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* ''VideoGame/SouthParkSnowDay'' (April 24th, 2024)
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** Yahtzee declared this to be the big issue with ''VideoGame/FinalFantasyVIIRebirth'', and why despite [[SurprisinglyImprovedSequel overall enjoying it more]] than [[VideoGame/FinalFantasyVIIRemake its immediate predecessor]] and even the original ''VideoGame/FinalFantasyVII'', he didn't really ''like'' it all that much. The cardinal flaw Yahtzee finds is just how many concepts it jumps between with little room to breathe, feeling that even the main combat (which he found better than in ''Remake'') is ultimately just a fall-back option for when it can't think of another minigame, of which there are dozens, describing the game as "a mile wide and an inch thick."

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** Yahtzee declared this to be the big issue with ''VideoGame/FinalFantasyVIIRebirth'', and why despite [[SurprisinglyImprovedSequel overall enjoying it more]] more]][[invoked]] than [[VideoGame/FinalFantasyVIIRemake its immediate predecessor]] and even the original ''VideoGame/FinalFantasyVII'', he didn't really ''like'' it all that much. The cardinal flaw Yahtzee finds is just how many concepts it jumps between with little room to breathe, feeling that even the main combat (which he found better generally enjoyed more than in ''Remake'') is ultimately just a fall-back option for when it can't think of another minigame, of which there are dozens, describing the game as "a mile wide and an inch thick."

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* {{Infodump}}: {{Discussed|Trope}} in his review of ''VideoGame/TheTalosPrinciple2'' as one of its few prominent flaws, in that while it's a beautiful, well-designed, and genuinely fascinating game, it (as well as [[VideoGame/TheTalosPrinciple its predecessor]]) goes about its philosophically topics in a very dry, robotic way that can come off as unnecessarily excessive. Yahtzee believes that the reason the game went under most peoples' radar was that "it's not the least bit sexy," comparing it to how ''VideoGame/DiscoElysium'' was also very smart ''and'' funny ''and'' "full of sexy drama," and that there's very much enough room for good science fiction to tackle big questions ''and'' "have a few exciting laser gun fights as well."

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* {{Infodump}}: {{Discussed|Trope}} in his review of ''VideoGame/TheTalosPrinciple2'' as one of its few prominent flaws, in that while it's a beautiful, well-designed, and genuinely fascinating game, it (as well as [[VideoGame/TheTalosPrinciple its predecessor]]) goes about its philosophically philosophical topics in a very dry, robotic way that can come off as unnecessarily excessive. Yahtzee believes that the reason the game went under most peoples' radar was that "it's not the least bit sexy," comparing it to how ''VideoGame/DiscoElysium'' was also very smart ''and'' funny ''and'' "full of sexy drama," and that there's very much enough room for good science fiction to tackle big questions ''and'' "have a few exciting laser gun fights as well."



** 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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** 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 great 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).with).
** Yahtzee declared this to be the big issue with ''VideoGame/FinalFantasyVIIRebirth'', and why despite [[SurprisinglyImprovedSequel overall enjoying it more]] than [[VideoGame/FinalFantasyVIIRemake its immediate predecessor]] and even the original ''VideoGame/FinalFantasyVII'', he didn't really ''like'' it all that much. The cardinal flaw Yahtzee finds is just how many concepts it jumps between with little room to breathe, feeling that even the main combat (which he found better than in ''Remake'') is ultimately just a fall-back option for when it can't think of another minigame, of which there are dozens, describing the game as "a mile wide and an inch thick."

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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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* ExtremeDoormat: ExtremeDoormat:
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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.it.
** Part of the reason why he ended up playing the card-game minigame from ''Final Fantasy VII Rebirth'' so long, despite hating it, is because he didn't want to get puppy-dog-eyes-ed at by the announcer NPC running the thing.



* MaliciousMisnaming: As part of his vendetta against sequels that don't involve a number in their title, Yahtzee refers to ''Final Fantasy VII Remake'' and ''Rebirth'' with random subtitles like ''Final Fantasy VII Porridge'' or ''Final Fantasy VII Part Knickerbocker''.



