Internet Shows

1519 quotes
0 likes
0Verified
24Authors

Timeline

First Quote Added

April 10, 2026

Latest Quote Added

April 10, 2026

All Quotes

"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

• 0 likes• internet-shows•
"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.""

- Zero Punctuation

• 0 likes• internet-shows•
"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."

- Zero Punctuation

• 0 likes• internet-shows•
"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

• 0 likes• internet-shows•