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  • Review: Disney/Pixar Toy Story 3 Complete Edition

    A gaming classic is back—better than ever, and now with Brazilian voice-overs!!! Game We can all agree that Toy Story 3 is a classic. Now, with Toy Story 3: Complete Edition, it’s back—looking more polished and beautiful than ever—and available on a variety of platforms, including PC (Steam), PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, and Nintendo Switch 2. This version of the game includes the full array of levels and modes found in the original 2010 release (for platforms like the PS3 and Xbox 360), such as the story mode and the sandbox-style Toy Box mode. In the game, you control three characters—Woody, Buzz, and Jessie—as you play through various scenes and adventures based on the original film. Furthermore, as mentioned, the game features the Toy Box mode, where you can take on challenges—such as races with Bullseye—collect cosmetic items, and customize the town! (You can unlock these features by gathering items and currency, such as coins and gold.) Navigate through various challenges, with each character helping one another throughout the levels. It is also possible to play in two-player mode, both in the story mode and in Toy Box mode. Furthermore, there are significant improvements to the graphics, resolution, and frame rate. The controls and camera handling have also been optimized. New to this version—in addition to access to four extra theme packs for use in Toy Box mode—is the ability to play as Emperor Zurg in that same mode (a character who, at the time, was exclusive to the PS3 version)! Emperor Zurg and his cool ride! Great care was also taken with the sound and music, improving their quality and presenting tracks like "You've Got a Friend in Me" with excellent clarity—free from any hiss or similar artifacts. My Impressions This new version of Toy Story 3 is truly beautiful; it takes us back in time, allowing us to relive the best moments of both the game and the franchise—whether through the story mode or the entertaining Toy Box mode, which offers the freedom to tackle various mini-missions. However, there are a few points worth noting—for instance, the main menu feels a bit dated by today’s standards (perhaps the intention was to keep it close to the original?). Navigating to a specific location often requires too many clicks and back-and-forth steps. As for the graphics, while there is a noticeable improvement—even when compared to the PS3 version I own—the difference isn't massive; it’s essentially a matter of greater "polish." Graphically... little difference But the big surprise—and something that I believe made every Brazilian fan go wild—was the localization and the Brazilian Portuguese voice acting! This new feature makes a world of difference during gameplay, allowing us to enjoy the game while hearing the very voices that were such a huge part of our childhood. A total home run! Epic adventures and lots of fun! Conclusions Although it is a remaster of the original game, Toy Story 3: Complete Edition serves to firmly cement the franchise—and this specific iteration, so beloved by players around the world. With the addition of new cosmetic items, the ability to play as Zurg, and—importantly—a Brazilian Portuguese voice track, the game holds a special place in one’s heart. It allows those who played it in the past to revisit the experience, while offering newcomers exactly what the title promises: a complete experience. Achievements The game (on Steam) features 41 achievements, split between the story mode and the Toy Box mode; none of them are particularly difficult, making for a smooth and enjoyable gameplay experience. Score: 8.0/10.0

  • Review: Truckful

    Make deliveries with your pickup truck along quiet roads, but roads full of mysteries. THE GAME Truckful is an adventure game developed by MythicOwl and published by MythicOwl and Pocketpair Publishing. While driving your pickup truck along a rural road, you stumble into an ancient forest with a mysterious atmosphere. There, you find a delivery woman and her broken-down vehicle on a road littered with abandoned cars. She asks for your help to get her to the nearby town to find someone to repair her truck. She also asks for help delivering the packages she was carrying so her customers aren't left stranded. You agree, and everything seems calm until a large truck suddenly appears and tries to attack your pickup. Desperate, you both flee the forest as quickly as possible, without understanding what happened. Now, you're more involved than you'd like, helping the delivery woman and the locals with deliveries while simultaneously unraveling the mysteries surrounding the ancient forest. A beautiful landscape will always accompany you wherever you go. MY IMPRESSIONS Truckful is a game that blends tranquil journeys through rural areas with escapes from a killer truck in the forest. It places you in the middle of a mystery as you make deliveries to the local residents. Right from the start, you realize something is wrong, both in the forest and with the characters who live there. Truckful skillfully uses its light art style to create an atmosphere where nothing is amiss, but through its use of color, the game effectively conveys its message. The characters are charismatic and full of personality. The game is in Brazilian Portuguese, helping the player follow the story and the directions given by the characters. The player is constantly torn between making deliveries as usual and trying to understand what's happening. Making deliveries is very simple: you place the objects (or people) in the back of your pickup truck, always managing the limited space to ensure everything fits properly and avoid damage. The integrity of the deliveries is one of the factors that determines the success or failure of your work. Generally, you'll always have two objectives to complete on a delivery: the main one, which must be fulfilled, and a secondary one that will give you an extra medal. These objectives can vary, such as not damaging the cargo or reaching the destination by traveling a shorter distance than suggested. Driving your pickup truck is quite simple, but Truckful's more dynamic camera is there both to add charm to the game and to make your life more difficult, since you don't drive with the camera locked behind the pickup like in most games where you drive a vehicle. Don't worry, this additional camera difficulty isn't critical; it just makes the player more careful and creates a bit of a challenge, since the game is quite simple. Bumpy roads require you to not accelerate too much to avoid damaging the cargo. Animals on the road force you to stop and honk to get them to leave. These are just some of the difficulties encountered on your delivery routes. It's worth remembering that you can drive on more than just roads and streets. There are alternative routes and shortcuts that will save you time, but they can add difficulty. If you don't like these aspects of the game, you can play in story mode, where these delivery aspects are not taken into account and you can enjoy the story without difficulty. Amidst all this, you will eventually pass through the ancient forest, which will put you at risk of being pursued. Keeping your car updated is essential, as you can buy upgrades for it with the money earned from deliveries. Truckful puts you in this adventure full of mystery with simple yet challenging gameplay. Going from one place to another making deliveries, discovering more about characters and the road itself, and being prompted to learn more and more is something Truckful does easily. It's a more casual game, but it will manage to hold the player's attention with its lightness, both in gameplay and visuals, even though it has moments of tension. Help the people in the region with their needs. ACHIEVEMENTS Truckful's achievements are quite varied, and you'll mostly get them while playing normally. Others, you might miss because you're very skilled, like destroying 50 fences, for example. Achievements related to pickup truck upgrades also exist, requiring you to purchase all of them, in addition to items for your collection. Completing all primary and secondary mission objectives also grants achievements, and these are perhaps the only ones that require a little more attention. Overall, they are simple achievements, even those that require more unusual skills. Getting 100% of Truckful's achievements will be a light task, as its gameplay suggests. We'd better start speeding up. CONCLUSION A lighthearted game with hints of mystery. Truckful constantly keeps you trying to understand what's happening in that region and how you can solve both the problems of the residents and the ancient forest. The gameplay is very satisfying and light, making it great to drive along the roads even with an unusual camera. And it had to be good, since you are your pickup truck and will spend the entire game controlling it. Even with the difficulties imposed in the missions, they won't be too insurmountable and ensure that the game isn't just a delivery simulator without any friction. Truckful is worth the experience, as it's a game at its own pace and with a cool story being told. SCORE: 8.0/10

