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- Review: Smash It Wild
Get ready to play volleyball in a different way. THE GAME Smash It Wild is a volleyball roguelite developed by Goblinz Studio and Ernestine and published by Goblinz Publishing and Maple Whispering Limited. Assemble your team of three different animals and enter a volleyball tournament to decide who will become the champion team. Compete in the wildest volleyball matches ever seen. MY IMPRESSIONS Smash It Wild blends turn-based tactics with a turn-based sport, which works well for the presented concept. Unlike traditional volleyball, here you only need to score one point to win the set. Naturally, scoring that point is more difficult than usual. To score, you'll have to deplete your opponents' stamina, which functions like their health bar. Defending an attack and moving consume this bar. Therefore, what you'll usually want to do to guarantee a point is to completely reduce the stamina of all opposing players to ensure you score, but this won't always be necessary, as you can reduce an enemy's stamina to a point where they can't reach the attacked square due to lack of stamina points, for example. So, a turn always works the same way: there's an order in which each player can act, alternating between teams. You select your attack, which can create disadvantages for the opponent, select where you want to attack, which can be an empty square or directly on an opponent, and then execute the attack. In the defensive turn, you select which player on your team will receive the ball, knowing how much stamina they will lose based on the movement factors required to reach a square, the resistance attribute that reduces stamina expenditure, and the enemy's skill damage. Every movement, before it's made, whether attack or defense, shows the result, including effects, remaining stamina, and movement potential. In championship matches, you need to win two sets to be declared the winner. Winning a set always gives you the option to choose an upgrade for one of your players. The game's art is quite beautiful, with a cartoonish style and cool volleyball animations, each animal acting exactly like an animal player, if I may say so. Between matches, you'll have random event days, and you can only select one to occur. On these days, you can train new techniques or stats, receive relics, buy and receive equipment, or participate in random events. Unfortunately, the game is not available in Brazilian Portuguese at the time of this review, which may make it difficult for some people to understand how skills, equipment, and relics work. Speaking of which, starting with skills, each team will generally be themed, such as the first team presented having an ice theme and their skills benefiting from reduced movement and freezing houses, for example. Equipment serves to add more advantages to the character equipping it, and can even be improved, adding another layer to your strategy. Finally, relics add a passive ability to the entire team. There are three tournaments that are unlocked gradually, meaning you have to win the easier ones to unlock the next ones. By winning a tournament, you receive points that can be used for improvements that will be permanently applied in your next games, because as the game is a roguelite, when you finish one tournament and start another, you start everything from scratch. I believe that Smash It Wild's greatest strength in keeping players engaged is its increasing difficulty with each tournament, as the initial tournaments are somewhat too simple. However, I understand that this might be to help you understand the mechanics of the specific team you've selected. It's an interesting idea that will appeal to those who enjoy fast-paced tactical games. Choose what to do in the days leading up to matches to improve your team. ACHIEVEMENTS The game doesn't have that many achievements at the time of this review, but they will require the player to experiment with each available team, exploring their themes to the fullest, since many achievements are based on the game's mechanics. This, combined with achievements for winning all three different tournament levels, means that players aiming for 100% of the achievements will have to work hard tactically to achieve it, but it's entirely possible. Continuous improvements will help your future attempts. CONCLUSION Since I really enjoy volleyball, the idea of Smash It Wild immediately captivated me, along with the beautiful artwork. Initially, I thought the game would be more dynamic because volleyball is a high-scoring sport, but I soon realized it would be dynamic in another way, since you only need one point to win. Scoring is very rewarding because it means your strategy worked. Despite this, I don't know how far the replay value will extend, given the limited number of teams and tactics. Still, it's a very interesting game and great for playing in short sessions. SCORE: 8.0/10
- Review: CloverPit Unholy Fusion (DLC)
I bet you'll get addicted again. THE GAME CloverPit is a roguelite slot game developed by Panik Arcade and published by Future Friends Games. Unholy Fusion is the new DLC for CloverPit, adding a new mechanic: the surgery machine, capable of fusing charms to generate fusion charms; 30 of them are available. In addition, 11 new charms, 4 symbol modifiers, and 7 memory cards have been added. A new secret ending is also available; will you be able to reach it? Time to gamble again! Use the surgery machine to fuse amulets. MY IMPRESSIONS First, my analysis will focus exclusively on the DLC content, as I've already reviewed the base game, which you can see here . CloverPit already delivers excellent content, with its slot machine betting mechanic using charms that increase your chances of winning and earning money to escape this casino prison. In its Unholy Fusion DLC, in addition to new charms, symbol modifiers, and memory cards, the charm fusion mechanic was added through the surgery machine. This machine is the protagonist of the DLC, refreshing the gameplay with new possibilities, in this case, 30 fusion charms. To create them, you must place the charms you wish to fuse in the drawers and pay a price to perform the fusion. Regarding the fusions, they might be a little frustrating if you don't know what they do, which you only discover when you perform a fusion for the first time. This frustration can stem from the fact that if your game revolves around a specific amulet and you attempt a fusion with it expecting something related or similar to what it was doing, only better, you'll often be disappointed. Again, this will probably only happen when you're discovering fusions; once you know what they do, it's easier to plan. Still, I feel that some fusions should follow the pattern of what the base items were doing, to stay in line with what the player is doing and benefit that gameplay style. Nothing that hinders the game, but often the player will prefer not to use the surgery machine because it will only waste resources that can be used in another way. For those who enjoyed the base game, Unholy Fusion is one more reason to return to CloverPit and spend more hours gambling on the slot machine. New charms for more playstyle possibilities. ACHIEVEMENTS The DLC doesn't add new achievements, which, in my opinion, is always an honest thing to do so as not to force players who like to get 100% of the achievements to buy DLCs. A fused amulet can completely change your game. CONCLUSION CloverPit is addictive, and trying new tactics to win is almost impossible not to do. The addition of more content makes everything better, giving the player more tools to try new ways to win. The surgery machine is interesting, although some of its fusion charms don't seem that appealing. Furthermore, some fusions have attributes that deviate from what their base items offered, often making it pointless to sacrifice them for a greater good. These are great additions to give the game a fresh feel, but they don't make much difference to the final result, and can often even be ignored. Unholy Fusion might be a great reason for those who like the game and want to return to playing and discover new ways to break the slot machine. SCORE: 7.0/10
