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

"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."

- Zero Punctuation

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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"."

- Zero Punctuation

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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!"

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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."

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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!"

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