Zero Punctuation

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"[with disdainful sarcasm throughout] Never let it be said that I'm an impressionable twenty-something-gaming-media prick. If I reviewed every bloody game people told me to I wouldn't even have the free time to mainline the heroin necessary to keep me from putting a gun between my teeth; so for the most part I let requests go fuck themselves. The only time I review a game from recommendation is when it is simultaneously recommended by about four thousand bleating lambs (which was the case with Call of Duty 4). This game came recommended more highly than a triple- cunted hooker and brace yourself for a shock because it deserves the praise it gets. ...Mostly. I was surprised because I have this presumption about "serieses" like Call of Duty and Medal of Honor being samey shooters with futile pretensions to realism time-locked Bill-Murray-style somewhere between 1941 and 1945, endlessly repeating America's sole moment of glory in living memory by punching out an endless stream of cackling Nazis with one hand and scoffing apple pie with the other. Call of Duty 4, conversely,is set in the present day which inevitably means that the enemies will either be Arab insurgents, Russians, or both, and the plot will involve the theft of nuclear weapons. And while this turns out to be right on the money it's executed in a very compelling way. The plot deals with a conflict in a Middle East country that tactfully goes unnamed (undoubtedly because the state of that region fluctuates so much that it could be a water slide park by the time time this comes out), and your perspective shifts twitchly between a number of different participants in the conflict, allowing you to experience various different environments and combat styles. The U.S. Marines posted in "Unspecifiedistan" whoop their way into open warfare with their guns balanced on the ends of their massive erections while the stealth-based British SAS scurry around in the bushes like cockney weasels. These changes in perspective in gameplay ensure that boredom is impossible. The controls are tight and intuitive enough to be effective however you have to apply them and to balance the unentertaining seriousness of this sentence: "Boingo boingo whoopsy knickers." What I like about Call of Duty 4 is that there's less of the smarmy, black-and-white "My Country 'Tis of Thee" jingoism that turns me off most war games. While the U.S. Marines act with short-sighted self-righteousness convinced that they're the heroes in their own personal war movie (you know, just like in real life), their attitude eventually leads to them screwing the pooch so hard that the pooch has to lock itself in the bathroom for an hour with a tube of soothing cream."

- Zero Punctuation

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"My one criticism for Duke Nukem Forever is that it comes on fourteen DVDs, but I'd expect nothing less from a game with such a long development time! And every second is on display, and a good thing too. I mean, hypothetically, if 3D Realms hadn't used the time to put together a titanic super-game and had merely been jerking off for twelve years, then it raises unfortunate implications. It means that not only can a studio be staffed entirely by howler monkeys, but there are also investors (who probably consider themselves to be quite serious people) who will pay them to jump about and wee on things for over a decade while talented people with great ideas for games are snubbed because they've never had dinner with John Carmack or whatever. And then when the monkeys present nothing more entertaining than a fistful of poo on a tray and they get sued for all their bananas, a bunch of extremely thick people who still genuinely believe that something half-decent could come out of this rigmarole would say, "That's tragic." NO IT IS NOT TRAGIC! If you get sued because you were paid to do a job you didn't do, that is not tragic, that is how the world should be! And you are a magnificent retard who should have their brain taken away by Social Services. But anyway, the point was, I'm just glad I don't live in a world where such scenarios exist. Now I'd better stop here, because I promised Jimi Hendrix that we'd go pony trekking under the sea."

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"VR tech may finally be making its move. The claim that motion controls would enhance immersion was always about as believable as the claim that a sledgehammer can enhance a Fabergé egg, but I genuinely believe that VR represents the way forward for immersive gaming [...] But of course, Oculus already did its pre-E3 announcement that it was jumping into bed with Microsoft. Yowser! Could have broken that more gently, Oculus! You don't come out to your parents in a Christmas card. An Xbox One controller will ship with it, like a rich snot buying his way into the popular kids' club; and you can stream Xbox One games onto to it. There was a video of someone playing a third-person game on a screen in a virtual living room, which I'm guessing is their entry for the Piers-Morgan-for-President Total Pointlessness Award. And also, there's going to be a special two-handed controller that incorporates- No! That incorporates motion-se- Oh, GOD no! That incorporates motion-sensor tec- No no no! We were SO CLOSE! We were almost FREE! Why must we forever carry our failures around with us like a scrotum full of horseshoes!? Oh, you can pick up a virtual gun with your actual hand and fire it. 'Cause that's what I want added to the process of shooting an enemy, isn't it?! My noodly wrist groping for something that isn't there, like a castrated wanker! Hey, Captain Scott! How about we make sure we can actually get to the South Pole before we start making plans to erect the Statue of Liberty there?!"

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"We are a member of a secret government agency called "The Division", that consists of agents secretly inserted throughout the general population for... no particular reason, now being activated to go into ruined Manhattan and jolly well sort it out! 'Cause it turns out, Wayne LaPierre was right all along: the only thing that can stop a bad roving pack of murderous thugs is a good roving pack of murderous thugs. So let me see if I've got this straight, the corpse of Tom Clancy: We're a member of the secret police under no official scrutiny or accountability, and our job is to go into an area of civil unrest and murder dissenting citizens without trial, and it's not set in Stalinist Russia? "Now we can take these back to the people!" said my earpiece friend after a supply recovering mission. Sorry, which people were those again? Presumably not the people in whose corpses I now stand knee-deep? Oh right, you meant the "real" people; the ones that bowed and scraped when the government assassination squad showed up. See, the premise would have worked perfectly well if we'd just been some random citizen doing our bit to take back the city, Charles Bronson style, baby! The only thing the secret police thing adds is to make us less relatable and give hard-ons to the paranoid authoritarian lot, who want to believe that the government will finally sort out those intimidating young people who stand around outside their house talking loudly."

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"Uncharted 4 is very decisively the final game in the series about exploring marvelous lost cities in many exotic international locations, while controlling an insufferable, murdering pillock whose dialogue is ten percent smug quips and ninety percent exertion noises. And Uncharted 4 has concluded that the insufferable pillock is the part we're invested in. I feel this is making the same mistake as the new Tomb Raiders, trying to focus on the protagonist of the adventure story rather than the adventuring part. Claim to be invested in Laura Croft's character all you like, but you know you'd rather watch her outrunning an avalanche than talking earnestly about her commitment issues. I mean, strip the adventure out of Uncharted 4 and it's just "People With No Idea How to Communicate With Each Other: The Game"! I know that's kinda the point when Nathan Drake creates a rift with his wife, by not telling her he is going on an adventure, but towards the end when they are together again and are having a big reconnecting scene, these people who've been married for years still can't fucking communicate! All they do is quip and talk into their shoes; it makes me fucking cringe! I want to step in, shove them aside, and do the dialogue myself with sock puppets. If you dropped a Shakespearian character into the Uncharted universe, they would stand out like a neon-pink Johnny in a cucumber patch: Come join me now/ ye gentles all/ and crouch behind/ yon chest-high wall!"