- Review: Sudden Strike 5
Tactics, patience, and the weight of every decision, where the battlefield does not forgive improvisation. Sudden Strike 5 arrives as a direct continuation of a well-established strategy franchise, maintaining its identity closely tied to the RTT style, where the focus is far more on tactical execution than base building. From the start, it is clear the game builds upon the solid foundation of its predecessor, while introducing meaningful quality-of-life improvements that make the experience smoother and more accessible. At its core, the proposal remains the same: place the player in war scenarios where every decision matters, every advance must be calculated, and every mistake can be costly. There is a clear effort to preserve the essence of the franchise while modernizing certain aspects of the experience. GAMEPLAY The gameplay structure is where Sudden Strike 5 truly stands out. Combat is well-designed and revolves around a system of strengths and weaknesses between units, ensuring that each type has a specific role on the battlefield. There are no useless units, all of them serve a purpose and have strategic impact. This creates a dynamic where the player must constantly analyze the situation before acting. This is not a game for impulsive decisions. Every movement, every position, and every engagement needs to be planned in advance. One of the strongest elements enhancing immersion is the slower, more deliberate pacing. Progression is gradual and calculated, and details like medical units treating soldiers reinforce the sense of a more realistic battlefield. Everything feels weighted and meaningful. At the same time, during gameplay, a practical imbalance becomes noticeable. Mortars tend to be extremely dominant, especially against the AI. Since enemies often fail to properly respond to long-range attacks, well-positioned mortar units can end up deciding entire engagements. This does not break the game, but it significantly influences how you approach it. There is a natural tendency to prioritize these units, which can slightly reduce strategic variety in certain situations. Another important aspect is the need to preserve your troops. Losing units is not trivial. The game encourages a cautious approach, where maintaining your forces is essential for steady progression. There is also flexibility in how you approach encounters. You can advance stealthily, using the environment such as crops for cover, or go for a more aggressive push with vehicles. This freedom helps keep the experience engaging. VISUALS AND SOUND Visually, the game leans into a realistic presentation, with detailed maps that support strategic readability. Terrain design plays a key role, offering elevation, cover, and clearly defined paths that directly impact tactical decisions. The interface also deserves praise. It is clean, functional, and makes managing multiple units far more intuitive, which is essential in a game like this. The tactical pause system adds another layer of control, allowing for precise decision-making during critical moments. The sound design does its job well. Gunfire, explosions, and movement effects help build a convincing war atmosphere, while the soundtrack remains subtle, supporting immersion without overpowering the experience. ACHIEVEMENTS The achievement list in Sudden Strike 5 is, overall, very well structured and aligns closely with the game’s core design. It emphasizes tactical mastery, campaign knowledge, and efficiency in battle, encouraging players to truly understand how each system works. There is a solid variety of objectives, ranging from completing missions using specific doctrines to situational challenges like eliminating units under certain conditions or making use of map-specific mechanics. On the other hand, it is clearly a list that demands commitment. Achievements such as completing all campaigns with full stars or finishing every secondary objective significantly extend the time required for full completion. This is not necessarily a downside, but it can feel demanding for completionists, as it requires replaying missions, refining strategies, and executing with precision. In the end, it is a well-designed list that fits the game’s identity, but it does not make things easy. It rewards dedication and planning, while also considerably extending the journey for those aiming to unlock everything. TRAILER OFFICIAL FINAL THOUGHTS Sudden Strike 5 fully understands its purpose and delivers a solid experience within the tactical strategy genre. It does not try to reinvent the formula, but instead refines what already worked, introducing improvements that genuinely enhance the overall experience. Its strategic depth, careful unit management, and slower pacing create an engaging experience for players who enjoy thinking through every move. At the same time, minor imbalances, such as the overwhelming effectiveness of certain units, end up shaping how the game is played. Even so, everything is well constructed. There is a clear identity, respect for the genre, and consistent execution. For those looking for a game where planning and patience matter more than quick reflexes, this delivers a highly competent experience. Review by Gamertag: Scoulz SCORE: 82/100
- Review: Call of Duty: Black Ops 7 Batle Pass BlackCell
The fast-paced rhythm combined with the true luxury of the season! The BlackCell within Call of Duty positions itself as the most premium layer of the battle pass, offering an experience that goes beyond simple progression. The goal here isn’t just to unlock rewards, but to create a constant sense of exclusivity throughout the season. PROGRESSION AND IDENTITY Across 15 levels, players will find a solid variety of items. Concept art helps personalize profiles, experience boosts accelerate seasonal progress, and weapon skins bring more refined visuals, often featuring unique effects and finishes. The real highlight, however, lies in some of the finishing move animations, which clearly receive extra attention. They feel more impactful, fluid, and cinematic, raising the overall standard compared to the rest of the content. These are the kinds of rewards that truly stand out during matches and reinforce the value of the package. The chosen theme for BlackCell leans into a darker, more stylized direction, with strong aggressive, metallic, and technological elements. This isn’t by accident. It reflects the current identity of the franchise, blending modern military realism with a more exaggerated and visually striking approach. Within Call of Duty: Warzone and multiplayer, this aesthetic works extremely well. It creates a clear distinction between standard and premium content, making BlackCell feel almost like a parallel version of the same season, with its own identity. GAME FLOW Another important aspect is how BlackCell impacts the player’s rhythm. The experience boosts and streamlined level structure make progression feel significantly smoother. For frequent players, this means advancing almost effortlessly. Levels unlock naturally alongside time invested, without requiring excessive grinding. Additionally, the season’s overall gameplay loop encourages a more aggressive and fast-paced playstyle, which pairs perfectly with BlackCell rewards. You play more freely, experiment more, and end up enjoying each match more because you’re not tied down by a heavy grind. Overall, the experience feels very positive because everything flows together. Progression, gameplay, and rewards all move in the same direction, making BlackCell feel less like an extra and more like something that genuinely enhances how the season is played. TRAILER OFFICIAL FINAL THOUGHTS BlackCell is a package that clearly understands its target audience. It doesn’t try to be essential, but positions itself as a clear upgrade for those already invested in the season. In practice, BlackCell fits seamlessly into the seasonal loop and makes the overall experience more enjoyable. There’s a constant sense of progression, even during shorter sessions, keeping the game rewarding without feeling forced. Another standout point is how unlocked content ties directly into gameplay. Skins, finishing moves, and visual elements don’t just sit in menus, they appear constantly in combat, reinforcing that sense of real progression. For players who spend a lot of time in the game, the experience is extremely positive. All 15 levels can be completed smoothly and comfortably, with little friction. The well-chosen theme, combined with more polished rewards, strengthens the feeling of value throughout the progression. In the end, BlackCell stands out not just for its content, but for how it delivers that content. It transforms the battle pass into something more stylized, more direct, and ultimately more engaging for those who truly live the game. Review by Gamertag: Scoulz SCORE: 85/100
