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* KarmaMeter: {{Discussed|Trope}} in the ''Semi-Ramblomatic'' [[https://www.youtube.com/watch?v=IAfe_u9ADAU "The Moral Dilemna that weren't"]], where he notes that most implementations of a KarmaMeter fail, either because [[StupidEvil the evil option is downright nonsensical, just for the sake of being evil]], very obviously go against the moral the game preaches (as in ''VideoGame/BanishersGhostsOfNewEden'', where the entire game insists on the importance of exorcising ghosts, even if they are your loved ones, but still gives the player the choice of bringing Antea back to life in a ritual that screams "[[ObviouslyEvil this is the wrong choice]]"), or the so-touted "downsides" for making the harder choice really aren't that impactful (such as making combat in ''VideoGame/Vampyr2018'' harder, but in a way that keeps it fun and engaging rather than making it tedious or annoying, further encouraging players to stick to the good path).

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* KarmaMeter: {{Discussed|Trope}} in the ''Semi-Ramblomatic'' [[https://www.youtube.com/watch?v=IAfe_u9ADAU "The Moral Dilemna Dilemmas that weren't"]], where he notes that most implementations of a KarmaMeter fail, either because [[StupidEvil the evil option is downright nonsensical, just for the sake of being evil]], very obviously go against the moral the game preaches (as in ''VideoGame/BanishersGhostsOfNewEden'', where the entire game insists on the importance of exorcising ghosts, even if they are your loved ones, but still gives the player the choice of bringing Antea back to life in a ritual that screams "[[ObviouslyEvil this is the wrong choice]]"), or the so-touted "downsides" for making the harder choice really aren't that impactful (such as making combat in ''VideoGame/Vampyr2018'' harder, but in a way that keeps it fun and engaging rather than making it tedious or annoying, further encouraging players to stick to the good path).
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You can find the playlist of every ''Fully Ramblomatic'' episode on Platform/YouTube at [[https://www.youtube.com/watch?v=6aFpHHxJXJ0&list=PLUBKwq0XD0ueR3CXGUhGpsD1puLcYJPUp&pp=iAQB this link,]] and ''Semi Ramblomatic''[='s=] playlist is found [[https://www.youtube.com/watch?v=IAfe_u9ADAU&list=PLUBKwq0XD0uejtHnqX-LK14lEMAwWQk7s&pp=iAQB here.]]


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* ExtremeDoormat: In a throwaway joke from "The Moral Dilemmas that Weren't", Yahtzee admits that -- when presented with moral dilemmas -- he'll just do whatever would please the person in his immediate vicinity because he doesn't want confrontation. This is accompanied with a graphic of Yahtz considering a [[HumanSacrifice baby sacrifice]] because the person in front of him wants it.
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-->'''Yahtzee''': I'll take it. It'll do, because all I want from the story is an excuse. It could just tell me that driving my car keeps the baby owls nesting in the carburetor warm, and that'd do, because driving the car is fun!

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-->'''Yahtzee''': -->'''Yahtzee''': ...but you know what? I'll take it. It'll do, because all I want from the story is an excuse. It could just tell me that driving my car keeps the baby owls nesting in the carburetor warm, and that'd do, because driving the car is fun!
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* ExcusePlot: {{Discussed|Trope}} and almost namedropped in the review of ''VideoGame/PacificDrive''. Yahtzee finds the story of the game to be somewhat underbaked, with the game's most substantial plot element being the personalities and interplay of the MissionControl who are giving you assignments, with Yahtzee still describing them "[[DamnedByFaintPraise as about as interesting and well-characterized as a bodiless voice with the physical presence of a fart can be]]." However, Yahtzee is ultimately okay with it as they're decent enough at doing their job of informing the gameplay, [[PlayTheGameSkipTheStory which is the real meat of the game's appeal]][[invoked]].
-->'''Yahtzee''': I'll take it. It'll do, because all I want from the story is an excuse. It could just tell me that driving my car keeps the baby owls nesting in the carburetor warm, and that'd do, because driving the car is fun!
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* BreadEggsMilkSquick: In Yahtz' review of ''Pacific Drive'', he lists off the reasons why he likes driving: he gets to control a big machine that obeys his every command, he gets to drive fast, the kids are literally strapped down and unable to complain... and he gets to drive into the ocean. Later in the review, he also lists off three of the game's elements that pertain to the core pillars of a dad game: driving around, engine maintenance, grocery shopping... and nuclear disasters.