* [[invoked]]PetPeeveTrope: Yahtzee highlights one particular grievance of his with modern triple-A games: bad titles. Titles that [[SimilarlyNamedWorks are named identically to another game]], unnecessary subtitles for new [=IPs=], generic titles, and generic titles with a made-up proper noun in them are all highlighted as sounding uncreative or generic.

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* [[invoked]]PetPeeveTrope: [[invoked]]PetPeeveTrope:
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Yahtzee highlights one particular grievance of his with modern triple-A games: bad titles. Titles that [[SimilarlyNamedWorks are named identically to another game]], unnecessary subtitles for new [=IPs=], generic titles, and generic titles with a made-up proper noun in them are all highlighted as sounding uncreative or generic.generic.
** "Jiminy Cockthroats"[[labelnote:ie.]] games that combine a number of common tropes seen most often in Triple-A releases, like crafting mechanics, open worlds, stealth, and tower-climbing,[[/labelnote]] are a recurring annoyance of Yahtzee's from ''Zero Punctuation''. When he describes a segment of ''Final Fantasy VII Rebirth'' that has an open world, towers, crafting, and ledge climbing, he tells the viewer to imagine his face deteriorating as if via meth usage while he lists each element.

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* SidetrackedByTheGoldSaucer[[invoked]]: During his review of ''VideoGame/LikeADragonInfiniteWealth'', Yahtzee discusses that the main meat of ''Like A Dragon'''s fun factor lies less in its dramatic stories and more in its quirky sidequests and minigames, and that he would bee-line straight to them at the earliest available opportunity. However, he ended up finding ''Infinite Wealth'' throwing him for a loop as the "''optional'' optional sidequests" were largely same-y and boring "help random person in way that involves beating people up" stories, whereas the actually fun sidequests were the "''non''-optional optional ones", including its weirdly compelling ''Franchise/{{Pokemon}}'' and ''Franchise/AnimalCrossing'' parodies.

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* SidetrackedByTheGoldSaucer[[invoked]]: SidetrackedByTheGoldSaucer[[invoked]]:
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During his review of ''VideoGame/LikeADragonInfiniteWealth'', Yahtzee discusses that the main meat of ''Like A Dragon'''s fun factor lies less in its dramatic stories and more in its quirky sidequests and minigames, and that he would bee-line straight to them at the earliest available opportunity. However, he ended up finding ''Infinite Wealth'' throwing him for a loop as the "''optional'' optional sidequests" were largely same-y and boring "help random person in way that involves beating people up" stories, whereas the actually fun sidequests were the "''non''-optional optional ones", including its weirdly compelling ''Franchise/{{Pokemon}}'' and ''Franchise/AnimalCrossing'' parodies.parodies.
** Also brought up in his review of ''VideoGame/FinalFantasyVIIRebirth'', which is stuffed to the brim with mini-games (naturally; it is a partial remake of the TropeNamer, after all). Yahtzee notes that he isn't particularly interested in the mini-games, which made him realize more to his annoyance that [[{{Railroading}} the game seemed to be constantly pressuring him to play them]] rather than letting himself get "sidetracked".
--->'''Yahtzee:''' [...]inevitably, they'll explain the rules, and inevitably, I'll listen with my mouth hanging open and the ''WesternAnimation/InspectorGadget'' theme tune running through my head, and then after the tutorial, never play it or think about it again. But then there's a whole chapter devoted to a tournament of this fucking game that I had to opt out of, and when I heard the incredulous voice of the tournament manager asking if I was really quitting, my stubborn pride forced me to back down and learn this stupid card game I didn't find fun [[GuiltBasedGaming just so an NPC wouldn't make a disappointed face.]]
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* ContinuityLockout[[invoked]]: Discussed in his ''VideoGame/FinalFantasyVIIRebirth'' review as one of the reasons he isn't keen on it or its predecessor, ''VideoGame/FinalFantasyVIIRemake''. As a non-fan of [[VideoGame/FinalFantasyVII the original]], Yahtzee describes the feeling of playing these remakes like "being a new boyfriend in a well-established friend group," where the games seemed to intrinsically assume he will enjoy being around "familiar" elements rather than finding them alienating and annoying, finding Yuffie (a character who the game had hyped up with many false intros before officially joining the party) to be just ''another'' ManicPixieDreamGirl alongside the other girls in the party.