- Review: Horripilant
Explore the dungeons in search of answers. THE GAME Horripilant is an incremental game developed by Pas Game Studio and Alexandre Declos and distributed by Black Lantern Collective. You, a knight, awaken in a dungeon. With no memory of anything, you find yourself in a macabre environment. With limited resources, your goal is to escape, even if you have to face powerful enemies, including a God. Collect resources by clicking frequently. MY IMPRESSIONS Incremental and clicker games generally follow an addictive formula of upgrades, increasing stats, and an endless cycle of restarts. Horripilant changes this common dynamic without removing the factor that makes the genre appealing. Yes, there will still be increasing stats and various upgrades, but here the game makes the player interact with the world, discovering new things in the form of puzzles and interactions in battles. To obtain resources, you must click on them, as well as make upgrades to acquire these same resources passively. Remember that even with the game completed, you will still receive resources passively. With wood, stone, and iron, you can improve your equipment to help in your dungeon adventure. As you descend, battles happen automatically. You can always choose to stay on that floor, exit on the next, or give up. If you give up, you lose resources, the same applies if you are defeated. During battles, points appear on the screen, which are the enemy's weak points, and if you press them, you will cause damage to the enemy, allowing the player to interact in battles in a way that makes a real difference in the initial levels of the dungeons. When you defeat enemies, you gain meat, which can be used to improve your maximum resource capacity or to recruit a familiar to aid you in battles. Additionally, upon completing a floor, you can choose an upgrade that will only last until you return to your camp. The first time you complete a dungeon floor, you gain a resource called Hemalith, which is used as points in a skill tree that appears upon rebirth – a way to restart with more upgrades, present in all games of this genre. This rebirth is essential for progressing in the game, as it makes your life easier and allows you to advance further. Finally, on some specific floors, you receive items that are essential for solving puzzles scattered throughout the game. The puzzles are quite interesting, creating an air of suspense about what you will find, as the game's atmosphere is quite macabre. The art stands out for its very well-done pixel art, which evokes an ancient and dark feeling. The game is in Brazilian Portuguese, which helps the player understand the game's mechanics and upgrades, as well as follow the story. The tone of Horripilant is very interesting, making the player want to progress through both battles and puzzles to discover what's hidden in that world. It's not a tiring game that will demand hours of attention and loops where little progress is made. If you engage with the game, it goes by so fast you don't even notice, which is good for a game of this genre, since this type of game usually aims to keep you hooked for hundreds of hours. Horripilant has a story to tell, its gameplay is fun, and it knows how to finish in a satisfying way. Take advantage of this to target the enemies' weak points. ACHIEVEMENTS Horripilant rewards you with achievements just for playing what's proposed. Experiencing everything the game offers will unlock practically all the achievements, even passively by facing enemies, unlocking resources, or solving puzzles. I believe the only achievement that will be a real challenge is reaching floor 10 without dying or respawning, but that can be done in a new save space just to complete it. There's also an achievement related to an item and its use, but I won't spoil the surprise, as it serves as a message from the developers to players who push the game's limits. Therefore, just enjoy the game; you won't miss any achievements along the way. If you liked the game, you'll try the challenge and you'll surely get 100% of the achievements. A skill grid full of variety. CONCLUSION There are plenty of incremental games out there that don't know when to stop. While a game of this genre might be enjoyable initially, it can quickly become tiresome. Horripilant knows how to pace itself, precisely because it has a story to tell and doesn't let the player get bored, whether it's pressing weak points in battles and calculating the right time to leave, or solving puzzles scattered across the map. The game rarely gets stuck; many times I was the one pushing myself to the limit before respawning. Horripilant will appeal to those who like to let the game run in the background as well as those who like to advance quickly. The puzzles are interesting and the ending is quite unique. For those who like incremental games but don't want to spend hours managing resources, Horripilant is a great option. SCORE: 8.0/10
- Review: Island Of Hearts
Will you find your true love? THE GAME Island of Hearts is an interactive movie (FMV) game developed by Titan Digital Media and 4Divinity and published by 4Divinity. After being fired from his job and ending his relationship with his girlfriend, our protagonist's friends see only one way to heal his heart: send him to an island of love. There, he meets six women who are also looking for a relationship, each in their own way and with a different personality. Controlling the protagonist, you must make choices for him so that he can find new love. Don't be fooled: depending on your choices, the ending may not be so happy. Who will win your heart? MY IMPRESSIONS The FMV genre has seen significant growth in production in recent years, especially those focused on romance. If you look closely, you'll find many games in this style with the same premise: a male protagonist interacting with various women and eventually attempting a romance with them. These games generally walk a fine line between something fun and something embarrassing. Island of Hearts aims for the funny, but hits the embarrassing. The narrative isn't good, making it seem like the scenes will have a specific sequence regardless of your choices, only altering the ending. Another very annoying factor is the protagonist himself. Initially, he already seems despicable, both in his words and actions. The game even forces you to make choices for him that don't seem good in any case, making him less likeable. As the game progresses, he acts very differently, almost as if he were a different person, but this is done because the game's narrative has to make everything go wrong at the beginning so that he can later become a decent human being, something that could have been done in a way that wouldn't make the player despise the character they control. Most of the options given for