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- Review: Cooking Simulator 2 Better Together
Cooking with friends is always better. And more fun. THE GAME Cooking Simulator 2: Better Together is a search game developed and distributed by Big Cheese Studio. Cooking Simulator is back, with more improvements and encouraging cooperation. Manage a restaurant, fulfilling customer orders according to your menu. You can also create your own recipes and have fun as a team, whether working in harmony or in total chaos. The kitchen is their world. MY IMPRESSIONS For those who have played Cooking Simulator, the mechanics remain the same. You'll have to cook the recipes step-by-step, as if you were cooking for real, with exact measurements, timed intervals, and plating. With a fully equipped kitchen, you'll only have to worry about keeping the pantry stocked, a very important factor because if you need to buy ingredients at the last minute, you'll either pay more for fast delivery or have to wait for the delivery time. That said, your shift will always begin with a preparation phase, which consists of putting together the day's menu and having some ingredients ready, such as salads and meats. This moment is crucial to the progress of your day, and I learned this the hard way. Studying the recipe is very important, but if you can't memorize it, you can always pin recipes to your screen. Customers are hungry, so as soon as you take their orders, you'll have time to prepare the dishes, and that's why the preparation phase is so important. Cook, assemble, and deliver—that will be your mantra. If you do everything right, upon delivering the dish, you'll receive customer feedback, with customers rating your dish and even giving you a tip if they really liked it. The game is in Brazilian Portuguese, making it easier for players to find ingredients and follow recipes. Although the gameplay may seem repetitive, there are many ways to play, such as creating your own recipes or completing the missions that the chefs challenge you to do. In addition, there's a skill system to unlock and make your life as a cook easier. The culinary processes are well done, with plenty of detail, such as slicing in specific ways, seasoning with the correct amount, and keeping food warm for the correct amount of time. You can customize your character and also improve your kitchen and equipment. I believe much of the fun of the game comes from playing with friends, so that the work is divided and unexpected situations can occur. Some mechanics can be complicated due to the high level of fidelity the game aims for in its culinary processes, which can be frustrating at times. If you played Cooking Simulator 2: Better Together, the predecessor to the original game, and were hoping for a cooperative mode, your prayers have been answered. Call your friends and let loose in the kitchen. Preparation is essential for a good workday. ACHIEVEMENTS Despite not having a large number of achievements, Cooking Simulator 2: Better Together will require you to be a dedicated chef. Many achievements can be earned simply by playing normally, creating perfect dishes and serving all types of customers who visit your restaurant. Reaching high levels, unlocking perks, and upgrading your kitchen to the maximum level are also examples of how achievements will make you sweat in the kitchen. Finally, completing all the chef missions will add another layer of challenge to help you achieve 100% of the achievements. Listen to your customers' opinions. CONCLUSION The experience of playing Cooking Simulator 2: Better Together in cooperative mode is chaotic, as it should be. I played with just one friend and it already generated funny situations; I can only imagine what could happen with the maximum number of people. The precision the game demands for the dishes is a double-edged sword because, on the one hand, it's nice to have a certain level of "realism" in the preparation, but at times it's frustrating and even buggy, like when I tried to cut lettuce and the cut wouldn't happen even with the knife exactly on the guide marked by the game. Even though its predecessor didn't have a cooperative mode, this type of game is made to be played in a team because it makes everything more fun and, theoretically, less work. With a few adjustments, Cooking Simulator 2: Better Together will win over the audience that loves to play with friends and have a good laugh. SCORE: 7.0/10
- Review: GRIME II
Between forms and monsters, surviving means learning to become what you face GRIME II expands on everything that made the first game unique, but with an even stronger identity. Here, it’s not enough to simply explore and attack. The game demands awareness, adaptation, and mastery of your own limitations. The concept blends metroidvania elements with an almost roguelike structure in the way you learn from each encounter. The real difference lies in how the game turns every enemy into a possibility, every fight into a lesson, and every mistake into growth. GAMEPLAY At its core, the gameplay works like a platformer with technical combat, but it quickly becomes clear that survival depends far more on your ability to parry than to simply attack. Parrying is not just a defensive tool, it is essential. In many situations, it becomes more important than any offensive move. This dynamic completely changes the pace of the game. You are not just reacting, you are anticipating. Every enemy demands precision and reading, pushing the experience into something more tense and strategic. Another central element is the absorption of abilities. Much like Mega