On Facebook's video platform, well-known video creators were actively promoting Cyberpunk 2077.
"Everyone, I have to tell you—Cyberpunk 2077 is absolutely a groundbreaking video game. It's created countless records."
"The highest development cost, the longest gameplay length, the richest variety of endings, and the best worldbuilding! I can't wait to step into this world and explore it myself!"
…
On a certain commercial platform, advertisements related to cyberpunk had completely taken over.
This time, Cyberpunk 2077 wasn't just fully invested in during development—it spared no expense in marketing either, doing everything possible to make more people aware of the game.
The scale of promotion far exceeded anything before.
During the Super Bowl, the largest sporting event in the United States, a single ad slot cost millions of dollars—yet Gamestar Electronic Entertainment placed three ads during the breaks.
But there was no need to worry.
Those advertising costs didn't come out of Gamestar Electronic Entertainment's own pocket.
Most of the funding and resources came from licensing partners.
So far, Cyberpunk 2077 had authorized over three hundred different types of merchandise.
From affordable daily items to luxury goods, even car collaborations—everything was covered.
One ultra-wealthy tycoon from an oil-rich country even spent over a million dollars buying allCyberpunk 2077–related merchandise, fully embodying the phrase "money to burn."
From licensing deals and merchandise revenue alone, Gamestar Electronic Entertainment had already recouped over one hundred million dollars before the game's release.
And that cash flow was still growing rapidly.
Among these, Cyberpunk 2077–related novels and comics were released ahead of the game.
Many players interested in the game's world might skip other merchandise, but they absolutely wouldn't miss these books and comics.
They were a window into the world of Cyberpunk 2077.
No one wanted to miss the chance to understand the setting in advance.
As a result, a unique phenomenon emerged.
Before the game had even launched, its related comics and novels had already sold over 800,000 copies, with sales still climbing.
These stories were personally guided by Takayuki, who provided the overall narrative direction, then invited renowned science fiction writers and comic artists to bring the world of Cyberpunk 2077 vividly to life.
Advertisements, influencer promotions, merchandise and spinoff sales—
Layer upon layer of marketing effects caused cultural attention in major countries like the United States to converge almost entirely on cyberpunk.
For a time, cyberpunk-related cultural works erupted like a geyser.
Previously, many creators were merely riding the trend.
But such shallow trend-chasing couldn't survive amid so many high-quality works—instead, it pushed cyberpunk culture itself into a period of flourishing growth.
And the biggest beneficiary of all this—
was Cyberpunk 2077 itself.
"Hey, kid—do you know what cyberpunk is?"
In a relatively remote small country, a middle-aged man finished a long day of work and returned home, asking his child a question he normally never would.
The young man, just over twenty, turned his head in confusion."Cyberpunk? Dad, where did you hear about that?"
"Well, lately my coworkers keep talking about it. They say it's really popular right now. If I don't know anything about it, they'll think I'm hopelessly out of touch. So I figured I should at least learn a little."
"I never thought you'd be interested in this, Dad. Alright, let me explain properly. Cyberpunk is a type of cultural expression—and right now, the thing that represents it best is a game called Cyberpunk 2077."
"Cyberpunk 2077? Oh, right—I remember now. One of my coworkers mentioned it. That thing is a game?"
"That's right. Dad, let me tell you—this game is insanely popular right now! If you're interested, how about we experience it together? That way you'll understand the culture better, and you'll have something to talk about with your coworkers."
"Hmm… makes sense. Alright, let's try it today."
"Uh… not yet. The game hasn't been released."
"What? A game that isn't even out yet has this much buzz?"
"Dad, that just shows how out of the loop you are. Here—let me show you a video. One video won't let you fully understand it, but at least you'll see how interesting it is."
The young man walked over, grabbed his laptop, and opened Facebook's video site.
"Dad, you've seen me play some games before, right?"
"Yeah, but I didn't really understand them. Too complicated."
"Video games really aren't complicated. As long as you put in a little effort, you can feel their charm. I'm telling you—if you played some famous games, you'd probably be moved to tears."
"Moved to tears?" The middle-aged man chuckled. "I'm already over fifty. What haven't I seen in life?"
He looked rather unconvinced.
"Just watch the video first."
The young man pulled up the first promotional trailer of Cyberpunk 2077 and placed the screen in front of his father.
"Year 2077. My city was voted the worst city in America…"
…
"This place is filled with broken dreams… and I am a dreamer!"
The music in the video was harsh, yet it stirred adrenaline effortlessly.
"This is… game footage?" the father asked.
"Yes. At least ninety percent of what you're seeing is actual in-game footage."
"The same kind of games you were playing before?"
"It's completely different. Cyberpunk 2077 is on another level!"
At this moment, the young man looked almost fanatical.
"This does look… really good. Pretty interesting. It feels like watching a movie."
"It's way better than a movie! Dad, when this game releases, we'll play it together. I guarantee you'll have an amazing time—and then you'll finally understand why I love video games so much!"
"I'm not expecting to be 'amazed.' I just want something to talk about with my coworkers so I don't get left out. As for whether the game is actually good…"
"…we'll see when the time comes."
