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Peter Jackson's King Kong Official Game of the Movie (PC) by Gabin B (Feb 24th, 2026 at 10:51:32) |
Première session : arrivée sur l'île et disparition de Ann (40 min)
Conditions de jeu : PC, clavier souris, matin, lumière forte.
Etat : Fatigue.
Récit :
Grâce à une introduction courte mais efficace, montée à partir des images du film, nous embarquons dans ce récit d'exploration.
Dans les années 1930, à New York, un réalisateur en quête de son grand oeuvre, Carl Denham tente un coup de poker pour produire son plus grand film. Il achète une carte mystérieuse, embauche un équipage, quelques acteurs et navigue vers une île jamais cartographiée.
L'arrivée sur l'île se fait dans le désastre le plus total : les membres de l'équipage sont séparés du fait des courants violents, tandis que d'autres perdent la vie avec d'atteindre la côte.
Une fois sur l'île, notre avatar, Jack Driscoll, prend en main la survie du petit groupe restant, composé de Jack, Ann, Hayes et Carl, le réalisateur dérangé et coupé du monde. Avec des dialogues constants, nous dressons rapîdement le portrait des différents personnages.
Accompagné des rescapés, nous découvrons bien vite que cette île est plus cauchemardesque que paradisiaque : des crabes gigantesques, des scolopendres immenses, des scorpions géants, des rapaces ailés anthropophages, etc. Tout semble avoir grandi dans la démesure et développé un instinct de prédation.
Plus perturbant encore, une civilisation semble avoir vécu (vivre?) sur cette île, en témoigne des mécanismes de facture humaine suffisamment bien entretenus.
Nous perdons rapidement la sécurité du groupe pour nous retrouver scindés : Hayes et Carl, Jack et Ann.
Dans un moment de vulnérabilité total, notre avatar se retrouve face à face avec les étranges habitants de l'île. Pas de dialogue ici, uniquement un coup violent sur le crâne et un évanouissement en prime. A notre réveil, nous sommes attachés face à un gouffre immense, les cris de Ann nous sortent de notre torpeur : elle est maintenue captive sur ce qui ressemble à un autel sacrificiel. Des tambours résonnent. Un choeur s'emballe. Scande un même mot "Kong".
Surgit alors de la jungle un singe immense qui s'approche d'Ann effrayée. Il la saisit et s'enfuit plus profondément dans l'île. Commence alors un voyage pour la rejoindre.
Jouabilité :
Transmission sans HUD, scriptage du regard, survie et efficacité, alliés et dialogue.
La jouabilité (sur PC) accuse toutefois le poids des années, il semble que les conventions du genre FPS n'étaient pas encore complètement établie; il faut ainsi presser la barre espace pour sortir son arme, puis presser le clic droit pour viser, il en résulte des contorsions sur le clavier, auxquelles on finit bien par s'habituer.
Toutefois, il faut reconnaître une grande efficacité de cette jouabilité une fois prise en main. La possibilité de posséder une arme à feu et de saisir une lance à tout moment nous place dans une tension constante entre le moyen le plus efficace et celui le plus économe dans la pure veine du Survival Horror. Nous nous retrouvons souvent face à des dilemmes entre une arme puissante avec peu de munitions ou une arme plus faible entièrement chargée.
Ces micro-choix dans la jouabilité apporte une réelle charge stratégique qui nous impliquent dans la survie.
Notons une absence total d'ATH (interface) en jeu, ce qui renforce encore une fois notre attention à l'ambiance et à notre environnement : nous ne portons pas notre regard vers une minicarte ou vers des curseurs, nous cherchons activement les menaces à partir de nos sens. Pour palier ce manque d'informations, notre personnage énonce régulièrement les actions nécessaires et imminentes : nombre de balles restantes, nombre de chargeurs restants, nécessité de recharger.
Mention spéciale pour le doublage français de Jack qui retranscrit parfaitement la tension vécue.