responding to scenes are vague, often not corresponding to what you would expect the character to do by choosing that option. Furthermore, there are options so bad that I don't even know who would choose them, such as insulting one of the women for no reason. In fact, this is a terrible aspect of the game: treating the characters badly, which only serves to gain an achievement and nothing more. There are some moments where you must interact with objects to explore a scene, but these moments add nothing to the game, often just the character moving the selected object and making a random comment, without any purpose. In addition, you will have to play some minigames in some scenes, but they are simple and uninspired. The game is not in Brazilian Portuguese, which will alienate many people who don't speak English, and English is essential to understanding the game's story. The actresses who play the protagonist's love interests are mostly from various Asian countries, but they all speak English in the game. They perform their roles well, even though they have to do some very childish scenes, like holding and interacting with vegetables in a sexual way. In fact, their sexualization is exaggerated, with many moments where the camera focuses exclusively on the actresses' cleavage, often for a long time, which is uncomfortable even if the player isn't there live, it's so embarrassing. There are some supporting characters who appear in some scenes, including the actors who play the protagonist's friends, playing other characters without much change in appearance, which I imagine was meant to be funny, the repetition of people, but it just came across as silly. The possible endings with each suitor aren't the most incredible, often lacking any weight and ending abruptly. Island of Hearts seems to have been scripted by a teenager, leaving much to be desired for those who have already experienced other FMV games in this niche. You can understand what they were trying to do, but the execution wasn't the best. Be careful what you might find. ACHIEVEMENTS At the time of this review, some achievements are broken, meaning that even if the objective is met, you won't earn the achievement. That said, the achievements in Island of Hearts aren't that difficult, simply requiring you to try all possible paths, basically. This is because, in addition to some specific choices you'll need to make to unlock some of these achievements, there are some challenges to complete, such as achieving the best ending with each girl or completing the game without gaining any affinity points with them. There's one achievement I'd like to highlight, which requires you to fail. Generally, I don't like achievements like this, as asking the player to play badly doesn't make sense, but in this case, the reward is a scene that I genuinely found funny and caught me off guard. In short, getting 100% of the achievements in Island of Hearts will take time, but it won't be difficult. Four chapters to find your love. CONCLUSION Island of Hearts tries to be funny, but borders on embarrassing in many moments, besides unnecessarily sexualizing the girls and trivializing the interactions with them. If the game were more focused on actually interacting with them, with more weight given to their choices and a better narrative, perhaps we could have something more palatable. It seems like everything was written by a teenager who played a FMV in this niche and wanted to make their own game. It's a shame, because the girls tried hard to act despite their limitations and delivered their roles well, but the game doesn't hold up on what it offers in terms of gameplay. SCORE: 5.0/10
- Review: Blue Prince
Will you be able to reach room 46? THE GAME Blue Prince is a roguelite puzzle game developed by Dogubomb and published by Raw Fury. You are at the entrance of a mansion in Mt. Holly. A mission has been given to you by your deceased relative to unravel the mysteries of the mansion and reach your final objective. The problem is that this is no ordinary mansion: upon entering, you choose which room will appear when you open the door. Furthermore, if you can no longer progress, your only option is to end your day, which resets all your progress; all the rooms disappear and you are back at the mansion entrance. What awaits you in the coveted Room 46? What mysteries does Blue Prince hold for you? MY IMPRESSIONS It's important to state from the outset that Blue Prince is a game to be savored, meaning don't rush. The game has a slow pace, but in a way that complements the proposed gameplay. In the first attempts, everything will generate a mixture of confusion and curiosity. Exploring each room, discovering new items, only to then encounter a dead end and start all over again will be your mantra. The game insists that the player explore every corner, without explaining much or giving many hints about what you can or cannot do. You have a certain number of steps to complete, which are subtracted each time you pass through a new room. If this number reaches zero, that day ends. The days in the game, which are your attempts, are also important, as they can unlock certain resources on specific days. There are ways to recover steps, as well as obtain resources such as coins, gems, and keys, which are important for your journey to progress. It's difficult to talk much about Blue Prince without spoiling the surprises or discoveries that are an important part of the game. The feeling of having solved a puzzle is the greatest reward the game will give you. Focusing more on the feeling of playing Blue Prince, you feel lost most of the time, in a good way. Exploring each room, piecing together clues scattered everywhere and trying to understand where to use them is the magic of the game. Unfortunately, the game is not in Brazilian Portuguese, for some specific reasons related to the puzzles, but I believe that even so, you can understand what is happening, since there are no huge texts. Every time you finish a day in the game, everything is reset. Although it seems like a boring mechanic, it is essential to the mechanics of Blue Prince. This game is definitely for lovers of the puzzle genre, as it requires a lot of effort and perseverance to look at every corner, write down every clue, restart hundreds of times and continue to enjoy what is being presented. Keep in mind that it is a slow game, with a different approach than what we have on the market, with a unique and long experience, and you will not be frustrated with Blue Prince. Find items that will change your exploration. ACHIEVEMENTS If all the puzzles offered by Blue Prince aren't challenging enough, you can still try to complete all 16 achievements it has, called trophies within the game. I won't go into too much detail about them, as they can even be considered puzzles within the game itself, since some of them require different steps, but you'll find challenges like reaching room 46 in just one day of gameplay or in 1 hour of gameplay. Or reaching room 46 in some game modes that make the gameplay a little more difficult. In short, completing 100% of Blue Prince's achievements will be for a select group of people who will truly be deserving of such a feat. Choose the next room wisely. CONCLUSION Blue Prince is definitely a unique experience. You'll feel really dumb at first, until you start figuring things out, think you're doing well, only to feel dumb again. And that's great! It's a game that encourages you to explore, take notes, and experiment, in a loop of successes and failures that always teach you something. Even after hours of playing, you'll still be learning and discovering new things. Don't rush, try several times, even if it's just a little each day if you really enjoy puzzle games. Blue Prince is a very niche game and, perhaps for that reason, it won't appeal to everyone, but it will certainly be insanely satisfying for those who enjoy a good puzzle game. SCORE: 9.0/10
- Review: Darwin's Paradox!
