First Quote Added
April 10, 2026
Latest Quote Added
"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."
"But there are only two endings, a good one and a bad one, and the extreme contrast between them is rather jarring. In the good ending, you're a virtuous flower child with love and a smile for all the shiny-coated beasts of God's kingdom, and in the bad ending you're some kind of hybrid of Hitler and Skeletor whose very piss is pure liquid malevolence. I'm sick of games that claim to have choice but that only really come down to either Mother Teresa or baby-eating. All I'm saying is that a little middle ground is nice now and then."
"Bioshock is billed as a spiritual successor to System Shock 2 and I'm sure System Shock 2 will be very proud of its normal-mapped, Phong-shaded bastard child because it takes after its daddy almost to the degree of George Bush. And I know what you're going to say: "Yahtzee, you charismatic stallion: What kind of complaint is that? System Shock 2 was brilliant, and any game that's in any way like it should be equally good." But that's the thing: It isn't like System Shock 2, it is System Shock 2. Oh sure, it looks different and it differs in the fine detailing and the character names are changed and shit. But once you strip all that out, the bad guy might as well just be SHODAN with a waistcoat and a copy of Atlas Shrugged."
"With the current generation of consoles, we've reached or nearly reached the point where graphics aren't going to get much better, so we can all stop rushing to top the last generation's technology and concentrate on making some games with actual depth. Except of course that the console wars are all ultimately futile because the best game ever, Fantasy World Dizzy for the Commodore 64, has already been made. Or maybe all of gaming is pointless, just toying with the gravel on the side of the big road of life. But hey, at least there's violence and tits!"
"[listing the good points of the game] Firstly, it's something original in an industry that seems to be built on ripping off everyone else. Secondly, it's genuinely funny, while most video games attempting humor are like unanesthetized bowel surgery. Thirdly, every single character is well-defined with their own quirks and personalities, even the tiny, unimportant bit part players that get less screen time than Christopher Lee in the last Lord of the Rings film. And lastly, it's fun. Remember that? Fun? What we used to have before gaming felt like a second job?"
"One of the themes running though Schafer's humor is the juxtaposition of a mundane situation in a bizarre or fantastical setting (see: Grim Fandango), and Psychonauts continues this tradition by being set in a summer camp for psychics. The story follows the adventures of Raz, a child acrobat who, in deference to tradition, runs away from home to escape the circus rather than join it, and whose natural psychic talent allows him to insinuate himself into the camp without paying tuition fees. Shortly however, karma bites him in the ass when he finds himself embroiled in a sinister plot and having to explore strange ethereal worlds based on the subconscious minds of those around him. It's all kind of like if Tim Burton knocked up David Lynch in Willy Wonka's chocolate factory and he did meth right up until the birth."
"Part of me feels that, from an artistic standpoint, there may be some merit in RE5 because the point of a horror game is to be unnerving; and forcing the player to do something that they find distasteful as well as frightening is a rather groundbreaking method of doing that. But then again, this is Resident Evil, the series that brought us "squeaky-voiced midget Napoleon"; and if there’s anything sophisticated in an idea of theirs, it’s probably a total accident."
"Nariko then turns to some...thing sitting vacantly nearby, wearing cat ears and makeup apparently applied by a Kiss fan with Parkinson's disease, and relays to it her intention to slit up evil dudes. She then adds, with a totally straight face, "We may need you to play twing-twang." My first thought when I heard that was, "I am so going to quote that out of context," but on reflection it doesn't make a whole lot of sense in context either. If the developers were hoping I'd consider buying the full game just to see what "twing-twang" is, then mission fucking accomplished, I suppose, but I'm going to be very disappointed if it isn't a cutesy euphemism for lesbian cunnilingus (yeah, I went there)."
