Fauxscerf
2019
This game doesn't know when to stop. Every single thing in it is put in place so as to facilitate the player's relationship with the object - the way you glide, shoot and relate to its characters. So of course it's fun - at times exhilaratingly so - but I find myself demanding an annoyance, a chance to breathe that would get in the way of this constant flow of "things".
This is not Respawn's design though, because Apex Legends is slick, accomplished. But just as I can play ten games in a row while finding new ways to approach its gunfights, I will put it down at a moment's notice and leave with no hesitation, no sense of longing.
Apex Legends is violently pedestrian.
[Updated since I replayed the game quite a bit these days]
This is not Respawn's design though, because Apex Legends is slick, accomplished. But just as I can play ten games in a row while finding new ways to approach its gunfights, I will put it down at a moment's notice and leave with no hesitation, no sense of longing.
Apex Legends is violently pedestrian.
[Updated since I replayed the game quite a bit these days]
2021
2018
2018
2018
2017
Two impulses battle it out at the core of Marginalia ; lust for mystery and performative death-drive. You know the beast won't jump out of the shadows yet you dread it nonetheless, you expect a face to manifest itself far in the distance because what else could this panoptic audio landscape summon forth ?
It's impossible to avert your gaze. That's what Connor Sherlock's games are all about : Craving for the end to come whilst wishing to fade inside the screen.
A true haunting.
It's impossible to avert your gaze. That's what Connor Sherlock's games are all about : Craving for the end to come whilst wishing to fade inside the screen.
A true haunting.
2013
2009
2006