An octopus, an impossible escape, and a world that should not exist Darwin's Paradox is a platformer that wins you over immediately with an extremely charismatic protagonist. Darwin is an octopus with all the traits you would expect, such as shooting ink, clinging to surfaces, and swimming fluidly, but the game quickly shows that there is much more beneath this seemingly simple concept. Everything changes the moment Darwin is abducted, and that is where the journey truly begins. You wake up inside a can, in a junkyard filled with dangers, and quickly realize you are in a completely hostile world. From that point on, the game blends humor, tension, and a narrative centered around experimentation and exploitation, even if it does not always present everything directly. GAMEPLAY The game follows a classic platforming structure, but with mechanics very well adapted to its protagonist. Controlling Darwin feels natural and fun, especially due to how his abilities interact with the environment. Shooting ink, sticking to surfaces, and moving fluidly give the gameplay a strong sense of identity. The puzzles are not overly complex, and that actually works in the game’s favor. They are well designed, fit naturally into the pacing, and do not disrupt the overall flow. There is a good balance between challenge and progression without becoming unnecessarily frustrating. Now, do not be fooled by the cute visuals. Darwin Paradox is a brutal game. As you progress, the difficulty ramps up significantly, demanding more precision and attention. In later stages, the game truly pushes the limits of the player within the platforming genre. A curious detail that perfectly reflects the game’s tone is the fact that if you stray too far from your objective, a piano might literally fall on you. It is the kind of unexpected humor that breaks tension and reinforces the game’s unique personality. Another interesting aspect is progression. There is a kind of memory lapse at the beginning, as if Darwin has been affected by something. This results in very limited abilities early on, which are gradually unlocked over time, almost like rebuilding the character throughout the journey. Not everything works perfectly. The underwater sections, for example, are not as enjoyable. Many of them are too dark, which affects visibility and makes navigation less satisfying. It is also worth mentioning the assist system. When enabled, the game becomes too easy, as hints appear frequently and practically guide the player at all times. It would likely be better if this feature were disabled by default. As for the absence of a map, it actually benefits the game. The experience is linear, and exploration happens naturally. Adding a map would break the intended design, since the goal is to discover paths and secrets on your own. VISUALS AND SOUND Visually, Darwin's Paradox is impressive. It is easily one of the most beautiful platformers in this style. Everything is well crafted, with detailed environments and a very strong art direction. There is an interesting contrast between the protagonist’s charm and the brutality of the world around him. This helps reinforce the game’s identity and keeps the visual experience engaging at all times. The soundtrack also stands out. It is captivating and complements the game’s moments well, enhancing both immersion and atmosphere. Overall, it is a very well-executed audiovisual package. ACHIEVEMENTS The achievement list aligns well with the game’s overall design. Although there are stealth-related objectives, including completing entire sections without being seen, the rest of the list is quite diverse and fits naturally with the experience. Some achievements highlight the game’s unique humor, such as finding the infamous piano or interacting with unusual scenarios throughout the journey. Others focus more on survival and mastery of mechanics, like escaping specific creatures, surviving recurring encounters, and handling chase sequences. Exploration also plays a major role. There is a clear progression tied to finding discoveries scattered throughout the game, encouraging players to pay closer attention to their surroundings and venture beyond the main path. Additionally, there are skill-based challenges that require strong performance, such as completing sequences with high efficiency or maintaining certain conditions over time. Overall, it is a well-crafted list that blends humor, exploration, and challenge without feeling artificial. TRAILER OFFICIAL FINAL THOUGHTS Darwin's Paradox is a very well-crafted game with a strong identity and an execution that stands out. Everything feels carefully designed, from the protagonist to the level structure. Its unique humor, well-paced progression, and increasing difficulty keep the experience engaging from start to finish. Still, aspects like the lack of clearer storytelling beyond collectibles and a few specific design choices prevent it from reaching an even higher level. Even so, it remains a memorable experience. A game that manages to be both charming and challenging, light in appearance yet heavy in execution. And perhaps that is its greatest strength. It looks simple, but it definitely is not. Review by Gamertag: Scoulz SCORE: 88/100
- Review: Ereban: Shadow Legacy
Between light and shadow, every step could be your last Ereban: Shadow Legacy leans heavily into a stealth-focused experience, placing the player in a futuristic world where survival depends far more on strategy than direct confrontation. You take on the role of Ayana, the last survivor of a forgotten race, using shadow-based powers and advanced technology to explore a planet dominated by machines and mystery. From the very beginning, the premise is clear: avoid or eliminate enemies while uncovering fragments of a distant past. GAMEPLAY Ereban: Shadow Legacy builds its entire foundation around stealth, and it fully commits to that idea. Throughout the experience, it becomes clear that the game demands constant awareness of positioning and movement, yet it also feels like it lacks clearer feedback for the player. In games of this genre, it is common to have a more precise indication of how much noise you are making or how close you are to being detected, something that would greatly benefit the experience here, especially considering the differences between running, walking, or crouching near enemies. The gameplay is not exactly simple, especially for players who are not familiar with more complex control schemes in third-person action games. At several moments, you are required to use multiple inputs simultaneously, particularly when moving across walls or navigating through shadows. This creates a steeper learning curve and may push away less experienced players. Camera control also stands out as a slightly sensitive point. In situations that require precision, such as running, climbing, or quickly moving through dark areas, the camera can make fluidity a bit more difficult. Even so, players with more experience