* PostPunk: One ''Semi-Ramblomatic'' episode discusses this genre and how he uses the term "post punk" in relation to games. To Yahtz, something that is "punk" would be something produced to defy major artforms or trends, while something that is "post-punk" is an evolved form of punk that explores the subversion of the trend rather than merely existing to be an opposite. He considers punk music to be a rejection of classical music theory, while post-punk music continues to be that while being more than "making a bunch of noise in your dad's garage". For a video-game example, he cites the joke {{Game Mod}} ''VideoGame/CrackLife'' as a punk artform,[[note]]''Crack Life'' is largely just ''VideoGame/HalfLife1'' -- a representation of "old money establishment game creation at the time" -- but chock full of irreverent changes like sex toys and [[invoked]][[MemeticMutation memes]],[[/note]] while something like ''VideoGame/{{Undertale}}'' is post-punk.[[note]] ''Undertale'' is a {{Deconstruction}} of the entire {{RPG}} genre, yet has its own wholly original elements and things that it does well enough that it can stand even outside that context.[[/note]]
** He also applies this concept to what he calls "dad games" (games where you play as a father or engage in something related to hobbies typically associated with older men) and "post-dad games" (where the same concepts are put in weirder and more fnatastic contexts).

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* PostPunk: PostPunk:
**
One ''Semi-Ramblomatic'' episode discusses this genre and how he uses the term "post punk" in relation to games. To Yahtz, something that is "punk" would be something produced to defy major artforms or trends, while something that is "post-punk" is an evolved form of punk that explores the subversion of the trend rather than merely existing to be an opposite. He considers punk music to be a rejection of classical music theory, while post-punk music continues to be that while being more than "making a bunch of noise in your dad's garage". For a video-game example, he cites the joke {{Game Mod}} ''VideoGame/CrackLife'' as a punk artform,[[note]]''Crack Life'' is largely just ''VideoGame/HalfLife1'' -- a representation of "old money establishment game creation at the time" -- but chock full of irreverent changes like sex toys and [[invoked]][[MemeticMutation memes]],[[/note]] while something like ''VideoGame/{{Undertale}}'' is post-punk.[[note]] ''Undertale'' is a {{Deconstruction}} of the entire {{RPG}} genre, yet has its own wholly original elements and things that it does well enough that it can stand even outside that context.[[/note]]
** He also applies this concept to what he calls "dad games" (games where you play as a father or engage in something related to hobbies typically jobs/hobbies associated with older men) and "post-dad games" (where the same concepts are put in weirder and more fnatastic fantastic contexts).


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* RunningGag: He compares the "long chillout periods broken up by sudden apocalyptic violence" in ''Pacific Drive'' to the intensity of having sex with every animal in a zoo. From that point onwards, having sex with zoo animals becomes a reoccurring joke within the review.
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** He also applies this concept to what he calls "dad games" (games where you play as a father or engage in something related to hobbies typically associated with older men) and "post-dad games" (where the same concepts are put in weirder and more fnatastic contexts).
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* ''VideoGame/PacificDrive'' (March 13th, 2024)
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* WhatDoYouMeanItsNotForKids: For an {{Invoked}} example, the sponsor promotion after the review of ''Skull and Bones'' has Yahtz find out about a movie called ''Literature/TheBoyInTheStripedPyjamas''. Believing it will be a good watch for the kids because they misbehave at bedtime, he finds out mid-watch that the film's actually about UsefulNotes/TheHolocaust. Yahtzee's kids are visibly crying thick streams of tears at the movie's scenes.
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* SadisticChoice: {{Discussed|Trope}} as one of the unique, but failed core elements of ''VideoGame/BanishersGhostsOfNewEden'': the protagonists are an established couple by the start of the game, but one of them ends up killed and becoming a ghost, with the main narrative through-line being the decision of whether she must be exorcised and sent to heaven as per their responsibility as Banishers, or if we should try to bring her back to life with a forbidden ritual that entails sacrificial murder. Yahtzee finds that this falls flat due to it being incredibly obvious which is the narratively "correct" option (aside from one path necessitating ''[[VideoGameCrueltyPotential murdering several innocents]]'', the prologue hammers home that ghosts are unnatural and must be dealt with), and that presumably the stakes were meant to be covered by the audience being investing in the characters -- thus wanting to see them survive -- but in this case, [[UnintentionallyUnsympathetic they're not very interesting nor likeable]][[invoked]]. In the follow-up ''Semi-Ramblomatic'', "The Moral Dilemmas that Weren't", Yahtzee comments that the decision might have been harder if the still-living protagonist was not just emotionally, but ''physically'' dependent on Antea -- that instead of Red, a hardened BraveScot who could almost certainly get by on his own against the murder ghosts, you replace him with a vulnerable six-year-old girl who will almost certainly die without her (posthumous) guardian, upping the stakes of the decision.

