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4μ 10, 2026
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"Modern Warfare 3 starts off with the advantage for being a continuation of the ongoing Modern Warfare plot and then it fumbles the advantage and serves directly into the umpire's flask of tea. Once again the action switches back and forth between the US military fighting off the sinister Russians and Captain Price et al in pursuit of some bastard who was apparently responsible. I love how that always works, don't you? Remember when they killed Osama bin Laden and now there's no terrorism anywhere in the world ever? Occasionally you also play as other characters who always have the life expectency of a rat in a homeless man's mouth, but more on that later. For me, Modern Warfare 3s plot makes its signature turn right around the bend when Russia invades Europe. As in, all of it. Simultaneously. Now I've never invaded Europe except for that one time, but I would think that's a project you might want to stagger out a bit if you haven't forged an alliance with any galactic empires lately!"
"The driving plot point of Modern Warfare 3 is tracking down the Russian president who was kidnapped on his way to working out a peace treaty with the West. Now, if the Russian government was committed enough to peace that he was already on the plane puckering up for some imperialist bottom-kissing, who the hell gave the order to invade Europe?! Because when the president finally does get into that meeting with the Western powers, there are going to be some fucking awkward items on the agenda! Full-scale chemical weapon attacks on civilians, that's a hard thing to blame on a few bad apples! I think the problem might lie with the orchard, Mr. President - you might want to stop watering it with liquidized children."
"Nitpicking is unhelpful, however, and I'm in the kind of mood that I'm prepared to overlook a lot of flaws in Skyrim, which is good, because there are a lot of flaws in Skyrim. But I'll applaud it if it means we can have less games that treat me like a child stuck in a pipe, Games Industry. I will applaud it as hard as you like. I will slap at my palms until my future children suffer masturbation guilt. No I don't know what I'm on about; go away."
"Now, the first Saints Row game was comparatively straight. It wasn't exactly Homicide: Life on the Street, but you weren't going to climb aboard any rocket-powered jet-bikes either. Saints Row 2 leaned wackier, with a slightly unhealthy fascination with spraying poo at things other people would rather you didn't spray poo at, but was still somewhat grounded in reality at least. Saints Row: The Third drinks wackazade from a clown shoe. This is a trilogy progression we academics call, "Evil Dead Syndrome," and I'm not sure I like it. The funny parts of Saints Row 2 shone all the brighter alongside its more po-faced aspects - it's when you're wearing full lucha libre gear, thwacking at zombies with a big floppy dildo as part of the everyday routine that it starts to feel less special."
"The cynic is an isolationist beast but can always recognize one of their own, and the Assassin's Creed series is getting very cynical. I like the games but I feel my like is being exploited for coin, and at the risk of devaluing one of my favorite words, it's now faffing about like it's never faffed before and the faffing is getting out of hand. All of this bullshit - the Championship Manager human resources management games, the Templants vs. Zomsassins - all of this is just more and more layers of flaky pastry between me and the succulent meat of the Assassin's Creed Cornish pasty: one bloke in a bedsheet hopping about on the rooftops, carefully planning a stealthy guerrilla assault, to surgically strike like a thumbtack in a McChicken sandwich!"
"Speaking of Wind Waker, spiritually Skyward Sword feels quite reminiscent of it, except you're exploring an ocean of clouds rather than the more traditional ocean of water. But if the surface world is supposed to be so completely covered in clouds that you and your ivory tower friends aren't even sure it exists, then why when you're exploring the surface world is it always a bright sunny day? I found a plot hole! Nurse!"
"So obviously Zelda ends up in an embuggerance, and Link has to pick up a magic sword and sort her out. This time the magic sword comes free with a standard-issue support character, who deserves special mention because, besides a twitchy enraged badger that points out important quest items by breaking wind at them, I cannot imagine a worse assistant. Her big thing is spurious rigour; she can't just say, "Go in the room and stab the big lad in the obvious glowing weak spot," it's always, "There is a 70 percent chance that you must stab the big lad in the obvious glowing weak spot." She sounds like a fucking laundry detergent commercial!"
"First you "prove your worth" for the Master Sword, then you "prove your worth" for the three Sacred Flames, and then "prove your worth" a few more times for the Song of the Hero. If I were Link, I'd throw the sword down and yell: "Do you want this motherfucker dead or what?! I feel like I'm trying to arrest the person burgling your house and you keep telling me to fuck off until I've put on some nicer shoes.""
