Putting an end to the flow
Is it possible? To write without style? To speak without rhythm? To play without flow? A few years ago, psycho-explorers discovered flow. It was a cape, a peak, an optimum of…
Is it possible? To write without style? To speak without rhythm? To play without flow? A few years ago, psycho-explorers discovered flow. It was a cape, a peak, an optimum of…
What does it mean to recreate, rebuild or construct a Brutalist building in a video game? Brutalist architecture is characterized by hard, imposing forms, exposed concrete and often silhouettes evoking the mold…
This analysis was born out of a desire to discuss the video essay ‘The Essence of Metal Gear’ on the La Croûtique channel. It turns out that over the course of its…
I – Context « Conviction is the human will at its most powerful. At once effect and cause, it impresses the coldest souls, and is a kind of mute eloquence that grips…
Final Fantasy IX (hereafter abbreviated FFIX) brought the PlayStation trilogy of the twin-letter saga to a bold close. The ultimate incarnation of Hironobu Sakaguchi’s obsessions at the height of his fame, FFIX…
“There’s a sort of evil out there. Something very, very strange in these old woods. Call it what you want. A darkness, a presence. It takes many forms but … it’s been…
This text is part of a series of articles dedicated to Cyberpunk 2077. Each article will aim to help understand the game’s game design choices and mechanics, as well as grasping its…
Game Over is an integral part of video games. In the majority of games, it is associated, above all, with going backwards in the adventure. In horror, it’s all the more unpleasant…
It’s been many weeks since Game of the Year was awarded. I’ve been mulling over the state of the industry and, I have to admit, almost didn’t mention it beyond a few…