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* ManicPixieDreamGirl: A trope [[DiscussedTrope brought up frequently]] in his review of ''VideoGame/FinalFantasyVIIRebirth'', noting that part of the reason he isn't exactly impressed by its story (or of the original ''VideoGame/FinalFantasyVII'') is that ''all three'' female party members seem to be this single archetype, and are either interchangeable or cringe-inducing in their attempts to be endearing.
-->'''Yahtzee:''' Blimey, how much can one man be Manic Pixie Dream Girl'd without going into diabetic shock?


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* OddlyNamedSequel2ElectricBoogaloo: Yahtzee ''[[PetPeeveTrope really hates]]'' [[PetPeeveTrope this trope]], alongside adjacent tropes like [[RecycledTitle reusing the exact same title between sequels]] and [[ColonCancer pointless colons and subtitles on games purporting to be the first installment of a yet-to-be-developed series]]. He was very quick to praise ''VideoGame/TheTalosPrinciple2'' right off the bat for having a simple numeric sequel title, which he found refreshingly "old-school".


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* ProlongedPrologue[[invoked]]: {{Discussed|Trope}} regarding ''VideoGame/FinalFantasyVIIRebirth'' as something that frustrated Yahtzee alongside [[VideoGame/FinalFantasyVIIRemake its predecessor]], where both are meant to be remakes of ''VideoGame/FinalFantasyVII'', yet they take their sweet time actually getting the plot going. Yahtzee admits that this is more applicable to ''Remake'' (which to him only progress through "a hearty .5% of the original game's plot"), but ''Rebirth'' suffers a different problem where it's covering the second third of the game, where not much actually happens and largely consists of meandering about.
-->'''Yahtzee:''' There's a scene early on where "ManicPixieDreamGirl B" [...] gleefully does a little skip and goes, "That's the first step on our new journey!", and I very clearly remember yelling at the screen, "Journey to where?! To do what?!"
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* ''VideoGame/FinalFantasyVIIRebirth'' (April 17th, 2024)
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* OhCrap: During his review of ''VideoGame/DragonsDogmaII'', Yahtzee describes the moment he finally gave up on the game: after a particularly harsh difficulty spike against a boss and realizing that every time he loaded a save to retry it, [[UnstableEquilibrium a chunk of his maximum health was being sliced off]], he decided to accept the "last inn" save and tank the walk back. However, to his unpleasant surprise, he didn't actually spawn at his last inn, but somewhere four or five hours ago, and since the game only supported one save slot...
-->'''Yahtzee''': Oh no. ''Oh no no no no no no'', don't you fucking {{autosave}}, ''you single save-slotted slattern''-- ''([[ShaggyDogStory game throws out his progress]])'' --'''''FUCK!'''''

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* OhCrap: During his review of ''VideoGame/DragonsDogmaII'', Yahtzee establishes early on that the game one has ''one'' save slot, and tells his audience that this will be relevant later. A bit into the review, he then describes the moment he finally gave up on the game: after a particularly harsh difficulty spike against a boss and realizing that every time he loaded a save to retry it, [[UnstableEquilibrium a chunk of his maximum health was being sliced off]], he decided to accept the "last inn" save and tank the walk back. However, to his unpleasant surprise, he didn't actually spawn at his last inn, but somewhere four or five hours ago, and since the game only supported one save slot...
-->'''Yahtzee''': Oh no. ''Oh no no no no no no'', don't you fucking {{autosave}}, ''you single save-slotted slattern''-- ''([[ShaggyDogStory game throws out his progress]])'' --'''''FUCK!'''''-- '''''FUCK!'''''

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* DoubleEntendre: {{Inverted}} in the ''Dragon's Dogma'' review. Yahtzee mentions at one point that the "climb on monsters" mechanic led to him smothering his face into a minotaur's pubic hair; from that point onwards, the mildly sexual phrase "pubic hair" becomes shorthand for the more innocent "fighting monsters".



* MakesAsMuchSenseInContext: The opening to the ''Dragon's Dogma 2'' episode: "sometimes I lick the underbellies of sugar gliders for an [[BestialityIsDepraved illicit sexual thrill]]." Yahtzee then immediately admits that he was only saying that for shock value.