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* SadisticChoice: {{Discussed|Trope}} as one of the unique, but failed core elements of ''VideoGame/BanishersGhostsOfNewEden'': the protagonists are an established couple by the start of the game, but one of them ends up killed and becoming a ghost, with the main narrative through-line being the decision of whether she must be exorcised and sent to heaven as per their responsibility as Banishers, or if we should try to bring her back to life with a forbidden ritual that entails sacrificial murder. Yahtzee finds that this falls flat due to it being incredibly obvious which is the narratively "correct" option (aside from one path necessitating ''[[VideoGameCrueltyPotential murdering several innocents]]'', the prologue hammers home that ghosts are unnatural and must be dealt with), and that presumably the stakes were meant to be covered by the audience being investing in the characters -- thus wanting to see them survive -- but in this case, [[UnintentionallyUnsympathetic they're not very interesting nor likeable]][[invoked]]. In the follow-up ''Semi-Ramblomatic'', "The Moral Dilemmas that Weren't", Yahtzee comments that the decision might have been harder if the still-living protagonist was not just emotionally, but ''physically'' dependent on Antea -- that instead of Red, a hardened BraveScot who could almost certainly get by on his own against the murder ghosts, ghosts and for the rest of his life, you replace him with a vulnerable six-year-old girl who will almost certainly die without her (posthumous) guardian, upping the stakes of the decision.

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* HappyEndingOverride: He criticizes ''VideoGame/AlanWakeII'' for treating ''[[VideoGame/AlanWake Alan Wake's American Nightmare]]'' as [[CanonDiscontinuity non-canon]][[note]]''American Nightmare'' is technically "canon" in that the events do have an effect on ''Alan Wake II'', but as a result of the game's heavily postmodern narrative, [[SchrodingersCanon the actual events that took place aren't in the game's proper continuity]][[/note]], partly because he felt ''American Nightmare'' had a satisfying ending that tied up all the loose ends that seemingly prevented any obvious [[SequelHook sequel-baiting]] (something that ''Alan Wake II'' itself would do).

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* HappyEndingOverride: HappyEndingOverride:
**
He criticizes ''VideoGame/AlanWakeII'' for treating ''[[VideoGame/AlanWake Alan Wake's American Nightmare]]'' as [[CanonDiscontinuity non-canon]][[note]]''American Nightmare'' is technically "canon" in that the events do have an effect on ''Alan Wake II'', but as a result of the game's heavily postmodern narrative, [[SchrodingersCanon the actual events that took place aren't in the game's proper continuity]][[/note]], partly because he felt ''American Nightmare'' had a satisfying ending that tied up all the loose ends that seemingly prevented any obvious [[SequelHook sequel-baiting]] (something that ''Alan Wake II'' itself would do).do).
** He also came down hard on ''VideoGame/SuicideSquadKillTheJusticeLeague'' for being a poorly-handled followup to the ''Franchise/BatmanArkhamSeries'', culminating with Batman receiving an ignoble and anticlimactic end following [[AntiClimaxBoss an unsatisfying boss fight]][[invoked]]. Yahtzee doesn't take so much offense at the idea of the game disrespecting the legacies of Batman or the Justice League in general ("You want me to give Superman an atomic wedgie, just show me the coat hook and the industrial welding gloves!") -- rather, he's frustrated by the game disrespecting ''him'' as a player for "the many, many hours I spent keeping the bastard alive in the ''Arkham'' games," [[DroppedABridgeOnHim sweeping all that effort under the rug]] in service for an unlikeable looter-shooter.