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"...For a moment this week, the spirit of Summer of Arcade returned when the Xbone coughed up a spiritual successor to Limbo, the depressed self-harming beach babe of the 2010 frolics. So let's take a look inside... Er, sorry, I meant to say: Let's take a look at Inside. And that's going straight on to my list of game titles that are needlessly awkward to Google, alongside Fuse and Wet and Dead or Alive Xtreme 3, which is very awkward to Google if your girlfriend ever looks at your search history. Inside opens with a small child lost in a dark forest, and you are given the implied instruction to keep moving right until something tells you to stop. Nothing wrong with having a comfort zone, of course, but one could be forgiven for thinking at first glance that Playdead Studios have merely slapped a sporty red top on to the protagonist of Limbo and left it at that. It's an atmospheric puzzle/platformer of the child-lost-in-scary-world genre that remains even after all these years the fast track to indie acclaim. You have a "jump" button, and a "pull things" button, and you will die like a Game of Thrones supporting actor demanding a salary increase. But while the similarity to Limbo remains stark, things feel a little different when you start getting chased by dogs and scary men with flashlights, and we discover there's slightly more of a plot going on inside... I mean in Ins... Oh, fuck it! I'm just going to call it "Thatcher's Britain" from now on, all right?"

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"In the aftermath of the climax of the previous game, when someone drove all the mechanically augmented humans kill-crazy by doing the equivalent of posting an honest review of the new Ghostbusters on the Internet, humanity is reeling from the attack and the augmented humans are regarded with fear and suspicion on the off-chance that something might flip the crazy murderer switch again at any moment. So welcome to Episode 2 of the Clumsiest Racism Analogy in All of Speculative Fiction. You can't split humanity into augmented and not-augmented because having oven-hobs instead of nipples is not a trait unique to specific families (unless babies are having their legs snapped off as they emerge from the womb and replaced with shelf brackets) to say nothing of the fact that you can't make the "few bad apples" argument if literally every augmented person went off their hydraulic cyber-trolleys and a certain amount of fear might be justified if no one knows that the insane murderer switch isn't still lying around somewhere for some family dog to accidentally trip while rubbing his ass on the carpet. Hey, remember how in the original Deus Ex augmented humans were a pretty small minority and no one made much of a fuss about them because hey, turns out a bloke with JCBs lodged in his armpits is a useful thing to have in peace-keeping force or when some furniture needs assembling and that most of the conflict in the setting of that game was rooted in the divide between rich and poor and insidious population control orchestrated by corporate interests and the media? "Oh, no! Such themes would be completely irrelevant in the current climate, especially since triple-A game publishers haven't finished paying all the installments on their nuclear-equipped supervillain bunker on the moon. Let's just make it all about the people putting sandwich toasters in their kneecaps.""

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"It was while I was following a series of objective markers in order to get to a place wherein might be found some lads to shoot; I paused about halfway down a corridor to take a break from the sheer roller coaster of excitement the mission was turning into and found myself staring at the wall texture. We were in one of the several hundred ancient alien temples covered in somehow-still-functioning LEDs that Bungie have made across their career and the decor had gone for an intricate pattern of narrow lines and right angles, but then I looked closer and saw there were multiple layers of lines, some in sharper relief than others. I got curious and looked around the entire surrounding area for where the pattern repeated, and I couldn't find it! Every part of the wall seemed to be a unique combination of lines and little glowy lights. Who were you, mysterious wall-texture-designer-person with whom I feel a strange kinship as I gaze upon your work? What ambition spurred you through the years of practice and higher education that brought you to this place? When you dreamed of your artwork being hung upon walls to be viewed by millions, is this precisely what you had in mind? I picture them heading back to their cubicle to touch up another series of functionally-identical-but-slightly-varied wall textures and passing a meeting room where they overhear some designers discussing how best to word the latest iteration of "going to a place and shooting some lads", whereupon they heave a weary sigh and add another few names to the workplace massacre checklist they know damn well they no longer have the balls to execute."

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"See, the rub is that Cuphead is retro-style, but not in the usual sense, i.e., pixels the size of Plymouth; it's deliberately fashioning itself after retro animation, in the style of Max Fleischer or very early Disney, and pulls that off with quite remarkable success! The film grain, the scratchy audio, the big brass band soundtrack, the fluid, exaggerated animation where characters all move like warmed-up gummy worms caught in the spokes of a bike; it all feels so bloody authentic! And most importantly, what a lot of people forget about early cartoons — here, we very unsubtly waggle our eyebrows at Epic Mickeys forgotten grave-site — is that they could be really fucking dark. See, back then, it wasn't generally understood that kids needed to have their delicate sensibilities protected, as odds were pretty good they were all going to die in a European trench war before they turned eighteen, anyway. So thematically, cartoons were lighter on wholesome lessons about friendship and heavier on skeletons and racism. So there's something overtly sinister about Cuphead, which might be from subtly wrong things like the drinking straw in our character's head — I mean, the teacup-head thing I'd buy, but who the fuck drinks from a teacup with a straw? That's just pushing it. But I think it's the overall scratchy look and feel that makes me think the little girl from The Ring could push out of the screen at any moment and start making comical trombone noises."

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"Triple A games are now merely platforms for blatant attempts to fleece money from colossal dimwits that somehow have financial independence despite not being able to open a tin of beans without losing an eye. And then the publishers will say, "Hey, just because we erected a giant sign saying 'Please jump off this cliff and dash yourselves to death on the jagged rocks below!' doesn't mean you have to do that!" Granted, but I object to the way most of the game takes place in the shadow of the giant sign, and the rest of it is spent perched astride the giant sign. What I mean is, Assassin's Creed Origins is one of those Triple A terminal cases where everything seems to have been built around the giant cliff-jumping sign as an afterthought. Firstly, it's got all the usual variables: Character levels and XP, in-game currency, weapon upgrades, crafting items; 'cause of course, the more things you can quantify, the more imaginary prizes you can put in a loot box, the more you can base the gameplay around making numbers bigger and hypnotize the players into wanting a weapon identical to their current weapon except with a whole two numbers bigger more than they want their next fucking meal! I can't think of what other purpose giving every character a level could possibly have. It's certainly catastrophic for immersion, when anything more than two levels higher than you will just mash you into a fine paste even if you do get a stealth attack on them; one would think a hidden blade to the windpipe would be a pretty decisive argument-ender no matter how many press-ups they did that morning."