Man, defeating certain enemies allows you to gain their powers. Early on, for example, by facing a grotesque arm-like creature, you gain a grabbing ability. This concept expands throughout the game. As you defeat different types of monsters, you begin collecting molds. These molds act as moves based on the enemies themselves. If an enemy attacks with a sweeping arm strike, you will eventually be able to replicate that same move. This creates a constant sense of evolution tied directly to what you face. Progression is supported by an attribute system called growth. Here, you invest in elements such as health, strength, dexterity, divergence, and flexibility. Each of these directly influences your playstyle, allowing for different builds. You can focus on physical damage, specialize in mold-based abilities, or create hybrid builds. This variety ensures that each player can approach combat in their own way. Another important element is the momentum bar. Once it becomes visible and understandable, the game changes completely. It works as a clearer interpretation of stamina, helping you better understand the rhythm of actions. This adds control and transforms the overall flow of gameplay. Despite its fluid movement, GRIME II has a unique pacing that may feel unusual at first. Movements are not as smooth or as precise as in other games in the genre, requiring a longer adjustment period. This slightly heavier feel becomes part of the game’s identity, but it can make the early experience more challenging until the rhythm is fully understood. Visuals and Sound The art direction is easily one of the strongest aspects of the game. GRIME II delivers a visually striking world filled with bizarre creatures, organic environments, and an aesthetic that blends the grotesque with the artistic. Even by today’s standards, the game impresses. Each area feels alive, strange, and carefully crafted to leave an impact. This style is not just visual, it reinforces the game’s identity. Everything feels made of living, deformed, or transformed matter, directly connecting with the absorption and transformation mechanics of the character. Even by today’s standards, the game impresses. Each area feels alive, strange, and carefully crafted to leave an impact. This style is not just visual, it reinforces the game’s identity. Everything feels made of living, deformed, or transformed matter, directly connecting with the absorption and transformation mechanics of the character. ACHIEVEMENTS The achievements list reinforces exactly what the game proposes. A large portion revolves around absorption, progression, and mastery of the mold system. There are achievements focused on acquiring all possible forms, collecting molds, upgrading equipment, and reaching high levels of progression. This shows that the game rewards commitment to builds and exploration. There is also a strong presence of boss-related challenges. Defeating and absorbing specific enemies is part of the journey, reinforcing the idea that every battle contributes to building your character. Another important aspect is the collection and progression of secondary systems such as armor, weapons, and special elements. This expands the scope of the game and encourages players to explore everything the world has to offer. Overall, it is a list that aligns perfectly with the experience. It does not deviate from the core design, it simply reinforces the natural evolution of the player within the game’s systems. Another important aspect is the collection and progression of secondary systems such as armor, weapons, and special elements. This expands the scope of the game and encourages players to explore everything the world has to offer. Overall, it is a list that aligns perfectly with the experience. It does not deviate from the core design, it simply reinforces the natural evolution of the player within the game’s systems. TRAILER OFFICIAL FINAL THOUGHTS GRIME II is a game that demands more from the player than just mechanical skill. It requires adaptation, awareness, and above all, patience to understand its systems. The combination of technical combat and ability absorption creates a unique experience where every enemy contributes to your growth. Alongside this, the freedom of builds and the striking art direction make the game stand out within the genre. More than just a sequel, it represents a clear evolution of the franchise, expanding ideas and deepening systems without losing its identity. For those seeking a challenging experience with personality and depth, there is something truly special here. Review by Gamertag: Scoulz SCORE: 83/100
- Review: Basketball Classics
A game that proves mastering the simple can be more addictive than chasing realism Direct, enjoyable, and addictive gameplay, where every shot, every play, and every match matters. Between well-tuned mechanics, a retro aesthetic full of personality, and progression focused on player mastery, it stands as a light and engaging alternative for those who simply want to have fun playing. GAMEPLAY Basketball Classics hits the mark where many modern games lose themselves: the feeling of playing. Shooting here is simply delightful. There’s a clear sense of timing, precise feedback, and every basket feels earned. It’s the kind of mechanic that hooks you effortlessly, becoming almost hypnotic after a few matches. The game doesn’t try to simulate real basketball in every detail. Instead, it takes the essentials and refines them to the limit. The result is gameplay that is direct, accessible, and surprisingly deep as you master its rhythm. The dunk and block system deserves special