Architecture in Cyberpunk 2077 - Night City
Night City is the dystopian and monolithic city-state that is the main character of the computer game Cyberpunk 2077. The multi-dimensional metropolis that is a critique of capitalism was created by Mike Pondsmith as part of the Cyberpunk Role-Playing Game. Thanks to the efforts of the Designers, Artists and Architects, a vision of the future city has been created that deserves high praise. I invite you to explore the architecture of Night City.
History of Night City
To get a better idea of Night City's architecture, it is worth learning more about its history. Originally Coronado City was founded in 1992 by the businessman Richard Night. The city was located between San Francisco and Los Angeles - or more precisely, the existing city of Morro Bay. Over the next six years, advanced construction, resettlement and formation of the bay took place. In 1998, Richard Night was killed and the city's name was changed to Night City. The next seven years involved a chaotic power struggle using mafia involvement. The conflict ends with the use of paramilitary forces of the Arasaka Corporation, which formally gains full power in the city. In 2020, the so-called Fourth Corporate War begins, resulting in the destruction of the city in 2023 due to the explosion of a mobile nuclear bomb. The city centre is completely ruined and the downtown area is flooded as a result of the earthquake. The next 50 years involve rebuilding from the destruction and recreating the lost prosperity. In 2070, Night City once again becomes an independent city-state free from the rule of the United States of America.
'God is in the details'. - Ludwig Mies van der Rohe
At first sight, the city may appear to be a chaotic tangle: neon signs, flashy adverts, mega-buildings and bright colours. The perception effect is further intensified by the use of a first-person perspective. However, after a longer exploration of Night City, one can see the inspiration of cities such as Los Angeles, Detroit, Tokyo, Hong Kong or Chicago. For the purposes of the game, there were four architectural styles created, following one after the other. Their influence can be seen also in fashion, art or automotive. These styles are (in chronological order) Entropism, Kitsch, Neo-Militarism and Neo-Kitsch.
Entropism
The first style falls during the period of urban reconstruction. It is characterised by the motto 'necessity over style'. During the reconstruction period, there was a worldwide financial crisis. The appearance of the new buildings was therefore austere and practical. The new buildings had a crude appearance and were very practical. Cheap materials such as grey concrete, sheet metal and weatherworn plastic were used for construction. The modest interiors had a limited colour palette and simple decorative elements. The most characteristic buildings in this style are the Megablocks.
Megablocks
The flat of the main hero (or heroine) is located in Megablock no. H10. Although the flat shows a strong influence of Metabolism. A style that consciously referred to science-fiction films. The tight private spaces such as the toilet, kitchen and bedroom were intended to coexist with the internal public space. The best example of this style is the residential skyscraper Nakagin designed by Kisho Kurokawa. Unfortunately, the protagonist's flat is too large for that of a petty mercenary. Something like a flat of Korben Dallas from The Fifth Element, for example, would have been more suitable here. It would give a feeling of tightness and effectively intensify the feeling of the difficulties of living in such an anthill.
领英推荐
Kitsch
Every recession comes to an end one day. The same happened in the world of Cyberpunk. Kitsch became a movement against entropism. Bold colours such as yellow and turquoise appeared. Building blocks took on roundness and tacky plastic details. The works of Syd Mead, the American industrial designer and neo-futurist artist, were probably the inspiration.
Pacifica
During the Kitsch period, the Pacifica district was created. A district that was supposed to be a kind of Las Vegas. It soon became evident that the expensive projects were overpriced and abandoned by investors. Empty colourful hotels, casinos and theme parks form a visualisation of the story of great architectural dreams downfall.
Neo-militarism
Megacorporations could not afford to rebuild their headquarters in a kitsch style. Thus, the style of neo-militarism was born. The buildings created in this style have a very neat appearance, defined by impressive but minimalist details. The main materials are shiny metals and smooth tinted glass. Visiting Corpo Plaza, one can have the impression of being on the set of Blade Runner or Akira. The scale and size of the monolithic skyscrapers is literally breathtaking, and the enormous open spaces with wide arteries only emphasise the wealth of the corporation.
Neo-Kitsch
The final style is Neo-Kitsch. This style is a kind of kitsch evolution reserved exclusively for the ultra-rich city dwellers. The style has rejected cultural motivations and does not present any ideas. The private villas were mainly made in a style reminiscent of high-tech. Expensive and hard-to-get materials such as wood, gold or even animal skins were used to decorate the interiors of the properties. The entire experience gives the impression of walking through the futuristic streets of Beverly Hills.
Fury Road Scale?
It would seem that the city itself is material for a huge sandbox. However, Cyberpunk 2077 also gives us the opportunity to leave the metropolis and explore the so-called Badlands. This area is a devastated suburban area showing the disastrous activities of humankind. The desolate land, kilometres of rubbish dumps and abandoned towns give a lot of freedom and liberty to contemplate the future. In addition, we have the opportunity to see the scale of the entire Night City from every perspective.
A bitter lesson...
The architecture of Night City is an excellent example of a commentary on futuristic capitalism. The styles depicted criticise contemporary culture in some ways. CDPR has taken on the heroic challenge of the project by realising such a design. After all, it is not just a sandbox toy city, but a bitter lesson on visions of the near future. Did it succeed? Please make your own judgement...