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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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>play cp2077
>find a quest
>need to find a woman
>there is a gigahon telling that he is a woman

tbqh I feel offended because he reminded me about myself
>>
>>42131878
>picrew (posters) vs irl
i didnt realize cp2077 was a comedy
>>
>>42131925
it's not but I can't take it seriously
>>
lmao in cyberpunk she could actually very easily pass better than we ever could due to full body conversions and easy srs with cyberware
>>
>>42132257
This quest in particular is basically sissy hypno induced ROGD >.>
>>
>>42132264
true, they even called the syndrome similarly
>>
>>42131878
>play cp
Why are trannies like this?
>>
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>>42132367
cause I'm a horrible worthless freak. what did you expect to hear?
>>
>>42132367
good one
real answer: i assume because cp touches on transhumanism and trannies that aren't devoured by their mental illness can get behind that easily
>>
>>42132446
>cp touches on transhumanism
except it doesn't? it has a bad script even by videogame standards. the story has nothing to do with transhumanism besides the biochip thing. they promised to add cyberpsychosis but it isn't even a game mechanic
>>
>>42132588
Maybe I'm misunderstanding at transhumanism means, but these are avenues that are explored (and that I thought fitting):
>Body Modification: Cybernetic implants (e.g., Kiroshi optics, cyberlimbs) enhance physical and mental abilities, blurring the line between human and machine.
>Identity and Self: Characters like Johnny Silverhand and V grapple with consciousness transfer, questioning what defines humanity when memories and personalities can be digitized.
>Corporate Control: Corporations like Arasaka push transhumanist tech (e.g., Soulkiller) for profit and control, raising ethical concerns about autonomy and exploitation.
>Social Divide: Access to advanced cyberware creates class disparities, with the wealthy becoming "more than human" while the poor remain limited.
>Mortality and Immortality: The game examines efforts to cheat death via digital consciousness, challenging traditional notions of life and legacy.
>Loss of Humanity: Overuse of cyberware risks cyberpsychosis, illustrating the psychological cost of transcending human limits.
>Moral Ambiguity: Choices around adopting or rejecting transhumanist tech reflect debates on whether enhancement is progress or dehumanization.

That being said, I'm not claiming it's a "good script", I'm describing the project matter.



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