  • Review: Thank You Bus Driver

    The Last Stop Is Chaos Thank You Bus Driver is Double Fine's newest game following its departure from Xbox, bringing back the independent and experimental identity that has always allowed the studio to turn unusual ideas into distinctive experiences. Here, we take the wheel of a bus and receive a seemingly simple assignment: transport passengers between different stops around the city, keep order inside the vehicle, and fulfill our duties before time runs out. The problem is that driving is far from our only responsibility. Between troublesome passengers, absurd situations, and routes that require increasingly careful planning, what should be a peaceful journey quickly turns into an exercise in improvisation. The simple premise hides an experience where every second matters and any distraction can jeopardize the entire run. About the game Our job is to pick up passengers at bus stops and take them to their respective destinations, but keeping order inside the vehicle requires much more attention than it might seem. Some passengers eat during the ride, others try to sleep, and some simply bother the people around them. To deal with these behaviors, we can slap offenders, kick them off the bus, and use specific items to handle certain situations. All of this happens while we continue driving, looking for the next destinations, and trying to find the most efficient route through the city. When passengers are satisfied with the service, we receive thank-yous that add approximately ten seconds to the timer. In practice, this means keeping passengers happy is not just about completing the tasks for each run. It also gives us a few precious extra seconds to keep working. The problem is that we cannot always take care of everything at once. While looking for the next stop, someone might start bothering the other passengers, and stopping to deal with the situation means losing time along the route. Ignoring these problems can also hurt the run, so we need to decide what deserves our attention at each moment. When everything starts happening at once, it is easy to lose control of the situation. That is where the game becomes more entertaining, as we have to improvise and accept that we will not always be able to resolve every problem in the ideal way. Variety also comes from the specific conditions of certain runs. On some days, we can receive double the usual number of thank-yous, while on others we have to deal with streets filled with trucks and garbage bags that make driving more difficult. These changes matter during each run, since favorable conditions can help us make progress, while others require greater care behind the wheel. Even so, after a few hours, we begin to notice that much of the experience still follows the same structure. The modifiers change the conditions of each journey, but they are not always enough to make every run feel genuinely different from the last. The map has a much greater influence on progression than it might initially seem. Although we travel through essentially the same city throughout the game, shortcuts, blocked paths, and alternative routes change how we reach our destinations. At first, it is easy to get lost while trying to find stops by name, especially when we also need to pay attention to what is happening inside the bus. While we search for the right route, passengers continue causing trouble, and we cannot always deal with everything before reaching our destination. After a few runs, we start memorizing the routes and realizing that some paths are much better than the ones we initially used. Shortcuts help considerably, particularly because they eliminate detours that would otherwise consume valuable time. Gradually, we become less dependent on the map and can pay more attention to the passengers without constantly stopping to figure out where to go. Learning the routes makes a difference in subsequent runs, as we can reach destinations faster and have more time to deal with problems along the way. This progression becomes even more apparent when new rules start appearing during runs. Instead of simply transporting passengers and dealing with the same problems as before, we need to pay attention to specific requirements that change how we play. At one point, for example, we might receive an instruction prohibiting passengers from sleeping. When that happens, we need to watch for anyone trying to take a nap and act before the situation affects the run, either by using a special item to honk the horn and wake them up or by slapping them to interrupt their sleep. These are small changes, but they require attention and prevent us from relying on exactly the same strategy for every journey. The thank-yous also contribute to a sort of progression board, allowing us to advance and unlock new possibilities for our runs. This system establishes longer-term goals and gives us reasons to keep completing journeys even after we understand the main mechanics. The problem is that progression cannot completely hide the repetitive nature of the activities. After several trips, it becomes more obvious that we are returning to the same places and performing very similar tasks. The game still creates interesting situations through its rules and passengers, but not every run remains equally entertaining. ACHIEVEMENTS Thank You Bus Driver has an extremely creative achievement list that takes advantage of the chaotic nature of its mechanics to encourage situations that would rarely occur during a conventional bus run. Some achievements can be unlocked naturally as we play, while others require us to understand what needs to be done and look for an opportunity to put the plan into action. Among the challenges, we need to receive 100 thank-yous in a single run, drive a bus full of passengers into the ocean, and hit 25 passengers during the same journey, along with other absurd objectives that fit the game's premise perfectly. The best part is that these tasks encourage us to try things we would not normally do during an ordinary run. Instead of simply following routes and making progress, we need to use the mechanics in different ways to complete these objectives. For anyone aiming for 100% completion, the list provides extra reasons to keep playing, even after the repetitive nature of the runs becomes more noticeable. TRAILER OFFICIAL FINAL THOUGHTS The main limitation of Thank You Bus Driver is the repetition of its activities. Daily conditions, new rules, and modifiers help diversify the runs, but they do not change the fact that we spend much of the game traveling across the same map and performing similar tasks. Having to constantly check stop names also makes the beginning less intuitive, especially while we are still learning the routes and figuring out how to deal with the passengers. It takes some time to get used to all these responsibilities, and players who do not enjoy this gameplay loop may become tired of it before experiencing what the game does best. On the other hand, when its mechanics start working together, the game shows how such a simple idea can lead to entertaining situations. Driving, monitoring passengers, managing time, and finding efficient routes already require attention, but everything becomes more complicated when we have to handle these tasks simultaneously. While trying to reach the next destination, a passenger might start bothering others as the timer continues to count down. This combination of problems leads to some of the funniest moments in the game. Learning the shortcuts also helps considerably, as we can complete journeys faster and make better use of the time available. I really enjoyed Thank You Bus Driver and consider it an interesting example of Double Fine's more independent and experimental side, even though it moves away from the traditional adventure and point-and-click games associated with the studio. The premise is simple, but it creates entertaining moments through the way driving, passenger behavior, and time management interact. The problem is that this formula starts to wear thin after many runs, and changes to the rules are not always enough to refresh the experience. Still, learning the routes, discovering shortcuts, and dealing with the absurd situations that arise during each journey make the game worth trying. Not every run will be memorable, but when everything starts going wrong at the same time, Thank You Bus Driver shows that it knows how to turn an ordinary task into complete chaos. SCORE: 8.2/10 Review by Gamertag: SCOULZ

  • Just Dance: Decades of Hits

    A dance floor featuring great hits from different decades. ABOUT THE GAME Developed and published by Ubisoft, Just Dance: Decades of Hits celebrates music history by taking players on a journey through time. For the first time in the franchise, the game's entire thematic structure and stages revolve around five decades of major hits, spanning 70s disco classics, 80s and 90s anthems, all the way to 2000s, 2010s, and present-day chart-toppers. PLATAFORMS Nintendo Switch Nintendo Switch 2 Playstation 5 Xbox Series X/S TRACKLIST ABC (The Jackson 5, 1970) Across All Time (Lyra Gigavolt, 2026) Around the World (Daft Punk, 1997) Bye Bye Bye (*NSYNC, 2000) Celebration (Kool & the Gang, 1980) Coconut (SMiLE.dk, 1998) Come and Get Your Love (Redbone, 1973) Crocodile Rock (Elton John, 1972) Danza Kuduro (Don Omar & Lucenzo, 2010) drop dead (Olivia Rodrigo, 2026) Feel Good Inc. (Gorillaz, 2005) Give Me Everything (Pitbull ft. NeYo, Afrojack & Nayer, 2011) Hello (Martin Solveig & Dragonette, 2010) Hi Lyfe (Cult of Sound, 2026) HOT TO GO! (Chappell Roan, 2023) In To Deep (Sum 41, 2001) Into the Groove (Madonna, 1985) It's Tricky (Run DMC, 1986) Jump (Van Halen, 1983) Just a Girl (No Doubt, 1995) Mamma Mia (ABBA, 1975) Manchild (Sabrina Carpenter, 2025) Midnight Sun (Zara Larsson, 2025) MORE & MORE (TWICE, 2020) No Scrubs (TLC, 1999) NUEVAYoL (Bad Bunny, 2025) Santa Tell Me (Ariana Grande, 2014) Sing Hallelijah! (Dr. Alban, 1992) Starlight (The Supermen Lovers ft. Mani Hoffman, 2001) Stronger (Britney Spears, 2000) Supersonic (Lyra Gigavolt, 2026) The Singing Garden (Hyacinth, 2026) Turn Down for What (DJ Snake & Lil Jon, 2013) Uptown Girl (Billy Joel, 1983) Wannabe (Spice Girls, 1996) MY EXPERIENCE The song selection in Just Dance: Decades of Hits hits the sweet spot between nostalgia and rhythm, catering both to those looking for timeless classics and those wanting to relive more recent hits. Among the available tracks, my personal favorites to dance to were "ABC", "Danza Kuduro", "In Too Deep", and of course, the unforgettable "Turn Down for What", the absolute winner of my play sessions, as I lost count of how many times I replayed it. Anyone who was born or grew up in the late 90s or early 2000s remembers the massive internet phenomenon that "Turn Down for What" became. The song fueled countless memes, viral videos, and hilarious moments back in the day. Reencountering this track years later and getting to dance to it in the game was an incredibly nostalgic and thrilling experience. The game delivers masterfully on everything it sets out to do. It was tailor-made to bring people of all ages together: several tracks feature smooth, accessible routines, allowing you to dance in the same living room with your kid and your grandmother, and most importantly, with everyone having an absolute blast together. The visual presentation also deserves high praise. The main menu is modern, intuitive, and boasts vibrant colors that fit the franchise's party vibe perfectly. During gameplay, the visuals put on a show of their own: the character design of the dancers on screen is fantastic, and the choreography is highly infectious, even for someone like me, who is far from a professional dancer. Finally, another essential feature is the ability to create and customize your own playlists. Since the song library can become massive (especially when integrating previous titles from the franchise or subscribing to Just Dance+), being able to organize a list with just your favorite tracks adds tremendous convenience, ensuring the party never stops to search for songs. WORTH MENTIONING Adventure Mode: A lighthearted and fun new story mode where you join the character Lyra on a journey through themed worlds inspired by different eras. It blends dance challenges, mini-games (like the Time Quiz), and exclusive rewards as you help rescue Dr. Gigavolt. Diverse Game Modes: Features support for up to 6 local players, Party Mode (with twists and surprises during matches), and the traditional Workout / Fitness mode, which is ideal for anyone using the game as a workout routine and calorie tracker. ACHIEVEMENTS The version of the game I own is on the Nintendo Switch, a console that naturally lacks a system-native achievement/trophy feature. However, the game includes its own internal achievement system tied to your profile progression. Achievements unlock naturally as you play different songs, experiment with difficulty levels, and explore various game modes. Hitting 100% completion requires playing over weeks or months, whether solo or with friends. While achievements aren't the main draw of a casual party game, they add great replay value for completionists. CONCLUSION Just Dance: Decades of Hits is an extremely fun game, packed with exciting tracks and accessible choreography for dancing solo, as a couple, or in a group. The integration of recent releases (Just Dance 2023, 2024, 2025, and 2026 Edition) into a single centralized hub makes navigation much more seamless, eliminating the need to close and launch different apps to access your owned library. On top of that, the "Just Dance+" subscription service expands the catalog to hundreds of extra tracks. It is, without a doubt, one of the best party game options around and a great (and casual) way to get some exercise. Considering everything it offers, it is spot-on for its premise. Score: 9.8/10 Review by: LefaTOON