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"Lord, save me from all these fucking survival games. (There's an ironic joke in there somewhere.) They always start sensible with combining rock with stick to create stick with rock on the end. But sooner or later you end up mashing together two mushrooms and a piece of discarded tinfoil to create a magazine-fed 5.56mm Colt AR-15, which you then rub on a small pile of turds for a second to add the optional holographic sights. Still I understand why they appeal. Where most games revolve entirely around the player waiting giggling just over the horizon for you to step into the designated minotaur area so it can leap out and start flinging minotaurs, it's refreshing to play a game whose world feels like it couldn’t give a shit about you, that its environment and life forms could muddle along perfectly well by themselves and which will kill you stone dead if you go twenty minutes without sucking any hydration from the tear ducts of a passing sparrow. Anyway, we've done crafting survival games in most of the standard Mario level biomes -- grasslands, desert, jungle, ice world -- so until they bring out a crafting survival game set in food world where we have to make spears out of Twiglets, here's a crafting survival game set in a ocean level, Subnautica. You are Rex Handsome, faceless mute space adventurer with the superhuman ability to not go all wrinkly when they stay underwater too long. Sadly he got this power by trading in his ability to prevent spaceships from exploding, and his spaceship explodes over an ocean planet with only three survivors: Him, one escape pod, and the Mars bar in the glove compartment. Now our hero must find a way off the planet, but in the meantime do the usual survival crafting game stuff: Build a base, find food and water, explore, and remember to breathe every now and again, you dozy git. Subnautica is the kind of game that probably could have gotten away with procedurally generating the map and having no further plot beyond, "See how long you could last and maybe find yourself a nice crafting project, like building a castle with a fire breathing effigy of The Allman Brothers on the top." So I was surprised to see that it didn't do that. The world map is fixed and astonishingly there's a plot with an actual ending, where you get to leave the planet tearfully waving goodbye to The Allman Brothers as you go. HO, YES! That space ship disaster wasn't just a contrived setup; the massive wreckage is your principal navigation point for the whole game, and your first challenge is figuring out how you're going to loot it while it's on fire and pissing radiation like an incontinent dog from the Bikini atoll."

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"What's sad is that there’s always a great deal of potential in David Cage video games: I look forward to the day when he actually creates one! Har Har Har. He doesn't make branching-narrative video games, this lad; he makes branching-narratives and then tries to tortuously squeeze a video game into it. I feel like he'd rather be making films. He doesn't appreciate the essential differences between the way an audience engages with a game versus a film. At the very start, we play weird-faced lanky detective android in a hostage situation and we're permitted, and indeed obliged, to bum around the room next to the hostage situation gathering intel on the perp before we confront them. This also gives us the chance to learn a bit about the world we're in, which would've been fine, but as I leafed through a jolly interesting magazine the hostage taker suddenly shot one of the SWAT guys and the game went: "WHOOPS! You bummed around too long! That's going on your permanent record!" I don't get it, David Cage. Did you want me to explore and immerse myself in this world you've created or did you want to maintain psychotic death-grip control of the story's pacing? 'Cos if the latter, then just make a fucking film! Or, perhaps more realistically, a choose-your-own-adventure book. Well, I say he should make a film, but he'd never hack it in films ironically because he's a hack. All his dialogue is clichéd and most of his ideas are nicked. I enjoyed Westworld too, David Cage, but you didn't have to enjoy it so bloody publicly!"

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"I went for the pacifist run because there was a distinct whiff of moral choice-driven story branching about all this, and my instinct is always to shoot for "best" ending, because it's usually the one that feels like an ending and not like I fucked something up. Vampyr may be an exception, however; it really wants to be a story about a broody vampire tortured by the clash between his urge to kill and his duty to heal, but after I didn't kill anyone, it becomes a story about a perfectly nice, if slightly intense, bloke who doesn't get enough Vitamin D. So the, quote, "good ending" was a bit of a damp squib; one of Reid's vampire pals try to get their melodrama on, going, "Ooh, we are nothing more than killers and our blood is cursed!", and Reid's all like, "Bollocks we are! I haven't killed shit!" "Oh, so you haven't. Never mind, then; let's get McDonald's." Now, when Reid says he hasn't killed shit, he is truncating a little; he should have said, "I haven't killed shit, except for the 500,000 vampire hunters I murdered in standard combat." Yes, this is the rather glaring incongruity of Vampyr; there's something a little bit hollow about Jonathan Reid's quiet nobility and pacifism when he's just had to murder twelve identical Cockney thugs on the way back from the chemist. Well, I suppose it's self-defense killing, but it still raises a lot of questions. How come killing these lads by the hundreds somehow doesn't affect the rest of London's population like killing named characters does? Did they all get bused in from Wolverhampton?"

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"What I find iffy about the whole presentation is that I rarely get a sense that my ragtag bunch of anime misfits are actually interacting with each other. The first part of the game, you tour all the home villages, randomly touching people until one goes, "Hello, random group of strangers! I'm about to embark on a very personal quest that will define the rest of my life! Why not tag along?" And that's your new party member, smilingly joining up with a group of what might be cannibalistic serial tax-dodgers, for all they know, accepting that they're going to have to mutely witness the personal bullshit of seven complete strangers before they come back around to sorting out whatever put a hair up their own arse. It's particularly jarring with characters like Primrose, doing the "I am dishonoured and alone and have nothing left in this world but my quest for violent, bloody revenge" bit, never acknowledging the seven colourful dudes in varying stages of adolescence with whom she shares a sleeping bag every night. It's only right at the end of the game that any connection between the eight stories is established; before that, it's eight separate stories rather than a story about eight people. Every time you go through a new chapter of one party member's story, everyone else just disappears up their butthole for the duration of the cutscene. Sometimes, after a cutscene, a little button prompt comes up, and you can teleport the relevant character and one other party member to the Interaction Dimension, where they discuss what just happened, but I don't see why they couldn't have worked that into the scene; made it look like some actual organic relationship-building was going on, not just a spot of post-match commentary like Statler and fucking Waldorf."

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"The plot [...] is, you are in Generic JRPG Swords and Sorcery Fantasy World, east of Java; you are the last surviving heir of a deposed royal house who was found as a baby and adopted by peasant farmers. There's a weird birthmark on your hand that magic occasionally comes out of, and you grow into a strong, handsome lad with a girl's haircut, so when you come of age, your adoptive parent takes you aside and says, "Look, let's not beat around the bush; you couldn't be more obviously a destined fantasy hero if your high school graduation picture was painted by Boris Vallejo. Sadly, there doesn't seem to be any global crisis going on at the moment that would require a destined hero, so why don't you just wander around the countryside for a bit, and destiny will presumably strike at some point?" I'm not being dismissive here; that's literally how we start! You go to the royal castle on the off-chance that a kidnapped princess needs rescuing, but get thrown in the dungeon 'cos the king's played too many Elder Scrolls games and thinks that's just what you do with destined heroes. You break out within minutes, and the plot becomes "go from city to city looking for the person who isn't one of the five or six endlessly-repeated NPC models, recruit them to your party, then do whatever they want to do until the next one comes along". By this method, we enlist to our cause a toddler, two hotties, an old man, a comedy stereotype of a homosexual, and an actual homosexual, and after the last party member joins, they say, "What do you mean, 'destiny hasn't struck yet'?! All right, let's just gather the six Destiny Balls; that'll wake the fucker up." I only had three or four days to play the game in, so I was under no illusion that I'd finish the fucking thing, and I dropped out after the third or fourth ball. About twenty hours in, and still no sign of a big villain; couple of "Darth Vaders", but no "Palpatines", you know?"