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* LampshadedTheObscureReference: Yahtz represents the protagonist of a reviewed game as having the head of some other fictional character. For the ''Graven'' review, the protagonist is introduced alongside the phrase "Christ no one's gonna get *this* reference", as some unknown bearded guy fills in for ''Graven'''s protagonist.

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* LampshadedTheObscureReference: LampshadedTheObscureReference:
**
Yahtz represents the protagonist of a reviewed game as having the head of some other fictional character. For the ''Graven'' review, the protagonist is introduced alongside the phrase "Christ no one's gonna get *this* reference", as some unknown bearded guy Treguard from ''{{Series/Knightmare}}'' fills in for ''Graven'''s protagonist.protagonist.
** In the ''VideoGame/SkullAndBones'' review, Yahtzee makes note of characters commenting on "the look on [your player character's] eyes", then comments "[[WhatIsThisX Who are we]], Literature/TheDemonHeadmaster?! Yes, I do get off on making references most people won't get."
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** In "The Moral Dilemmas that Weren't", Yahtzee remarks that ''VideoGame/Vampyr2018'' came at the cusp of being brilliant with its central moral conflict: you play as a doctor who has an obligation to care for his patients, but is also a vampire who side-gigs as a monster hunter and must sustain himself with the blood of the living, with the game pressuring you into [[SadisticChoice choosing to sacrifice one or more of your named, well-rounded, often likeable patients]]. Yahtzee argues that this would have been a brilliant test of the player's moral character... ''had the game fully committed to the concept.'' Instead, the game makes it so you don't actually ''have'' to kill anyone, and thus the whole basis for a moral dilemma is completely moot, and while going on a PacifistRun makes the game more challenging, this isn't an ideal tradeoff as being challenging can often be more ''fun'' (and given that this is the way to reach the GoldenEnding, this reads as the game actively rewarding players for not engaging with the moral choices to begin with).
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Broken Aesop isn't quite what it's about (especially right now as it's a YMMV reaction trope now).


* KarmaMeter: {{Discussed|Trope}} in the ''Semi-Ramblomatic'' [[https://www.youtube.com/watch?v=IAfe_u9ADAU "The Moral Dilemna that weren't"]], where he notes that most implementations of a KarmaMeter fail, either because [[StupidEvil the evil option is downright nonsensical, just for the sake of being evil]], [[BrokenAesop very obviously go against the moral the game preaches]] (as in ''VideoGame/BanishersGhostsOfNewEden'', where the entire game insists on the importance of exorcising ghosts, even if they are your loved ones, but still gives the player the choice of bringing Antea back to life in a ritual that screams "[[ObviouslyEvil this is the wrong choice]]"), or the so-touted "downsides" for making the harder choice really aren't that impactful (such as making combat in ''VideoGame/Vampyr2018'' harder, but in a way that keeps it fun and engaging rather than making it tedious or annoying, further encouragigng players to stick to the good path).

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* KarmaMeter: {{Discussed|Trope}} in the ''Semi-Ramblomatic'' [[https://www.youtube.com/watch?v=IAfe_u9ADAU "The Moral Dilemna that weren't"]], where he notes that most implementations of a KarmaMeter fail, either because [[StupidEvil the evil option is downright nonsensical, just for the sake of being evil]], [[BrokenAesop very obviously go against the moral the game preaches]] preaches (as in ''VideoGame/BanishersGhostsOfNewEden'', where the entire game insists on the importance of exorcising ghosts, even if they are your loved ones, but still gives the player the choice of bringing Antea back to life in a ritual that screams "[[ObviouslyEvil this is the wrong choice]]"), or the so-touted "downsides" for making the harder choice really aren't that impactful (such as making combat in ''VideoGame/Vampyr2018'' harder, but in a way that keeps it fun and engaging rather than making it tedious or annoying, further encouragigng encouraging players to stick to the good path).



* SadisticChoice: {{Discussed|Trope}} as one of the unique, but failed core elements of ''VideoGame/BanishersGhostsOfNewEden'': the protagonists are an established couple by the start of the game, but one of them ends up killed and becoming a ghost, with the main narrative through-line being the decision of whether she must be exorcised and sent to heaven as per their responsibility as Banishers, or if we should try to bring her back to life with a forbidden ritual that entails sacrificial murder. Yahtzee finds that this falls flat due to it being incredibly obvious which is the narratively "correct" option (aside from one path necessitating ''[[VideoGameCrueltyPotential murdering several innocents]]'', the prologue hammers home that ghosts are unnatural and must be dealt with), and that presumably the stakes were meant to be covered by the audience being investing in the characters -- thus wanting to see them survive -- but in this case, [[UnintentionallyUnsympathetic they're not very interesting nor likeable]][[invoked]].