  • Review: Two Point Museum - Rides & Relics DLC

    Museums are fun! THE GAME Two Point Museum is a casual museum management simulation game developed by Two Point Studios and published by SEGA. Continuing the Two Point series, after managing hospitals and universities, now we'll be taking care of museums. Make everything run perfectly, from ticketing and cleaning to exhibiting and decorating items on display. Create an interesting environment for visitors, who will rate you based on the overall experience of your museum. In addition, send your staff on expeditions that can yield new and higher-quality items, all to make your museum more attractive. With the Rides & Relics DLC, in addition to a new campaign, a new museum location and expedition, and many new items, you can transform your museum into a large amusement park, complete with the creation of a themed roller coaster. If you didn't think museums could be fun, now you have no excuse. Museums remain popular. MY IMPRESSIONS As expected from a Two Point game, Two Point Museum brings a new segment to manage: museums, obviously. And something you can always expect is that the Two Point series has a solid foundation of mechanics, but always manages to make each of its games a unique experience. Managing a hospital in Two Point Hospital is completely different from managing a university in Two Point Campus. Naturally, in Two Point Museum you will have a completely different experience from the other two games mentioned. As stated, the basis of a Two Point game is there. You have your employees, each with their functions that can also be customized for specific jobs. As for the buildings, you have your main building and you will have to install some basic rooms, such as the employee break room and bathroom, as well as some more advanced rooms, such as the employee training room. The visitors' needs bars, such as hunger, thirst and bathroom for example, must always be monitored in order to meet the demands of the clients. What sets this game apart from its predecessors is that much of the museum construction takes place in the open areas of the building, unlike other games where most of the "action" happened inside rooms. Since it's a museum, the exhibits are displayed in large open spaces. You still have objectives to complete, as in previous games, to earn stars in that location. You'll be able to manage several museums, one at a time, completing objectives within your own timeframe. You can acquire Kudosh, the game's currency, which unlocks more objects and decorations for your museum. This forms the basis of what a Two Point game typically offers. A museum is only interesting if it has pieces to display, right? So, you'll have to acquire more pieces for your museum, but in a very adventurous way. Expeditions serve to send your employees to different locations and, after a while, if they are successful, they bring rewards, including new pieces to display. Each expedition has its own peculiarities, which can cause your employee to get hurt or create some kind of disadvantage during the expedition. There is also the chance of unique events happening, and you will need to make a choice that will have consequences. Repeated pieces may appear, but pay attention to their quality level, as this opens up a new range of improvements for that piece, and you can replace it with another identical piece of lower quality. The game is in Brazilian Portuguese, making it easier to understand all these mechanics mentioned. Simply displaying the pieces is not enough for the success of your museum. You must place objects and decorations that make the pieces more attractive, as well as objects that also increase the level of knowledge about the piece. All these factors increase visitor satisfaction. Planning the museum is the fun part of Two Point Museum, because everything is very simple and satisfying to do, such as positioning the pieces thinking about an arrangement that really looks like a museum, for example. The already iconic art of the Two Point series remains incredible, very lively and with very expressive characters. Two Point Museum maintains the good humor characteristic of the series, whether in its employees and visitors or in the pieces found for exhibition. The themes of the exhibitions are very varied and equally fun, allowing the creation of completely monothematic museums or large museums with sections for each theme. In the Rides & Relics DLC, Two Point Museum takes an unexpected step for a museum management game by implementing an amusement park theme. This DLC includes roller coasters, Ferris wheels, and all sorts of things you'd find in an amusement park. How does this relate to museums? Well, not really. While very cool, the DLC's additions stray from the game's main theme, even though it uses the foundation of Two Point Museum, but does so in its own way. Can you integrate the two? Yes, you can have an amusement park and a museum at the same time on the same map, but, for me, it's difficult for the two to work well together. The addition of mascots makes sense, even if you use this mechanic in a museum without an amusement park, which, in this case, does work well with the museum theme. Again, the idea of ​​an amusement park, in isolation, is very cool, but keep in mind that there may be moments when you even forget that it's a game about museums and not amusement parks. Two Point Museum is so fun in its management style that it's quite difficult not to spend hours and hours playing without realizing how much time has passed. Who could have imagined that amusement parks and museums could coexist? ACHIEVEMENTS It's important to highlight that to complete 100% of the achievements in Two Point Museum, you need to own all the DLCs, as each one adds new features and, consequently, these new features have associated achievements. The variety of achievements in Two Point Museum will require players who want them all to explore all the mechanics to the fullest, from completing entire chapters, arranging a certain type or quantity of pieces, leveling up your museum, and so on. In short, it's almost certain that at some point you'll end up getting a good portion of them just by playing normally, because they aren't very complicated achievements to unlock. With the Rides & Relics DLC, we have the addition of achievements related to the amusement park theme, whether with themed pieces or with roller coasters and mascots. Despite the limitation of requiring the player to own all DLCs to achieve 100% completion, a decision that always divides opinions, the achievements in Two Point Museum are generally easy to obtain, and in a game where you don't even notice the time passing while having fun, you should be able to complete them all without much effort. Roller coasters were a must. CONCLUSION Two Point Museum is addictive. Once the game teaches you the basics and lets go of your grip, the sky's the limit. Even on the second map I played, it took me a while to really start it, as I was structuring every corner of the museum, already thinking about how I would arrange the elements in the building. Without a doubt, it's my favorite of the three in the Two Point series. The Rides & Relics DLC, while at first it doesn't seem to make sense with the museum theme, manages to bring something new without diminishing the brilliance of what Two Point Museum essentially is. It's refreshing to see a DLC that deviates from the norm, because it makes the player feel that the DLC has a purpose instead of being more of the same, even if it might not please everyone because it deviates too much from the main theme of the game. Rides & Relics makes me wonder if this isn't a timid nod to a future Two Point themed around an amusement park, which, for me, would have the potential to be the masterpiece of the Two Point series. I'm already eager to see what else this development team has up its sleeve, both for games and DLCs. SCORE: 8.0/10