Le jeu propose quelques puzzles (chercher des leviers) qui se résolvent rapidement et nous forcent généralement à déclencher des scripts. Ces puzzles ont donc pour fonction d'agir comme des embrayeurs vers des séquences plus importantes comme des dialogues ou des affrontements.
Il est possible de centrer la caméra sur un allié pour s'informer de son état ou pour échanger une arme avec lui. Cette mécanique, aussi simple qu'elle soit, donne une consistance aux membres du groupe. Grâce à cette mécanique, nous portons notre attention sur nos alliés, non plus seulement pour les secourir, mais aussi dans une logique stratégique et affective.
Les alliés peuvent également être tués par des ennemis, il faut alors rapidement les protéger pour éviter leur mort imminente. Dans ces rares cas, une musique se déclenche : elle retranscrirait à la fois le sentiment d'urgence (fonction émotionnelle) tout en apportant des informations ludiques (game over imminent).
Enfin, lors de certaines séquences, le jeu nous force à prendre un point de vue (parallèle intéressant avec le film de de Carl). En tournant des leviers, notre regard croise une horde en approche. Pour protéger Ann, nous découvrons que les scolopendres surgissent des failles et interstices.
Ainsi, plusieurs séquences fonctionnent comme des goulots d'étranglements : elles réduisent notre répertoire d'action et notre fenêtre de perception pour s'assurer que nous portions notre attention vers un événément important.
Musique et effets sonores :
La musique du jeu est en retrait, voire absente durant la majorité de l'expérience. Remarquons la poussée d'un chant dramatique à l'approche de la mort de notre personnage (synchronisée avec un brouillage de l'écran).
Les effets sonores participent ici encore au sentiment de malaise et d'angoisse que procurent Skull Island. Nous entendons les fougères s'écarter, des scolopendres grouiller. Constamment sur le qui-vive, nous écontons chaque son, qui deviennent porteur d'informations ludiques.
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First Session: Arrival on the Island and Ann’s Disappearance (40 min)
Play conditions: PC, keyboard and mouse, morning, strong daylight.
State: Fatigue.
Narrative:
Thanks to a short but effective introduction, edited from footage from the film, we are drawn into this tale of exploration.
In 1930s New York, a director in search of his masterpiece, Carl Denham, takes a gamble to produce his greatest film. He purchases a mysterious map, hires a crew and a few actors, and sails toward an uncharted island.
The arrival on the island unfolds in complete disaster: members of the crew are separated by violent currents, while others lose their lives before even reaching the shore.
Once on the island, our avatar, Jack Driscoll, takes charge of the survival of the small remaining group, composed of Jack, Ann, Hayes, and Carl—the unhinged director cut off from the world. Through constant dialogue, we quickly form a portrait of the different characters.
Accompanied by the survivors, we soon discover that this island is far more nightmarish than paradisiacal: gigantic crabs, enormous centipedes, giant scorpions, cannibalistic winged predators, and more. Everything seems to have grown beyond proportion and developed a predatory instinct.
Even more disturbing, a civilization appears to have lived (or still lives?) on this island, as evidenced by human-made mechanisms that remain surprisingly well maintained.
We quickly lose the safety of the group and become split: Hayes and Carl on one side, Jack and Ann on the other.
In a moment of total vulnerability, our avatar finds himself face to face with the island’s strange inhabitants. There is no dialogue—only a violent blow to the head and immediate unconsciousness. When we awaken, we are tied up in front of an immense chasm. Ann’s screams pull us from our stupor: she is being held captive on what resembles a sacrificial altar. Drums resound. A chorus swells, chanting a single word: “Kong.”
From the jungle emerges a colossal ape who approaches the terrified Ann. He seizes her and disappears deeper into the island. A journey to rescue her begins.
Gameplay:
HUD-less transmission, scripted gaze, survival and efficiency, allies and dialogue.
The gameplay (on PC) shows its age. It seems that FPS conventions were not yet fully standardized: one must press the space bar to draw a weapon, then right-click to aim. This results in awkward hand contortions on the keyboard, though one eventually adapts.