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* SadisticChoice: {{Discussed|Trope}} as one of the unique, but failed core elements of ''VideoGame/BanishersGhostsOfNewEden'': the protagonists are an established couple by the start of the game, but one of them ends up killed and becoming a ghost, with the main narrative through-line being the decision of whether she must be exorcised and sent to heaven as per their responsibility as Banishers, or if we should try to bring her back to life with a forbidden ritual that entails sacrificial murder. Yahtzee finds that this falls flat due to it being incredibly obvious which is the narratively "correct" option (aside from one path necessitating ''[[VideoGameCrueltyPotential murdering several innocents]]'', the prologue hammers home that ghosts are unnatural and must be dealt with), and that presumably the stakes were meant to be covered by the audience being investing in the characters -- thus wanting to see them survive -- but in this case, [[UnintentionallyUnsympathetic they're not very interesting nor likeable]][[invoked]]. In the follow-up ''Semi-Ramblomatic'', "The Moral Dilemmas that Weren't", Yahtzee comments that the decision might have been harder if the still-living protagonist was not just emotionally, but ''physically'' dependent on Antea -- that instead of Red, a hardened BraveScot who could almost certainly get by on his own against the murder ghosts, you replace him with a vulnerable six-year-old girl who will almost certainly die without her (posthumous) guardian, upping the stakes of the decision.
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* KarmaMeter: {{Discussed|Trope}} in the ''Semi-Ramblomatic'' [[https://www.youtube.com/watch?v=IAfe_u9ADAU "The Moral Dilemna that weren't"]], where he notes that most implementations of a KarmaMeter fail, either because [[StupidEvil the evil option is downright nonsensical, just for the sake of being evil]], [[BrokenAesop very obviously go against the moral the game preaches]] (as in ''VideoGame/BanishersGhostsOfNewEden'', where the entire game insists on the importance of exorcising ghosts, even if they are your loved ones, but still gives the player the choice of bringing Antea back to life in a ritual that screams "[[ObviouslyEvil this is the wrong choice]]"), or the so-touted "downsides" for making the harder choice really aren't that impactful (such as making combat in ''VideoGame/Vampyr2018'' harder, but in a way that keeps it fun and engaging rather than making it tedious or annoying, further encouragigng players to stick to the good path).
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* ''VideoGame/SkullAndBones'' (March 6th, 2024)
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** "Post-punk" is a stylistic descriptor he almost exclusively refers to with fondness, describing games (and media in general) that observe deconstructive approaches to genre and medium and build off of them to launch said mediums into new, [[GenreBusting often hard to categorize]], but inventive directions. He frequently celebrates Creator/Suda51 as the forerunner of Japanese post-punk game developers, with ''VideoGame/Killer7'' being his opus.

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** "Post-punk" is a stylistic descriptor he almost exclusively refers to with fondness, describing games (and media in general) that observe deconstructive approaches to genre and medium and build off of them to launch said mediums into new, [[GenreBusting often hard to categorize]], but inventive directions. He frequently celebrates Creator/Suda51 as the forerunner his favorite of Japanese post-punk game developers, with ''VideoGame/Killer7'' being his opus.

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* AuthorAppeal: Yahtzee's personal enjoyment of {{Grappling Hook Pistol}}s in video games shows up again in his review of ''SANABI'', where his enjoyment of that mechanic excuses the tropey "hairy dad story" in the game.