in this type of game will likely adapt and make better use of the system. One of the most interesting concepts is how the game treats shadows. There is a very clear rule: you simply cannot merge with a shadow if there is direct light hitting it. This forces the player to constantly think about the environment, turning light and darkness into core gameplay elements. Searching for shadows has rarely been this engaging. There is a real sense of satisfaction in moving through them, passing through obstacles, and accessing areas that would normally be blocked. This system works very well and gives the game a strong identity. As you progress, new abilities are unlocked, expanding your options and making exploration more dynamic. Even with this focus, it feels like combat could offer more variety. The game makes it clear that the main objective is to stay hidden and avoid confrontation, especially since many enemies are large and dangerous machines, but a bit more diversity in offensive approaches could have added depth to the experience. Another point is that, while movement works, it could use more polish. It does not drastically impact the experience, but in a game that relies so much on precision and fluidity, that extra refinement would make a noticeable difference. VISUALS AND SOUND Even with this focus, it feels like combat could offer more variety. The game makes it clear that the main objective is to stay hidden and avoid confrontation, especially since many enemies are large and dangerous machines, but a bit more diversity in offensive approaches could have added depth to the experience. Another point is that, while movement works, it could use more polish. It does not drastically impact the experience, but in a game that relies so much on precision and fluidity, that extra refinement would make a noticeable difference. ACHIEVEMENTS Another point is that, while movement works, it could use more polish. It does not drastically impact the experience, but in a game that relies so much on precision and fluidity, that extra refinement would make a noticeable difference. There is a clear focus on growth and mechanical mastery, which makes sense given the complexity of the gameplay. At the same time, progression tends to reward players who invest more time into the game, exploring alternative paths and making better use of their abilities. Overall, it is a well-constructed list that reinforces the game’s core pillars without becoming repetitive or artificial. TRAILER OFFICIAL FINAL THOUGHTS Ereban: Shadow Legacy is a game that clearly understands its proposal and delivers a focused experience built around stealth and smart exploration. The idea of turning shadows into your primary tool is very well executed and gives the game a strong identity. At the same time, aspects such as the lack of clearer stealth feedback, camera control, and movement polish prevent the experience from reaching an even higher level. None of these issues ruin the experience, but they are areas that could significantly elevate the final result. Even so, everything here feels well constructed and aligned with what the game sets out to do. For players who enjoy more technical stealth and an experience that demands constant awareness of the environment, Ereban offers something interesting with a lot of personality. Review by Gamertag: Scoulz SCORE: 80/100
- Review: Super Alloy Crush
A very good and well-polished 2D action/platformer Souls-like game in pixel art with fast-paced combat, local co-op, and skill progression. Game Super Alloy Crush is a classic action/platform game reminiscent of the acclaimed Mega Man franchise (especially Mega Man X), featuring various elements, from roguelike progression to local co-op experience. In this game, the characters, aboard a spaceship alongside cosmic hunters, are searching for a specific planet, AE-38, said to be the greatest treasure in the universe. Along the way, they encounter numerous enemies in battles across various environments. The gameplay features significant interaction with items/boxes/ships on the screen, which can be destroyed and drop items that can be collected and exchanged for upgrades to the abilities of the two available characters (Muu, a specialist in melee combat and claw attacks, and Kelly, a character enhanced in ranged and tactical combat). The movements and attacks of both characters are very fluid, although not very varied, but they feature many sprites and plenty of colors, making the game even more incredible in terms of image quality. Multiple on-screen elements + enemies + special attacks + nostalgic graphics At the end of each stage, the player faces a kind of boss. We also have game modes that follow the (main) story, but we also have Battle Frenzy mode, which consists of a kind of survival mode with waves of enemies, focusing on combos and improving the character's build (something like a roguelike); and the Ultimate Challenge mode, where we have boss challenges at a higher difficulty. The progression of powers makes the game more fluid and interesting. My Impressions Despite having several aspects that strongly resemble the classic Mega Man X games, which are my personal favorite types of games, at certain points the game becomes a bit repetitive, even though the levels vary. This is precisely because there are many boxes/items/ships throughout the level that can be destroyed to obtain items to exchange for new powers/abilities, which also makes it quite tiring. The game's progression during battles, whether with smaller enemies or bosses, while fun, isn't particularly challenging or complicated. The initial attacks (without having progressed in the build) are already quite sufficient for you to easily defeat enemies and bosses. Obviously, with progression, the difficulty increases. Lots of boxes/items to destroy. The game itself is well-made and beautiful, with enviable and polished pixel art compared to many others currently on the market. The music is also fun and frenetic, further encouraging gameplay. I believe the item collection system could be improved, perhaps by having fewer available boxes and allowing more items to be dropped by enemies, for example. Conclusions Super Alloy Crush is a very nostalgic style game, reminiscent of the old Mega Man franchise games, which is a delight for fans of the series, featuring beautiful and colorful graphics (in pixel art!) and incredible fluidity of movement, only falling short in terms of breaking various items throughout the levels and its gameplay not being very challenging. Rating: 8.0/10.0
- Review: Starfield: Free Lanes e Terran Armada (DLC)