mention. When playing against another person, it adds a strategic layer that feels like rock-paper-scissors. Everything works in a simple way, mostly using directional inputs, yet it still creates intense moments of reading your opponent and reacting quickly. The foundation of the game revolves around player evolution on the court. This is clear both in its progression and in the structure of its challenges. You play matches, improve your performance, and face higher difficulties. There’s no unnecessary padding. The focus is entirely on mastering fundamentals such as scoring, rebounds, assists, and steals. The available modes help support this progression: Story mode Quick matches Season mode In addition, the game offers the freedom to create your own team, adjust attributes, and even intentionally overpower player stats. This adds a fun layer, especially for players who enjoy experimenting or bending the rules in their favor. Even without official licenses, the game clearly draws inspiration from real players and teams. This is reflected in attributes, represented eras, and even uniform colors. This approach works very well. Instead of relying on famous names, the game leans on familiarity and lets players recognize the references naturally. VISUALS AND SOUND Visually, Basketball Classics confidently embraces its retro style. The 2D graphics are full of personality and work extremely well. During matches and transitions, the game presents elements that resemble old broadcasts and sports magazines, reinforcing its nostalgic appeal. Halftime shows are a highlight. Performances with jugglers, music acts, and small events bring life to the atmosphere and break the pace of matches in a fun and light way. Everything feels fast, stylish, and well executed, without excess. ACHIEVEMENTS The achievements follow the player from basic actions, such as completing matches or scoring points, to more demanding challenges involving high numbers of points, rebounds, assists, and steals. What stands out is how these objectives repeat across different difficulty levels, creating a clear sense of progression between Rookie, Pro, All-Star, and Legend. This structure reinforces constant evolution. First you learn, then you perform well, and eventually you fully master the game. It’s not just about playing more, but playing better. There are also achievements that embrace the arcade side of the experience, including long-distance shots, last-second victories, and more extravagant plays. These moments add variety and break the rigidity of purely performance-based challenges. TRAILER OFFICIAL FINAL THOUGHTS Basketball Classics brings back the spirit of classic sports games with a modern and refined execution. It doesn’t try to compete with the giants of the genre in realism, but instead delivers something many of them have lost: pure and immediate fun. More than nostalgia, it proves there is still room for simple, well-crafted, and deeply satisfying experiences. And perhaps most importantly, it may signal that Acclaim Entertainment is starting to find its footing again. Review by Gamertag: Scoulz SCORE: 85/100
- Review: STARSHIP TROOPERS ULTIMATE BUG WAR
Interplanetary warfare has never been turned into interactive spectacle in such an intentional, satirical, and absurdly entertaining way. Starship Troopers: Ultimate Bug War does not merely understand the franchise, it embraces it without any shame. With the return of Casper Van Dien as Johnny Rico, now older and more experienced, the game fully commits to the militaristic satirical tone that has always defined the series. The cutscenes break the fourth wall, treat the game itself as a recruitment tool, and play with the idea of interactive government propaganda. At several moments it feels as if we are watching an official product from the Federation trying to convince young people to enlist. It is a brilliant, shameless idea that remains extremely faithful to the spirit of the original work. The introduction in the form of tactical training already shows that this is not just nostalgia. The tutorial teaches running, ziplining, crowd control, efficient weapon usage, and battlefield management, preparing the player for far more intense conflicts later. Soon after, the war calls. Each mission is structured as a descent onto a hostile planet dominated by insects, with multiple objectives that involve recovering downed ships, eliminating large creatures, securing strategic areas, and surviving massive waves of enemies. The structure we saw in the demo, especially during Operation Barbed Wire, was only the surface of something much larger. GAMEPLAY The loop of eliminating enemies to charge supply systems remains, as does destroying nests with grenades to contain advancing hordes. The difference lies in the scale. In the full game, missions gain more layers, more enemies, more objective variations, and much greater constant pressure. Exploration is rewarded with hidden items and strategic points scattered throughout the map. It is possible to recruit other troopers during missions, and they genuinely participate in combat, forming front lines and firing continuously, even though the command required to do so is somewhat unintuitive. The active reload system, similar to the one seen in Gears of War, adds its own rhythm to encounters, demanding precision and attention amid the chaos. The high difficulty turns every advance into a genuine achievement. Checkpoints are not particularly close together, making mistakes more punishing on higher levels. Additionally, some design decisions make combat even more tense, such as the inability to carry a heavy