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"I must confess, listeners, that I'm a little bit biased against Yoshi's Island and its present-day derivatives; of all the chapters of what we might as well call the "Original Mario Canon", I like Yoshi's Island the least, not just because listening to Baby Mario cry made me want to vaccinate him against continuing to be alive, not just because of the questionable way in which Yoshi would swallow enemies and then poo them out of his implied cloaca, not even because the aiming controls were shit (and still are shit, despite them no longer having the excuse that the controller isn't full of unused buttons and analogue sticks all hankering to muck in like a bunch of guilt-stricken white people at an African house-building project). No, the main reason Yoshi's Island sits poorly with me is that it introduced to a hitherto-perfectly straightforward series of platformers the idea that there can be degrees of success. See, in Mario World, you can crawl across the finish line as tiny Mario with shards of tortoise shell lodged in your face, or you can break the tape with the tip of your giant powered-up stiffy, and either counts equally as a win; you can find your own level of success. But Yoshi's Island doesn't tick the level off as "properly" done until you find all the invisible secret places and end it with full health, and thus began video gaming's dark history of exploiting the "obsessive instinct", something that set the path that led us all the way to our current apocalyptic age of live service loot box labouring; all it took was for one cunt to realize that that sense of fulfilment one gets from the "Level 100% Completed" jingle is something people might conceivably pay extra for, a cunt who will one day be remembered alongside the dude who fucked the monkey that gave us AIDS."

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"The problem is, there's a moment in the game - and it's remarkable how finely I can pinpoint it - where an invisible lever gets thrown and the bottom drops out, and it stops being fun. It's about the point when you meet the pirate lesbian, and the world opens up, and you know we're in trouble when a pirate lesbian marks anything but an upturn in events. The problem is in the numbers; I don't know if they were originally making another fighting game and just got bored, but that might explain the ridiculous number of party members you get. This is some Chrono Cross-level shit; the primest real estate in the world is a teenage girl's noggin, apparently, and Ajna's beating the tenants off with a stick. But the combat isn't very deep, and all that really matters is doing the most damage as fast as you can, so you might as well just find four guys you like and stick with them. And post-pirate lesbian, something goes horribly wrong with the enemy's stats; I went into battle with a small, unassuming frog, bum-bounced them between my four lads for twenty minutes, then in that awkward post-coital cigarette-break while I wait for everyone's bars to refill, I realized that the frog still had nine-tenths of their health bar left. I hit that frog 400 times! In a sane world, they would no longer have more than one dimension, let alone health points! And they couldn't do much damage to me, either, so now I'm just disinterestedly doing my super-combo six times to kill one fucking frog! I feel like Rachmaninoff playing for pocket change in a dive bar, and the crowd won't stop requesting "Free Bird"."

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"You remember "Cockup Cascade", right? The term I came up with for an unfortunate feature of many stealth action games where the slightest misstep means getting caught in a pile-on of escalating fuck-ups, so you might as well just reload the instant you get spotted? Well, Desperados III is the patron saint of Cockup Cascade; the cocks barely have a chance to come down again. The enemies all have visibility cones spread wider than your mum's legs when she hears a bottle opener, and you can only see one guard's cone at a time; on top of that, a lot of guards who look like they're staring straight ahead are, in fact, glancing back and forth like a nervous gazelle at a tennis match, covering an area the size of a conservatively-proportioned aircraft hangar. So half the time, you'll settle into the nice, long "slitting a throat" animation, and only then be informed that someone offscreen is looking at you from their table at a delightful Parisian-style street café on the surface of Mars. And thus, the cascade begins. Everyone on the map is alerted and rushes your position, more guards spawn in on top of the existing ones; it's like the fucking fight scene at the end of the original Casino Royale. And while you do have a gun, you fire it once and then can't fire it again until you've remembered all the lyrics to "The British Grenadiers", and your special power to pause the game and queue up your next few actions, at this point, provides nothing besides the chance to take a moment and really drink in just how completely fucked you are. So don't kid yourself about making a stand; you're just going to fucking quick-load. It's not so bad in the early game, but before long, levels are absolutely packed with enemies and overlapping patrol routes, and it turns into a sort of ultra-violent puzzle game, where the objective is to figure out the precise sequence of actions to pick off every enemy in ascending order of gregariousness, quick-saving with every inch of progress. An experience like untangling a huge ball of Christmas lights, turning it over and over, picking on loose bits, occasionally pulling on the wrong thing, getting electrocuted and making all the children scream."

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"Here's the plot: protagonist of last game gets murdered by group seeking revenge for thing protagonist did in last game; adopted daughter of protagonist goes to group's home base to get double-backsy revenge, which happens to be in a really shitty holiday destination, and no, it didn't escape me that this is the same plot as Silent Hill 3. Now, Joel in the last game was a basically relatable gruff hairy dad learning to love again who made one very questionable decision at the end, but Ellie in Last of Us II seems to be of a mind that the best way to commemorate Gruff Hairy Dad would be to beat his "questionable decision" speed record as many times as possible. And already, I hear the same people who gave me shit about not liking the last game slithering out from behind the fridge to make the same argument: "You're not supposed to like or agree with the characters! It's complex and challenging drama!" Yeah, thanks, Professor; I got we weren't supposed to be entirely on Ellie's side around the Dr. Sniffybum incident. But the message is muddled by everyone in Ellie's conventionally attractive mumblecore support group assuring her that revenge is the tops and totally justified, and the villains' equivalent act of revenge against Joel for doing something a lot worse was totally not justified because they hadn't had nearly enough screen time. Which is presumably why, just as the plot is starting to look like it's wrapping up, the game suddenly flashes back and makes us play as the main villain for way, way too fucking long: to show that, ooh, they have redemptive qualities as well and, from their perspective, Ellie is basically a less eloquent Jason Voorhees."

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"Can I do a spot of disabusing here? The kind I always have to do whenever they put out a DAVID CAGE game, or anything else presenting a façade of dramatic depth? The following things do not make a character deep or compelling: 1.) Getting hurt a lot (Looking at you, Tomb Raider reboot.); 2.) Being sad; 3.) Doing morally questionable things; and we might as well tack on 4.) Being a member of a minority, just 'cos I've already given up hope for this video's comment section. What does matter is the characters at least be interesting to watch, and these aren't; the banter between Ellie and her girlfriend as they adventure together sizzles like a flask of slightly tepid water because they're too similar in personality, background, and motivation to have good chemistry. But the most important thing is growth. Walker in Spec Ops: The Line slowly becomes a monster as he's twisted by the constant backfiring of his good intentions, and that's why it's compelling; Ellie has no character development. Villain Lady does, a little bit, for stupid reasons, along the lines of suddenly realizing that the enemy faction she's been genociding unquestioned for months are also human beings with families and would rather not be genocided, thanks, but Ellie just sets out to do something shitty and remains a shitty person; in fact, the game keeps droning on for about two hours after you think it's finally ending just to continue establishing Ellie's shittiness!"

