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April 10, 2026

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April 10, 2026

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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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"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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"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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"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."

- Zero Punctuation

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