Zero Punctuation

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912 quotes

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First Quote Added

april 10, 2026

Latest Quote Added

april 10, 2026

All Quotes by This Author

"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."

- Zero Punctuation

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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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"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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