- Zero Punctuation

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"It's official; you're getting too old if you can remember any of the following: Jerry O'Connell, pop music where they don't sing like they just banged their foot on a coffee table, and tentpole games by Western AAA developers being capable of more than one genre. I'm so fucking sick of open world stealth action games with crafting and collectibles! Remember when Far Cry was a shooter, Tomb Raider was a precision platformer, and God of War was a high-octane hack and slash? All of them have now been pulled into open world stealth action with crafting and collectibles, like paper boats to an open sewer. I'm so fucking bored of squatting in a bush like a hiker who didn't go before he left, of having to nose around every shelf and drawer hoovering up crafting materials so I might one day make a new man-purse that can hold more than four paper clips. So if you're waiting for the next electrifying sea change in AAA games, Ghost of Tsushima ain't it, mate. It's the same shit with new wallpaper; nice wallpaper, granted. None of your "default Sims house" rubbish; this is the classy stuff you put behind a respected historian in a documentary about the Renaissance, but wallpaper nonetheless. Felt like I should put that up front, along with this: the standard crafting resource in this game is "supplies", and every time I saw that word while on shelf safari, I'm ashamed to admit I kept thinking about a very racist joke I once heard about a Chinese person at a birthday party."

- Zero Punctuation

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"Marvel's Avarvels puts an almost admirable degree of effort into not resembling a live service game for some ways into the campaign. [...] These first few missions mostly play like running down one corridor after another, but hey, they're nice corridors; there's an actual story focus, and at the end of some of the corridors, there's colorful boss fights against Marvel supervillains like Taskmaster (registered trademark) and Abomination (registered trademark). But then the live service shit starts insidiously to creep in. [...] The lovely, approachable face flakes off bit by bit to reveal the cold, eyeless skull underneath. "You unlocked the confusingly laid-out mission hub area! You unlocked the gear-crafting station! The cosmetic-crafting station! The faction missions! The storage lockers! Your next mission objective is to talk to all the gear vendors; we will literally hold up the plot until you fucking do that!" And every single one of them has a line of dialogue specifically designed to guilt you if you leave without buying anything. "Oh, you don't want any new emotes? Welp, better tell the kids that it'll be sawdust porridge for dinner again." Then all those story-focused corridor missions are replaced by missions in which you go to one of a handful of pocket sandboxes, are directed to a specific location, and all the way there, copy-pasted side objectives appear all around us like we're dodging mortar shells in fucking no man's land. "There's a treasure box nearby! There's a group of bland copy-pasted enemies nearby! Why not kill them before you kill the group of bland copy-pasted enemies you actually came here to deal with?" It's like being trapped in the IKEA showroom when all you want is a fucking egg whisk!"

- Zero Punctuation

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"Minor spoiler alert: one of the central plot elements concerns a couple trying for a second child, which I suppose you might call a "rebirth", if you're a robot from space. It's just about the only rebirth on offer, as rebirth implies evolution, and this is mainly a return to the gameplay of the first Amnesia: The Dark Descent in that it actually has some gameplay; you explore spooky environments while using your limited supply of oil and matches to minimize the amount of time you spend in pitch darkness, where you run the risk of suffering a major trouser accident and lethally bankrupting yourself with dry cleaning expenses, and you have to balance all that while solving inventory puzzles and hiding from gribblies, which it turns out you're only in actual danger from about 5% of the time. But you don't know which 5%! Wooo! And of course, there's still that trademark Frictional Games physics interaction where you open doors by clicking the mouse and then moving the mouse and realizing you should've moved it the other way, dumb twat. None of which should be a deal-breaker if you did like the original Amnesia; this game even features the triumphant return of the jam that comes out of the walls. But at the same time, Dark Descent is ten years old; it'd be in middle school by now, swapping its asthma inhaler for Pokémon cards. It was one of the progenitors of the first-person atmospheric survival horror mystery subgenre that has since evolved to new heights with games like Resident Evil 7 and P.T., and simultaneously devolved into new shit-smeared depths with the 900 million horror walking simulators out there that still think that the door you just came in now leading to somewhere else like we're in Willy Wonka's fucking chocolate factory is the height of clever mindfucks, and Rebirth hasn't really moved with the times in either direction. I think it's on the same engine as Dark Descent; it's certainly quite graphically dated. And the physics are still rife with issues; it'll stop you dead in the middle of walking just because it's scandalized by the sheer audacity with which you're attempting to navigate a gentle slope with a small cardboard box on it."

- Zero Punctuation

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"I do think there's a lot of fun to be had with Watch Dogs: Legion; it's just that a lot of it might be at the game's expense. Its expansive array of systems and dodgy A.I. mean that it's got a lot of potential for finding your own entertainment, probably more so than most Ubisoft sandboxes. As I said, the lack of strong characterization does hurt the story - I mean, I'm pretty sure most real people would respond to complete strangers asking them to join their "best-friends-no-oppressive-regimes-allowed" treehouse club with either bafflement or a faceful of commercial-grade pepper spray - but it does mean it's easier to amuse yourself by making up your own stories for your characters. The game forces you to recruit a construction worker as part of the tutorial, and I ended up using that dude to complete the final mission, because fuck, from token member hired only 'cos we wanted to play on his rideable drone to champion of the resistance; this dude's had a motherfucking arc! Also, for the sake of extra challenge, I decided that he refuses to use any form of transport other than riding on top of double-decker buses, because of a childhood trauma involving a model train set and a crab. Also, he strictly avoids violence while on missions because the sight of blood reminds him of Cheltenham F.C., and when combat is required, he defers to his teammate, Crazy Mildred the Elderly Nail Gun Murderer, who has to knock down every lamppost she sees to raise awareness of child leukemia, and who wears a... really stupid hat."

- Zero Punctuation

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"You know, every time I take a stab at summarizing Bugsnax, I feel like something important has been left out; it's like writing a real estate profile for a nuclear bunker on Mars where eleven people died of asbestos poisoning. If I were to say "It's a first-person adventure sort of thing where you come to a hidden island full of mysterious creatures that are all a hybrid of an insect and an item of snack food like a fucking bag of chips with wings and shit, and there's influence from Pokémon 'cos they all have a cutesy hybrid name that is the only thing they can say and catching them is the main gameplay activity, but unlike Pokémon, you don't battle them; you just watch them get mercilessly devoured as they scream their own names in distress," even that summary fails to mention the significant fact that all the sentient characters in the game are furry puppet monsters that look like novelty butt plugs based on Sesame Street characters. "Oh, so it's a kids' game, Yahtz?" I DON'T KNOW! It's bright and colourful, and none of the characters would look out of place flogging nutritionally bankrupt breakfast cereals, but at the same time, all the characters have these fairly complex, adult relationship issues, with several overtly established to be banging their featureless furry midsections together. And besides that, I get a faintly sinister vibe as I watch the adorable Bugsnax disappear into the cheerful gullets of big-toothed furry monsters with an upsetting crunching sound, and then one of the monster's limbs turns into a Snickers or whatever, which adds a little sprinkling of body horror to the mix; it's like Fraggle Rock as directed by David Cronenberg."