* PaperThinDisguise: From the ''Dragon's Dogma 2'' review, Yahtzee portrays the impostor of the Arisen king as a giant potato with his hat and a smiley face scribbled onto it. [[FailedASpotCheck It was apparently enough to fool at least one royal court assistant.]]



* 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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* RunningGag: RunningGag:
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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.
** Early in the ''Dragon's Dogma 2'' video, Yahtzee mentions that the game has a "climb all over giant monsters" mechanic, which he communicates with the visual of him smothering himself into the pubic hair of a minotaur. An association with pubic hair and/or spitting out loose hairs of such is used as a shorthand for fighting monsters for the rest of the
review.



* TemptingFate: In the ''Dragon's Dogma 2'' review, Yahtz mentions that the game had only one save slot. After fumbling around with his game data folder on his system, he found a way to bypass the restriction in a way that he found sufficient, narrating that he was sure that this would no longer be an issue... before [[LampshadedTrope turning to the camera and calling this]] "{{Foreshadowing}}". Whilst a save file bucket hangs over his head, hung up with string alongside a sword of Damocles.

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* TemptingFate: In the ''Dragon's Dogma 2'' review, Yahtz mentions that the game had only one save slot. After fumbling around with his game data folder on his system, he found a way to bypass the restriction in a way that he found sufficient, narrating that he was sure that this would no longer be an issue... before [[LampshadedTrope turning to the camera and calling this]] "{{Foreshadowing}}". Whilst a save file bucket hangs over his head, hung up with string alongside a sword of Damocles. The single save slot in fact becomes an issue later during the review, when Yahtzee learns that the game managed to undo an afternoon's worth of game progress by autosaving over his singular save slot, prompting him to RageQuit the game.
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** Part of "The Importance of a Good Monster Introduction" discusses how video games introduce the first enemy to the player, and thus their combat system, and how it can be done well or poorly in terms of immersing players and instructing them what to do. He prefers that games do both simultaneously, and looks down upon the fact most games feel the need to stop everything for a cutscene to zoom in on and introduce the first monster before the player gets to try and fight them. He especially mocks ''VideoGame/DoomEternal'', which not only stops the game before an enemy encounter with an informational popup, but provides literal instructions just telling you what their weaknesses are and how to fight them.

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** Part of "The Importance of a Good Monster Introduction" discusses how video games introduce the first enemy to the player, and thus their combat system, and how it can be done well or poorly in terms of immersing players and instructing them what to do. He prefers that games do both simultaneously, and looks down upon the fact most games feel the need to stop everything for a cutscene to zoom in on and introduce the first monster before the player gets to try and fight them. He especially mocks ''VideoGame/DoomEternal'', which ''VideoGame/DoomEternal'' for this, as it not only stops the game before an enemy encounter with an informational popup, popup before an enemy encounter, but provides literal instructions just telling you what their weaknesses are and how to fight them.

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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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* VideoGameTutorial: VideoGameTutorial:
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{{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.undervalued.
** Part of "The Importance of a Good Monster Introduction" discusses how video games introduce the first enemy to the player, and thus their combat system, and how it can be done well or poorly in terms of immersing players and instructing them what to do. He prefers that games do both simultaneously, and looks down upon the fact most games feel the need to stop everything for a cutscene to zoom in on and introduce the first monster before the player gets to try and fight them. He especially mocks ''VideoGame/DoomEternal'', which not only stops the game before an enemy encounter with an informational popup, but provides literal instructions just telling you what their weaknesses are and how to fight them.
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* OhCrap: During his review of ''VideoGame/DragonsDogmaII'', Yahtzee describes the moment he finally gave up on the game: after a particularly harsh difficulty spike against a boss and realizing that every time he loaded a save to retry it, [[UnstableEquilibrium a chunk of his maximum health was being sliced off]], he decided to accept the "last inn" save and tank the walk back. However, to his unpleasant surprise, he didn't actually spawn at his last inn, but somewhere four or five hours ago, and since the game only supposed one save slot...

