AOF.ggConnexion / Inscription
Le jeu de cartes horrifique Forbidden Solitaire montre comment un thème fort peut sublimer des mécaniques vieilles de dix ans
Forbidden Solitaire•31.10.2026, 12:00•Rock Paper Shotgun

Le jeu de cartes horrifique Forbidden Solitaire montre comment un thème fort peut sublimer des mécaniques vieilles de dix ans

AI Summary
Forbidden Solitaire mêle avec succès les mécaniques classiques des jeux de cartes à une atmosphère horrifique profonde. Le jeu démontre comment la cohérence thématique peut donner un nouveau souffle à des formules bien établies.
📄 Afficher le texte complet dans la langue originale (EN)
Like a tag team of oiled snakes that have entered a wrestling contest, theme is a difficult quality to pin down. A game can be well designed, but if it lacks a coherence between those mechanics and its appearance, narrative, and its framing, there is a dissonance that can be hard to ignore. I realise I've just stepped into an old argument by using the word 'dissonance', but Hocking was right, games that don't cohere can be jarring. A developer may desire that sensation of discomfort, but often it is accidental and unwanted.

(Much like opening an article with a simile about wrestling snakes when there is nothing connecting that image to a game about solitaire. It might be a good line, but it doesn't smoothly connect with the rest of the article to elevate its argument.)

Anyway, what does this all have to do with Forbidden Solitaire, a game in which you're delving deeper into a dungeon filled with horrors, progressing by clearing screens of cards? Well, it's an excellent example of how well-handled theming can raise a game into something more than its parts.

Tu veux ton propre fil personnalisé ?

Créer un compte