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* AuthorAppeal: AuthorAppeal:
**
Yahtzee's personal enjoyment of {{Grappling Hook Pistol}}s in video games shows up again in his review of ''SANABI'', where his enjoyment of that mechanic excuses the tropey "hairy dad story" in the game.game.
** "Post-punk" is a stylistic descriptor he almost exclusively refers to with fondness, describing games (and media in general) that observe deconstructive approaches to genre and medium and build off of them to launch said mediums into new, [[GenreBusting often hard to categorize]], but inventive directions. He frequently celebrates Creator/Suda51 as the forerunner of Japanese post-punk game developers, with ''VideoGame/Killer7'' being his opus.
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* SadisticChoice: {{Discussed|Trope}} as one of the unique, but failed core elements of ''VideoGame/BanishersGhostsOfNewEden'': the protagonists are an established couple by the start of the game, but one of them ends up killed and becoming a ghost, with the main narrative through-line being the decision of whether she must be exorcised and sent to heaven as per their responsibility as Banishers, or try to bring her back to life with a forbidden ritual that entails murdering sacrifices. Yahtzee finds that this falls flat due to it being incredibly obvious which is the narratively "correct" option (aside from one path necessitating ''[[VideoGameCrueltyPotential murdering several innocents]]'', the prologue hammers home that ghosts are unnatural and must be dealt with), and that presumably the stakes were meant to be covered by the audience being investing in the characters -- thus wanting to see them survive -- but in this case, [[UnintentionallyUnsympathetic they're not very interesting nor likeable]][[invoked]].

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* SadisticChoice: {{Discussed|Trope}} as one of the unique, but failed core elements of ''VideoGame/BanishersGhostsOfNewEden'': the protagonists are an established couple by the start of the game, but one of them ends up killed and becoming a ghost, with the main narrative through-line being the decision of whether she must be exorcised and sent to heaven as per their responsibility as Banishers, or if we should try to bring her back to life with a forbidden ritual that entails murdering sacrifices.sacrificial murder. Yahtzee finds that this falls flat due to it being incredibly obvious which is the narratively "correct" option (aside from one path necessitating ''[[VideoGameCrueltyPotential murdering several innocents]]'', the prologue hammers home that ghosts are unnatural and must be dealt with), and that presumably the stakes were meant to be covered by the audience being investing in the characters -- thus wanting to see them survive -- but in this case, [[UnintentionallyUnsympathetic they're not very interesting nor likeable]][[invoked]].
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* ColonCancer: Just like in ''Zero Punctuation'', Yahtzee dry-heaves [[RunningGag whenever reading the title of a game with an unnecessary colon]], especially for the first entry of a yet-to-be-established series like ''VideoGame/BanishersGhostsOfNewEden''.
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* SadisticChoice: {{Discussed|Trope}} as one of the unique, but failed core elements of ''VideoGame/BanishersGhostsOfNewEden'': the protagonists are an established couple by the start of the game, but one of them ends up killed and becoming a ghost, with the main narrative through-line being the decision of whether she must be exorcised and sent to heaven as per their responsibility as Banishers, or try to bring her back to life with a forbidden ritual that entails murdering sacrifices. Yahtzee finds that this falls flat due to it being incredibly obvious which is the narratively "correct" option (aside from one path necessitating ''[[VideoGameCrueltyPotential murdering several innocents]]'', the prologue hammers home that ghosts are unnatural and must be dealt with), and that presumably the stakes were meant to be covered by the audience being investing in the characters -- thus wanting to see them survive -- but in this case, [[UnintentionallyUnsympathetic they're not very interesting nor likeable]][[invoked]].
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* ''VideoGame/BanishersGhostsOfNewEden'' (February 28th, 2024)
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* JokeAndReceive: Yahtzee did this to himself at one point: in "The Games of 2023 I Didn't Review", he mocks The Game Awards for basing its award categories on genre, which he feels is a flawed practice for a variety of reasons, remarking that they should instead categorize awards based on what feelings they bring out in you, such as [[VideoGame/ReturnOfTheObraDinn "Best Game That Made Us Excited"]], [[VideoGame/SilentHill2 "Best Game That Made Us Scared"]], and [[VideoGame/Doom2016 "Best Game That Made Us Haunted By Our Own Capacity for Violence in a Zero-Consequence Environment"]]. During his later ''Semi-Ramblomatic'' on "How to Predict The Game Awards", Yahtzee admitted that he was just joking at the time, but the more he thought about it, the more it made sense, and that if he did have the ability to fix The Game Awards, he would implement this change.