"The big selling point, of course, is that you can choose to be a good character or an evil character, so I of course set out to be the evilest bastard who ever lived, and the best way to do this according to the game was to dress in black, grow a big moustache, draw all over my face, and backhand the occasional passer-by. I also set myself up as a magic user because I wanted to end up looking like Ming the Merciless, but the starting spells were all so ridiculously piss-weak that I ended up having to use a sword half the time anyway, and the game ended up dubbing me a "Spellwarrior," which made me feel like it was calling me an indescisive prick."
"Fable is by Lionhead Studios, home of longtime auteur game designer Peter Molyneux, who has a tendency to promise the Earth and be ultimately crippled by his own ambition (see the big fat broken monkey-fest Black and White). During the development of Fable, for example, it was promised to have features like rival NPC characters, plants growing in real time, and a system wherein your every slightest choice of action changes your appearance and the world around you. What we ended up with was a buggy action-RPG with a great big stiffy for itself."
"Personally, at this point I'd only consider buying the full version of The Darkness if it came down to budget price, and they threw in another, better game. And some cake. And Belgium."
"...What I was supposed to do was go back to an easily-missed white spot on the ground, use it to summon an evil imp, and instruct it to move a thoughtlessly parked car out of the way of one of the cemetery entrances. Let me just reiterate that: The game literally has me summon a multi-fanged beclawed monstrosity from the depths of hell, not so I can make it enslave the innocent or lay waste to all worldly nations, but so that I can enlist it as my own personal breakdown service!"
"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 you’re 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?"
"Chad Vader - Aaron Yonda/voiced by Matt Sloan"
"Evan Bernstein: What did we learn here? Sometimes you go with your gut. Except when you don't."
"Perry DeAngelis: Thank god my skepticism has saved me from miracles."
"Perry DeAngelis: And remember, Chi spelled backward is crap."
"Perry DeAngelis:Any monkey worth his salt would give any bird a beak-flip."
"Perry DeAngelis: All ornithologists are misanthropes."
"Jay Novella: If aromatherapy really worked then my own farts would kill me."
"Jay Novella: What logical fallacy is "Oh yeah?!""
"Rebecca Watson:I won't mate with any of the true believers."
"The amount of years that she will live longer than us because of her diet is directly proportional to the horror of her life."
"Steven Novella, MD: You can't reason someone out of an opinion they didn't reason themselves into in the first place."
"Steven Novella, MD: Science does not make statements about proof or disproof. Rather, science is a constantly evolving model or reality that builds upon statements such as — this model of reality makes these predictions, that have either been confirmed or refuted, etc. We say things are probable or likely to be true in science if the predictions that flow from them have been confirmed. We say things are likely to be untrue if they make predictions that turned out to be false. We can further say that certain things are impossible if they create a logical contradiction. If you make a claim, however, that does not make any predictions that can be either confirmed or falsified, then science can say nothing about it. That is agnosticism. That is the difference. It can't say whether or not the "unfalsifiable hypothesis" is true, it cannot make any statements about probability, it cannot say anything — except that it makes no testable predictions. That's it. Anything else is philosophy, ideology, or wishful thinking."
"Perry DeAngelis: Astrology is as vacuous as the space it worships."
"Steven Novella, MD: This is pure pseudoscience. This is slick marketing. And you can tell your mommy and daddy that I said so."
"Robert Novella: We might be outcasts but we're not misinformed."
"Podcast #65"
"Rebecca Watson :What's unique about this is that he's combining 2 balls of crap together to make one huge ball of crap."
"I'd like to think that ninjas speak the international language of pain."
"There is nothing wrong with that pollution in London. That pollution is doing great. It's like a giant smoginja."
"Read between the lines--because sometimes, there's a ninja there."
"So when you hear someone say, "You're the apple of my eye," what they really mean is, "You're a great short-term solution to an annoying problem.""
"But me and trouble have two things in common: We love a challenge, and we hate to be alone on Tuesdays."
"As much as she scared the bejeebies out of me, I have to admit that she had legs to spare. About fourteen. I counted fourteen."