  • Review: Ratatan

    The Spiritual Successor to Patapon Finds Its Own Identity Ratatan is the new project from the same creators of Patapon, a classic that made its mark on the PSP with its combination of music, commands, and strategic battles. The premise sparks curiosity by bringing back that identity with new characters, progression systems, and a structure that blends rhythm, strategy, and real-time action. Here, we control a character who must command their own army while advancing through stages filled with enemies and hazards, balancing orders given to the troops with the need to survive incoming attacks. GAMEPLAY Combat is Ratatan's biggest highlight. Through commands synchronized with the music, we must guide an army against the enemies encountered along the way. The mechanics can take some time to understand, mainly because we directly control our character while also issuing orders to allied units. Simply keeping up with the rhythm and executing commands correctly is not enough. We must observe enemy attacks, dodge objects flying toward us, and find opportunities to counterattack without losing control of our formation. The progression system expands our preparation options. During expeditions, we travel through different rooms and unlock resources that help strengthen our group. Between missions, a lobby offers characters and services that allow us to invest in upgrades, prepare for the next attempt, and adjust our army. We can also edit our formation, equip our soldiers, and choose which units to bring into battle. Cobuns have distinct roles, including soldiers, bombers, and archers, making it important to consider the composition of our group rather than simply gathering whichever units are available. Our choice of main character also influences how we approach encounters. There are initially eight options, each with their own characteristics, special abilities, and bonuses. Coelito, for example, increases basic attack damage by 10% when landing perfect hits, encouraging more precise command execution. We can also equip accessories on our soldiers and adjust our formation according to our needs. Positioning archers more effectively or reorganizing combat units can make a difference during an expedition, especially when we need to respond quickly to different threats. Although rhythmic commands are relatively simple to execute, mastering Ratatan requires constant concentration. The game combines pseudo-turn-based elements, rhythm, and real-time action, forcing players to monitor several situations simultaneously. If we focus only on the music, we might miss an attack that requires an immediate dodge or lose control of the situation involving our soldiers. Bosses are among the game's highlights precisely because they take advantage of this dynamic, featuring varied moves that can force us to cross much of the battlefield to escape an attack before returning to find another opportunity to strike. The problem is that this structure starts to feel overly repetitive, making expeditions less interesting as early as the second run. VISUALS AND SOUND The art direction is one of Ratatan's greatest strengths. The characters have plenty of charm, the environments possess their own identity, and the animations bring battles to life without compromising the personality of the game's universe. Its presentation is immediately inviting, capable of sparking interest even in players who are unfamiliar with the franchise or have never played Patapon. Music also plays a fundamental role, as it is directly tied to command execution and the combat system. It is not merely background accompaniment for battles. Instead, it guides our actions and forms part of the gameplay itself. This relationship between soundtrack and gameplay reinforces Ratatan's identity and gives its encounters a distinctive character. ACHIEVEMENTS Ratatan features an achievement list that follows much of the game's progression, encouraging players to complete episodes, defeat bosses, and experiment with all eight available characters. Some of the more interesting objectives include clearing World 5 without being knocked down, completing that area with every Ratatan, and defeating the True Goddess with each of them. These challenges reward mastery of the gameplay and encourage further attempts with different characters, giving completionists reasons to keep exploring the available content. The problem is that much of the list focuses on tasks related to menus and equipment progression. Crafting weapons, leveling them up, unlocking functions at the Support Desk, and upgrading items at the Ratatan Dock account for a considerable portion of the objectives, while few achievements directly explore the mechanics that make combat so interesting. It is strange that a game so dependent on rhythm, positioning, and commanding troops does not make better use of these elements to create specific challenges during battles. It would be far more interesting to see objectives requiring perfect sequences, strategies involving specific Cobun types, or particular ways of defeating bosses, rather than relying so heavily on actions players naturally repeat throughout their progression. TRAILER OFFICIAL FINAL THOUGHTS Ratatan's biggest problem is repetition. The expedition structure becomes predictable far too early, and its reliance on progression systems can disrupt the pace of the experience. To advance, we need to spend time on upgrades, equipment, and troop management, interrupting the flow of our runs to handle preparations. This is part of the progression system, but it can become tiring for players who simply want to start another expedition without constantly worrying about crafting, formations, and upgrades. Even so, the core mechanic deserves recognition. Controlling a character while commanding an army through rhythmic sequences is a distinctive concept that requires attention and coordination without relying on particularly complicated inputs. Bosses also provide some of the best moments in the gameplay, especially when their attacks force us to move across the battlefield, dodge hazards, and reorganize our actions before striking again. The variety of Cobuns, character abilities, and customization options also leaves room to experiment with different formations and find combinations suited to our playstyle. Ratatan has a striking visual identity and a creative combat system capable of combining rhythm, strategy, and action in its own distinctive way. The experience offers enjoyable moments and demonstrates considerable potential, but its early repetition and dependence on progression systems ultimately limit its longevity. Greater variety between expeditions and achievements more closely tied to the combat mechanics would help make better use of the ideas that set the game apart. SCORE: 7.5/10 Review by Gamertag: SCOULZ

  • Review: Valor Mortis

    A Journey of Blood, History, and Survival Valor Mortis stands out for its artistic identity, featuring environments reminiscent of 19th-century paintings, dark compositions, and a supernatural interpretation of the Napoleonic Wars. Its setting combines historical references, swords, grotesque creatures, and magic, creating a world that sparks curiosity throughout exploration. The game also draws attention by bringing the Soulslike formula into a first-person perspective, a choice that directly influences how we face enemies and observe the events unfolding around us. GAMEPLAY Combat is one of the most interesting aspects of Valor Mortis. We wield a sword and other weapons to face enemies with health and posture bars. Well-timed parries help break their posture, opening them up to a critical attack capable of dealing significant damage. The parry timing feels very well tuned, and the game rewards players who learn to recognize enemy movements and react quickly. Encounters become progressively more demanding, turning each battle into a test of awareness and precision. However, I believe the control configuration could have been handled better. Having to press Ctrl to parry does not seem like a good decision, especially in a game that demands such precision. In my experience, performing this action with the mouse would feel more comfortable, allowing the weapon and magic controls to be rearranged to better accommodate the rest of the combat system. Exploration also deserves recognition, particularly for its level design. Valor Mortis strongly resembles the original Dark Souls in how it structures its regions, with interconnected paths, overlapping shortcuts, and elevators that unlock new levels of previously visited areas. As we progress, we begin to understand how different parts of the environment connect, creating that satisfying feeling of finding a passage that shortens the route or discovering that a particular location links back to a familiar region. Although I got lost a few times, I really enjoyed this structure. The game also features traps and ambushes reminiscent of classic Souls series encounters, using these elements in a balanced way to surprise players without relying exclusively on them to create difficulty. Rest points take the form of hourglasses hanging from posts (or something like that, haha), where we can replenish resources and make upgrades. We can improve our abilities using catalysts, which function similarly to souls in other Soulslikes, and unlock slots for equipping Ambers, stones that modify certain character attributes. One of the first examples is an Amber that allows us to use the Ferrofluid Flask more quickly without being interrupted during the action. We can also upgrade weapons, including the saber and firearms, choosing different benefits depending on the materials available. Among the available modifications, Adrenaline Rush restores stamina when defeating enemies, while Second Wind allows us to recover health after successfully parrying an attack. These options help us adapt our playstyle, while the chapter-based structure organizes progression and the records found along the way provide additional information about the story and its characters. The game also features a fast travel system at rest points. Another important aspect is resource management during combat. In addition to health and stamina, we must manage the energy used for supernatural abilities, which recharges as we perform certain actions during battles. Ferrofluid Flasks are relatively scarce early on, but become easier to obtain as we progress. Ammunition, meanwhile, can be replenished at chandeliers and rest points scattered throughout the world, reducing the constant concern of running out of bullets. Death is part of the progression system, but losing all carried catalysts means we must be careful when exploring unfamiliar areas. These systems complement one another well, emphasizing both preparation and execution during encounters. VISUALS AND SOUND The art direction is one of the strongest elements of Valor Mortis. The combination of Napoleonic references with a gothic and supernatural aesthetic creates environments that resemble historical paintings transformed into macabre battlefields. During exploration, the surroundings help convey the scale of the tragedy that has befallen this world, while the visual variety of the enemies keeps encounters from feeling repetitive. It is a distinctive identity that sets the game apart from other first-person action experiences. Unfortunately, the visual presentation also highlights some of the technical problems I encountered. Shader compilation caused stuttering during gameplay, and performance was inconsistent even on a computer that exceeds the minimum requirements. These issues directly affect the game's fluidity, especially in a title where movement precision and parry timing make such a significant difference. The art direction deserves recognition, but the game needed more optimization work to provide a consistent experience across a wider range of PCs. The soundtrack and sound effects were not aspects I was able to evaluate individually during my playthrough, so I would rather not make specific claims about their quality without a more thorough assessment. ACHIEVEMENTS Valor Mortis features achievements that cover different aspects of the experience, encouraging players to progress through the campaign, explore the environments, and overcome combat challenges. There are also objectives related to finding items, upgrading equipment, and experimenting with the game's different progression mechanics, rewarding those who take the time to learn its systems. Personally, I enjoy achievements that require players to use mechanics in different or specific ways, and it is worth highlighting that there are no missable achievements throughout the campaign. TRAILER OFFICIAL FINAL THOUGHTS Valor Mortis' main shortcomings lie in its technical performance and control configuration. Shader compilation causes occasional stuttering, and performance fluctuates even on hardware that exceeds the minimum requirements. Assigning parry to the Ctrl key also makes one of the most important combat mechanics less comfortable to execute, forcing players to adapt to a control scheme that could have been more intuitive. These issues are particularly noticeable in a game that demands constant precision and patience to overcome its bosses. Despite these problems, I really enjoyed the combat and the way the game rewards players for mastering parries, reading enemy movements, and executing critical attacks. Progression through catalysts, weapon upgrades, and Ambers offers interesting ways to customize the experience, while the interconnected maps make exploration rewarding. The influence of the original Dark Souls is especially apparent in the level design, shortcuts, and connections between different regions. These elements give the adventure its personality and make discovering new locations an important part of the experience. Valor Mortis also stands out for its atmosphere, historical references, and blend of dark fantasy with the Napoleonic era. Enemy variety, traps, and a gradual increase in difficulty keep encounters engaging, while the progression systems provide reasons to continue exploring and improving the character. My experience was affected by performance issues that could have been avoided with more optimization work, but I found an adventure with a distinctive identity, engaging mechanics, and world design that I particularly enjoyed. With the necessary technical improvements, it would be possible to make better use of everything the game has to offer. SCORE: 7.8/10 Review by Gamertag: SCOULZ