weapon while using another firearm. In theory, a trained soldier could manage this kind of equipment more efficiently, but here the choice forces the player to fully commit to their strategy in the moment. During intense fights, that decision carries real weight. At certain moments we also take control of robotic weapons equipped with machine guns that fire at incredible speed and possess massive destructive power. These machines have considerable firepower and their own ammunition supply, but they operate with limited fuel. This forces strategic use and prevents them from becoming permanent overpowering tools. Knowing when to activate them and how to use them makes a major difference in how a mission unfolds. BUG MISSIONS One of the greatest surprises in Starship Troopers: Ultimate Bug War appears when the game completely flips the perspective. After completing the missions on the human side, players are placed in control of an extremely powerful giant insect, radically changing the dynamics of the battlefield. Here we stop being the organized defensive line and become the threat itself. With abilities such as breathing fire, flying, landing with devastating impact, and charging through enemy formations with brutal speed, the focus shifts to destroying the Starship Troopers and spreading as much chaos as possible. The sense of power is immediate. Instead of surviving the war, you become its terror. Most importantly, this is not a mode included merely as a curiosity. Just like the human missions, there are clear objectives, defined structure, and consistent progression. Every advance, every destroyed area, and every defeated troop has purpose. This mode is an outstanding addition and, without exaggeration, what truly makes Ultimate Bug War unique among adaptations of the franchise. VISUALS AND SOUND The 2D aesthetic inspired by games from the 80s and 90s is not just visual charm, it is identity. The colorful and vibrant environments directly evoke the planets seen in the franchise, but with a clear and modern readability. Playing Ultimate Bug War feels like participating in an animated and interactive version of that universe, one with its own personality and an extremely cohesive artistic direction. Animations are fast, impacts feel satisfying, and the sheer number of enemies on screen constantly reinforces the sensation of total war. The sound design matches this intensity with heavy gunfire, powerful explosions, and creature sounds that help sustain the exaggerated militaristic atmosphere. The scenes featuring real actors further enhance immersion, reinforcing the conscious blend between cinema and video games. ACHIEVEMENTS The achievement list is varied and aligns closely with the game’s proposal. There are objectives tied to basic progression, such as completing training, surviving specific operations, and using military vehicles. There are also achievements linked to completing the full campaign, including finishing all stages from the human perspective and completing every level on the insect side, confirming the presence of a playable campaign from the enemy’s point of view. Specific challenges require forming varied platoons or strategically summoning allies from nests. Different difficulty levels also have their own achievements, encouraging players to finish the game on higher settings. In addition, there are curious secrets involving hidden items, intentional failures during training, special interactions, and even unexpected elements scattered across the maps. It is a list that encourages exploration, mechanical mastery, and multiple approaches. TRAILER OFFICIAL FINAL THOUGHTS By connecting directly with the legacy of Starship Troopers, Ultimate Bug War fully embraces the satirical vein that has always defined the franchise. The institutional propaganda aesthetic, the passionate speeches, and the way cutscenes break the fourth wall transform the experience into something greater than a simple shooter. Internally, it feels like a media product created by the Federation itself within the universe, a recruitment program disguised as entertainment. This meta layer reinforces the critique of spectacularized militarism, showing that here war is still sold as heroic spectacle while chaos explodes on the front line. Starship Troopers: Ultimate Bug War is an adaptation that goes beyond fan service. It understands the DNA of the franchise, expands its satire, and turns the video game itself into part of the narrative critique. The mix of intense combat, strong retro aesthetics, dark humor, and meta storytelling gives the project a rare identity. The insect missions in particular add enormous value to the experience, offering something genuinely fun and challenging. It is a game that takes creative risks, delivers solid action, rewards dedication, and still finds room to comment on propaganda, war, and entertainment, all without losing its pace or sense of fun. Few recent adaptations manage to be both this faithful and this original. Ultimate Bug War does not merely pay tribute. It evolves the franchise within the language of games. Review by Gamertag: Scoulz SCORE: 95/100
- Review: Diablo IV - Season of Slaughter
