Moist Meter | Cyberpunk 2077



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Cyberpunk 2077 (2020 Action-Adventure Video Game), developed and published by CD Projekt Red for Playstation 5, Playstation 4, Xbox Series X|S, Xbox One and PC as reviewed by Charlie and Jackson.

PS4 footage covered by Digital Foundry:
https://www.youtube.com/watch?v=C5pHpQqhmR4

The Moist Meter is an experimental measurement system that you can use to safely gauge just how moist a video game or movie is going to be before playing it or viewing it. Avoid the dry products and only use the wettest.

Moist Meter Scientists:

Jackson: https://twitter.com/zealotonpc
Charlie: https://twitter.com/moistcr1tikal

Contact: [email protected]

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41 thoughts on “Moist Meter | Cyberpunk 2077”

  1. Sad to see that I'm going to have to for patches and a price drop before I'm comfortable buying this game. But as you say the hype killed expectations and I'm there with you. When everyone is going crazy hyping it up I say in the back and said "let's actually see how it is first"

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  2. Anyone with Ryzen gfx cards having sound issues? I can get it to somewhat playable graphics vise but when the fps drops the sound cliches like it's playing from a skipping vinyl record. Unplayable atm just like Witcher was back in the day it came out. Idk, what it is with Cd Projekt games but they are kinda shitty. Sad.

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  3. Other than a few glitches with loot being unlootable or getting stuck on a hacking terminal I haven't had any major issues in 35 hours of gameplay. Maybe y'all just need less shit PC's.

    I ran/run skyrim with 150 mods on it and boot it up every xmas and start a new file, yet to have issues with that either.

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  4. 5:16 I feel like Quickhacks are more suited towards stealthy characters, for example my katana wailing weeb character used them exclusively to turn off cameras if I needed to do something stealthy, but my corporate netrunner spy used them to great effect in eliminating targets stealthily and from a distance.

    You mentioned melee build, I did full Reflexes Blades build focused on stacking bleeding and thanks to one perk, that gives you 50% increased dmg on full health targets, you just oneshot small fry.

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  5. I haven't had any gamebreaking bugs in terms of quests, but it really seems like they put a shit ton of effort into the world (it's breathtaking, as Keanu said) and couldn't bother to fix some really basic stuff. I had my Katana sheathed but when I walked through a crowd everyone ducked and ran away screaming.

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  6. 5:00 I just finished my playthrough on Very Hard, and I can confirm that I definitely did need to use different types of weapons for different jobs. I had 3 main weapons, all used at different times, with different mods to help cover the weaknesses, however I would imagine that on lower difficulties you wouldnt need to do that.

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  7. Can't forget that the marketing drove the hype that built gamer's expectations up to an unreasonable level. It would be one thing if a punch of spergy cringelords fabricated their own false reality, and sure, some did, but Cyberpunk 2077 was sold as a revolution in gaming fidelity.

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  8. i played this game and had no issues but the gun gameplay was total shit as he said and also with the npcs going full saitama and shooting you through fucking metal, otherwise the game is so beautiful and has a lot of stuff that lost games don’t and that’s why the game glitches for people since the game is huge, my experience with it was met with this game, once the glitches get fixed tho i think i’ll rate it a 6/10 otherwise loved it and it really deserved a more time to get it released and fixed, otherwise a really good game, not the best but one of the most beautiful for sure

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  9. I beat the game on very hard and only time it mattered what type of damage my weapon dealt is when i had to fight the mecha robots, the electrified mantis arms actually provided an upper hand, other than that it was back to whatever gun did the most damage and could shoot through objects

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  10. tbh, I haven't had any fps problems, npcs not spawning, dialogue overlapping, or any other game breaking bugs so far in the game. So far, the only bugs I have run into is a little t-posing, not being able to pick up items that are supposed to be grabbable, and some funny cutscene bugs.

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  11. Down to earth review my guy nailed it. Bought the game on base Ps4. Can't hate them for making a mess of a game on launch but companies marketing strategy is becoming shittier than ever, i mean where is the gaming industry going if this is the new standard of releasing a game? Anyway, Keanus' voice acting was top-notch for me played like 10 hours in the game didn't really progress much ( till finding evelynn, corp path) and really liked the gameplay. Cheers

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  12. The hacking is pretty obviously for sneaking and not for in-combat use. It's not a novelty, you can go through entire missions without being seen using your hacks and shiet.

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  13. Here's the thing….. While I definitely agree with you that Redditors by and large need to start thinking for themselves, I think when they say dialogue, I don't think it's completely unfounded. It's just simply terrible language, and that's largely thanks to many of them living in their insular thought bubbles where there's like some buzzword of the day. When they say dialogue, I don't think they actually mean too much speaking in and of itself. As we all know, some of the games that have tonnes of talking that nearly everybody seems to have a hard on for, like rdr2 and gtav. And while I can't really speak on 2077 as I haven't played it, I have noted a different approach to how it and rdr2, say, handles dialogue, and it comes down to the philosophy on interactive storytelling, not so much the story itself.

    In rdr2, for what little I've played, the "cutscenes" don't take you out of the game. When characters talk, you usually seem to have near full control, and it usually comes during the otherwise more monotonous sht you gotta do, like horserides to your destination. And while I haven't played 2077 and thus don't really have much of an opinion on it, what I understand from what people are telling me is that the way the story is done is through a bunch of very scripted, very inorganic approach, where you're kinda forced into an interactive cutscene. Coming from someone who finds gtav massively overhyped and not too great a game as a whole, when it comes to their storytelling, I thought they struck a nice balance of cutscenes and plot through gameplay.

    And that's another thing. As I understand it, there's a lot of technobabble that you have to pay close attention to the dialogue to in order to get wtf ppl are talking about. And while that's certainly the fault of those who tend to skip cutscenes, lel, if what they're saying is true, it's also in part the fault of the developer. A player's job is to understand wtf is going on. A developer's job is to make that process more appealing. It's hard to make your audience focus on something when they don't want to, and while dialogue while maintaining player control is one way to solve it, if there's too much stuff that's pertinent to the plot at hand, you can remove some of it to make it more easily abs orbed, or even make use of the environment for storytelling purposes.

    Example, though prolly a bad one. You want to introduce a faction like the napka's. So you can have a bunch of graffiti all around the city be heavily against napka and sht. Stuff the player kinda has to look at. Now, of course, the player is likely wondering wtf it stands for. But instead of just telling them through a cutscene they might have already skipped, you can also have them go to the napka headquarters at some point. Then have, in bright and bold letters, the words nanite augmented peacekeeper accord, and a higher concentration of napka graffiti right around it. Again, stuff that's kinda hard to ignore.

    Like I said, didn't actually play it. But it's a few things to think about.

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