  • Review: Tenebris Somnia

    Every Floor Down Reveals Another Reason to Be Afraid Tenebris Somnia is a mystery and investigation game that combines 2D exploration, survival horror elements, and cinematic sequences featuring real actors. What stands out most is how these two presentation styles complement each other. A situation that begins in pixel art can transition directly into a live-action scene, such as when we look down a corridor and the game cuts to a filmed version featuring real actors. These transitions feel natural and give certain events greater impact, establishing a distinctive identity for the game from the very beginning. The story follows our investigation into Ivan, our ex-boyfriend, as we explore a building filled with mysteries and uncover more about his memories. Cults, troubled relationships, and disturbing events shape a narrative that strives to remain grounded in reality, even as things become increasingly strange. This combination of mystery, exploration, and cinematic sequences sustains our curiosity throughout the campaign, making each new environment feel like another opportunity to understand what really happened. GAMEPLAY The gameplay follows a relatively simple structure built around investigating environments and using objects to unlock new paths. We find items throughout the surroundings, such as scissors and cups, which can be collected and used as situations demand. We can also combine objects to create new possibilities and solve problems. At certain points, we need to examine our surroundings carefully to understand how these elements relate to one another, including using combined items in specific situations involving sunlight. These mechanics are accessible but gradually offer more possibilities as we progress, keeping exploration engaging without requiring overly complex systems. Most solutions are intuitive, with the game itself providing clues about what we need to do. Even so, there were moments when I found myself stuck, trying to figure out which objects to combine or how to use something I had previously found. These situations are part of the investigative experience, but they can interrupt the pacing when the logic behind a particular puzzle is not immediately apparent. Fortunately, this does not happen often enough to compromise the experience, and progression generally provides enough clues for us to get back on track without turning exploration into a constant series of trial-and-error attempts. As we descend through the building's floors, we uncover more of Ivan's memories and try to understand what happened to him. The progression makes good use of the environments to build suspense, gradually revealing information and keeping our attention focused on the unfolding events. There is a sense of uncertainty surrounding everything around us, and this works because the game does not need to explain everything immediately to spark our curiosity. On the other hand, some of the protagonist's decisions are difficult to ignore. Honestly, my first reaction upon realizing that Ivan was not responding would have been to call the police. This observation sums up how her curiosity ultimately gets the better of her, leading us deeper into a situation that is clearly far from normal. Although combat is not the main focus, Tenebris Somnia features boss encounters that make use of the environments' unique characteristics. One of the first battles, for example, takes place in a completely dark room where we must extinguish candles to hit the enemy. The encounter makes the environment an essential part of the combat mechanics and shows that the game knows how to change its approach when moving beyond traditional investigation. These moments introduce different challenges throughout the campaign and prevent progression from being limited to finding objects and solving puzzles. It is an effective way to introduce encounters that require us to pay attention to our surroundings without losing sight of what the game does best. VISUALS AND SOUND The visual presentation is one of Tenebris Somnia's greatest strengths. The pixel art establishes the retro identity of the exploration, while the live-action sequences feature real actors and practical effects to portray the most disturbing moments. The real achievement lies in how these two visual styles alternate, often without an extended transition, giving seemingly ordinary situations a different dimension when they shift into cinematic sequences. Other games have used filmed footage before, but the rapid integration of this technique into a 2D investigation game is a defining feature of this production. The sound design also deserves recognition, especially because the game does not rely exclusively on filmed sequences to create fear. The 2D exploration itself features frightening moments, and the sound effects help build tension and make the environments feel more threatening. The scene direction, practical effects, and soundscape work together to sustain the horror atmosphere, while the writing explores a troubled relationship and a story involving cults and mysteries that feel close to real-life situations. This attention to detail allows the cinematic sequences to make an impact without diminishing the importance of the playable sections, which also find their own ways to unsettle the player. ACHIEVEMENTS The achievement list in Tenebris Somnia is fun and varied, encouraging players to explore possibilities beyond the main progression. Some objectives involve performing specific actions during the campaign, using particular weapons, or meeting certain conditions during encounters. One amusing example is an achievement that asks players to look at Ivan's picture five times, potentially referencing the Bloody Mary legend. This type of challenge fits the game's atmosphere and rewards players who pay attention to details, making the pursuit of 100% completion more interesting than simply finishing the story. The main downside is that some achievements can be missed depending on campaign progression and the saves available. This requires planning from anyone who wants to complete everything and may force players to revisit sections or even restart a substantial portion of the adventure if they overlook an objective. This limitation is particularly noticeable in a smaller game, where having more freedom to return to specific moments would be welcome. Even so, the achievement list does not become frustrating or unfeasible because of this. The challenges remain achievable and offer variety without relying on excessive requirements or practically impossible tasks. TRAILER OFFICIAL FINAL THOUGHTS Some investigation sequences can interrupt the pacing when we cannot immediately identify which item we need to use or combine. Although most puzzles are intuitive, I found myself stuck at certain points, trying to figure out what the game expected from me and revisiting areas that had nothing to do with the situation at hand. It is also difficult not to question some of the protagonist's decisions, especially given Ivan's disappearance and the lack of answers. Overall, these are minor limitations, accompanied by an additional consideration for those seeking to complete everything: missable achievements require careful attention to save files and campaign progression. These aspects could have been handled better, but they do not compromise the experience. On the other hand, Tenebris Somnia makes excellent use of its investigation mechanics. The ability to collect and combine items, discover new ways to interact with the environments, and tackle specific situations, such as the battle in the dark room, provides enough variety to maintain interest throughout the campaign. The narrative also gains momentum as we descend through the building's floors and learn more about Ivan's memories. Although combat plays a secondary role, boss encounters introduce distinct moments into the progression, while exploration and puzzles sustain most of the experience. The biggest highlight is the integration of gameplay and cinematic sequences. The live-action actors, practical effects, scene direction, and sound design contribute to an atmosphere that also works in the 2D sections, where the game demonstrates its ability to inspire fear without relying on filmed footage. The story, which revolves around a troubled relationship, cults, and disturbing events, gains strength by presenting conflicts that feel tangible. This is a testament to a script that sustains curiosity until the most unsettling moments, even across its multiple endings. Tenebris Somnia is an exceptionally competent production that delivers on its vision, featuring a distinctive visual identity, well-executed investigation mechanics, and a cinematic presentation that makes the experience particularly memorable. Você gosta dessa personalidade? SCORE: 9.0/10 Review by Gamertag: SCOULZ

  • Review: Deep Dish Dungeon

    Exploring dungeons makes you hungry. THE GAME Deep Dish Dungeon is an exploration and survival game developed by Behold Studios and published by Raw Fury. A vast dungeon awaits exploration by brave and hungry adventurers. Exploring for resources and surviving the dangers that inhabit this place are the player's main tasks, all while finding ways to advance deeper into the dungeon. Craft materials and items to facilitate your journey, which can be solo or with up to two friends, set up camp, and of course, always stay well-fed. Gather up to two friends and explore the dungeon. MY IMPRESSIONS Deep Dish Dungeon rewards exploration. Moving forward, even without knowing what awaits you, is part of the experience. You'll be in a dungeon, often without lighting and relying solely on the light of your torch to see. The feeling of being lost and directionless at the beginning of the game is normal and, to a certain extent, seems intentional. Deep Dish Dungeon wants you to try, even if it costs you your life. In fact, dying isn't so punishing, since your items remain where you died and you only lose food bonuses. And speaking of food, as the game's name suggests, eating well is one of the main mechanics. When you eat, your character will gain bonuses depending on what is ingested, such as more health or stamina, for example. Preparing food is also essential, and this will lead you to seek resources such as wood to fuel the fire, create a spit to place above the campfire to cook food, among many other uses. You'll have several camps to return to in case of death and to store items, since at the beginning of the game you have a very small inventory. This is the biggest difference between playing alone or with friends, as with more people you can better divide what each player can carry, avoiding extra trips to your camp just to empty your pockets. Eventually, you can craft a backpack that increases your inventory, but until then, you'll have to manage what you carry well. The game is in Brazilian Portuguese, making it easier to understand item descriptions and interactions with objects. With resources in hand, you can create new items to facilitate your exploration and to set up camp. Here, the game's crafting and Metroidvania elements complement each other, as you will always return to your camp after exploring and seeing what you need to progress. Deep Dish Dungeon will have the player going back and forth everywhere, discovering new things that can help later. Many times you will be surprised by an enemy attacking you or a mechanic that the game doesn't explain, but which wants the player to be creative and think about how to solve that problem. It's not a game where the player runs through the dungeon without thinking. Combat should also be paced, so that your character doesn't run out of stamina in the middle of a battle or so that you use your attacks well to adapt to each enemy. Deep Dish Dungeon has a slower pace because it wants the player to understand and prepare for the challenge with the resources at their disposal. It's important to say that the entire dungeon was designed to be this way; all players will face the same trials. If you feel stuck in a certain part, the best thing to do is explore more. And that's the central idea of ​​Deep Dish Dungeon: explore, be rewarded for your curiosity, and plan your steps well to advance in the dungeon. Be prepared to encounter enemies while exploring. ACHIEVEMENTS Although few in number, Deep Dish Dungeon's achievements are challenging, but they will be the greatest reward for those players who dedicate themselves to thoroughly exploring the game. The achievements are linked to rare items you find in the game. By picking one up, you automatically earn the achievement related to that item. Simple as that. Finally, there's the true ending achievement, but I'll leave that a mystery. Only the most dedicated dungeon explorers will be able to get 100% of the achievements. By the time you realize it, it will be too late. CONCLUSION I thought Deep Dish Dungeon would necessarily be a cooperative game, requiring friends for the complete experience, but I was wrong. Despite demanding a bit more from a solo player, you don't miss anything the game aims to offer by playing alone. Deep Dish Dungeon was designed to be played at a slower pace, but still very challenging. I believe many people won't understand this when they start playing; they'll feel lost and confused. The game doesn't hold your hand and guide you, because the central idea is to explore and understand for yourself how to advance, as if the player were truly in the adventurer's shoes, without understanding what's happening and learning everything while exploring. Just like the dungeon, Deep Dish Dungeon will reward the player who explores the game to the fullest with a fun, challenging, and rewarding experience. SCORE: 8.0/10