Fresh meat! This season, Sanctuary doesn’t ask for heroes… it demands carnage. The Season of Slaughter transforms the world of Diablo IV into something even more brutal. Instead of simply facing hordes of demons as in previous seasons, the game now fully embraces the fantasy of constant carnage. Combat stops being just a progression between encounters and starts functioning as a continuous cycle of destruction where stopping means losing power. The season’s concept revolves around a simple but extremely effective idea: rewarding players who keep combat active without interruptions. In Sanctuary, the war never stops, and this season encourages the player to act the exact same way. The more enemies fall, the greater the massacre becomes. To begin this journey, it is necessary to create a seasonal character. While some events may also appear for non-seasonal characters, most of the progression, rewards and exclusive systems truly depend on creating a character dedicated to the Season of Slaughter. GAMEPLAY The biggest highlight of the Season of Slaughter is its central mechanic. The idea revolves around maintaining a continuous chain of eliminations. Whenever the player starts defeating enemies quickly, a kill streak begins automatically. Each defeated enemy increases this counter and strengthens the temporary bonuses granted by the system. The important detail is that this sequence requires consistency. If the player stops fighting for a few seconds or simply loses the rhythm of combat, the sequence breaks and progress returns to the beginning. This creates an interesting dynamic where the player is constantly encouraged to look for new enemies before the current fight even ends. Kill streaks already existed in the game before, but the Season of Slaughter turns this mechanic into something far more relevant. Maintaining long combos begins to directly influence the pace of the match, the number of enemies that appear, and the rewards obtained during activities. Among the most entertaining moments of the season is the possibility of temporarily assuming the power of the Butcher. Inspired by one of the most iconic enemies in the franchise, this special state turns the character into a true machine of destruction for a few moments. The feeling is extremely satisfying, especially in the early hours of the season, when the fast progression and the large number of enemies constantly push the player into this cycle of massacre. This accelerated progression also becomes one of the most interesting aspects of the season. Character development happens at a very fast pace, making the beginning of the journey particularly exciting. One of the clearest examples of this are the Slaughterhouses, special dungeons scattered across the world that drastically increase the number of enemies present in each area. Inside these dungeons, combat happens with almost no pauses. Monsters appear in much larger numbers than usual and the player must maintain control while chaos grows around them. These areas serve as a perfect field for activating the main mechanic of the season. The density of enemies allows players to quickly enter long combat streaks, turning each dungeon into a true test of survival and aggression. Another aspect that stands out is the more active presence of PvP events. In certain areas of the map, confrontations between players begin to emerge more organically precisely because the season encourages competition over events and longer kill streaks. The result is a more alive and unpredictable environment. MY BUILD For this season, I decided to venture through my journey using Spiritborn, a class I had barely explored before, and it definitely makes things quite interesting. I will be sharing part of the build used during my playthrough, as well as the link where you can find more details. https://mobalytics.gg/diablo-4/builds/spiritborn-evade TRAILER OFFICIAL FINAL THOUGHTS The Season of Slaughter works almost like a celebration of what Diablo has always done best: intense combat against massive hordes of enemies. By turning kill streaks into a central progression system, the game manages to create a much more frenetic and immediate experience. The ability to face areas filled with enemies inside the Slaughterhouses, the accelerated progression and the moments when the player assumes the power of the Butcher make this season extremely fun, especially during the first hours of gameplay. Over time, however, the main mechanic may start to lose some of its initial impact. The system of maintaining constant combat streaks is enjoyable, but it can also become repetitive during longer play sessions. Even so, the Season of Slaughter fulfills its role very well by keeping the game active while preparing the ground for what appears to be a new phase of content for Diablo IV. The combination of frenetic combat, fast progression and new events makes this one of the most interesting seasons released so far. If the future of Diablo IV truly lies in seasons with this brutal pace, then the massacre may only be the beginning of what is yet to come. 🔥 Review by Gamertag: Scoulz SCORE: 85/100
- Review: Diablo IV: DOOM: The Dark Ages Collaboration Pack
Sanctuary receives the visit of the most brutal demon hunter from hell During the Season of Slaughter in Diablo IV, a special collaboration with DOOM: The Dark Ages brings cosmetics inspired by the legendary demon slayer into the world of Sanctuary. How it Works The collaboration between Diablo IV and DOOM: The Dark Ages arrives as a cosmetic bundle celebrating two of the most iconic franchises when it comes to confronting infernal forces. The idea is simple but incredibly fun: allow players to bring some of the brutality of the DOOM universe into the dark world of Sanctuary. The bundle includes a series of cosmetic items directly inspired by the aesthetic of the Doom Slayer. Heavy armor sets, striking visuals, and equipment with a more aggressive design help create an appearance that perfectly blends Diablo’s medieval demon hunter with the legendary exterminator of infernal creatures