"Zero Punctuation" and "Dev Diary" by Ben "Yahtzee" Croshaw - The only thing worth watching on The Escapist

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
Found this on Nitter: Yahtzee is complaining about ableism in games:


From this tweet (a):
🌘revenant⚡ (@revenant_MMXX) Video game discourse has fallen so far that we have Yahtzee descri...png
 
Found this on Nitter: Yahtzee is complaining about ableism in games:
View attachment 8692104

From this tweet (a):
View attachment 8692093
He pretty much says it himself that he doesn't consider games anything other than "immersive media". He just wants his walking simulators that give him the illusion of real choice.

Imagine if you grew too old to play football and ask that the rules change to accommodate your old ass, screw others that actually want to play. It's both selfish and immature.

I want to joke that it's the same as requesting books only use simple words, but Yahtzee's clique will absolutely support such idea.
 
He pretty much says it himself that he doesn't consider games anything other than "immersive media". He just wants his walking simulators that give him the illusion of real choice.

Imagine if you grew too old to play football and ask that the rules change to accommodate your old ass, screw others that actually want to play. It's both selfish and immature.

I want to joke that it's the same as requesting books only use simple words, but Yahtzee's clique will absolutely support such idea.
That California brain rot is coming in with comparing easy mode mockery to toxic masculinity or whatever some dangerhair would be squeaking about.

Also he has played real video games before, right? The biggest problem of easy mode is that especially for some older games they'd straight up lock you out of the final levels or give you a shit ending.

Instead, the valid point of not knowing what harder difficulty actually means in the game (is it the "true ending" or is it just some bullshit where enemies take twice as many hits to kill) is buried in whinging about how he the game tries to shame him into playing harder difficulty modes.
 
Be the change you wanna see in the world, Yahtz
Thought I'd give it a watch but 10 minutes is too much for what is almost certain to be "if you don't enjoy the game don't play it to completion", which is an obvious advice and just a coverup for Yahtzee not getting a constant dopamine rush and congratulations on solving puzzles for 6 year olds so he rage quits and plays some indie "game" about depression.

Him choosing to do it about Mewgenics is the interesting part. It's not a standard roguelite he can use the excuse of "my 40 year old ass doesn't have the reaction time/personal time to finish". It's a turn based tactics games with a lot of esoteric elements that you'd think would be the cup of tea for a pseudo intellectual, that he can just leave midway if something comes up.

But like I said, he needs that constant dopamine and validation, and actually investing time in getting good in a game over a length of time is against that. So he needs 10 minute big brained justification for quitting
 
>difficulty settings
>ableism
>journalist mode
Always knew yatz was retarded.
What else were you expecting from a game journalist in the big 26, if not full retardation?
We are talking about a man that made a review for an hard game where he laments about how he ragequitted after getting skill issued, then made a second video coping and seething and blaming the game for experiencing a second skill issue after the first one.
I won't hesitate to bring this up because he's a fucking retard and his old self would most likely kill himself if he knew what he was destined to become.
 
Does he even cover the real problem with difficulty settings?

None of them are properly labeled any more. Easy, normal, hard, very hard is easy to understand. I pick Normal for the intended experience and hard if I want something a bit more challenging. Using RE9 as an example we have Standard (Modern) and Standard (Classic), with the only difference it lists is that the first has unlimited saves and the second does not. Seems simple enough but it's not. I do not know if your game is full of quick time instadeaths. I don't know if you planned your walking sim sections properly, where I won't die unfairly because I get trapped in a corner by a scripted monster (this happened to me twice). Are the modern auto saves generous or lax? How many ink ribbons am I going to get? Which save system did you balance the game around? Why does Leon never use the ink ribbon system even if I pick classic mode?

This is a legit complaint about modern difficulty. Incorrect labeling of a difficulty and what it means. Is Hard just the base game but bullet sponge enemies? Are there different enemy lay outs? Which is the original intended layout? How do I know if I want "Normal difficulty" or "Experienced survival horror player" difficulty? And does this mean fixed cam survival horror, RE4 survival horror or something in between? If you just cut my ammo in half and give the enemies more HP, I don't want to play a grindfest designed to restrict me for the sake of restricting me.
 
Does he even cover the real problem with difficulty settings?

None of them are properly labeled any more. Easy, normal, hard, very hard is easy to understand. I pick Normal for the intended experience and hard if I want something a bit more challenging. Using RE9 as an example we have Standard (Modern) and Standard (Classic), with the only difference it lists is that the first has unlimited saves and the second does not. Seems simple enough but it's not. I do not know if your game is full of quick time instadeaths. I don't know if you planned your walking sim sections properly, where I won't die unfairly because I get trapped in a corner by a scripted monster (this happened to me twice). Are the modern auto saves generous or lax? How many ink ribbons am I going to get? Which save system did you balance the game around? Why does Leon never use the ink ribbon system even if I pick classic mode?

