Connect with us

Lifestyle

Charles Winn gives the Lowdown on the World’s ‘Fine Wine’ Capital

mm

Published

on

The majority of the world might remain in lockdown amid the ongoing coronavirus pandemic, but for some industries life must continue as normal, such as for ‘fine wine’. Whilst the rest of the world locks down, in Bordeaux – the fine wine capital of the world – producers are hard at work preparing their crops for the next season.

Geography

A port city on the Garonne River in southwestern France, Bordeaux is renowned globally for its famous wine-growing regions. A river runs directly through the region, and on the West side sits Gironde and Garonne. Typically, these regions are known for wines such as Sauvignon. On the East side of the river nestles Dordogne, known primarily for Merlot.

In total, Bordeaux has 57 grape-growing regions making it the biggest wine producer in France. Originally made famous for its popularity with kings, nowadays, Bordeaux and its chateaus are popular tourist attractions.

The Wines

As one of the biggest wine-makers in the world, you might expect Bordeaux to produce a diverse range of different type of wines. However, more than 90% of the wine produced here is actually red, with the region specifically producing Cabernet Sauvignon, Cabernet Franc, Merlot, Petit Verdot, Malbec and Carménère.

Having said this, in 2019 Bordeaux’s regulatory body approved four additional dark grape varieties to add to the list: Marselan, Touriga Nacional, Castets, and Arinarnoa.

Bordeaux’s First Growth wines (the term for a wine made specifically made in Bordeaux) are made by blending 70% Cabernet Sauvignon, 15% Cabernet Franc and 15% Merlot. In contrast, the White Bordeaux is made from Sémillon, Sauvignon Blanc and Muscadelle. 

The History

Bordeaux’s wine-making history stretches back over many centuries. In 1855, the Association of Bordeaux Wine Merchants established official classification and certification of the wines after Emperor Napoleon III requested that they do so.

Ranking the wines from First Growths to Fifth Growths, the merchants evaluated market prices based on an evaluation of the previous years. They noticed that red wines which made the list came from the Médoc region, except for one: Château Haut-Brion from Graves.

Since this original classification in 1855, there have only been two changes. In 1856, Château Cantemerle was added as a Fifth Growth and in 1973, Château Mouton Rothschild was promoted from Second Growth to the elite First Growth classification. The latter change is a wine much loved and highly ranked by Charles Winn and its customers.

Château Margaux

Global flavour

It didn’t take long for the popularity of Bordeaux wine to grow all over the world. After King Henry II’s marriage to Eleanor of Aquitaine in 1152, an interest in wine from the Bordeaux region was prompted in England.

The marriage established the province of Aquitaine within France and England, and a new dark rosé wine was created, called ‘Claret’. This wine soon became the most common wine to be exported to Britain.

After the battle of Castillion in 1453, the Aquitaine region returned to the French. Since then, the word ‘Claret’ became anglicised and is still widely used today, due to the global popularity of the wine.

The exterior of the château

Michelle has been a part of the journey ever since Bigtime Daily started. As a strong learner and passionate writer, she contributes her editing skills for the news agency. She also jots down intellectual pieces from categories such as science and health.

Continue Reading
Advertisement
Click to comment

Leave a Reply

Your email address will not be published. Required fields are marked *

Lifestyle

The Future of Youth Horror Gaming: Lonely Rabbit’s Midnight Strikes

mm

Published

on

Credit: Lonely Rabbit

Empty hallways echo with footsteps that aren’t yours. The carnival rides spin without passengers. Familiar spaces, the ones etched into childhood memory, twist into something menacing, something that watches. Lonely Rabbit’s Midnight Strikes arrives eight months before its completion, targeting a youth horror genre that is hungry for experiences that feel personal rather than purely fantastical. The indie studio searches for a publisher while building momentum for a game that weaponizes nostalgia, turning high schools and carnivals into theaters of psychological dread. As franchises age and audiences demand fresh scares, this PC title tests whether memory-based terror represents the next chapter in youth horror.​

