Younes Barakat Younes Barakat

DEADLOCK IS A GAME MADE BY VALVE

It is rare for a closed beta to outperform a fully released competitor, yet Deadlock has been doing exactly that. Despite limited access, invite-only entry, and almost no traditional marketing push, the game has already surpassed Marvel Rivals in active player counts…

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Younes Barakat Younes Barakat

THE TRUTH BEHIND A GREAT REMAKE

Remakes are often judged on what is easiest to see. Graphics, animations, voice acting, modern controls. A side by side comparison quickly forms, and the conversation tends to stay at that level, where fidelity becomes…

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Younes Barakat Younes Barakat

CRIMSON DESERT AND THE PROBLEM OF MODERN REVIEWERS

Few games have carried as much expectation as Crimson Desert in recent years. Years of trailers, technical showcases, and promises of scale built it up into something close to a flagship release. When early impressions and scores finally dropped, the reaction was immediate and split.

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Younes Barakat Younes Barakat

THE TETRIS EFFECT: WHEN GAMES SHAPE HOW WE THINK

Most games end when the player stops playing. The screen goes dark, the controller is put down, and the experience fades back into memory. Yet some games refuse to stay confined to the screen. They linger in the mind.

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Younes Barakat Younes Barakat

ENGINEFALL: WHEN SURVIVAL MEETS THE EXTRACTION GENRE

On one side stand extraction shooters like Arc Raiders, fast, tense built around high risk and short commitment. On the other sits Rust, the archetype of long-form survival where time investment defines power and stepping away can cost weeks of progress. Enginefall enters the conversation by asking a deceptively simple question: what if survival required more than an hour, but less than a week/month long commitment?

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Younes Barakat Younes Barakat

What Is Procedural Rhetoric in Video Games? A Clear Explanation

Procedural rhetoric in video games refers to the way games express ideas through their rules, systems, and mechanics rather than through traditional storytelling alone. Instead of telling players what to think, games can make arguments by shaping what players are allowed to do, what consequences follow, and how systems respond to their actions.

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Younes Barakat Younes Barakat

THE ERA OF “FRIENDSLOP” GAMES - WHAT IS IT?

“Friendslop” is a semi-ironic term that emerged online to describe a particular wave of cooperative multiplayer games that thrive on chaos, jank, and shared absurdity. The word “slop” is intentionally provocative. It suggests messiness, rough edges, low polish, even disposability. Yet the “friends” qualifier changes everything…

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Younes Barakat Younes Barakat

PROCEDURAL RHETORIC: THE MOST POWERFUL FORM OF PERSUASION

Procedural rhetoric often feels elusive because it does not operate where we expect rhetoric to live. When we think of persuasion, we imagine speeches, manifestos, cinematic monologues, political ads, or emotionally charged dialogue. We look for statements. We look for claims. We look for language. When someone defines procedural rhetoric as persuasion through mechanics, the phrase sounds clinical. It lacks imagery. It lacks narrative drama. It sounds like boring theory on a monday morning.

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Younes Barakat Younes Barakat

THE INDUSTRY OF WAR: FOXHOLE’S PLAYER DRIVEN WAR ECONOMY

In Foxhole, the most distinctive system is its player driven war economy. Every weapon is manufactured. Every vehicle is assembled. Every crate of ammunition is transported by another human being. Combat depends on labor. Loss depends on supply. The question this article explores is straightforward: what is Foxhole attempting to persuade the player of through this industrial design?

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