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The sandbox map gets absolutely bukakked with collectibles and side-qu — Zero Punctuation

"The sandbox map gets absolutely bukakked with collectibles and side-quests, but whats it all in aid of, Assassins Creed 3? "Well, at your home base, theres this ongoing thing where Connor enlists specific craftsmen to recreate his own personal theme park version of Little House on the Prairie." So? "You use the money and recipes that it seems every activity in the game rewards you with to craft everyday goods and items, and the friendlier you are with the craftsmen, the more things you can craft." Alright, I have successfully crafted a sofa. What do I do with the sofa? "You sell the sofa for money!" Ok, now I am a millionaire East Coast sofa baron. What do I DO with the money? "Well, the most expensive things in the game are upgrades for your ship which make it easier to complete the naval missions." Well, thats something, I suppose. What benefit do the naval missions provide me? "More trading routes for you to sell sofas on!" Sorry, when is this going to get back to stabbing people? "What is it with you and stabbing people?" What is it with you and NOT stabbing people?!"
Zero Punctuation
Zero Punctuation
Zero Punctuation
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Zero Punctuation is a series of video game reviews created by English comedy writer and video game journalist Ben "Yahtzee" Croshaw. From its inception in 2007, episodes were published weekly by internet magazine The Escapist. Episodes typically range from five to six minutes in length. Videos provide caustic humour, rapid-fire delivery, visual gags and critical insight into recently released vide

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"The environments do a good job of building atmosphere with eldritch light illuminating the mist that coils around the trees, flickering shadows making an innocent mulberry bush momentarily look like a round-shouldered murderer with an axe and a massive erection. Its just that the game is fully aware that it does dark spooky forests best but little else, so every half hour it has to contrive a new reason for Alan to be lost in a spooky forest at night. Its like a crime drama about a detective who can only concentrate when hes around pastry, so every week the crime has to conveniently take place in a bakery or within walking distance of a pie shop."
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"See, the rub is that Cuphead is retro-style, but not in the usual sense, i.e., pixels the size of Plymouth; its deliberately fashioning itself after retro animation, in the style of Max Fleischer or very early Disney, and pulls that off with quite remarkable success! The film grain, the scratchy audio, the big brass band soundtrack, the fluid, exaggerated animation where characters all move like warmed-up gummy worms caught in the spokes of a bike; it all feels so bloody authentic! And most importantly, what a lot of people forget about early cartoons — here, we very unsubtly waggle our eyebrows at Epic Mickeys forgotten grave-site — is that they could be really fucking dark. See, back then, it wasnt generally understood that kids needed to have their delicate sensibilities protected, as odds were pretty good they were all going to die in a European trench war before they turned eighteen, anyway. So thematically, cartoons were lighter on wholesome lessons about friendship and heavier on skeletons and racism. So theres something overtly sinister about Cuphead, which might be from subtly wrong things like the drinking straw in our characters head — I mean, the teacup-head thing Id buy, but who the fuck drinks from a teacup with a straw? Thats just pushing it. But I think its the overall scratchy look and feel that makes me think the little girl from The Ring could push out of the screen at any moment and start making comical trombone noises."
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"One of the first major steps in the direction of modern skepticism came through the victory of Occam over Aquinas in a controversy about language. The statement that modi essendi were replaced by modi significandi et intelligendi, or that ontological referents were abandoned in favor of pragmatic significations, describes broadly the change in philosophy which continues to our time. From Occam to Bacon, from Bacon to Hobbes, and from Hobbes to contemporary semanticists, the progression is clear: ideas become psychological figments, words become useful signs. ... To one completely committed to this realm of becoming, as are the empiricists, the claim to apprehend verities is a sign of . Probably we have here but a highly sophisticated expression of the doctrine that ideals are hallucination and that the only normal, sane person is the healthy extrovert, making instant, instinctive adjustments to the stimuli of the material world."
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"I, too, believed it was impossible to change the existing society into one that would be for the benefit of all; neither could I espouse any given ideal for society. But [...] I felt that even if one did not have an ideal vision of society, one could have one’s work to do. Whether it was successful or not was not our concern; it was enough that we believed it to be a valid work. The accomplishment of that work, I believed, was what our real life was about. Yes. I want to carry out a work of my own; for I feel that by so doing our lives are rooted in the here and now, not in some far-off ideal goal."
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"The war was finished. It had lasted ten equivalent years and taken ten million lives. Thus it was neither of long duration nor of serious attrition. It hadnt any great significance; it was not intended to have. It did not prove a point, since all points had long ago been proven. What it did, perhaps, was to emphasize an aspect, sharpen a concept, underline a trend. On the whole it was a successful operation. Economically and ecologically it was of healthy effect, and who should grumble? And after wars, men go home. No, no, men start for home. Its not the same."
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