  • SPECIAL: BGS 2026

    Latin America's biggest Gaming Convention Is Back Brasil Game Show returned for another edition, reaffirming its position as the largest gaming convention in Latin America. Between October 9 and 12, Distrito Anhembi in São Paulo hosts thousands of visitors, publishers, developers, and industry professionals at an event bringing together top market brands such as Nintendo, SEGA, Square Enix, and Devolver Digital. In its 17th edition, the event offers demos of highly anticipated games, interactive experiences, promotional booths, and opportunities to get an up-close look at upcoming market releases. During our visit, which took place during a period reserved for badge holders, content creators, and special ticket holders, we had the opportunity to try out interesting titles, including Warhammer 40,000: Boltgun 2, Total War: WARHAMMER 40,000, Heave Ho 2, Call of Duty: Modern Warfare 4, and Crazy Taxi: World Tour. Despite the variety of attractions, the experience was also marked by organizational issues, mainly regarding the capacity of certain booths. Queues grew significantly, making it difficult to enjoy games with limited demo times and tricky to balance all the available experiences. On the other hand, the accessibility infrastructure deserves recognition, as do the services provided to press members. BGS 2026 has enough attractions to capture the interest of diverse audiences, but our visit left the feeling that part of this potential was compromised by the struggle to manage demand. SEGA SEGA was one of the big positive surprises of BGS 2026, both for the variety of games and the size and relevance of its attractions. Among the available titles were Alien: Isolation 2, Crazy Taxi: World Tour, Persona 4 Revival, STRANGER THAN HEAVEN, SONIC PICO PARK, and Total War: WARHAMMER 40,000. The main highlight for the public, however, was Alien: Isolation 2, one of the most anticipated demos of this edition. Unfortunately, it was precisely at this spot that we encountered one of the largest problems of the convention. When we went to the booth, the wait time was close to two hours, while access to the demo queue was closed at 6:00 PM. Since the experience offered approximately half an hour of gameplay, capacity was naturally limited. We chose not to stand in line, but we recommend that anyone planning to try the game over the next few days arrive early and keep an eye on closing times, which can make all the difference. Our alternative was to try Crazy Taxi: World Tour, which revives the franchise's classic premise, putting the player in control of a taxi driver who must transport passengers within a time limit. The game also offers specific challenges after certain runs, including activities that involve launching the passenger as far as possible. The visuals are impressive, respecting the series' identity while delivering a more modern look, and the soundtrack helps maintain the fast pace of the gameplay. Kenji Kanno, creator of Crazy Taxi, alongside writer Giovanni. We also tried to arrange an interview with Kenji Kanno, creator of the original Crazy Taxi and producer of Crazy Taxi: World Tour, but we were unable to make the conversation happen this time. Even so, we had the opportunity to take a photo with him. Kanno was very friendly during the meeting and was wearing a special shirt related to his own creation, making this interaction one of the memorable moments of our time at the booth. Os redatores Lucas Santos e Bruno de Souza Bom Another interesting game was Total War: WARHAMMER 40,000, which showed a small part of the campaign and its battle systems. The proposal seems very promising, and the cinematic cutscenes caught our attention for the quality of their presentation. However, the version provided for testing still seemed to need a few tweaks, especially considering the importance of a demo at a convention of this scale. We also missed Brazilian Portuguese localization in that version, as the lack of translation can make it harder for newcomers to understand the mechanics and narrative. This does not mean the final version will launch without localization, but the demo could have been more accessible to the Brazilian audience. Overall, SEGA brought highly interesting attractions, although the experience with its main highlight was hampered by queue management. Another point that caught our attention was the quality of the hardware used at the booth, which featured Alienware computers alongside a giant themed mousepad for the game. NINTENDO Nintendo also maintained a strong presence with a large booth and various experiences for visitors. Among the games we found were Donkey Kong Bananza, Mario Kart World, and Nintendo Switch Sports Resort. The official selection also included titles like Pokémon Pokopia, Star Star, Super Mario Galaxy, and Super Mario Galaxy 2, as well as LEGO Batman: The Dark Knight Legacy, EA SPORTS FC 27, and Just Dance: Decades of Hits. There was, therefore, variety in the announced lineup, although our impression was that it lacked a showcase title capable of generating even greater excitement among visitors who closely follow the company's upcoming releases. A prime example is The Legend of Zelda: Ocarina of Time, whose new version for Nintendo Switch 2 was announced for release on November 5, 2026, yet was not among the games available for demo at the booth. Given how close the launch is, it would have been a great opportunity to let the public get early hands-on time with one of Nintendo's most anticipated arrivals. The most interesting experience for us was Call of Duty: Modern Warfare 4, available to play on Nintendo Switch 2. We were able to play a match lasting about ten minutes, which was enough to observe how the game ran on the console. Having already tested the beta version on PC, we noticed that the experience remained very close to what we knew, with no significant differences in match structure. The main change was the platform used and the technical limitations involved. Naturally, it would not be reasonable to expect the same visual performance as a high-end PC on a console like Switch 2, but the port yielded an interesting result. Gameplay remained smooth during our time with it, and the adaptation work appeared careful in preserving the core FPS experience. It is a positive outcome, even if the graphic presentation falls below what is found on more powerful platforms. Nintendo also brought Charles Martinet, former voice actor for Mario, as a guest artist. Even with this attraction and the variety of games available, our experience left a sense of a partially missed opportunity. The booth managed to draw crowds, but we missed a more impactful demo of an upcoming major release, especially given the interest surrounding the brand's new products. The absence of The Legend of Zelda: Ocarina of Time was particularly felt in this context, as the chance to try the game before release could have become one of the main highlights of the show. Still, it is worth acknowledging that Nintendo offered a very diverse selection. SQUARE ENIX Square Enix also brought compelling attractions to BGS 2026, positioning FINAL FANTASY VII REVELATION as the main highlight of its booth. The game will be the third and final chapter in the trilogy reimagining the classic Final Fantasy VII originally released for PlayStation in 1997. Set to launch on April 8, 2027, the title promises to conclude the journey started in Final Fantasy VII Remake and continued in Final Fantasy VII Rebirth. The ability to play a hands-on demo months ahead of release made the company's presence particularly exciting for fans of the franchise. Another title available for testing was FINAL FANTASY RESONANCE, a new adventure in the franchise featuring HD-2D graphics and turn-based combat. Scheduled for release on October 22, 2026, the game also earned its spot at the show, allowing visitors to get to know its concept before the full version arrives. We found Square Enix's decision to prioritize unreleased games very positive. Getting the opportunity to test these titles in advance allows the public to understand their mechanics, form their own impressions, and weigh their interest in a future purchase. This approach also helps make the company's participation more relevant to those who follow upcoming releases and look for news beyond titles already on the market. DEVOLVER DIGITAL Devolver Digital brought one of the coolest booths at the convention, featuring new reveals and recently released games. Among the available experiences, Warhammer 40,000: Boltgun 2 was one of the most enjoyable, despite a technical issue that affected the demo. While playing Boltgun 2, we noticed rather bothersome input latency, which appeared to be restricted to the setup we were using. The issue stood out mainly because it is an FPS, a genre that relies on quick responses and precise movement. The flaw compromised part of the experience, but it was not enough to hide the game's qualities. The pixel art direction is very impressive, offering a modern presentation that respects retro aesthetics, while gameplay maintains a frantic, dynamic, and genuinely fun pace. Even so, the demo needed technical adjustments so players could enjoy the game properly. Another title we tested was Heave Ho 2, playing a stage that reinforced the franchise's cooperative fun. The experience was very enjoyable, mostly because of how the game turns simple movements into chaotic situations when playing with someone else. It is the kind of game that demands coordination, communication, and patience, but also delivers plenty of laughs when someone makes a mistake and sets the whole team back. The demo highlighted the potential of the co-op experience and showed how simple scenarios can turn into moments of pure fun. FINAL THOUGHTS BGS 2026 proved that it remains a relevant event for the Brazilian gaming community, bringing publishers, indie developers, content creators, and players together in the same space. Even without standalone booths from Xbox and PlayStation, the convention delivered compelling experiences, with highlights from SEGA, Nintendo, Devolver Digital, and Square Enix. Being able to try unreleased games like Crazy Taxi: World Tour, Warhammer 40,000: Boltgun 2, and FINAL FANTASY VII REVELATION made the visit worthwhile, especially for those tracking upcoming launches and looking to preview these productions before deciding on a purchase. However, the wealth of attractions was not matched by organizational capacity to meet demand at all times. Excessive lines were the main drawback of our experience, to the point where we gave up on trying Alien: Isolation 2, one of the event's most anticipated games. We also encountered technical issues in Warhammer 40,000: Boltgun 2 and missed Brazilian Portuguese localization in the Total War: WARHAMMER 40,000 demo. High food prices also warrant attention. BGS does not necessarily need to add more attractions to improve the experience, but rather find more efficient ways to manage crowds and ensure visitors can enjoy what is already available. On the other hand, it would be unfair to evaluate the show solely by its flaws. The press facilities, security protocols, and accessibility features, including priority queues and sensory rooms, were positive highlights of our visit. The space dedicated to indie developers and educational institutions also deserves credit for introducing new talent and projects to the public. Cosplay contests, booth activations, and meetups among people who know each other online reinforce the community nature of the event. Ultimately, one of the most special parts of BGS is reuniting diverse people who share a passion for video games. In the end, we left BGS 2026 with a positive impression regarding the event's importance, albeit with notable caveats about organization. The convention continues to bring together interesting games, foster professional connections, and create moments that could hardly be replicated elsewhere. However, the difficulty of experiencing all attractions in a single day, mostly due to long queues, ends up dampening part of the visit's potential. For future editions, we hope for better spatial planning, improved demand control for high-profile demos, and conditions that let visitors enjoy more games without spending so many hours waiting in lines. BGS remains a vital meeting point for gaming enthusiasts, and for that exact reason, we believe organizational improvements can make an already valuable event even better.

