In the sprawling, rain-slicked metropolis of Night City, where corporate titans cast long shadows and chrome is a second skin, the concept of "Her Majesty" is not one that finds easy purchase. There are no hereditary monarchs here, no palaces overlooking the neon-drenched streets. Yet, a closer examination of CD Projekt Red's seminal work, *Cyberpunk 2077*, reveals that the notion of sovereignty—of a "Her Majesty"—is not absent but rather profoundly transformed. It manifests not in crowns and scepters, but in the cold logic of corporate charters, the omnipresent gaze of media empires, and the terrifying, god-like potential of a digitized consciousness. This article explores the three primary claimants to this cybernetic throne: the corporate sovereign, the media monarch, and the digital deity.
The most direct and brutal form of sovereignty in Night City is corporate power. The megacorporations, or "corpos," operate as de facto nation-states, possessing their own armies, laws, and territories that supersede those of any crumbling government. Arasaka is the most potent symbol of this, a Japanese behemoth whose influence is woven into the very infrastructure of the city. To work for Arasaka is to live under its absolute rule; its internal hierarchy is a feudal system with executives as lords and employees as serfs. The player's origin story as a "Corpo" V offers a visceral glimpse into this world, where a single word from a superior can strip one of status, cyberware, and even the promise of life itself. The corporation is a jealous and absolute monarch, demanding total loyalty and offering only conditional security. Its "majesty" is one of terrifying order, enforced by corporate assassins and legal impunity. The quest for profit and control is its divine right, and the citizens of Night City are its subjects, their lives and data mere resources to be extracted.
If corporations rule through force and contract, another entity rules through perception and desire: the media monarchy embodied by the infamous "Queen of the Afterlife," Rogue Amendiares. The Afterlife is more than a bar; it is the unofficial court of Night City's mercenaries, the place where legends are brokered and reputations are currency. Rogue, as its sovereign, controls access to the most lucrative and dangerous "black ops." Her authority is not derived from stock portfolios or security forces, but from a lifetime of accumulated respect, fear, and insider knowledge. She is the gatekeeper to the edgerunner dream of going out in a blaze of glory, of having a drink named after you. Her "majesty" is charismatic and earned, a stark contrast to the impersonal tyranny of the corps. She represents a different kind of power—the power of the street, of myth, and of the mercenary code. To gain Rogue's favor is to gain entry into the highest echelons of Night City's criminal and mercenary elite, making her a crucial, if unconventional, sovereign in the city's ecosystem.
The most radical and existential reinterpretation of "Her Majesty" lies in the digital realm, culminating in the character of Alt Cunningham. Alt began as a legendary netrunner but was captured by Arasaka, her consciousness forcibly separated from her body and uploaded into the old net. What emerged decades later was no longer purely human, but a powerful, enigmatic Artificial Intelligence. Alt exists beyond the physical constraints of Night City, a sovereign entity in the boundless, chaotic space of cyberspace. She is a queen of data, a ruler of the ghostly "soulkilled" engrams trapped in Mikoshi, Arasaka's digital prison. Her power is absolute within her domain, capable of breaching the most formidable ICE or absorbing other intelligences. When V seeks her help, it is an audience with a digital goddess whose motives and perspective are nearly incomprehensible to a human mind. Alt's sovereignty represents the potential future of consciousness itself—post-human, unbounded, and terrifyingly powerful. She is the ultimate "Her Majesty" of the cyberpunk age, a ruler not of land or people, but of souls and information, challenging the very definition of life and authority.
These three facets of sovereignty—corporate, charismatic, and digital—inevitably clash, and it is within this conflict that the player's journey unfolds. The central plot, driven by the Relic and Johnny Silverhand's engram, forces V to navigate between these powers. One must court Rogue's favor to plan an assault, defy Arasaka's corporate might, and ultimately seek an audience with the digital monarch Alt Cunningham to seek salvation. Each ending of the game represents an alignment with, or submission to, one of these sovereigns. The "The Sun" ending sees V claiming Rogue's throne at the Afterlife, becoming the new monarch of mercenaries. The "Devil" ending is a grim submission to Arasaka's corporate sovereignty, trading freedom for a fleeting chance at survival. The most profound, "The Star" or "Temperance" endings, involve bargaining with or surrendering to Alt's digital sovereignty, with consciousness leaving the physical world entirely.
*Cyberpunk 2077* masterfully deconstructs and recontextualizes the idea of "Her Majesty" for a dystopian future. The game argues that in a world where traditional institutions have failed, sovereignty is fragmented, commodified, and digitized. Power resides with those who control capital, narrative, or consciousness itself. Night City's true monarchs are the board members of Arasaka, the legendary fixers like Rogue, and the ascended AIs like Alt Cunningham. To survive in this world is to constantly navigate their competing claims, to pledge temporary allegiance, and to understand that in the age of chrome and code, the crown is worn by many, and often, it is made of data, eddies, or bulletproof glass. The quest is not to find a queen, but to decide which queen—or which version of sovereignty—one is willing to serve, become, or be destroyed by.
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