"For the uninitiated, Sam Stone is a nineties action-hero graduate from the Duke Nukem correspondence course with some kind of unclear role in the military, and who started showing up to work one day in a customized t-shirt and jeans. And no one wanted to complain in case he blew cigar smoke in their face, or shagged their mums."
"Interestingly enough, the crown of greasy brambles and throne of compacted garbage to be awarded to the worst game of 2011 are in this case two crowns and perhaps some kind of chaise lounge affair, because I can't decide which creepy, masturbatory, lead you by the nose, flimsily justified violence upon vastly inferior enemies, open-quotes "realistic" shooter with a 3 on the end I despise the most: Battlefield 3 or Modern Warfare 3. I don't hate them because they're poorly made or fail in what they set out to do, I hate them for what they represent. Modern Borefare and Twattlefield not only show that people should stop making realistic shooters, but also make a convincing case that people should stop existing generally and perhaps we should save time, form a big circle and on an agreed signal all cap the person to the right. Oh, Happy New Year by the way."
"3D Mario Land Super is a Mario game in which you jump on things in covetous pursuit of stars and coins, like you didn't already know that. How does it differentiate itself? Well, the standard policy with a new Mario game seems to be to write down every feature from every previous Mario game on Post-It Notes, stick them all to a wall, and throw a fucking dart. And in the case of Super Mario 3D Mario Super, it landed on the raccoon tails from Mario 3, a dart throw everyone was so fucking pleased with that they felt they had to base the whole game around it, handing out raccoon tails to half the enemies and stationary objects too. Although considering the original Japanese Mario 3 was more faithful in its depiction of the folkloric tanuki, I'm hoping there's a version of this game knocking around somewhere where every enemy has a big, hairy scrotum dangling underneath in which case it's the Thwomps I feel sorry for."
"Okay, going to have to go back to Rayman Origins for a bit. It plays most similarly to New Super Mario Bros. Wii right down to the four players, two of which are named characters and two of which are passing woodland creatures that walked in the wrong door by mistake. Crucially though, players do not bounce off each other like they did in NSMBWii, so you can actually get through a level without disowning three friends or family members. Another difference is that Rayman ditches the lives system, a very stupid and outdated concept that Nintendo have to stick to because of an ancient voodoo curse that will make their bell-ends explode if they try to think for five minutes!"
"...It turned out Generations only updates one classic level per game. Green Hill Zone from Sonic 1, Chemical Plant Zone from Sonic 2, et cetera, and this led inexorably to a brain-scouring moment when I was faced with a level based on part of Sonic the Hedgehog 2006! I mean, there's no way of making a game like this without coming across as self-congratulatory, but it wouldn't matter so much if you're congratulating yourself for something good. I'd have thought Sonic Team would want us to forget about Sonic 2006. Nobody liked Sonic 2006. If you think you did, you're wrong. It's like saying you enjoyed listening to someone singing completely out of tune or reading a book whose pages are covered in brown sauce. I know it's your opinion, but your opinion is just wrong. And yet here it is, presented unironically in this alleged celebration of Sonic's greatest moments. If I were a diplomat, I'd call it, "misplaced conceit," but I'm not so I'll call it, "frothing bug-eyed self-delusion.""
"Every time I play a MMORPG I have a moment of self-realization at some point when I say, "What the fuck am I doing?" and go back to being a productive member of society. In some games it comes earlier than others, but to Old Republic's credit, it did take a while. It was right after my character got the Schmillenium Schmalcon back, and the game universe opened up. My heart leaped when the space battles were introduced, but they're basically just pseudo rail shooters, in the Nova Storm or Microcosm style, and aren't much more than a gimmick. What really made me lose interest was that, in emphasizing the story, the game unwittingly sealed its downfall, because once my smuggler had reclaimed the Thousand-Year Albatross, he suddenly didn't have a story anymore. Some hideously contrived development about a pirate treasure was yanked from a butt-hole lubricated with desperate sweat, but all I could think was, "Why the hell would I want a treasure?! I've got 25 grand in the bank gathering dust because the stores don't sell anything worth shit, and I peel all my equipment off dead tosspots! At least provide a beautiful princess for me to put my cocksure leg over. I spent a lot of cold lonely nights in the captain's bunk with my right hand and some racy holograms, thinking, 'So this is why they called him Han Solo!""
