Internet Shows

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First Quote Added

April 10, 2026

Latest Quote Added

April 10, 2026

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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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"...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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"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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"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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""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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"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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"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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"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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"...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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