With its rich colour palette and texture flats, Cocoon immediately manages to impose its style. One likes to evolve in its fantastic universes where puzzles chain with flexibility unique to the great games. Devilly effective, gameplay is declined until its concept is exhausted. If you only block on rare occasions, fluidity in learning and solving puzzles is an example of intelligent level design. We imagine how complex the development must have been. Every world is interconnected inside and outside could be said. Brilliant both in form and in substance, Cocoon takes over some of the elements that made Playdead's success while opening its own path. Cocoon's wealth comes from its ability to communicate its worlds with the player. The game speaks to us in silence and we have to listen to it. The mark of instant classics.
For
- Artistic direction with small onions
- Example of environmental narrative
- Level design costaud
- Gameplay declined until exhaustion
- Fluidity in progression
- Beautiful part left to the imagination
- No HUD
- No (con)text
- The Russian doll side
- Originality of bosses
Against
- No (yet) ultra-large screen support







I finished the game too and what an experience! He reminded Hyper Light Drifter about certain aspects. I also strongly advise him. The RB of Disasterpeace, twilight, is fantastic.