from the DOOM series. None of these items affect attributes or abilities, as they function purely as cosmetics and become available in the character’s wardrobe to be equipped at any point during the journey. EARNING DARK AGES CURRENCY: The cosmetics are part of a temporary event within the Season of Slaughter. To unlock them, players must collect a special currency called Dark Ages Currency while playing normally. This currency is mainly obtained by defeating Elite and Champion enemies , which have a chance to drop the resource during combat across Sanctuary. As the currency is collected, it can be used within the event’s Reliquary system , where the cosmetics inspired by the DOOM universe become available to redeem. Each item has a specific currency cost, allowing players to decide which rewards they want to unlock first. Once all cosmetics in the reliquary are collected, a special final reward is also unlocked, encouraging players to keep participating in the event and accumulating more currency during their demon hunts. Additionally, some Lair Bosses also have a chance to drop special chests containing weapons with transmogs inspired by the legendary DOOM arsenal, offering even more rewards for those willing to fully dive into the event. TRAILER OFFICIAL FINAL THOUGHTS The collaboration between Diablo IV and DOOM: The Dark Ages works as a perfect tribute to two legendary franchises. Even as a purely cosmetic package, the content captures the spirit of both series remarkably well. For players who have followed these universes for years, this is one of those collaborations that simply makes sense. As a fan of both franchises, it is difficult not to appreciate the care that went into this crossover. There is something very natural about this combination, after all, both Diablo and DOOM have always been built around the same central fantasy: confronting hell head-on. Seeing these two styles collide inside the same game creates a unique visual identity, almost as if these two realities had always belonged to the same battlefield. The brutal aesthetic of DOOM fits surprisingly well within the dark fantasy world of Diablo, creating a look that feels both different and completely natural inside Sanctuary. In the end, it adds an extra layer of personality for players who enjoy customizing their characters. For fans of both franchises, it is hard not to see this crossover as a truly infernal combination. Review by Gamertag: Scoulz SCORE: 95/100
- Review: Lost And Found Co.
Did you find what you were looking for? THE GAME Lost and Found Co. is a search game developed by Bit Egg Inc. and distributed by Bit Egg Inc. and Gamirror Games. When the goddess Mei needs to improve her popularity, she transforms a duckling into a human, known as Ducky, to help her. After facing some problems, Mei ends up transforming into a cute little dragon after a small misunderstanding. Together with Ducky, she intends to help the residents of the region and they found a company for this purpose. Help the two protagonists find what was lost in a search and find adventure. First and foremost, finding a helper is essential. MY IMPRESSIONS While Lost and Found Co. may seem quite easygoing on the outside, I'm sure you'll be surprised by its difficulty. With a lively, fun, and reference-filled visual style, you'll find a good level of challenge. I confess I spent more time than I imagined on many levels of the game, which features excellent object interaction. Some of the objectives to be found may be inside other objects, so clicking on everything is essential, even if there's nothing you're looking for; everything is animated and sound-equipped so you have the experience of interacting with something and getting a response. In addition, some levels have more than one floor or different rooms, offering more layers of exploration for the player. You have two paths to follow in the game: the main story, which requires a certain number of likes to unlock the next levels, and the citizen request missions, which generate the aforementioned likes. To complete a level 100%, you must complete the main objectives, which are basically finding the listed objects, and complete the additional objectives, which are a list of interactions that vary from level to level. Furthermore, sometimes you'll have to find a celebrity and take a picture with them. You can also find Jujus, which are little creatures that, when collected, allow you to receive an additional hint if you're having trouble finding an object with just the initial hint. They don't count towards completing 100% of the level, but they are a great help at times. The game's story is quite simple and told through dialogues and animated scenes like a comic book. The game is not in Brazilian Portuguese, which may make it difficult for those who don't speak English and can't understand the hints given to find objects, as well as leaving the story a little less prominent. The characters are charismatic and carry the story well. You can also buy decorations and customize your base with them, as you earn coins by helping citizens. As a hidden item game, it has a level of challenge that will surprise fans of the genre and will be quite fun, especially when you finally find that missing object to complete the level after searching for a long time. Find many scenarios full of objects to confuse your mind. ACHIEVEMENTS The achievements in Lost and Found Co. are simple and straightforward: complete all levels by getting 100% of the objectives and you'll get an achievement for each level. There's not much to say, although I can see room for other types of achievements, it pleases me to see something simple once in a while. That is, not that it isn't a great challenge and a test for your eyesight. Help the citizens and earn rewards. CONCLUSION Hidden item games are addictive for me. In the first few minutes of playing Lost and Found Co., it seemed like an easy game, but it quickly showed its claws. Before I knew it, I was glued to the monitor screen, hunting for the last item in the level for several minutes. And every time I finished a level, I wanted to immediately start another one because, as I said, it's addictive. Even though I wasn't thrilled with the story, it's easily overlooked because of the game's fun gameplay. If you enjoy games of this genre, you'll have a blast with what Lost and Found Co. has to offer. SCORE: 8.5/10