However, once mastered, the system proves highly effective. The ability to carry a firearm while also picking up a spear at any moment places us in constant tension between the most efficient option and the most economical one, in the pure tradition of survival horror. We frequently face dilemmas between a powerful weapon with scarce ammunition and a weaker weapon that is fully loaded.
These micro-choices in gameplay create a genuine strategic weight that directly involves us in the struggle for survival.
Notably, there is a complete absence of a HUD (interface), which further reinforces our attention to atmosphere and environment: we are not glancing at a minimap or status bars; instead, we actively search for threats using our senses. To compensate for this lack of visible information, our character regularly vocalizes necessary and imminent actions: remaining bullets, number of magazines left, the need to reload.
Special mention should be made of the French voice acting for Jack, which perfectly conveys the experienced tension.
The game includes a few puzzles (mainly searching for levers), which are resolved quickly and generally function as triggers for scripted sequences. These puzzles therefore act as connectors leading into more significant events such as dialogues or combat encounters.
It is possible to center the camera on an ally to assess their condition or exchange weapons with them. This mechanic, simple as it may be, gives substance to the members of the group. Through it, we pay attention to our allies not only to rescue them, but also within a strategic and affective logic.
Allies can also be killed by enemies, and they must be protected quickly to prevent their imminent death. In these rare instances, music begins to play: it conveys both a sense of urgency (emotional function) and ludic information (an imminent game over).
Finally, during certain sequences, the game forces us to adopt a specific point of view (an interesting parallel with Carl’s filmmaking perspective). While turning levers, our gaze meets an approaching horde. In order to protect Ann, we discover that the centipedes emerge from cracks and crevices.
Thus, several sequences function as bottlenecks: they reduce our repertoire of actions and narrow our perceptual window to ensure that our attention is directed toward a significant event.
Music and Sound Effects:
The game’s music remains subdued, even absent, for most of the experience. Notably, a dramatic choral surge occurs as our character approaches death (synchronized with visual screen distortion).
Sound effects strongly contribute to the sense of unease and anxiety produced by Skull Island. We hear ferns parting, centipedes crawling. Constantly on edge, we listen to every sound, which becomes a carrier of ludic information.
This entry has been edited 4 times. It was last edited on Feb 24th, 2026 at 14:30:25.
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Fractured Minds (PC) by dkirschner (Feb 23rd, 2026 at 16:49:37) |
Ranking the three short games about mental health I played this afternoon, this is the bottom. It started off interesting, trying to get out of a room with tons of keys but only one works, figuring out how to progress through a room with a birthday party. But you realize that the solutions are all trial-and-error and that it doesn't have anything too deep to say about mental health / depression / anxiety. It's basically a little PSA. Other games tackle this theme far better. Also I got nausea while playing, so add this to the list with Ghostrunner, Far Cry...3?...and a few others! I feel like I'm going to barf...ugh.
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Milk outside a bag of milk outside a bag of milk (PC) by dkirschner (Feb 23rd, 2026 at 16:16:25) |
Played just after the first one. This one adds a little bit of production value. Now we get some animated scenes, some clearer visuals, some more variety in the music and sound effects, and it's about 4 times as long.
Story continues where the first one leaves off. It's still weird, more surreal, more horror-ish, and more to the point about taking anti-psychotics (or not). You play, again, as the character's inner voice, which can be rational, empathetic, and/or cruel to her. She can't sleep, she hallucinates, she goes on and off her meds. She's lonely. Her mom is perhaps violent toward her. Unclear, as she is obviously an unreliable narrator. She also exhibits symptoms of OCD, and is perhaps on the spectrum. It gives a glimpse inside the mind of someone with a variety of disordered thoughts. Not sure exactly what it's trying to "say," but it was interesting to play through.
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Milk inside a bag of milk inside a bag of milk (PC) by dkirschner (Feb 23rd, 2026 at 16:05:23) |
This is a very short little horror/visual novel about mental illness. You go to the store to get a bag of milk, but it takes 20 minutes and you spiral while doing so. Interesting little snippet of a game. I played the sequel immediately afterward...