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* OhCrap: During his review of ''VideoGame/DragonsDogmaII'', Yahtzee describes the moment he finally gave up on the game: after a particularly harsh difficulty spike against a boss and realizing that every time he loaded a save to retry it, [[UnstableEquilibrium a chunk of his maximum health was being sliced off]], he decided to accept the "last inn" save and tank the walk back. However, to his unpleasant surprise, he didn't actually spawn at his last inn, but somewhere four or five hours ago, and since the game only supposed supported one save slot...
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* OhCrap: During his review of ''VideoGame/DragonsDogmaII'', Yahtzee describes the moment he finally gave up on the game: after a particularly harsh difficulty spike against a boss and realizing that every time he loaded a save to retry it, [[UnstableEquilibrium a chunk of his maximum health was being sliced off]], leading him to accept the last inn save and tank the walk back. However, to his unpleasant surprise, he didn't actually spawn at his last inn, but somewhere four or five hours ago, and since there was only a single save slot...

to:

* OhCrap: During his review of ''VideoGame/DragonsDogmaII'', Yahtzee describes the moment he finally gave up on the game: after a particularly harsh difficulty spike against a boss and realizing that every time he loaded a save to retry it, [[UnstableEquilibrium a chunk of his maximum health was being sliced off]], leading him he decided to accept the last inn "last inn" save and tank the walk back. However, to his unpleasant surprise, he didn't actually spawn at his last inn, but somewhere four or five hours ago, and since there was the game only a single supposed one save slot...
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* OhCrap: During his review of ''VideoGame/DragonsDogmaII'', Yahtzee describes the moment he finally gave up on the game: after a particularly harsh difficulty spike against a boss and realizing that every time he loaded a save to retry it, [[UnstableEquilibrium a chunk of his maximum health was being sliced off]], leading him to accept the last inn save and tank the walk back. However, to his unpleasant surprise, he didn't actually spawn at his last inn, but somewhere four or five hours ago, and since there was only a single save slot...
-->'''Yahtzee''': Oh no. ''Oh no no no no no no'', don't you fucking {{autosave}}, ''you single save-slotted slattern''-- ''([[ShaggyDogStory game throws out his progress]])'' --'''''FUCK!'''''

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* AbstractScale: His review of ''Prince of Persia: The Lost Crown'' has him invent the STDJ scale to rank the quality of {{Metroidvania}}s, short for "start to {{double jump}}". The double jump is singled out because he sees it as the point where the developers gave up on inventing new ideas.

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* AbstractScale: AbstractScale:
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His review of ''Prince of Persia: The Lost Crown'' has him invent the STDJ scale to rank the quality of {{Metroidvania}}s, short for "start to {{double jump}}". The double jump is singled out because he sees it as the point where the developers gave up on inventing new ideas.ideas.
** In "The Importance of a Good Monster Introduction", Yahtzee brings up the "Start to Crate" metric coined by ''Website/OldManMurray'' to describe how long it takes for a game to introduce [[CrateExpectations crates, which appear to be omnipresent in every game]]. Yahtzee uses this as a launch point to discuss the similarly omnipresent aspect of how games introduce the first enemy monster and how it sets the tone of the combat, and in turn [[EstablishingSeriesMoment setting the precedent for the rest of the gameplay]].
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* TemptingFate: In the ''Dragon's Dogma 2'' review, Yahtz mentions that the game had only one save slot. After fumbling around with his game data folder on his system, he found a way to bypass the restriction in a way that he found sufficient, narrating that he was sure that this would no longer be an issue... before [[LampshadedTrope turning to the camera and calling this]] "{{Foreshadowing}}". Whilst a save file bucket hangs over his head, hung up with string alongside a sword of Damocles.
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* ''VideoGame/DragonsDogmaII'' (April 10th, 2024)
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* BaitAndSwitchComment: In his review of ''Alone in the Dark'', Yahtz (rhetorically, pretending to be the game in question) asks himself if he likes jigsaw puzzles with a maximum of 9 pieces. Yahtz says he does... because they keep his four-year-old occupied while he does tasks that require actual brainpower, like crosswords and rewiring electronics.
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* RecycledTitle[[invoked]]: Just like in ''Zero Punctuation'', Yahtzee [[PetPeeveTrope really hates these]], finding it unnecessarily confusing, even for remakes. While he doesn't dwell on it for his review of ''VideoGame/AloneInTheDark2024'', he briefly makes it clear how annoyed he is for it being the ''third'' entry in [[VideoGame/AloneInTheDark the series]] to use the exact same title.
-->'''Yahtzee:''' There's also contextual throwable items which are occasionally [[MolotovCocktail Molotovs]] and ostensibly light enemies on fire, [[SpecialEffectsFailure although it looks more like they've just put on delightful little orange ballet tutus]] and are really efficient for making you nostalgic for the really ''good'' fire physics ''in the identically-titled game from fifteen fucking years ago''.
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* OnceOriginalNowCommon[[invoked]]: {{Discussed|Trope}} in the review of ''VideoGame/AloneInTheDark2024''. Yahtzee expresses mild confusion over how ''VideoGame/AloneInTheDark'' keeps popping up with misguided remakes/reboots every few generations despite none of the games being better than "halfway decent", noting that the first game, while a pioneer to 3D SurvivalHorror, has aged pretty embarrassingly. Yahtzee does give the 2024 title some credit where after several failed attempts to reinvent the franchise -- 2001's ''The New Nightmare'' being a shameless ripoff of ''Franchise/ResidentEvil'', 2008's remake being "[[SoBadItsGood creatively-spirited but unwittingly camp]]", and 2015's ''Illumination'' just being flat-out terrible -- it wisely decides to [[RevisitingTheRoots revisit the roots]] by evoking the 1920's Lovecraftian horror setting of the first, most well-regarded title, before going in its own new directions (even if it is still extremely derivative of ''VideoGame/ResidentEvil4'').

