacoSauce posted a PSA alerting others to the issue, and GOG.com - which is owned by Cyberpunk 2077 developer CD Projekt Red - offered a response that is not overly promising.
"Unfortunately the save is damaged and can't be recovered," The statement reads. "Please use an older save file to continue playing and try to keep a lower amount of items and crafting materials. If you have used the item duplication glitch, please load a save file not affected by it. The save file size limit might be increased in one of the future patches, but the corrupted files will remain that way."
[ignvideo url="https://www.ign.com/videos/2020/12/10/cyberpunk-2077-pc-review"]
GOG.com saying that it "might be increased in future patches" may not be the best of news for those who love to collect everything and wish to craft a ton.
Redditor modsharearebattyboys shared the ways players can check their current save files, and they are as follows;
- PC - %userprofile%\Saved Games\CD Projekt Red\Cyberpunk 2077
- PlayStation 4 - Settings > Application Saved Data Management > SAVED DATA IN SYSTEM STORAGE > Cyberpunk 2077
- PlayStation 5- Settings > STORAGE > [Storage device] >Saved Data > PS4 Games / PS5 Games > Cyberpunk 2077
- Xbox One - My Games and Apps > Cyberpunk 2077 > Menu > Manage Game > SAVED DATA
- Xbox Series X|S - My Games and Apps > Cyberpunk 2077 > Menu > Manage Game and add-ons > SAVED DATA
Cyberpunk 2077: Hotfix 1.06 Has Fixed the Save File Corruption Issue
Update (12/23/20) - CD Projekt Red has released Hotfix 1.06 for Cyberpunk 2077 that thankfully removes the 8MB save file size limit that was causing certain save files to become permanently corrupt if they went over that limit. Unfortunately, this will not fix save files that were corrupted before the update.
Hotfix 1.06 also improves memory management and stability on consoles - which will result in fewer crashes - and makes sure "Dum Dum will no longer go missing from Totentanz entrance during Second Conflict."
Original story follows.
[poilib element="accentDivider"]
Those playing Cyberpunk 2077 should be aware that if their save files get above 8MB, they may become permanently corrupt and unusable.
Redditor MagicTacoSauce posted a PSA alerting others to the issue, and GOG.com - which is owned by Cyberpunk 2077 developer CD Projekt Red - offered a response that is not overly promising.
"Unfortunately the save is damaged and can't be recovered," The statement reads. "Please use an older save file to continue playing and try to keep a lower amount of items and crafting materials. If you have used the item duplication glitch, please load a save file not affected by it. The save file size limit might be increased in one of the future patches, but the corrupted files will remain that way."
[ignvideo url="https://www.ign.com/videos/2020/12/10/cyberpunk-2077-pc-review"]
GOG.com saying that it "might be increased in future patches" may not be the best of news for those who love to collect everything and wish to craft a ton.
Redditor modsharearebattyboys shared the ways players can check their current save files, and they are as follows;
- PC - %userprofile%\Saved Games\CD Projekt Red\Cyberpunk 2077
- PlayStation 4 - Settings > Application Saved Data Management > SAVED DATA IN SYSTEM STORAGE > Cyberpunk 2077
- PlayStation 5- Settings > STORAGE > [Storage device] >Saved Data > PS4 Games / PS5 Games > Cyberpunk 2077
- Xbox One - My Games and Apps > Cyberpunk 2077 > Menu > Manage Game > SAVED DATA
- Xbox Series X|S - My Games and Apps > Cyberpunk 2077 > Menu > Manage Game and add-ons > SAVED DATA
Cyberpunk 2077 1.05 Hotfix Released for PC, PlayStation, and Xbox
Update (12/19/20) - CD Projekt Red has announced that Hotfix 1.05 for Cyberpunk 2077 is now available for PC as well.
Original story follows.
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CD Projekt Red has released Hotfix 1.05 for Cyberpunk 2077 on Xbox and PlayStation consoles, and it looks to address issues in quests, visuals, stability, and much more. The update for the PC version will "follow soon."
As detailed on Cyberpunk.net, many of the changes listed should help with problems experienced in quests and some of the fixes ensure "Jackie will no longer disappear in The Pickup or The Heist" and fix "an issue preventing players from landing the helicopter in Love like Fire."
What will hopefully most welcome, especially to those playing on base Xbox One and PS4 units, are the "multiple stability improvements, including crash fixes."
[ignvideo url="https://www.ign.com/videos/2020/12/18/sony-pulls-cyberpunk-2077-from-ps-store-will-offer-refunds"]
Visual improvements have also been added, and now NPCs in Suspected Organized Crime Activity: Just Say No and Gig: Hot Merchandise should no longer T-pose and V should appear "more modest in the inventory preview after the half year montage ;)."
It will be curious to see how much it improves the experience on those consoles, and if it will prevent players from requesting a refund. For those unaware of the fallout from the messy messaging behind Cyberpunk 2077's launch, CD Projekt Red, Sony, and Microsoft are officially offering refunds for those unhappy with their experience in the game. Furthermore, Sony has indefinitely removed Cyberpunk 2077 from the PS Store until these problems are improved.
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The full list of changes included in Cyberpunk 2077's Hotfix 1.05 are as follows;
Quests
- Jackie will no longer disappear in The Pickup or The Heist.