This is a legit complaint about modern difficulty. Incorrect labeling of a difficulty and what it means. Is Hard just the base game but bullet sponge enemies? Are there different enemy lay outs? Which is the original intended layout? How do I know if I want "Normal difficulty" or "Experienced survival horror player" difficulty? And does this mean fixed cam survival horror, RE4 survival horror or something in between? If you just cut my ammo in half and give the enemies more HP, I don't want to play a grindfest designed to restrict me for the sake of restricting me.
I'd rather the game just gives me the ability to reduce difficulty at any moment so if I play hard mode and it's too tough I'll bump it down for the rest of the game at the cost of an achievement.

Plus I never understood the limited save system shtick. RE type games are more about exploration than challenge, lots of time a player will save since "it's been 30 minutes since I last saved" even though they only achieved 2 minutes worth of progress. Once you finish the game the system is pointless.
 
Plus I never understood the limited save system shtick. RE type games are more about exploration than challenge, lots of time a player will save since "it's been 30 minutes since I last saved" even though they only achieved 2 minutes worth of progress. Once you finish the game the system is pointless.
It adds tension. limited resources and when do you use it / how much do you risk. Also influenced by the size of the memory cards at the time, where you couldn't save over 30 slots. In modern RE I just save 1 slot down over and over. I'd saved like 100 times by the time I finished 9. I'd save before I left any save room if I needed to or not, and any time I entered.
 
Be the change you wanna see in the world, Yahtz
It tickles me that the 2/3 cats shown in the thumbnail are from act 1 (and the other is probably the easiest act 3 miniboss). Might as well added Glass Joe or Egg Man's big swingin ball. This is a joke however, there is zero chance that the lazy brit faggot could be assed to do his own work outside of his powerpoint animation (and God knows how much of that isnt outsourced)
 
there is zero chance that the lazy brit faggot could be assed to do his own work outside of his powerpoint animation
He's said before that while he can tell the editor and their crew's artist what to put in the edit for his game reviews, they can put whatever they want for his other shit like his soapbox videos. This was in response to a video of his about the anime he likes and the editors putting random shit on the screen instead of the ones he said he likes.
 
Plus I never understood the limited save system shtick.
It makes saves a resource to manage and prevents comfort-saving, its a hit and miss feature but works quite well in specific titles like Lisa's pain mode, where save points are single-use.
Look at it this way, you have an hard boss in front with a single save right at the entrance of his arena, you could:
  • Save immediately, so you can try the boss multiple times, but you will have to fight him again if you die before the next save.
  • Or you could try to beat it, save once you win the fight BUT, in case of failure, you'll have to re-do the boss run.
  • Alternatively, you could just not save, so that you keep the spare savepoint for a later section that may or may not be harder.
  • And if you played well enough that you dind't needed to save one or more earlier sections, you can just save both before and after the fight.
Its not a mechanic that works well with all games, and sometimes its either too extreme or not fit of the game you are playing, but its quite good for second playtroughs, where you are accustomed to the game and know what its about to throw you. Horror games love this mechanic too because it makes the experience more stressful and while annoying, I find it a lot better than permadeath.
This is a legit complaint about modern difficulty. Incorrect labeling of a difficulty and what it means. Is Hard just the base game but bullet sponge enemies? Are there different enemy lay outs? Which is the original intended layout? How do I know if I want "Normal difficulty" or "Experienced survival horror player" difficulty? And does this mean fixed cam survival horror, RE4 survival horror or something in between? If you just cut my ammo in half and give the enemies more HP, I don't want to play a grindfest designed to restrict me for the sake of restricting me.
I'm pretty sure this whole topic of difficulty modifiers only change the amount of damage you and your enemy takes has been discussed for so long it predates every single version of skyrim.
Hell, arcade games had difficulty modifiers, and they almost always did the same things: spawning more enemies, making them faster, giving them more hp, shoot more bullets while you have a shorter timer and take more damage from them.
Its an issue so old its to be considered a standard in the game industry, and anything that differs from them, i.e.: new/alternative patterns/stages has to be considered the exception.
Naming convention too is quite an interesting topic, and I agree that more devs should point out what's the intended difficulty, either by directly pointing it out to the players or by doing what IWBTG does by mocking you for picking "normal" difficulty over "hard", but once again, its a pretty dated topic.
 
Look at it this way, you have an hard boss in front with a single save right at the entrance of his arena, you could:
How the fuck would you know a hard boss is incoming unless you die to it and lose all progress? Only in second playthrough and afterwards knowledge of specifically hard parts goes into effect and then you already know which areas aren't worth saves.

What happens in practice with limited saves is that players just optimize a run from a starting point until they get enough progress and only then save. Usually ending the game with dozens of extra saves "just in case".

It goes from resource management to just a hassle that makes exploration worse.
 
How the fuck would you know a hard boss is incoming unless you die to it and lose all progress? Only in second playthrough and afterwards knowledge of specifically hard parts goes into effect and then you already know which areas aren't worth saves.
I think in relation to the specific 'pain mode' where save spots are single use you do not run that as your first playthrough. Usually games do not start with 'kick you in the balls' difficulty levels as normal, it is a cheap way to add challenge and replayability to a game.
 
Back
Top Bottom