- Zero Punctuation

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"[These] so-called "mission stories" are, frankly, the worst parts of the game; I think that's the revelation I finally came to after speeding through all the missions, getting hand-held through a linear sequence of objectives where I follow my intended victim around for a while until the moment they say, "All security guards, leave the room so I can have some alone time with my new best pal. Would you like to admire my new pit full of rotating knives? I thought it would make a nice centerpiece." It feels like Mum and Dad doing our homework for us, and it makes the bottom drop out of all the tension and immersion, especially since they very often hinge on Agent 47 disguising himself as someone famous or who the victim has already met, rather than a random background employee, and them somehow not noticing that this person they know is suddenly built like a gravedigger's shovel leaning on a tombstone and keeps responding to direct questions with veiled references to being an assassin. "Can I tell you a secret?" "Oh, I guarantee it won't leave this room." "Do you recommend the soup?" "I'd have to say it's... to DIE for." "Blimey, my verrucas are playing up!" "Perhaps you'd like to LIE DOWN... after I murder you completely to death?" Yeah, it was funny the first couple of times, but when it's pretty much the same routine for every mission story, things get a bit silly, and at odds with the story's tone when the cutscenes are full of slick behind-the-scenes manipulators controlling the world through growly phone conversations in huge, twilit offices, and then you meet them in gameplay, and they're standing over the shark tank at SeaWorld demonstrating their new line of tuna-flavored aftershave."

- Zero Punctuation

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"Longtime viewers will know we've had a lot of fun here at the Zero Punctuation Combination Waterslide Park/Sewage Treatment Facility with the running gag that virtually every arty indie game is basically about a small child being lost in a scary world, probably because they're frequently made by tech nerds new to the industry, having to face the fact that it might finally be time to get a real job and figure out how to do their own laundry. Which also explains why the games are usually highly unsubtle metaphors for something from the standard list of tech nerd mental health issues: anxiety, depression, isolation, the fact that nice girls don't want to touch them. In the past, I've occasionally stretched the criteria for "small child, scary world" to include indie games like Bastion, Braid, and Ori and the Blind Forest in order to continue claiming to be right, in my adorably small-minded way, but absolutely no stretching is necessary for this week's subject; oh, dear me, no! Little Nightmares wears "small child, scary world" like a set of custom-fit pajamas, throws a big, comfortable duvet of oppressive atmosphere over itself, and goes to sleep. It uses all the tropes, even the really on-the-nose ones like "main character wears a hooded coat" and "soundtrack featuring sad children singing like the evil landlord just sold all their gruel vouchers". I might go as far to say that it officially takes Limbos crown as the ur-example of "small child, scary world", since Limbos pseudo-sequel Inside kind of gave it up when it transitioned from "small child, scary world" to "GIBBER, GIBBER, NONSENSE, NONSENSE, WEETABIX WITH LEGS!""

- Zero Punctuation

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"[The] "challenge" aspect of the game is basically a sequence of traps where the objective is generally "make exactly the right movements or die and start again" which, in the abstract, is about as fun as playing Operation in a Parkinson's ward. There are chasey bits, where the monster catches up and stuffs you into a pita bread if you're not immediately sprinting in the right direction when it starts; there are combat-y bits, where you have to swing a melee weapon at precisely the moment an enemy is pouncing or get your head caved in on a floorboard; and stealthy bits, where you get spotted and eaten if you so much as startle a flatulent aphid, which leads to some moments having to be replayed and replayed, and dread gives way to boredom, gives way to anger, gives way to quitting, gives way to the right at a mini-roundabout. I don't know how one fixes this. It's the classic horror game paradox: the threat of sudden death is necessary for creating the feel of being a little ant postman trying to deliver mail to Mrs. Trapdoor Spider's house, but the moment that sudden death actually happens, all the tension disappears, and each subsequent death as you struggle to get past the challenge is like the game continuing to stab an already-stabbed balloon. I suppose, ideally, you'd want to design it so the player escapes by the skin of their teeth each time, but that's a tough balance, because some players have slower reflexes, or are trying to play while hiding behind the sofa cushions."

- Zero Punctuation

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"...While the look and feel of Psychonauts hasn't changed much, one significant difference is that the people creating it have aged about twenty fucking years, and Crikey Seamus O'Testicles does that come across at times. Where the first game focussed on a group of kids Raz's age and their children’s problems like bullying and having to go to the psychotic dentist, Raz's fellow interns are all disaffected teenage Extreme Ghostbusters rejects and the plot isn't even about them - much. They just sort of pop up as a convenient peer group whenever Raz needs someone to get embarrassed in front of; it's almost like they're teenagers in a game being written by people who don't really identify with young people anymore. Which might also explain why the plot eventually focusses squarely on the original founders of the Psychonauts, and Raz having to fix their doddery, old, Farrah Fawcett-liking brains so they can help him defeat their one-time nemesis, so from the halfway point of the plot we suddenly have to stop giving a toss about any established characters and exclusively reserve our tosses for the backstories and inner worlds of these hitherto unexplored vintage scrotes. It's like if most of the second half of The Last Crusade was devoted to a flashback about Indiana Jones' dad. Yes, I'm sure Indiana Jones' dad had a jolly interesting and storied life, but I'm kinda here to watch Indiana Jones biff Nazis and snog hotties, and the closest his dad gets to snogging hotties is adding tabasco to his Sunday brunch Bloody Mary."

- Zero Punctuation

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"On the fictional tropical probably slightly more equatorial island of Yara, a charismatic totalitarian dictator – with the emphasis on dick – is oppressing the people, and you are a generic ex-military type with ties to the resistance and a mysterious tendency to go on violent rampages as favours for people you've just met. You're planning to get on a refugee boat and escape to America, where you will happily live out your days getting blamed for all the nation's problems by chronically obese people in motorized wheelchairs, but moot point because you're going to escape about as surely as the annoying fly in my kitchen when I'm holding the back door wide fucking open, so of course your boat gets shot up and all your friends die and you wash up on the beach. Interestingly though, this doesn't change your motive. You only sign up with the rebels so they'll give you another, less shot up boat to escape to Disneyworld in. Which they do, also interestingly, at the end of the first chapter. Wishing you the best of luck with your Burger King application. So I'm looking at this boat thinking "Hang on, this smacks of that 'joke ending' thing the last couple of Far Crys have done where you can make your character flat out not start the game and piss off home instead." And I was buggered if I was gonna play the whole first chapter again, so I just meekly went back to the rebels and magically became a die hard dedicated revolutionary because the premise demanded it. This annoyed me because in previous games – well, mainly just 3 – I enjoyed the way the main character and his motives developed organically over the course of the plot, but this feels like they're asking me to do all the work. What, do I just invent my own reason for why my dude abandons his escape plan and joins the rebels? Fine. I'm also going to invent that he secretly draws Gummi Bears porn and has a model 19th century sailboat instead of a cock. Whee, this is fun."