"Using the word, "Escort," to describe core gameplay is like using the words, "Bloody and viscous," to describe a urine sample, but Amy pulls her weight by having the power to heal you, create cones of silence, and telekinetically blast things aside. Obviously. I'd have been rather put out if she didn't. In horror circles, small mute autistic girls are second in power only to Jason Voorhees listening to people fucking."
"I also have a problem with the dodge mechanic in that how it's supposed to work is vague at best. Sometimes my character nimbly sidestep a blow, and sometimes their ass would get played like the bongos. I checked the manual which said to, "Use the analog stick as you're about to be hit." "Use it," eh? Thanks. Have you guys considered writing bomb defusal manuals? "Step 1: Use your hands. Step 2: Also maybe some pliers.""
"Ah, doesn't this take ya back! Around mid-2007, I was living in a drainpipe, licking the backs of Cornetto lids for sustenance, and one night I'd scraped together enough pennies to afford to spend the night at the YMCA. After agreeing to be viciously buggered in return for being allowed a go on the communal PS3, I played a demo for a game called The Darkness with a silly opening sequence and a slightly obtuse puzzle that I couldn't get past. So after Big Steve chased me off so he could play the new Ratchet and Clank, I scrounged up some yellow craft paper, made some figurines from stolen Burger King napkins, and produced a short Internet video explaining how I'm really clever and therefore the game must be dumb. Who would have thought that that event would lead me to where I am today? Now I have Cornetto lids beyond the dreams of avarice, and I'm the one paying to viciously bugger Big Steve. And I'm now professional enough to play a game for more than ten minutes before I attempt to sabotage its developer's retirement plans -- unless it's Final Fantasy. Or Monster Hunter. Or I'm bored, or in a bad mood, or it's Thursday."
"In never leaving Jackie's perspective, the single-player campaign feels like a very personal journey, and there are even moments when the Darkness induces hallucinations to make him question reality. And the co-op undermines that, too. "Oh, I guess this is reality after all, 'cause there's a voodoo priest and a samurai summoning black holes and... Actually, let's double-check that.""
"I know I can't speak for everyone -- at least not until The Device is completed..."
"I've called Kingdoms of Amalur a lot of things - "Single-Player World of Warcraft," "Fable With a Shriveled Willy" - but I think I've found the soundest comparison: it's "Baby's First Skyrim!" Pretty much the same gameplay features with substantially less complexity and with boring, claustrophobic environments, or at least that's what I thought. When I took a moment to stop and take a good look around me, I realized that the environments were actually quite expansive, epic, and artfully designed. It just didn't feel that way because the camera is angled slightly downward, so at any given moment of gameplay 60 to 70 percent of the screen was taken up by the floor texture. If I'd been in charge of designing ceilings in this game, I'd be out for fucking blood right about now. Just goes to show how the smalles tweak of a core feature can have ruinous consequences, like prodding a tiger's bollock."
"The best constructive criticism I could offer would be to travel back in time to the first gameplay planning meeting with a large Hessian bag and some day-laborers with cricket bats. "Hey!" said one developer looking up from his Lego set, "If our character's immortal, then there's not going to be much challenge, is there? Why don't we put in another character he has to escort..." And that's as far as he gets before disappearing into the Hessian bag, and his pig-like squeals are drowned out by the grunts and thwacks of the day-laborers at work. "And," says another developer sticking whiteboard markers up his nose, "Let's constantly put some monsters around that can instantly game-over you if they suck in your disembodied head, but you can avoid it by completing a quicktime even..." "Get in the fucking sack!" "You know what I hate?" interjects a third developer emerging from underneath his pillow fort, "Using nice convenient button presses for sword attacks when we could be rattling the right analog stick back and forth and up and down like a clumsy teenage boy's first time at third base." "Thank you for sharing," I would say. "You know what I hate? You not being in this fuckin' sack right now!""
"Mostly though, the agenda I sympathize with the least is the publishers. What is the point of slapping a 90s tactical shooter's name recognition on a generic modern shooter if most people who like generic modern shooters won't remember the name, and the people who do remember the name will want to set your office on fire? You won't endear yourself offering to rape my mum for fifty bucks!"
"A word, then, on the subject of trilogies: "Bollocks!" That was it."
"The arrangement this time around is that there's a big fat bar graph representing what percentage of your arse will get kicked if you launch the invasion, and it goes up as you complete missions and gather troops and massive quantities of sandwiches to feed them with. It's sort of like the latter half of Fable 3, but not so much designed by a yogurt (no offense, Peter)."