- Fixed an issue preventing players from landing the helicopter in Love like Fire.
- Fixed an issue with Takemura not calling in Play it Safe.
- It's no longer possible to trigger the same dialogue twice in Big in Japan.
- Fixed an issue with Delamain appearing upside down at the end of Don't Lose Your Mind.
- Saul now correctly reaches the van in Riders on the Storm.
- Fast travelling before the encounter with Tyger Claws no longer breaks progression in I Fought the Law.
- Fixed an issue blocking progress in Ghost Town if an autosave made upon Raffen Shiv's arrival was loaded.
- Fixed an issue with not receiving new calls or messages if Happy Together failed as a result of combat.
- Elizabeth Peralez stops being excessively insistent with her calls after her job offer is refused.
- The scene with Misty and Jackie now starts properly after leaving Viktor's clinic.
- Wakako's dialogues no longer get blocked after finishing Search and Destroy.
- Walking away from Stefan in Sweet Dreams shouldn't prevent other characters from calling you anymore.
- Brick’s detonator should now be properly interactable for players to disarm. Or set off. Your call.
- Elevator doors should now correctly open in The Heist.
- Saul now correctly gets out of cars in Riders on the Storm.
- Fixed an issue with not receiving new calls or messages after running too far away from Frank in War Pigs.
- Jackie now correctly leaves the factory after the combat is finished in The Pickup.
- Fixed an issue with Militech reinforcements not spawning if driving through the gate too fast in Forward to Death.
- Skipping time while in the club in Violence no longer results in issues with progression.
- Fixed issues with starting Gig: Getting Warmer...
- Fixed an issue with not receiving new calls or messages after Pyramid Song has been abandoned midway.
- Fixed an issue whereby Delamain core could be already broken when player enters the Core room in Don't Lose Your Mind.
- Fixed issues with Delamain not appearing or doing nothing outside the Afterlife in The Heist.
- Fixed an issue with objective getting stuck on "Talk to Viktor" in The Ripperdoc.
- Fixed an issue whereby it was impossible to talk to the bouncer in front of Lizzie's in The Information.
- Added description for Don't Lose Your Mind in the Journal.
- Fixed an issue preventing player from saving, using fast travels, and talking to other NPCs after reloading a save with an active call with Frank in War Pigs.
- Fixed an issue with Panam not calling about any other matter until I'll Fly Away is completed.
- Fixed an issue with Dum Dum following V after The Pickup is finished.
- Improved the reaction times of NPCs taking cover.
- Corrected the number of shots needed to kill civilians from a distance while in combat.
- Fixed an issue with Delamain's image displayed on top of the current caller during phone calls.
- V's mouth doesn't stay open after entering the space lock in Where is My Mind.
- Fixed some UI overlap issues.
- V appears more modest in the inventory preview after the half year montage ;)
- NPCs are faster to appear in the quest area during Stadium Love.
- Added some warmth to HDR.
- Fixed T-posing NPCs in Suspected Organized Crime Activity: Just Say No and Gig: Hot Merchandise.
- Fixed an issue whereby after a braindance it was possible to be stuck in 3rd person view with no head.
- Silencer icons are no longer displayed with no image in the inventory.
- Fixed an issue with weapon crosshair persisting on screen.
- The inventory menu no longer closes immediately after opening it for the first time after leaving a car.
- Fixed an issue whereby upon accessing a fast travel terminal the button shown on the top right corner prompting to open the quest journal would not work.
- Multiple stability improvements, including crash fixes.
- Offscreen explosions make noise now.
- [AMD SMT] Optimized default core/thread utilization for 4-core and 6-core AMD Ryzen(tm) processors. 8-core, 12-core and 16-core processors remain unchanged and behaving as intended. This change was implemented in cooperation with AMD and based on tests on both sides indicating that performance improvement occurs only on CPUs with 6 cores and less.
- Fixed an issue with the way Raw Input is collected.
- Removed the use of AVX instruction set thus fixing crashes occurring at the end of the Prologue on processors not supporting AVX.
- Removed debug console to prevent functions that could lead to crashes or blocked quests. This doesn't mean we don't want to support the modding community. Stay tuned for more info on that.
- Ray traced reflections should no longer seem too bright in comparison to the environment.
- Fixed an issue with Steam Overlay crash on game shutdown.
- Removed the memory_pool_budgets.csv file. which was not connected with the final version of the game and had no influence on it (it was a leftover file used during the development to estimate memory usage. It had no effect on how much memory was actually allocated). Perceived performance increase after editing the file may have been related to restarting the game.
- Improved image sharpness with Chromatic Aberration and Film Grain on.
- Settings should no longer reset to default after several game session restarts.
- Fixed visual issues occurring during the transition between The Heist and Love Like Fire.
- Corrected the look of several vehicles.
- [Xbox] Entering combat while Synaptic Accelerator is active no longer ends in player health bar not being displayed.
- [Xbox] Game no longer becomes unresponsive when signing out from a profile when the controller disconnection message is visible.
- Telemetry consent request will appear once more due to an earlier issue with settings reset.
- Fixed an issue whereby it was possible to fall down the elevator shaft in Megabuilding H8 in Automatic Love.