- Zero Punctuation

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"Our story begins with Star-Choad and his motley crew – Drax "pro-wrestler named after a bathroom disinfectant" The Destroyer, Rocket "My motion capture animation makes me look like a tiny person in a mascot costume" Raccoon, Gam "I don't really have anything to do in this plot" Ora, and Rocket Raccoon's pot plant – flying through space doing their best Cowboy Bebop impression when their latest money-making scheme goes awry and they get embroiled in a threat against the entire galaxy that they must overcome by finally learning to come together and work as a team, which they do about eight or nine times at a conservative estimate. Because AAA only makes two kinds of single player games these days – open worlds, and this thing. A tortuously drawn out sequence of clunkily separated gameplay modes strung together like a collage on the wall of a primary school classroom. It's got a token combat element relegated strictly to samey enclosed combat arenas, action set pieces possibly involving quick time events or their kissing cousin: the chase sequence where you die instantly if you do anything other than press forwards, and all of that is spaced out with prolonged sequences of walking very slowly through spectacular skyboxes, occasionally squeezing through very narrow passages so the rendering engine can have a quick swig of energy drink before the next spectacular skybox. Throughout these slow bits the characters banter. By the anal fistwork of the Siddhartha Buddha, do they banter! You can't stop 'em! It's like that Spider-Man three panel daily newspaper comic, where Spider-Man has to recap that he's up against Doctor Octopus nineteen times in a single lunch meeting. They bang on about what they're doing, what they just did, what they're about to do... "Ooh, the boss we're about to fight is supposed to be like ninety feet tall with wings like stage curtains and teeth like an overbooked Ku Klux Klan meeting" – Which usually turns out to be true even though it sounded like they were setting up a gag where the boss turns out to be a goat in a hat or something. I feel sorry for the no doubt small legion of poor bastards they had writing all this shit because about 75% of the conversations got cut off by me entering a narrow passage or starting the next set piece because of my infuriating desire to progress in the game at slightly above a slow walking pace."

- Zero Punctuation

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""Well, go on then, Yahtz, tell us World War II shooters are overdone. And while you're at it, be sure to inform us that water is wet and modern political discourse is fucked." Ironically, pointing out World War 2 shooters are overdone is, itself, overdone. We're stuck in the fucking ouroboros of tedium, the snake eating its own tail while complaining that the seasoning is bland. Actually, I wasn't going to rag on Call of Duty for going "Nazi-fartsy" on us again, because I've come to accept that while shooters can't seem to get away from World War II, it definitely hasn't been for want of trying. The Modern Warfare trend was about as valiant an attempt as one could expect, and we all know where that ended so, fuck it, let shooters have their fucking comfort zone. It's the only uncomplicatedly good setting for a quote "realistic" shooter. Get too close to the present and war's mainly decided not by the ground-level machine gun exchanges that FPSes bank on, but by whose tech can make the biggest explosion happen the furthest away. Also it's still the war with the best narrative. Where the writers weren't trying to frame the side with aircraft carriers and predator drones as the plucky underdogs struggling valiantly against an opponent armed mainly with harsh language and angry livestock. Besides, the lesson "don't be like the Nazis, you stupid fucks" is one that certain audiences still haven't properly internalised in this modern age apparently, so fuck it, all is forgiven, World War II shooters."

- Zero Punctuation

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""Remaster" is becoming rather a foreboding word in my glossary. Not a "re-release": same game with stability tweaks and maybe a nice resolution upgrade to pad out the shelf-life. Nor a "remake": a complete ground-up reinterpretation through the lens of modern sensibilities, polishing up the mechanics and filtering out the gay jokes. Remastering is a cold and unpleasant No Man's Land between the two, wanting the nostalgia cash-in of the latter while only putting in the level of effort required for the former. Except for the QA-department, which in this case was putting in the level of effort required for a permanent vegetative state. All they've really done is put the textures through an HD filter and updated the lighting engine. And when you do that with boxy turn of the millennium era 3D environments you end up with a look that I like to call "Little Timmy got loose on the custom level editor." The retro textures were a match for the janky retro 3D physics and unrefined gameplay design. The characters' faces were indistinct enough your brain was willing to give their intended expression the benefit of the doubt. Now you've got the uncanny valley effect that comes from everyone emoting like Thomas the Tank Engine characters. It's like, I can't appreciate the effort you put into applying lipstick to this pig, Rockstar, because now I'm going to feel weird about eating it. And also the lipstick has somehow given the pig dysentery, because even this easy mode remastering has made it explode with crash bugs and graphical glitches like those masks from Halloween III. I was playing the PS5 version – 'cos you may remember the PC release got yanked back off stores on day one like a disobedient dog off an unguarded picnic – and even that was crashing to home more often than a thirty year old liberal arts major. And after all this they still didn't fix some of the things about the old GTAs that could have used a remaster. Like the way half the voice lines in San Andreas were compressed right the fuck down to fit on a CD and now they all sound like you're listening to them while pouring Captain Crunch down your earholes."

- Zero Punctuation

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"Since Halo Infinite takes influence from open world shooters, there is a quite inexhaustible supply of bastards because what else are you gonna do in post-ending fuckabouts mode? I say "takes influence from open worlds" rather than flat out "is an open world". Certainly there's an open world in it. One that showed up late to the final exam for open worlds and had to hastily scribble out an assignment that it turned out was from last year's syllabus. It's like some board of directors heard about this open world thing the kids like and told market research to compile a powerpoint, and they came back with "copy pasted towers and base assaults as far as the eye can see". And besides when it forces you to climb four copy pasted towers spread out around the map before it lets you into the next part, the overall plot doesn't really engage with the open world. Completing the optional base assaults or side activities doesn't give you any significant edge in standard gameplay, since the most powerful pew pew laser guns are always conveniently strewn around every combat and boss arena like mini-fridges in hotel rooms and none of the optional crap you can do makes them pew pew any harder. For you see while Halo is flirting with open worlds, it will never stray from its true love: shiny corridors. Its eye might have briefly been drawn by the open world's sensuous curves but its love for shiny corridors is the kind of unyielding emotional bedrock on which contented marriages are built. So the open world sections are separated by plot missions where you complete inescapable sequences of enclosed arenas connected by shiny corridors now you're done fooling about with your open world hussy. And I feel Halo Infinite should've picked a lane. Why not go full Breath of the Wild? Maybe Ms. Open World can't offer stability, but it might've livened up your dull middle age, Halo. Trying to talk the missus into this undignified polyamory is only going to look bad in divorce court. But with an open world comes a need for traversal mechanics, most Halo vehicles flip over if they drive over anything larger than a chocolate raisin and the terrain is usually about as even as a section of your grandmother's upper thigh served with crinkle cut chips, so to counterbalance all that, Master Chief gets a fucking hookshot. And I fucking love it! It's not as fast or as versatile as, say, the Just Cause hookshot, probably because it has to haul around the dump truck Master Chief is constantly wearing and all the Mars bars secreted in the glove compartment, but there are very few games that wouldn't be improved by a grappling hook. Losing at Civilization wouldn't be so bad if I had the option of a dignified exit. So I was hook-shotting up to vantage points to descend upon enemy bases, hook-shotting into vehicles to hijack them, and outside the open world, hook-shotting my merry way down shiny corridors to avoid wearing out Master Chief's plimsolls. But for some reason the game seems to have mistaken this core traversal mechanic for a gimmicky gadget. You have to unequip the grappling hook to use deployable cover, dodge thrusters or see enemies through Walls-o-Vision. So guess what three things I never fucking used."