Between peaceful routes and interstellar wars, Starfield expands its universe in two opposite directions Starfield returns to the spotlight with one of its biggest updates since launch. On April 7, the game receives both the free expansion Free Lanes and the paid DLC Terran Armada simultaneously, marking an important moment in the title’s evolution. Free Lanes is not just a regular update, but a broad overhaul of systems that affect nearly the entire experience. Space travel, progression, equipment customization, outpost building, and even the endgame receive significant improvements. Terran Armada, on the other hand, arrives as a narrative expansion focused on conflict and scale, introducing a new threat to the Settled Systems and expanding the game’s more direct and military-driven side. This contrast defines the package well. On one side, an update that expands freedom and immersion. On the other, a DLC that intensifies action and narrative. STORY In Starfield, Terran Armada introduces a new threat that shifts the balance of the Settled Systems. The so-called Terran Armada is formed by individuals who disappeared during the Colony War, coming from both the United Colonies and the Freestar Collective. Now, they return with their own ideology, believing themselves to be the true heirs of Earth. This concept alone already creates an interesting conflict. This is not just a typical enemy faction, but a group that carries a strong sense of legitimacy and identity, giving the narrative a more political and ideological tone. The composition of the Armada is also noteworthy. A large portion of its forces is made up of advanced robotic units, reinforcing the idea of a highly organized and technologically superior military force. This directly impacts both gameplay and the tone of the story, creating a constant feeling of calculated, almost cold threat. One of the narrative highlights is the introduction of Delta, a robot from the Terran Armada itself that has been reprogrammed. It is not presented as a classic ally. There is an interesting ambiguity to the character, as it does not fully fit into a purely good or bad role. This opens space for more complex interactions and adds a different layer to the player’s crew. Free Lanes, on the other hand, has little to no narrative focus. Its proposal is to expand the feeling of living in space. It is more about the journey than the destination. It adds context to exploration, but not necessarily a new story to follow. GAMEPLAY TERRAN ARMADA Terran Armada also directly benefits from the changes brought by Free Lanes, especially when it comes to progression and equipment. Terran enemies, mostly composed of advanced robotic forces, require adaptation. Certain modifiers and equipment effects, especially those geared toward anti-robot combat, become much more relevant here, creating a clear synergy with the new systems introduced. The DLC’s biggest highlight is the Incursion system. These activities function as dynamic events spread across the Settled Systems and can range from direct confrontations to more complex infiltrations. Some are part of the main campaign, while others are optional and act as repeatable content. There is also an interesting strategic element in these Incursions. In some cases, enemy technology prevents the use of grav jump, forcing the player to commit to the fight before being able to leave. This increases tension and creates more intense moments. The presence of these activities on the map, with the option to avoid or engage, adds an extra layer of decision-making to gameplay. Additionally, the frequency of these Incursions can be adjusted, allowing players to shape the pace of the experience. Another relevant point is the introduction of new equipment, ships, and parts with a more military and functional aesthetic. This reinforces the DLC’s identity, making it clear that Terran Armada is less about exploration and more about conflict. Overall, these additions make gameplay more dynamic and heighten the sense of risk, especially when combined with the increased density of combat present in the DLC. An important note for those starting the DLC. I only gained access to Terran Armada while walking around Akila, through a transmission within the city. However, I believe this transmission may begin in any city, if it is even required. FREE LANES Beyond Cruise Mode, Free Lanes is a much deeper update than it initially appears. The ability to freely travel between planets within the same system completely changes the perception of scale in the game. Previously more segmented, exploration now becomes continuous, creating a more organic sense of space traversal. The event system has also been expanded. During travel, dynamic encounters occur more frequently, and some of them automatically interrupt Cruise Mode, forcing the player to react. This brings more life to space and reduces the feeling of emptiness. Another major highlight is the Tec-X system, which greatly deepens customization. It is now possible to modify weapons, equipment, and even ships with far more control, including the direct selection of legendary effects. Progression has also been impacted with new equipment quality tiers and the ability to evolve Starborn powers without relying exclusively on New Game Plus. This makes the endgame more flexible and less repetitive. On the building side, outposts have received significant improvements, such as shared inventory and a database that centralizes important information. This greatly reduces friction in resource management. Overall, Free Lanes works almost like a Starfield 2.0 foundation, expanding systems that previously felt limited. VISUALS AND SOUND Visually, both DLCs maintain the standard already established by Starfield, but with some highlights. The artistic differences between them feel like hand-painted works. Free Lanes benefits greatly from its more contemplative pacing. Space gains a new layer of appreciation when you are simply traveling and observing. The sense of isolation and grandeur works very well here. Terran Armada leans more into spectacle. Explosions, combat, and intense movement bring more visual dynamism, even without major technical leaps. One of the most striking moments involves object reflections during a mission aboard a ship inside a casino. Free Lanes stands out for its atmosphere. The silence of space, combined with subtle music, reinforces its immersive proposal. Terran Armada, on the other hand, delivers more intense tracks and more aggressive sound effects, aligned with its war-driven tone. ACHIEVEMENTS The achievement list in Starfield Terran Armada closely aligns with the expansion’s overall design. It blends narrative progression with new systems without feeling artificial or disconnected from what the game encourages the player to experience. A large portion of the achievements naturally follows the campaign’s progression, acting as organic milestones throughout the journey. This is great for players who enjoy a steady sense of progress without stepping outside the main flow. At the same time, there is a clear focus on specific systems introduced in the expansion, particularly those tied to Incursions, upgrades, and building. The achievements encourage players to engage more deeply with these systems by testing builds, upgrading gear, and interacting with the new mechanics. This