"And then there's my prowess with driving video games, in that taking my foot off the accelerator as I go around sharp mountainside bends is advice my brain just can't seem to absorb properly. And there's something about being in a sturdy, powerful machine and being forced to wait for pedestrians crossing the road in front of you pushing some stupid pram that makes me want to physically inform them of their place in the grand scheme of things, as I explained to the judge. Most of that came from playing Carmageddon back in the ironically bad pun period in the nineties (see also: Wargasm). I never got around to playing any of the Twisted Metal titles, but that's all right because the new one is just called Twisted Metal which obviously means it's exactly the same as the original, doesn't it, OH, FUCK YOU!"
"Fortunately, there is an optional training mode, and I would highly recommend going through it, because it was only there that I found out about the jump command, which would have been handy in the previous mission when my progress was being stymied by a chest-high wall on loan from the shooter next door..."
"I find the single-player elements upsetting in many ways. I'm sure I needn't remind viewers that I'd rather hug the venomous quills of a tarantuhedgehog than a human child, but it's a shame when a game essentially about watching things explode at high speed with gurgling childish mirth tries to make itself all dark and edgy as well, like a Ferris wheel with the face of Stanley Kubrick painted on the side. Just seems like unnecessarily limiting the audience. I'm picturing Mrs. Stephens leaving her rosy-cheeked boys in the care of the latest electronic babysitter only to freeze mid cookie-baking at the sound of an f-word drifting through from the lounge, whereupon she storms in and wrenches the controllers away from her children so hard their little arms snap off at the elbow. Huh. Actually, on second thoughts, I'm down with that. Carry on, Twisted Metal."
"To stop beating about the bicycle, the shooting controls are a load of piss. If you go into aim mode -- that's the second aim mode; for some reason there are two aim modes, one slightly less aim-y than the other, so why the fuck would you bother? -- then the camera angle switches to where your character is facing, rather than the character turning to face the camera angle, like how the regular boring well-designed shooters work; and I wish I had a sewing needle for every time I got teeth marks in my mauve blazer while intimidating a wall two feet to the right of the guy I was trying to aim at, because I'm going to shove them all under my fingernails. Also, when you're not aiming, you use the right analog stick to look around. But that's what it's good at; it's like a faithful hound trained to fetch the grouse and nothing else. That's why in most shooters, when you go into aiming mode, you continue using the right analog stick to adjust your aim, because you're still looking at things, but now in an edgy, masculine kind of way. Yakuza is of an innovative mindset, however, so adjusting your aim in aiming mode is done with the left analog stick. Why the scrambled eggs on fucktoast would anyone do that?"
"It's like the series feels like it's lost so much identity from cutting out the leather-clad titty monsters that it's grabbing scrips and scraps from anything that it thinks people seem to like these days, trying to find a new niche before it throws up its hands, gives up, explodes all over the bedspread, and you spend the last few moments fighting a giant city-destroying naked woman clutching a broadsword. Well, good try, Team Ninja, you almost held out!"
"So it's got the right survival horror combat and the right survival horror exploration, all Silent Hill: Downpour needs now to earn a great big fat tick at the bottom of the page is to be scary! ... Oh. This always ends up being the sticking point, doesn't it. Fear being a purely emotional response, it's difficult to say precisely why something is or isn't scary, but as I said earlier the essence of it lies in subtlety. And because I know that word disappeared from the vocabularies of triple-A game developers some time ago, no it is not the name of a small village in Derbyshire."
"In all seriousness, it's true that I'm petty and bitter about a lot of things β I'm the guy who went 50 miles out of his way to burn down Lee Drummond's house β but I honestly have nothing invested in pointing out Nintendo's recent failings. Unlike their entire fucking target audience, I wasn't raised on Nintendo so I have no sense of wounded betrayal. Maybe if I express not having enjoyed a Nintendo product, it's because I didn't enjoy it, rather than because I was seething with jealous, impotent rage at its undeniable splendor. Okay then, now that's covered, here's Kid Icarus, a shit game for twats."
"As you may have inferred from my pain-wracked sobs throughout last week's video, I was at the time suffering from rather severe tonsilitis. So everything that passed me lips magically transmuted into an entire Mongol infantry unit the moment I tried swallowing it. Basically what I'm saying is, the back of my mouth looked like a bunch of incontinent seagulls had exploded in a cave. Basically what I'm saying is, it looked like a shoggoth had gotten cold feet while trying to use my epiglottis as a diving board. Basically what I'm saying is, you could have cut my tonsils out and hid them in a basket of fancy cheeses and no one would have been the wiser. Basically what I'm saying is, more painkillers! Yum-yum!"