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* JokeAndReceive: Yahtzee did this to himself at one point: in "The Games of 2023 I Didn't Review", [[TakeThat he mocks The Game Awards Awards]] for basing its award categories on genre, which he feels is a flawed practice for a variety of reasons, remarking that they should instead categorize awards based on what feelings they bring out in you, such as [[VideoGame/ReturnOfTheObraDinn "Best Game That Made Us Excited"]], [[VideoGame/SilentHill2 "Best Game That Made Us Scared"]], and [[VideoGame/Doom2016 "Best Game That Made Us Haunted By Our Own Capacity for Violence in a Zero-Consequence Environment"]]. During his later ''Semi-Ramblomatic'' on "How to Predict The Game Awards", Yahtzee admitted that he was just joking at the time, but the more he thought about it, the more it made sense, and that if he did have the ability to fix The Game Awards, he would implement this change.
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* JokeAndReceive: Yahtzee did this to himself at one point: in "The Games of 2023 I Didn't Review", he mocks The Game Awards for basing its award categories on genre, which he feels is a flawed practice for a variety of reasons, remarking that they should instead categorize awards based on what feelings they bring out in you, such as [[VideoGame/ReturnOfTheObraDinn "Best Game That Made Us Excited"]], [[VideoGame/SilentHill2 "Best Game That Made Us Scared"]], and [[VideoGame/Doom2016 "Best Game That Made Us Haunted By Our Own Capacity for Violence in a Zero-Consequence Environment"]]. During his later ''Semi-Ramblomatic'' on "How to Predict The Game Awards", Yahtzee admitted that he was just joking at the time, but the more he thought about it, the more it made sense, and that if he did have the ability to fix The Game Awards, he would implement this change.
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* OurProductSucks: Lightly {{discussed|Trope}} during the review of ''VideoGame/SuicideSquadKillTheJusticeLeague'', where Yahtzee makes a point that the game defines itself with the narrative motif of ''"we suck"'': [[VillainProtagonist the titular squad of baddies]] suck, [[TheChessmaster the person they work]] for sucks, the city of Metropolis sucks after it was turned into a warzone by the Justice League, who now suck because they're being [[BrainwashedAndCrazy brainwashed]] by "the suckiest dude of them all", [[BigBad Brainiac]], etc. Yahtzee understands the gag the game is trying to pull off, and he doesn't bag on it for "not giving a shit" about itself in an irreverent, tongue-in-cheek way -- rather, he's annoyed that the game ''actually'' doesn't give a shit, with gameplay so perfunctory and repetitive that there's no sense of escalation or satisfaction, carrying an energy that ultimately feels disrespectful and tone-deaf.

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* OurProductSucks: Lightly {{discussed|Trope}} during the review of ''VideoGame/SuicideSquadKillTheJusticeLeague'', where Yahtzee makes a point that the game defines itself with the narrative motif of ''"we suck"'': [[VillainProtagonist the titular squad of baddies]] suck, [[TheChessmaster the person they work]] for sucks, the city of Metropolis sucks after it was turned into a warzone by the Justice League, who now suck because they're being [[BrainwashedAndCrazy brainwashed]] by "the suckiest dude of them all", [[BigBad Brainiac]], etc. Yahtzee understands the gag the game is trying to pull off, and he doesn't bag on it for "not giving a shit" about itself in [[SelfDeprecation an irreverent, tongue-in-cheek way way]] -- rather, he's annoyed that the game ''actually'' doesn't give a shit, with gameplay so perfunctory and repetitive that there's no sense of escalation or satisfaction, carrying an energy that making its self-debasement ultimately feels feeling disrespectful and tone-deaf.
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* OurProductSucks: Lightly {{discussed|Trope}} during the review of ''VideoGame/SuicideSquadKillTheJusticeLeague'', where Yahtzee makes a point that the game defines itself with the narrative motif of ''"we suck"'': [[VillainProtagonist the titular squad of baddies]] suck, [[TheChessmaster the person they work]] for sucks, the city of Metropolis sucks after it was turned into a warzone by the Justice League, who now suck because they're being [[BrainwashedAndCrazy brainwashed]] by "the suckiest dude of them all", [[BigBad Brainiac]], etc. Yahtzee understands the gag the game is trying to pull off, and he doesn't bag on it for "not giving a shit" about itself in an irreverent, tongue-in-cheek way -- rather, he's annoyed that the game ''actually'' doesn't give a shit, with gameplay so perfunctory and repetitive that there's no sense of escalation or satisfaction, carrying an energy that ultimately feels disrespectful and tone-deaf.
-->'''Game:''' When you feel confident, you go to the next story mission to fight the next Justice League member, not that you should feel confident, [[ThisLoserIsYou 'cos you suck so much, you bunch of huge sucky suck suckaroo]]--\\
'''Yahtzee:''' Yes, yes, sorry to interrupt, [[SincerityMode but I genuinely can't tell]]: are you continuing the broadly insincere "we suck" motif of the story, or are you telling me I'm still too underleveled for the next story mission?
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* HanlonsRazor: Yahtzee's review of ''VideoGame/SuicideSquadKillTheJusticeLeague'' is nothing short of a thorough knifing over all of its awful game design decisions, and his most charitable explanation for why the game turned out the way it did was that Rocksteady was using "[[ObfuscatingStupidity weaponized incompetence]]" -- [[FailureGambit willfully making a terrible live-service game to prove to Warner Bros. that such games are a waste of time so they can return to making the world-class, groundbreaking single-player games they were famous for]]. Unfortunately, Yahtzee still notes [[DidntThinkThisThrough the key pitfall]] that ''Suicide Squad'' was actively defiling such work, with its plot being based around overriding the ''Franchise/BatmanArkhamSeries'' in a disrespectful and unsatisfactory way.