  • Review: Ghost of Yōtei™ Complete Edition

    Vengeance Is Now Complete One year after the release of Ghost of Yōtei, Sony brings us a Complete Edition that combines the original experience with a new narrative expansion and a range of additional content. The main campaign remains exactly as we remember it, following Atsu on her quest for vengeance against the Six of Yōtei, but now we have a new opportunity to learn more about the protagonist and explore other moments from her past. The Complete Edition is primarily aimed at players who have not yet experienced the game or those who wish to return to Atsu's journey with all the available content. In addition to the new expansion, Echoes of Sekigahara, this edition brings together previously released content and introduces new items, cosmetics, and trophies, creating a more comprehensive package for anyone looking to experience everything the game has to offer. COMPLETE EDITION Beyond Echoes of Sekigahara, the Complete Edition brings together a range of content that has been added to Ghost of Yōtei since its release. This includes the content from the Digital Deluxe Edition, which is now part of the package, featuring the Mask, the Snake Armor, the Digital Deluxe Armor Dye, the Digital Deluxe Horse and Saddle, the Sword Set, Traveler's Maps, the Amaterasu Charm, and the Hokkyokusei Charm. New content related to New Game+ has also been added, including cosmetics exclusive to the Complete Edition, as well as new photo mode designs. For players who enjoy completing everything, there are also new trophies tied to the expansion and the edition's additional content, expanding the list of achievements beyond those available in the base game. It is important, however, to distinguish what is truly exclusive to the Complete Edition from the free updates that have arrived in the original game. Features such as Yōtei Beauty, new music tracks for Watanabe Mode, accessibility improvements, and the ability to retain one armor set's appearance while using another set's attributes were also made available for free to players who already owned Ghost of Yōtei. Therefore, these improvements should not be treated as exclusive advantages of the Complete Edition. Ultimately, this edition serves as the most comprehensive way to experience Ghost of Yōtei, bringing together the original game, its additional content, and the new expansion in a single package. For those who have yet to play it, the Complete Edition includes virtually everything released since launch, while for existing owners, the main reasons to return are Echoes of Sekigahara and the new content added to the experience. Expansion:Echoes of Sekigahara Echoes of Sekigahara introduces a new part of the campaign directly connected to Atsu's past and, in my opinion, is one of the most interesting additions in this edition. The story manages to fill in some of the gaps hinted at in the base game, deepening important events in the protagonist's life and, above all, her relationship with Nagato. The narrative uses flashbacks to depict moments from Atsu's past during the Battle of Sekigahara, revealing more about what happened between them and helping contextualize events mentioned throughout the main campaign. The main drawback lies in how we access this content. It would have been interesting to have the option to play through Atsu's past independently, but we must progress several hours into the main campaign before embarking on the expansion. Players must complete The Old Inn, The Dual Katana Path, The Tale of the Oni, and The Fate of the Kitsune. Depending on the path chosen and how much the player explores, this can amount to approximately 20 hours of gameplay or even more. Fortunately, completing the entire main story is not necessary. After these missions, when we find the letters related to Nagato the Handsome, we are led to the Foothills of Ashoro, a new region of Ezo. The new region is not merely a backdrop for the story. Echoes of Sekigahara introduces new enemies, heavy weapons, abilities, armor sets, dyes, and other equipment, along with new Mythic Tales. This allows the expansion to enhance the gameplay as well, rather than functioning solely as a sequence of narrative missions. Even so, the story remains the main highlight. Ghost of Yōtei already has a fairly self-contained main campaign centered on Atsu's quest for vengeance against the Six of Yōtei, and the expansion manages to add meaningful information without simply repeating what we have already seen. Learning more about the protagonist's past and her relationship with Nagato provides new context for some of the things Atsu mentions throughout the campaign, making her story feel even more complete. New Mode: Most Wanted The new game mode is essentially a roguelike experience within Ghost of Yōtei. With each run, we gain new advantages and can choose different bonuses that alter our progression and make it easier to advance through the hunt. The structure feels like a natural fit for the franchise, as each attempt allows us to experiment with different combinations and become progressively stronger. One of the most interesting aspects is the hunter unlock system. Instead of having to save coins specifically to unlock each character, progression feels more organic. By spending coins in shops to purchase techniques and other resources, we also make progress toward unlocking hunters. As a result, practically everything we do during a run contributes to our development, without forcing players to save resources for a single purpose. The mode also features its own player progression system, allowing us to improve attributes such as attack, defense, and survivability. We can unlock upgrades ranging from improved parrying to increased health, as well as specific enhancements for each hunter. It is precisely this combination of general progression and individual abilities that makes the runs interesting. Each character has unique traits and abilities that significantly change how they play. Atsu, for example, can use Wolf Pack Call to summon a wolf during combat, while Jin Sakai returns with Dance of Wrath, which allows him to unleash a devastating series of attacks. Jin also has the Ghost Gambler ability, which allows him to enter Ghost Stance after completing a series of eliminations. The different hunters also specialize in different weapons, meaning that character selection directly affects combat style. Switching characters is therefore not simply a matter of using a different model, but of adopting a different approach to overcoming challenges. During hunts, we can also encounter merchants offering resources that can change our experience, including meals with bonuses, new weapons, armor dyes, and charms. These elements add another layer of strategy to progression, as we must decide which upgrades are most useful for a particular run. Hunter Offerings follow the same logic, providing bonuses that help with progression during a run or contribute to overall advancement. This means progression is not limited to what we unlock permanently, but also directly influences how each run unfolds. Ultimately, the mode's greatest strength lies in transforming Ghost of Yōtei into a more dynamic and replayable experience. The combination of different characters, abilities, weapons, and upgrades ensures that each attempt has its own rhythm, while constant progression provides an incentive to keep playing and experiment with new combinations. TROPHIES The Ghost of Yōtei Complete Edition expands the experience with two additional trophy sets, Echoes of Sekigahara and Most Wanted Mode, adding 23 new objectives for players seeking to complete everything the game has to offer. The first set combines narrative progression, exploration, side activities, and challenges involving recipes, customization, minigames, and new combat opportunities. The second is more straightforward, focusing on hunts, battles against powerful enemies, the use of specific abilities, and objectives that require players to meet certain conditions during combat. For those who enjoy earning every trophy, the main thing to keep in mind is the specific requirements of each challenge, especially those involving particular abilities or conditions that must be fulfilled during a single activity. TRAILER OFFICIAL FINAL THOUGHTS Ghost of Yōtei is undoubtedly one of the most visually impressive games of its generation, and the Complete Edition arrives to cap off an experience that was already remarkably complete. The Echoes of Sekigahara expansion deserves particular recognition for exploring Atsu's past and her relationship with Nagato, adding new layers to the narrative without relying solely on the events of the main campaign. Although having to progress several hours into the story before accessing this content is a drawback, the expansion justifies its existence by filling in important gaps and providing new reasons to return to Ezo. The Most Wanted mode is also a very welcome addition, particularly because it transforms combat into a more dynamic and replayable experience. The ability to experiment with different hunters, skill combinations, and upgrades makes each run interesting, but its greatest strength lies in encouraging players to better understand the combat mechanics. It almost serves as a training ground for anyone looking to improve their skills, experiment with new strategies, and prepare for higher difficulties, including a new journey through New Game+. The inclusion of Digital Deluxe Edition content and new New Game+ items also makes this edition more appealing, bringing together much of what has been developed for the game since its release in a single package. It is important to remember that some improvements were made available for free to all players, but the combination of the narrative expansion, Most Wanted mode, and additional content makes the Complete Edition the most comprehensive option for anyone looking to experience everything Ghost of Yōtei has to offer. Ultimately, Atsu's journey feels more complete than ever. The new expansion adds depth to her story, while Most Wanted broadens the possibilities of combat and provides a compelling reason to keep playing even after completing the campaign. For those who have yet to experience the game, this is the ideal opportunity to embark on the adventure with virtually all the available content. For those who have followed the journey since launch, returning will largely depend on their interest in discovering the new chapters of the story and exploring the possibilities offered by the additional mode. The Complete Edition does not reinvent what already worked, but rather builds on its strengths and delivers a more complete experience, reinforcing Ghost of Yōtei as an adventure worth experiencing to the very end. SCORE: 9.2/10