"Fez is a deeply explorative game in deliberately retro pixel style, outwardly a 2D platformer, but it's kinda complicated. In broad terms, it makes me think of Nit if it had less direction, or Yume Nikki if it had actual gameplay (get a load of my indie penis, spurt spurt!). And it's all wrapped up in a bag that smells strongly of Super Paper Mario. You move in 2D, but can freely rotate the levels in 3D ninety degrees at a time to cross gaps and rearrange platforms with perspective tricks. So I guess we could also call it Echochrome if it had more colors. Blimey! If indie gaming was a country, Fez would be the ki... Well, Cave Story would be the king, but it'd be unwise to appoint Fez as the Grand Vizier, I tell ya that!"
"Games like this and Skyrim and Just Cause 2 really are the sort of thing triple-A development should be making all the time, because it really is the only thing they do best anymore. They badly need to understand why they should stop piling all their resources into designing glorious skyboxes and elaborate set pieces and other things that fall solely under the category of "looking at stuff," when you cannot possibly compare "looking at stuff" to "blowing up stuff," "running to the top of stuff" and "skiing back down stuff with two still bloody scalps attached to the soles of your shoes.""
"The Darkness is a horror themed first-person shooter based on some comic book I've never heard of. The game is by the delightfully named Starbreeze Studios, whose most notable previous title would be The Chronicles of Riddick: Escape from Butcher Bay in which players piloted the claymation Vin Diesel in his ongoing quest to masturbate himself raw in the faces of audiences worldwide."
"During the second chapter, Mario is required to work and earn money to pay for some of the mindless vandalism that comes naturally to action RPG players. And the best way to do this is to press "right" to run around in a giant hamster wheel for -- no joke -- somewhere around a quarter of an hour. That's if you're thick. If you're smart (like me), you weigh down the D-pad with one of your roommate's figurines and go off to amuse yourself. That's right. You have to amuse yourself while playing a game -- a game being something ostensibly designed to amuse. And if the player is doing this, then something has clearly gone wrong. [11]"
"(On Portal) ...If you're a regular viewer, you'll understand how insane these words feel coming out of my mouth, but I can't think of any criticism for it. I'm serious! This is the most fun you'll have with your PC until they invent a force-feedback codpiece! I went in expecting a slew of interesting portal-based puzzles and that's exactly what I got, but what I wasn't expecting was some of the funniest pitch-black humor I've ever heard in a game. Okay, it's only two to three hours long, but that's a good length for it - it means it doesn't outstay its welcome and it narrows the gap between you and the balls-tighteningly fantastic ending. Absolutely sublime from start to finish, and I will jam forks into my eyes if I ever use those words to describe anything else ever again! Yeah, I know it's not very funny to love a game, but fuck you! Portals great, and if you don't think so you must be stupid!"
"(On Team Fortress 2) ...For all its insubstantiality, it's incredibly well-balanced now. There's a role for everyone regardless of what sort of game you like. The Heavy for uncomplicated damage-soaking thickies; The Spy for your backstabbing stealth game dirtbag; and The Sniper for people who like point-and-click adventure games. Although, admittedly, the only puzzle is, "Use gun on man.""
"(On Half-Life 2: Episode Two) Episode 2 does suffer a little from being the middle child. There's no real beginning and no real end, so the story tends to meander around and it's difficult to shake the feeling that we're just killing time before the next episode wraps it all up. A new character is brought in without warning and everyone acts like we've always known him. It's actually quite perplexing. Valve have done a great job making us empathize with all the major NPCs so far, so being introduced to a new one at this late stage is like coming home from school to find a walrus sitting at the family dinner table and you're the only one who seems to notice."
"I can't help feeling that Valve have missed the point of episodic gaming somewhat. The whole idea is to mix up the usual rigamarole of game publishing by having shorter games at lower prices released more frequently, and while they have aspects one and two down, they continue to struggle with three."
"Talking about removing grind from MMOs is all very well until you think about it, because grind is the only thing that keeps people playing MMOs for so long and removing it would be like removing the crazy from Richard Garriot. Besides, every MMO so far has grind right up the bum and it doesn't seem to stop people playing them. Some people just like that sort of thing, I guess. Some people also find fat people sexy. I don't understand them myself, but then most people don't understand why I like putting lettuce around my cock and hiding it in other people's salad."