- Zero Punctuation

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"I tried out Babylon's Fall, Platinum's new live service hack-n-slashathon on PS5, or had a crack at it if you will, not that it made it easy. First it wouldn't even start without a PS Plus subscription, even though I only wanted to play single player because y'know, humanity. It's like a highway bypass: I understand why it needs to exist but I'd rather not have one in my house. Got past that and Babylon's Fall still wouldn't unbutton its top until I also signed into a Square Enix account. What the fuck possible benefit do you imagine I'd extract from signing up for another fucking account, Square Enix, other than one more excuse to never check my email?! Christ, this is like trying to get through airport security with an inflatable novelty suitcase nuke. But eventually I got through it all and when I was on the other side of the metal detector putting my shoes back on and admiring the new tag they'd punched through my ear, I cast a look around and thought to myself: "Oooh. This looks like shit!" As in, it literally resembles faecal matter, decked out mostly in glistening browns except for a streak of vibrant blue from an accidentally swallowed whiteboard marker. It looks like a PS3 game, all brown and flatly lit with characters textured and animated like a papier-mâché diorama about kitchen utensils. It even has a classic case of cheaping out on the cutscenes by just panning over still images with increasingly agonizing slowness. I thought the download size was suspiciously small."

- Zero Punctuation

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"Would I be right in assuming that Stranger in the Vicinity of Paradise got cut down a bit during development? I assume it was going to have a full-on overworld with towns you can explore full of NPCs that all drivel out one utterly banal sentence when you press on their heads. And all that got cut, because the final game is a linear sequence of combat dungeons and cutscenes that you pick from a fucking menu that they drew a map on so you can pretend it's an overworld. And I guess they'd already written the NPC dialogue, because rather than let it go to waste they stuck a submenu at the bottom of the map screen where you can click a name on a list to get subjected to one of the copy-pasted townsfolk making an insipid observation on the current state of the plot. Very useful feature if you happen to have breast cancer and will only survive by boring your own tits off. The budget cuts also hit the combat dungeons to an extent, because so much of them consist of copy pasted identical corridors I was constantly getting turned around and confused. If you want to know where all the money did go, I'd bet on the weapons and armour department. You are constantly being showered with new equipment, every piece of which is lovingly designed and attached to your character model even in cutscenes, ensuring that the light warriors constantly look like they're going to a costume party as the donation bin in front of a second hand kitchenware shop. I wonder if the people doing the face animation for cutscenes knew that the cast would be wearing full face masks most of the time. I further wonder if the armour department's coffee machine ever didn't contain piss."

- Zero Punctuation

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"I'll say this for Supermassive Games, they are world class experts at creating entire casts of characters that I instantly and completely despise. They should take a side gig making war propaganda. If they made one of these games starring a bunch of Russian military officers, I'd join the Ukrainian defense force before you can say "Pierre Kirillovich Bezukhov". A lot of that comes from the animation. There's still an awkwardness about the motion capture faces, because of course "Haunted Quarry" is a synonym for "Uncanny Valley". There's something very wrong with everyone's mouths and teeth, like they’ve been enlarged in post-production or something. The stock "sexy girl" character in particular looks like she's trying to talk through a bagel that’s been hot glued to her face. But the dialogue makes me hate them all, too. Everyone's got a bad case of verbally explaining their personalities to each other. "Why are you always so upbeat?" "Why are you always cracking jokes?" Those were jokes, were they? Fuckin' news to me. I couldn't decipher them through your private language of arrogant snorts, and constant needlessly abrasive digs at each other. Basically every two way dialog choice comes down to "be a complete prick" or "be a partial prick" and even exclusively taking the second option it still felt like everyone was trying to break the loathsomeness speed record: "Okay, I hated you after six words of dialogue, let’s see who can beat that. Whoa, hold the phone, the buff jock dude’s wearing a backwards baseball cap. He wins. He did it in zero.""

- Zero Punctuation

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"...In the mind of its creator, Bob's Game was so much more than a pixelated distraction any halfway competent RPG Maker user could've farted out in a month – Bob's Game was a vision. One to which only one platform could do proper justice, and that was a Nintendo handheld. So he eschewed the small publishers that expressed interest and applied for an official Nintendo DS development kit. Now, Nintendo is a big company with a lot on their plate between making Mario pencil-cases and removing Princess Peach panty shots from Smash Bros, so they did with Pelloni's application what they presumably do with any correspondence from wide-eyed random no-name twats: shunted it to the end of the priority list between trimming Donkey Kong's eyelashes and designing a controller that doesn't suck. And this is where the story of Bob's Game takes its whoops-we-don't-say-that-anymore turn. You might charitably say that Robert Pelloni was one of those people who had little time for the world outside his own mind. I might less charitably say he had his head so far up his arse he was getting teabagged by his own gallbladder. And he didn't seem to understand that the game's significance within his own life didn't translate into significance to anyone else. As the wait for Nintendo's response stretched into months, Bob decided this was some conspiracy or deliberate snub rather than, say, Nintendo having literally anything better to do, and so he declared that until they acknowledged the game he'd sequestered for five years to make, he would publicly protest by sequestering some more. Now with a webcam on him and with the doors locked for a hundred days. This was successful in that it made him famous amid that sector of the internet that loves to encourage weirdos, especially as he posted a series of increasingly deranged blog posts declaring himself the greatest game designer who ever lived and accusing Nintendo, multibillion dollar company and controller of many of gaming's best known IPs, of being jealous of him, penniless suburban twat. Exactly how much one should read into all this is debatable as after the thirtieth day of his protest when he appeared to be lying motionless in a ransacked bedroom, he claimed to both the internet and the nice helpful police officer that broke down his door that it was all pretend. The protest and insane blog posts had been a viral marketing campaign that we'd all fallen for like the credulous normal-brained people we were."

- Zero Punctuation

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"So the game consists of two phases: the base management part, where You hang out in your cult's campground building stuff and interacting with your followers until you run out of money, bits of wood or piles of faeces to clean up, and the dungeon crawling part, when you venture out to the procedural lands with your big heresy whacking stick and a wheelbarrow. It's the faeces that's one of the sticking points for me, faeces being notoriously sticky. I guess socially well-adjusted people aren't the type to join cults, generally speaking, but I don't remember Jim Jones having to go around the compound every five minutes with a pooper scooper. Something's very wrong here - you can't build a fucking outside loo until you're like three levels deep on the tech tree, but I'd think these people would at least know how to dig a fucking hole in the ground. This is part of the larger issue that the management stuff you have to do is frequently of the micro-variety. You're basically having to constantly make food for these simpering twats, the upgrade that stops them complaining when you make them eat grass is heartily recommended. You have to work on the loyalty of every cult member individually, and that means remembering to give them all a blessing every day. And once your cult goes past a certain head count it's hardly worth bothering to shake the dandruff off your blessing hand. I found it was very easy to get bogged down with the micromanage-y chores in the base because something always pops up if you hang around for too long. It's like being a kindergarten teacher. "Miss! Could you harvest the pumpkins? Miss! Penelope died of old age and the corpse is making us all sick and we still haven't figured out how holes in the ground work. Miss! Lionel blasphemed against our dark saviour, could you sacrifice him for his impudence?" I would, but I can only interact with cultists by standing next to them and pressing the contextual button and Lionel is currently standing in the same spot as three other dudes and one of my base facilities and I don't want to accidentally murder the septic tank."

- Zero Punctuation

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