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* MythologyGag: ''Fully Ramblomatic'' is the title of Yahtzee's blog and was the title of the pre-Escapist reviews that later became ''Zero Punctuation''.

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* MythologyGag: MythologyGag:
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''Fully Ramblomatic'' is the title of Yahtzee's blog and was the title of the pre-Escapist reviews that later became ''Zero Punctuation''.Punctuation''.
** At the end of the ''VideoGame/AloneInTheDark2024'' review, Yahtzee proclaims he can't relate to the protagonist, "and not just because I've never worn a trilby [...]". Toffee then brings over the white hat Yahtzee's ''Zero Punctuation'' avatar was wearing, to which Yahtzee replies that it's a fedora.
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* ''VideoGame/AloneInTheDark2024'' (April 3rd, 2024)


* BritishStuffiness: {{Discussed}} in "An Explanation of "Post-Punk" Games". Yahtzee, being British, recognizes that the British have a tendency to be quite uptight and authoritarian -- which has resulted in [[DefectorFromDecadence a significant British counterculture that despises conventions and norms]]. It's what produced the significant British UsefulNotes/{{Punk}} music scene, the alternative comedy movement in the 80's, and the British bedroom game programmer boom.

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* BritishStuffiness: {{Discussed}} in "An Explanation of "Post-Punk" Games". Yahtzee, being British, recognizes that the British have a tendency to be quite uptight and authoritarian -- which has resulted in [[DefectorFromDecadence a significant British counterculture that despises conventions and norms]].norms. It's what produced the significant British UsefulNotes/{{Punk}} music scene, the alternative comedy movement in the 80's, and the British bedroom game programmer boom.

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* BringMyBrownPants: When Yahtzee discusses jumpscares in "The Rules of a Good Plot Twist", his avatar gets jumpscared by a monster jumping out of his television. He proceeds to pull out a box of adult diapers while saying "good thing I brought these", strongly implying he shat himself out of fright.

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* BringMyBrownPants: BringMyBrownPants:
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When Yahtzee discusses jumpscares in "The Rules of a Good Plot Twist", his avatar gets jumpscared by a monster jumping out of his television. He proceeds to pull out a box of adult diapers while saying "good thing I brought these", strongly implying he shat himself out of fright.fright.
** He considers ''Amnesia: The Bunker'' to be his top 4 best game of 2023 because it "actually scared the piss out of my jaded arse." Complete with an image of Yahtzee pissing out of his ass while playing the game.
--->[[MixedMetaphor Please don't ask what piss was doing in my arse.]]
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* RagingStiffie: Yahtz says ''The Talos Principle'' gives him a "brain boner". Cue image of Yahtzee's avatar with a boner... coming out from his head, tenting the shape of his hat.
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* ObservationOnOriginality: {{Discussed|Trope}} in "Why Truly Original Games Are So Rare", where Yahtzee admits that even as a critic who can be snobby about games not being able to come up with new gameplay ideas, actually doing that is ''really freaking hard'', and ironically by trying to pursue an original idea, the closer you end up replicating something that already exists. Yahtzee posits that the most original ideas only really come from a spontaneous spark of taking a game mechanic and reframing it through a unique perspective rather than strictly iterating or building upon it, citing ''{{VideoGame/Balatro}}'' (a {{Roguelike}} DeckbuildingGame based on {{TabletopGame/poker}}) one of these types of combinations that's so effective and obvious in retrospect that it leaves everyone wondering how no one came up with it earlier. Yahtzee further makes a point that this sort of innovation almost never happens in big-budget triple-A development because the risks are so high that very few are willing to bank on pursuing such novel ideas without overthinking it, and it instead comes from [[IndieGame indie games]], full of "mad people having mad ideas" and can go about uninhibited.

