Whenever you hear "It's like THING meets OTHER THING!"...what's being described is usually nothing like either thing.
— Platypus Comix, "What Powell's Throws Out, Part Two"
Pure Intellect Cave here. Not to brag, but while you were cat-assing that last test, I rewrote the collected works of everything ever. I figure if I gotta read this garbage for eternity, I may as well improve it. Next time you curl up with a time-honored classic and think to yourself, Man, I do not remember the Brothers Karamazov busting so many ghosts, you can thank yours truly.
— Cave Johnson a.k.a CaveDOS, Portal 2
The way I see it, he goes into a room with a stuffy TV executive who doesn't know his arse from his elbow and goes into great detail about the backstory, the rich setting, how the entire cast is made up of good actors portraying likeable characters. Then he went on to explain the witty well written script and suddenly his best show ever is stuck in TV scheduling hell and cancelled before the paint on the set could dry. Whereas if he had gone in and simply said 'Cowboys and Prostitutes in space', we'd probably be watching the spin-off series where Jayne and Simon have to live together in a tiny space apartment without their space landlord Saffron finding out they're not actually space gay.
Our world is made of many things, most of which are completely fine on their own. But combine them with other concepts and they can easily turn into things of pure, primal horror: beer and base-jumping, kindergarten and meteorites, toothpaste and orange juice.
Attractive ’90s punks struggling for water will be the driving force of the plot, such as it is, which led me to call this movie 'What If Dune starred the cast of Hackers?'
So, how does the actual game play? Imagine this: a sidescrolling action game, one that would involve precision platforming and the need for careful controls. All right, now imagine it uses more or less the exact same control setup as MK3. If you don't go run screaming from this article yet, you might be fit to play this. 'Might' being the key word here.
Tat Wood, in what may be the single most psychologically revealing moment in the whole of About Time, asks 'what other programme would give you a western in a swamp' as if this is some sort of mark of distinction or a reason to like this story, but for those of us who are not Tat Wood the fact remains that this is not a combination that really sells itself to us.