creates an interesting layer of engagement, as simply playing is not enough. You need to understand and master what has been added. Another noteworthy aspect is how the list values choices and interactions, introducing more situational and even unusual objectives that go beyond pure combat. This gives the set more personality and reinforces the expansion’s narrative and experimental side. Overall, it is a well-designed, varied, and cohesive list that encourages full exploration without relying on frustrating or disconnected challenges. TRAILER OFFICIAL FINAL THOUGHTS Free Lanes and Terran Armada are not just isolated additions, but a clear repositioning of the game, both in structure and identity. Free Lanes works almost like a silent reconstruction. By reworking core systems such as exploration, progression, customization, and management, the update resolves limitations that existed since launch. Cruise Mode, seamless planetary travel, the Tec-X system, and endgame improvements show a real effort to deepen the experience. Cruise Mode still needs some adjustments before it feels fully polished. For example, when approaching a destination using autopilot, it is possible to overshoot it significantly. Terran Armada follows a different but complementary path. The DLC delivers a more focused experience, with intense combat, directed progression, and a new threat that adds weight to the universe. The introduction of the Terran Armada as an ideological faction, combined with characters like Delta, brings an interesting narrative layer, even if not fully explored in depth. The Incursion system stands out as one of the best additions, creating dynamic, repeatable moments with a real sense of risk. However, it can become somewhat repetitive even within the DLC’s own campaign. The integration with Free Lanes systems, especially regarding equipment and customization, helps create stronger cohesion between the contents. A personal note is that I really missed having a system to recycle equipment, something that felt essential during my more than 200-hour playthrough. Even with the new updates, this has not yet been implemented. Terran Armada has become my favorite Starfield DLC and moves away somewhat from the approach seen in the previous expansion. As a whole, the package works much more because of the sum of its parts than any isolated element. Free Lanes improves the game overall, while Terran Armada delivers a new story to experience. With this new evolution pattern for Starfield, alternating between systemic expansions and more focused narrative content, the game is finally beginning to reach the potential it always promised. Review by Gamertag: Scoulz SCORE: 88/100
- Review: ChainStaff
Between saving and consuming, the real enemy might be you ChainStaff delivers a direct, intense, and personality-driven experience, where action and creativity walk side by side at all times. In a world overtaken by a grotesque alien infestation, the game not only builds a hostile setting but also turns every fight and every decision into something meaningful. The narrative revolves around a survivor who becomes bonded with an alien entity, serving as the foundation for all of the game’s mechanics. This connection is not just aesthetic, it directly impacts how you evolve, fight, and decide the fate of those you encounter along the way. GAMEPLAY The biggest highlight here is how everything revolves around the ChainStaff, a weapon that does far more than just attack, it practically defines how you interact with the entire game. And it works extremely well. The overall feeling is one of highly creative and satisfying gameplay. Everything feels well built, and the game constantly encourages experimentation. It becomes clear that it’s not just about pressing buttons, but about understanding space, timing, and the possibilities the weapon offers. There is a strong sense of freedom in how you play. One moment you are using the weapon to attack, the next to move, and soon after to survive chaotic situations. This creates a dynamic rhythm that keeps the experience consistently engaging. Another standout aspect is how the combat embraces a more brutal tone. Executions, dismemberment, and enemy interactions add weight to every encounter. This is not just for shock value, it is part of the game’s identity and reinforces the impact of every action. Decisions also play a major role in gameplay. Throughout the journey, you encounter fallen soldiers and must choose whether to save or sacrifice them. This not only affects progression but also deepens your connection to the world. Overall, everything here feels incredibly cool and well crafted. The way the mechanics connect, how combat flows, and the freedom given to the player make the experience stand out easily. VISUALS AND SOUND Visually, ChainStaff is extremely striking. The art direction leans into a hand-drawn style with a heavy sci-fi influence that can feel unsettling at times. Enemies are grotesque, environments are packed with personality, and everything feels designed to leave an impression. It is far from generic, it constantly grabs your attention. The atmosphere strongly reinforces the idea of a world corrupted by an alien infestation. There is a constant sense of discomfort, yet everything remains visually compelling to explore. The audio complements this direction well. The soundtrack carries a heavier tone that matches both the pace of the game and its visual style, creating a strong and cohesive identity. ACHIEVEMENTS The achievement list aligns perfectly with what the game proposes. It encourages exploration, mastery of mechanics, and most importantly, decision-making. A large portion of the objectives revolves around how you deal with the soldiers you encounter, reinforcing the game’s choice-driven system. At the same time, there are combat-focused challenges that reward creativity and efficiency, such as defeating enemies in specific ways or mastering the weapon’s full potential. There are also achievements tied to full progression, upgrades, and complete mastery of the game’s systems, showing that it rewards players who truly dive deep into the experience. Overall, it is a well-designed list that naturally complements the gameplay rather than distracting from it. TRAILER OFFICIAL FINAL THOUGHTS ChainStaff is a game that clearly understands what it wants to be. It delivers an intense, creative, and identity-driven experience where combat, choices, and visual style are constantly intertwined. The gameplay is engaging, the weapon system is very well explored, and the freedom given to the player makes each moment feel unique. Combined with its strong art direction and atmosphere, the experience is elevated even further. In the end, everything feels carefully crafted and well executed. It is the kind of game that does not try to be everything at once, but excels at what it sets out to do. And that makes all the difference. Review by Gamertag: Scoulz SCORE: 88/100












