Wow. This is the first one I've seen where I felt like he made a point. Was it a point worth five minutes? No. Once again, he just said the same 30 second point over and over and over again: "Weird games ideally let you join in the weirdness."
What was that?
"Weird games ideally let you join in the weirdness."
And one more time for the slow people.
"Weird games ideally let you join in the weirdness."
Oh... wait... we're going one more time?
"Weird games ideally let you join in the weirdness."
Also, he's not funny. I almost laughed one time this episode, which is a huge improvement, but his jokes seem less like natural byproducts of wit and more of him writing the main script for his episode, then going back over it and forcing jokes into it.
If I were speaking, this probably would have taken around 40 seconds, and I've made two points. See how that works?
Let me help out (see, an offering of a possible real solution, rather than just "women are treated like sex objects --> most people think it would be better for the industry if women weren't treated like meat with holes --> let's say the opposite of that to make a 5 minute long joke that I repeat ad nauseum!"). I'll structure a basic outline for what I'd like to see "The Jimquisition" do next week:
1. State the overall argument ("Weird games shouldn't be weird for the sake of weird")
2. Explore possibilities why the status quo takes place ("People confuse superficial gimmicks with true sparks of genius and originality")
3. Discuss games that succeeded and failed in this endeavor ("Succeeded: 'Katamari Demacy' since you were the absolute weirdest thing in that universe doing ALL the action that mattered, the early 'Silent Hill' series because although you weren't the 'weirdest' thing in our meaning, you were a certainly weird visitor to this horrific universe, which made you feel important and meaningful in that universe. Failed: the games that were mentioned in the Jimquisition")
4. Discuss some nuance and conclude ("Although you are changing the universe in that weird stretchy worm game, you still feel like you're a natural staple in the universe, therefore making you feel like the most mundane part of the universe. This type of feeling is prevalent in the naked Verne Troyer game as well, in which you're the tool that lets everyone else have weird fun, rather than actually having the weird fun. This separates that from the successes I mentioned because in the games that were successful in the realm of the weird, you felt like you were the most active and important in the universe. Without you, the world seemed like it would run on whatever that version of the status quo was for them, but with you, it's truly delved into a weird, irrevocably changed, version of whatever universe you're affecting.")
And that, my friend, is how you discuss games.