Maturing Past Jump Scares

Youth horror gaming shed its training wheels. Little Nightmares and Bendy and the Ink Machine proved that younger players crave atmospheric storytelling over cheap shocks, puzzle-solving over gore, and visual distinctiveness over recycled formulas. Bendy’s ink-soaked corridors attracted a massive audience, including children drawn to the characters despite the T-rating, because the experience felt emotionally authentic rather than condescending. Players now expect psychological tension woven through environmental details, stories told through decaying spaces, and cryptic objects scattered across levels.​

The genre’s maturation reflects audiences who grew up solving Portal’s test chambers and exploring Limbo’s monochrome nightmares. Among the Sleep demonstrated the potency of perspective: experiencing horror through a toddler’s eyes made familiar domestic spaces feel uncanny and threatening. Fran Bow plunged players into hand-drawn asylum corridors where perception itself became unreliable, where puzzles demanded engagement with trauma and grief rather than simple pattern recognition. Modern youth horror respects its audience enough to disturb them thoughtfully, creating experiences that linger days after the screen goes dark.​

Corrupted Childhood as New Territory

Midnight Strikes drags players through levels “reminiscent of their childhood memories”: the high school, the carnival, spaces universal enough to feel personal. Lonely Rabbit constructs what they describe as a “menacingly beautiful atmosphere filled with bizarre and terrifying creatures,” pairing monster survival with puzzle challenges that prioritize mood over mechanics. The game adopts a “cinematic and otherworldly feel” while grounding its terror in locations players actually inhabited, making fear feel intimate rather than abstract.​

This memory-based direction distinguishes Midnight Strikes from fantasy settings that dominate youth horror. Deserted carnival rides and empty school corridors carry weight because players recognize them as such. Maybe the locker rows feel too narrow, maybe the Ferris wheel groans with a voice that shouldn’t exist, maybe the cafeteria smells wrong. The game challenges players to “survive their fear of the unknown” while navigating spaces that should feel known, creating cognitive dissonance that amplifies dread. Other developers exploring similar territory, such as Subliminal, which utilizes “nostalgic spaces” and “a rotting feeling that something is not quite right,” suggest that childhood corruption represents an emerging subgenre.​​

Lonely Rabbit’s approach weaponizes personal history. Every player attended school, visited carnivals, and formed memories in spaces designed for safety and joy. Corrupting those spaces turns nostalgia into a threat, asking audiences to confront distorted versions of their own experiences. The monsters inhabiting these environments become more than obstacles; they represent the fear that familiar places might betray us, that memory itself becomes unreliable when shadows move in the wrong direction.​

Smaller Teams, Bigger Risks

Indie studios like Lonely Rabbit maneuver where larger publishers hesitate. Their two-month publisher search and pre-launch community building reflect changing pathways for games that defy established franchise formulas. Building a follower base before release creates market validation, proving that audiences want what you’re making before significant capital is committed. Transparency about development timelines and production milestones generates audience investment, turning potential players into advocates during the publisher search.​

Midnight Strikes represents creative gambles major studios avoid when quarterly earnings loom. Smaller teams experiment with concepts, corrupted childhood spaces, memory-based horror, pand sychological tension prioritized over action mechanics, that might fracture focus groups but resonate with underserved audiences. Lonely Rabbit’s global distribution ambitions demonstrate indie confidence: build something distinctive enough, and geography becomes irrelevant when digital storefronts erase borders.​

The next eight months determine whether Midnight Strikes defines a subgenre or remains an interesting experiment. If players respond to horror that mines personal history, if corrupted nostalgia proves more terrifying than fantasy monsters, other developers will follow this path. Lonely Rabbit’s gamble, that childhood spaces make better horror stages than alien planets or demon dimensions, could redefine what scares young players next. The studio’s publisher search tests whether the industry views memory-based terror as the future of youth horror or a niche curiosity. Either outcome writes the next page in a genre still learning what it can become.

Continue Reading

Trending