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American Truck Simulator (PC) by jp (Feb 4th, 2026 at 23:07:13) |
Not my usual cup of tea. But, I'm playing simulator games this semester and I picked this one for the list.
A real positive surprise - I would call this an accessible driving game - yes, it's a giant truck, but you (I) could get by without having to do a million tutorials because there's all kinds of settings you can turn on/off to make it more or less realistic as a simulation of driving a truck.
The game starts in California, Arizona and Nevada - more places unlocked via DLC, which was a bit of a disappointment. But, this was mostly because I was really hoping to drive a truck in Utah. That being said, parts of Nevada (I chose to start in Elko) were basically like Utah...
The game has a really interesting time/space compression thing going on. Drives that are 4 hours in real-life take a lot less, but you never really notice when it scales down the space/time. I think that when you're on the highway/big roads time moves faster (and the distance counts for more miles), but when you're going slow in a town - it seems to go by 1:1.. It's a really cleverly designed system that gives you the experience of having along drive - but without getting bored or tired.
I wasn't expecting an entire business-sim as well, though it's arguably lighter on this end? You take on jobs- get money, eventually buy your own truck. Then more trucks and end up hiring more people who also drive for you..and so on. But, I didn't get that far - there's also a levelling/XP system for you, which for the most part just unlocks perks that make it more profitable/easier to drive. Not in the gameplay/mechanics sense, but rather in that you earn more money, use less gass. So, not like "+1 to top speed" or other unrealisitic stuff.. just unrealistic stuff like "now you can do trips that are longer". For really long trips you need to plan ahead for where you'll re-fuel as well as stopping to sleep!
This was way more fun and interesting than I expected and it made me think that games where you're supposed to drive from A to B, follow roads and laws, are...a rare type of game? I couldn't think of any that weren't truck simulator games... everything seems to either be a race or an openworld exploration sort of thing. Weird, huh?
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they are currently playing. A GameLog is basically a record of a game you started playing. If it's open,
you still consider yourself to be playing the game. If it's closed, you finished playing the game. (it doesn't matter
if you got bored, frustrated,etc.) You can also attach short comments to each of your games or even maintain a diary (with more detailed entries)
for that game. Call it a weblog of game playing activity if you will.
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2319 registered gamers and 3345 games. 7879 GameLogs with 13367 journal entries. 5126 games are currently being played.
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Pac 'n Roll (DS) by jp |
| I guess I'm not the target audience. There's nothing really wrong with the game. I had some fun, but it just wasn't too compelling. |
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most recent entry: Friday 13 February, 2009
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This games' title essentially explains everything you need to know about this game. Well, assuming you know Pac-Man. If you had to guess what the game was about, and knowing that it's on the DS, you wouldn't be far from the mark if you guessed that the game consists of: you control pac-man with the stylus in order to make him roll around different environments. The end.
I wonder why we haven't seen a Katamari DS yet? It seems so obvious (and simple?).
Anyways, I'm pretty close to finishing this game and there isn't anything really special that has caught my interest except for two things that had me scratching my head.
(1) I unlocked the "classic" pacman which is played with the buttons and with the maze displayed across both screens. This was REALLY weird. The gap between the screens made playing classic pacman much stranger than I thought, and, curiously, I did much better than I usually do! (made it to level 4 or 5!). I would have assumed the opposite...
(2) As you play the game you unlock things that essentially allow you to revisit earlier areas and play them in different modes. (challenge and time trial). What is weird is that the challenge modes aren't unlocked linearly. I'm not sure how they unlock, I only know that it's not in order. So, after finishing, say, stage 5-1, I unlocked challenge 2-2. After finishing stage 4-3 I unlocked challenge 1-4. The challenges in between aren't unlocked yet. Huh?
You can easily find out which ones you have available and whatnot, so it's not really a problem, I was just intrigued by the seemingly random order...
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