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* HanlonsRazor: Yahtzee's review of ''VideoGame/SuicideSquadKillTheJusticeLeague'' is nothing short of a thorough knifing over all of its awful game design decisions, and his most charitable explanation for why the game turned out the way it did was that Rocksteady was using "[[ObfuscatingStupidity weaponized incompetence]]" -- [[FailureGambit willfully making a terrible live-service game to prove to Warner Bros. that such games are a waste of time so they can return to making the world-class, groundbreaking single-player games they were famous for]]. Unfortunately, Yahtzee still notes [[DidntThinkThisThrough the key pitfall]] that ''Suicide Squad'' was actively defiling such work, with its plot being based around overriding the ''Franchise/BatmanArkhamSeries'' in a disrespectful and unsatisfactory way.way, meaning it's instead killed all interest in the franchise.
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* VideoGameTutorial: {{Discussed|Trope}} on the ''Semi-Ramblomatic'' video "The Lost Art of the Tutorial Level", discussing the evolution of how video games teach players their mechanics. While Yahtzee does concede that the modern trends of [[InstructiveLevelDesign integrated tutorials taking place during gameplay]] is a much more efficient and useful method, he can't help but express nostalgia for the dedicated tutorial levels of late 90's shooters like ''VideoGame/HalfLife1'', ''VideoGame/DeusEx'', and ''VideoGame/ThiefTheDarkProject'', feeling like their ability to provide a pressure-free environment to learn the gameplay while also setting up early worldbuilding before the "good stuff" of the main game was rather undervalued.
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[[foldercontrol]]
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* HanlonsRazor: Yahtzee's review of ''VideoGame/SuicideSquadKillTheJusticeLeague'' is nothing short of a thorough knifing over all of its awful game design decisions, and his most charitable explanation for why the game turned out the way it did was that Rocksteady was using "[[ObfuscatingStupidity weaponized incompetence]]" -- [[FailureGambit willfully making a terrible live-service game to prove to Warner Bros. that such games are a waste of time so they can return to making the world-class, groundbreaking single-player games they were famous for]]. Unfortunately, Yahtzee still notes [[DidntThinkThisThrough the key pitfall]] that ''Suicide Squad'' was actively defiling such work with how it overrides the ''Franchise/BatmanArkhamSeries'' in such a disrespectful and unsatisfactory way.

to:

* HanlonsRazor: Yahtzee's review of ''VideoGame/SuicideSquadKillTheJusticeLeague'' is nothing short of a thorough knifing over all of its awful game design decisions, and his most charitable explanation for why the game turned out the way it did was that Rocksteady was using "[[ObfuscatingStupidity weaponized incompetence]]" -- [[FailureGambit willfully making a terrible live-service game to prove to Warner Bros. that such games are a waste of time so they can return to making the world-class, groundbreaking single-player games they were famous for]]. Unfortunately, Yahtzee still notes [[DidntThinkThisThrough the key pitfall]] that ''Suicide Squad'' was actively defiling such work work, with how it overrides its plot being based around overriding the ''Franchise/BatmanArkhamSeries'' in such a disrespectful and unsatisfactory way.

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