"Tabula Rasa is a Latin term meaning "blank slate" and generally refers to the school of thought stating that humans are born with no inherent programming. For example, Richard Garriot is an utterly demented game designer who wears a crown and insists that people call him Lord British. But was he born with the galloping crazies, or was it a lack of appropriate social contact that caused him to descend permanently into an insane fantasy world?"
"But really, I don't know what I hope to achieve with all this. Halo 3s already more popular than God and nothing I can say is going to stop Microsoft making enough money to buy Switzerland and reinforce the notion that all gamers want is brightly colored dross with the depth of a spoon. So if in the future we all find ourselves playing "Captain Bland's Monotonous Adventure" in what moments we can spare between toiling in the Microsoft overmind's off-world mining complex, then I want you to know that I fucking called it."
"The difficulty curve wavers up and down like the knickers of an indecisive whore before plunging dramatically into a Sunday stroll down Easy Street for the last hour or so. There were sequences really near the beginning that kicked my arse until I was wearing my buttocks like a hat, while the closest thing to a final boss fight is basically you versus a wheelchair-bound, cross-eyed hobbit and youβre armed with the BFG 9000."
"In summary it's okay, I guess. I preferred Bookworm Adventures, but then I'm one of those hopeless mutants who genuinely enjoys playing Scrabble. That's it. That's about as far as I can review Peggle because that's the entire extent of the game. I don't know what Pop Cap's mission statement is, but I'm betting that it's something along the lines of, "Use pretty sparkly lights, encouraging sound effects, and as few gameplay elements as possible to make the gaming equivalent of premium crack cocaine." And it seems to be working for them because they are now worth umpteen millions. Millions! They exclusively make cheapo 2D games! What the hell do they spend all that money on? Ice cream?"
"What I can say about it is that I started playing it around noon and emerged from my room sometime later to find that the authorities had declared me legally dead. If the whole "casual gaming" thing has slipped you by, then allow me hold your face under the putrescent waters of knowledge. At some point in the recent past, someone noticed that simple Flash-based 2D colour-matching games like Bejeweled were making, frankly, embarrassing amounts of dosh; and the reason for this is that, as time has gone by, bored housewives stuck at home have all independently decided that shagging the TV repairman is no longer appropriate and have turned to video games to amuse themselves instead."
"But I seriously don't know whose side to be on when it comes to the debate of whether games like Manhunt mess with the heads of underaged, impressionable thickies. There's a very clear certification indicating that twelve-year-olds aren't supposed to be playing it, but there's no denying that they play it anyway because no one other than twelve-year-olds are into this sort of thing. Gushing breathlessly about garrote wire decapitation and baseball bat cranial explosion is a good way to win friends in middle school; but around the office water cooler, it's a good way to lose them."
"Let's get something straight, all right, third-person action game developers? Left analog stick for movement; right analog stick to rotate camera around player. How is it that, when you see something that works perfectly well, you immediately decide to try and improve it and cock the whole thing up? In Manhunt, the right analog stick changes to the first person camera, which may seem reasonable in theory, but it means that, when you're hiding and trying to see a nearby guard patrolling behind you, you nudge the stick and end up staring at a brick wall. And half the time when you've finally wrestled the camera into the right angle, you'll see the guard has patrolled right up to you and has now shivved you in the bollocks."
"[helping game publishers find ideas] Here's one: A genetically-engineered Taiwanese chef teams up with a newt in a fez to rescue his large-bosomed girlfriend from mummies. There, you see? It's easy. A breast cancer specialist with large bosoms journeys through time to pay for a breast enlargement. A race of bosom people set out on an armada of bosoms to find a new bosom homeworld. Bosoms, melons, milk factories, busts, funbags, knockers, ballistics, boobies, jugs, nipples, jubblies, STONKING... GREAT... TITS."
"The combat's also been upgraded for modern times, and by that I mean they've chucked in the tired old God of War/Simon Says button mashing sequences which every action game has to have now by law. And someone on the design team (you know who you are) thought it would be a great idea to have the player constantly press R1 to fire repeatedly rather than just hold it down. But the R1 button is not positioned for comfortable mashing and when you go up against enemies who can take ten million bullets before dying (like say, for example, most of them) then your fingers cramp up like you're playing Guitar Hero but without the nebbish rock star fantasy."