One of the darkest corners of my wheelhouse is the point where architecture and video games meetSo it’s great to have the opportunity – as I did today – to read some thoughts on this subject from someone who architecturally knows what they’re talking about.
In one piece for The architect’s newspaper, Additional offices Ryan Scavnicky did wrote a great piece called “Cyberpunk 2077 is an architectural review that has nothing to say” and explores how the game’s buildings reflect not only a dystopian and chaotic future, but also Cyberpunks own development problems
My own first impressions of the game’s architecture were staggering in that the game felt less like a living city than more like an elaborate diorama made entirely of tributes, but Scavnicky is able to dig much deeper and have problems with to find both the game’s architectural endeavors and the sloppy way so much of it has been applied in the game world:
Among the various design disciplines in CyberpunkAdvertising, automotive, and transhumanist fashion are given much more consideration than architecture.
This resulted in a disappointing confrontation at the Konpeki Plaza Hotel. The hotel was featured as a premier waterfront hotel in Night City owned by the monolithic Arasaka Corporation. It is an antagonist in and of itself during a significant mission in early history. However, it looks like a 3D model that was purchased on Fiverr. The hotel has a poorly supported lattice structure in front of the door which, inside the rooms themselves, appears as a floating ceiling topped by a single uncomfortable can. The lobby is set around a strong linear demarcation on the floor that moves to the rear of the room and goes up the wall and out of a window. To my dismay, the continuity of this most important line in the building is ignored when it flips up the wall – it is the panels incompetent misaligned.
You can, and if you are at all interested in such things, you should read it Here.