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* ObservationOnOriginality: {{Discussed|Trope}} in "Why Truly Original Games Are So Rare", where Yahtzee admits that even as a critic who can be snobby about games not being able to come up with new gameplay ideas, actually doing that is ''really freaking hard'', and ironically by trying to pursue an original idea, the closer you end up replicating something that already exists. Yahtzee posits that the most original ideas only really come from a spontaneous spark of taking a game mechanic and reframing it through a unique perspective rather than strictly iterating or building upon it, citing ''{{VideoGame/Balatro}}'' (a {{Roguelike}} DeckbuildingGame based on {{TabletopGame/poker}}) as one of these types of combinations high concepts that's so effective and obvious in retrospect that it leaves everyone wondering how no one came up with it earlier. Yahtzee further makes a point that this sort of innovation almost never happens in big-budget triple-A development because the risks are so high that very few suits are willing to bank on pursuing such novel ideas without overthinking it, and it instead comes from [[IndieGame indie games]], game development]], full of "mad people having mad ideas" and who can go about uninhibited.
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* ObservationOnOriginality: {{Discussed|Trope}} in "Why Truly Original Games Are So Rare", where Yahtzee admits that even as a critic who can be snobby about games not being able to come up with new gameplay ideas, actually doing that is ''really freaking hard'', and ironically by trying to pursue an original idea, the closer you end up replicating something that already exists. Yahtzee posits that the most original ideas only really come from a spontaneous spark of taking a game mechanic and reframing it through a unique perspective rather than strictly iterating or building upon it, citing ''{{VideoGame/Balatro}}'' (a {{Roguelike}} DeckbuildingGame based on {{TabletopGame/poker}}) one of these types of combinations that's so effective and obvious in retrospect that it leaves everyone wondering how no one came up with it earlier. Yahtzee further makes a point that this sort of innovation almost never happens in big-budget triple-A development because the risks are so high that very few are willing to bank on pursuing such novel ideas without overthinking it, and it instead comes from [[IndieGame indie games]], full of "mad people having mad ideas" and can go about uninhibited.
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* EverybodyHatesMathematics: Joked about in the ''Semi-Ramblomatic'' of "Why Truly Original Games Are So Rare": while brainstorming a hypothetically "original" concept to illustrate the pitfalls that can come from the process, he proposes a melee combat system where rather than basing it on fast reflexes and strategic planning, it's based around typing coherent various themed words... which would be a nightmare to prototype as it involves programming ''every word in the English language'' and flagging them for context. Yahtzee attempts a compromise by instead focusing on less cumbersome math equations... which would in turn be less flexible in ability to allow players to express their creativity, in addition to the fact that "Nobody thinks maths is fun. Nobody you'd want to be trapped in conversation with at a party, anyway."
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* FormulaBreakingEpisode: "Yahtzee Showcased Starstruck Vagabond at GDC 2024" follows Yahtzee not only covering a live event and in front of the camera, but also as a presenter, with the video detailing the experience of showcasing his own upcoming video game, ''VideoGame/StarstruckVagabond''.

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* PostSomethingism:
** One ''Semi-Ramblomatic'' episode discusses how he uses the term "PostPunk" 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 jobs/hobbies associated with older men) and "post-dad games" (where the same concepts are put in weirder and more fantastic contexts).



* 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 jobs/hobbies associated with older men) and "post-dad games" (where the same concepts are put in weirder and more fantastic contexts).

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