  • Review: ROLLA

    Pixel Art, Destruction, and Casual Fun ROLLA is an indie action and destruction game that puts players in control of a monstrous creature capable of consuming people, growing larger, and turning entire cities into wastelands. Developed by Tyrmä Games and published by Pantaloon, the game follows a concept reminiscent of Katamari Damacy, but replaces collecting objects with an experience centered on devouring humans, destroying structures, and surviving against the forces trying to contain the creature. With its retro aesthetic and exaggerated approach to horror, the game builds its identity around a simple idea, with much of the fun coming from discovering just how much chaos we can unleash. Throughout each run, we must devour humans, vehicles, houses, buildings, supermarkets, and practically anything within reach. The creature grows as it consumes elements of the environment, while the police and military become increasingly dangerous threats. Progression revolves around specific objectives that vary from stage to stage, encouraging different ways to explore each environment. There are eight distinct stages, each offering enough variety to spark curiosity, although the number of tasks required to advance directly affects the overall pace of the experience. The gameplay combines free movement, bursts of speed, and the ability to consume nearby targets in an accessible arcade structure. We use WASD to control the creature, the spacebar to perform dashes, and the mouse to consume nearby humans. During each run, we can find temporary power-ups that allow us to reflect projectiles or automatically absorb nearby people, providing useful advantages during more dangerous encounters. Growth also changes how we deal with threats, as human forces deploy increasingly dangerous weapons as the creature gets larger. This dynamic keeps the action moving without requiring complex systems or lengthy learning periods. Progression is organized around objectives that resemble the structure of the Tony Hawk series, where completing specific tasks is essential to unlocking new areas. In ROLLA, we must accumulate a certain amount of damage, collect letters scattered throughout the stages, destroy a percentage of the available objects, or consume a specific number of humans. The challenges vary across the eight stages, which feature urban environments and other locations with distinct characteristics. The presentation also deserves attention: the isometric perspective follows the creature's movement, while a fictional television broadcast reports the situation as if we were watching live coverage of an unfolding catastrophe. The pixel art reinforces the game's retro identity, and the synth-based soundtrack complements the destruction. MY IMPRESSIONS The most enjoyable aspect of ROLLA is watching the creature grow as we turn the environments into scenes of complete destruction. Its inspiration from Katamari Damacy becomes apparent in the way size affects our interaction with the world, but the game establishes its own identity by placing humans, vehicles, and buildings at the center of the experience. There is immediate satisfaction in seeing objects that once stood in our way become easy targets, expanding our destructive capabilities. Since the controls are simple and the concept becomes clear within the first few minutes, the game quickly delivers what it promises without relying on complicated systems to keep players engaged. The individual objectives also help give each run a sense of direction. Rather than simply moving through the stages and destroying everything, we must pay attention to the requirements for completing each level and unlocking the next ones. The variety of tasks, from accumulating damage to finding specific items and meeting consumption targets, encourages small changes in how we approach each run. This structure works particularly well because it provides clear goals without making their execution unnecessarily complicated. The problem becomes apparent when we consider the unlocking pace: the number of required objectives is relatively high, forcing us to replay the same stages several times before reaching new environments. Since the later stages are among the game's most interesting features, making them easier to access could improve progression without removing the importance of the challenges. The art direction contributes significantly to the game's personality. The combination of pixel art, a grotesque creature, and urban environments creates a contrast that fits the dark humor of the premise. The presentation, inspired by a news broadcast, is another interesting touch, turning the player's destruction into an unfolding event covered on television within the game itself. This choice helps establish the context without relying on lengthy narrative sequences. The soundtrack complements the visual identity and works well during gameplay, although the music becomes noticeably repetitive after spending more time with the game. It does not ruin the experience, but a greater variety of tracks would help preserve the impact of the presentation throughout longer sessions. During my tests, I also encountered some unusual behavior while loading stages. At certain moments, my computer appeared to freeze while the next level was being prepared, even though my system was considerably more powerful than the published minimum requirements. Once loading finished, the game ran normally again, which made it difficult to determine whether the issue was specific to my hardware or related to how the loading process is presented. Even so, a clearer visual indicator showing that loading is still in progress would help prevent players from thinking the game has stopped responding. It is a relatively minor issue, but worth mentioning because it affects the perception of stability, especially when players cannot tell whether they should keep waiting or something has actually gone wrong. Another important aspect is how the experience changes as we progress. ROLLA is enjoyable when we want to spend a few minutes completing objectives and causing destruction without committing to a lengthy session. Over time, however, the repetition of activities and the need to revisit the same stages begin to reduce the initial excitement. I do not consider this a flaw that invalidates the experience, since arcade games can serve an important purpose by offering casual entertainment during moments of downtime. The point is that ROLLA works better in short sessions, with breaks in between, than when we try to play for extended periods. This does not diminish its merits, but it helps define the type of experience the game offers and the kind of player most likely to enjoy its mechanics. ACHIEVEMENTS ROLLA features 13 achievements covering progression, exploration, and different objectives completed throughout the game. The list fits the arcade structure well, encouraging players to experiment with the mechanics and pay attention to aspects they might otherwise overlook during their first playthrough. For achievement hunters, these goals add another layer of objectives beyond simply unlocking every stage. The relatively small number of achievements also makes progress easy to track without turning the list into an excessively lengthy checklist, keeping the focus on activities that are already part of the main experience. On the other hand, completing the entire achievement list can require a level of repetition that is not always rewarding. Some cumulative requirements and specific conditions encourage additional runs, but when combined with the pace at which new stages are unlocked, they can make the pursuit of 100% completion excessively demanding. The problem is not asking players to explore different possibilities, but prolonging activities they have already completed several times without offering anything new in return. Those who simply want to enjoy the campaign do not have to worry about this, but completionists should be prepared to invest more time than the game's simple premise initially suggests. A better balance between the requirements would make the list more enjoyable, preserving the incentive to explore without turning full completion into a tedious task. TRAILER OFFICIAL FINAL THOUGHTS ROLLA delivers an enjoyable arcade experience built around an easy-to-understand premise, accessible controls, and a good variety of objectives spread across eight stages. The creature's growth, environmental destruction, and increasingly dangerous human forces form a gameplay loop that works well, particularly during the first few sessions. The pixel art and presentation inspired by television news broadcasts help establish a distinct identity, while the stage objectives provide reasons to explore the environments and experiment with different approaches. The game finds its value in immediate fun and the freedom to cause destruction without requiring a major time commitment to start enjoying its mechanics. Its main limitations lie in progression, repetitive activities, and the time required to unlock all the content. Having to complete numerous objectives before accessing new stages slows the pace, while the repetitive soundtrack and some demanding achievements can make extended sessions tiring. The unusual loading behavior observed during my tests is also worth mentioning, although I could not determine its cause. Overall, ROLLA is an interesting option for anyone looking for a casual experience, particularly when played in short sessions. Its strengths are clear, but more balanced progression and a greater variety of gameplay elements would help sustain the fun for longer without requiring players to return to the same activities so many times. SCORE: 8.0/10 Review by Gamertag: SCOULZ

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