Watching the decor shift around to reveal new layers with each click of the mouse feels like a small, silent miracle.

2017

Copy and paste indie cliché.

I don't even remember anything that happens in this game!

To properly appreciate The Stanley Parable, we have to engage it on its own terms, something the game makes difficult by constantly pushing against the notion of actually welcoming the player in as opposed to making him an amused observator.

Disappointing.

Not even fun on a pizza night. What the hell is this ?

The funhouse. The funhouse says it all, really.

A story too conscious of its own tropes to fully embrace them, too in love with its darkness to properly work around it.
Max now looks like an Abercrombie model instead of a goofy Finnish developper.

Sometimes less is more.

Sam Lake's stories work best when they earnestly embrace the genre they try to mimic ; and as such, this first version of Max Payne happens to be the most enjoyable. The level-design supports the goofs allowed by his bullet-time and the narrative tightens around him without choking his humour.

An unironic dive into Noir York.

For Subnautica to transcend its design, too many things would have to be changed. And it doesn't matter because it's the closest videogames have come to touching the sea anyway :

We dive deep and surprise! The ocean's floor is not a bland limitation but instead a rich plateau that keeps on giving. Death and discovery in equal measure.

It's a World Cup, but I prefered it better when the game was about capital E evil and football teams from another galaxy.

It's the grandiose, mindnumbing excess of its storylines and footballing techniques that elevate Inazuma Eleven into something worth caring for.

This episode, more than any other, seems to understand that the most.

You cannot hope to unsettle colonialist and racist structures by simply affirming the violent context of your open-world.

Another typical dissociative disorder.

Inconsequential magnum-opus. I don't know if i love it more than I can hate it.

The grain and rough edges of the graphics fit Toriyama's style better than anything else produced since, and so does the exhaustive roster - a childhood joy.

Lift the lid on Okami's exquisite art style and it's a Hideki Kamiya game alright : Repetitive and short on tricks to play upon the player.

Resident Evil, as a franchise, should have tried to work and grow within the mechanical constraints posed by this opus, rather than attempting to mimic the tropes of a Tobe Hooper.