- Review: No Players Online
No online players, no danger, right? Come and find out. THE GAME No Players Online is a horror game developed by Beeswax Games and distributed by Black Lantern Collective. You've found an abandoned computer containing a game prototype that was left unfinished. It's up to you and your curiosity to uncover the mysteries surrounding this game and what's happening. And it all starts with the flag. MY IMPRESSIONS With an interface resembling a 1990s computer desktop, No Players Online fuels your curiosity and encourages you to explore this computer, clicking on everything possible. This representation is quite immersive, requiring you to double-click icons to interact with them. There's even a Minesweeper game for when you want to take a break. With so much to explore and interact with, you might forget the game's initial purpose, as you can find some game prototypes in a forum. Perhaps spending time on them is intentional, but they are completely a distraction from the main storyline. The story of No Players Online unfolds enigmatically. Being a short game, I won't go into too much detail about the narrative to avoid spoiling the experience. The game is in Brazilian Portuguese, facilitating exploration of the computer, which will give you many clues and story details. The game's sound design is very immersive, both in simpler moments and when used to create scares. The retro visual style is well utilized, encompassing various styles from the same era, visually speaking. Despite being marketed as a horror game, few moments can be considered truly terrifying. Since it's based on another game of the same name and reimagined, I believe much of its essence has been lost. I could easily describe it as a puzzle game with suspense elements. Without giving too much away, the possible endings are quite disappointing. While not perfect, it's a cool idea with good elements, but perhaps falters in its final stretch. Taking a break to play Minesweeper is always a good idea. ACHIEVEMENTS Despite having few achievements, some will give you a certain patience challenge. Besides the story-related achievements, you'll mostly have to do some specific, but not overly difficult, things, like opening the in-game console or creating a room for as many people as possible, for example. However, some other achievements will require a bit more work and skill or a little shrewdness, such as one where you have to do parkour or beat the minefield in a better time than one of the game's characters. In my opinion, the most annoying to complete is drawing the vase and getting the highest grade, so I'm warning you in advance: be patient. Aside from that, it's relatively easy to get 100% of the achievements in No Players Online. Now all that's left is to grab the flag... is that all? CONCLUSION I remember when I saw the game that inspired this spiritual successor of the same name. It promised much more in terms of horror than what we got now. I don't know if the path taken in this remake pleased me as much. The story, which starts very well and sparks curiosity, gradually becomes monotonous and predictable. The final sequence turns into a 3D platformer and completely removes the suspense and terror that should be maintained throughout the game. The possible endings have no weight and no consequences. It seems that what was supposed to be horror gets lost during the journey, turning into a bland drama. I only remember three valid moments of horror in the entire game. Even with a cool interface, interesting visuals, and an immersive soundtrack, the narrative falls short. SCORE: 6.0/10
- Review: Manairons
A musical fable about freedom, tradition, and machines where a small creature must face a world that has forgotten its own magic Manairons builds its identity around a rather curious idea: turning a Catalan folklore legend into a classic 3D platformer. Controlling Nai, a small manairó freed from an ancient magical artifact called a canut, the player travels through the mountain village of Vilamont trying to stop its creatures from being exploited to power machines and industry. The story revolves around the tyranny of Llorenç Capgirell, a landowner who discovered the power of these creatures and began using them as a labor force to transform the region into an industrial center. Throughout the journey, the adventure moves across different areas of the village that have been overtaken by this process. Farms, workshops, bakeries and other locations come to life as stages of the adventure while Nai frees villagers and creatures that have been controlled by the machines. The game introduces curious characters and situations that fit well within this small universe, almost like an interactive tale inspired by European mountain folklore. Even with a simple narrative, there is a clear charm in how the game presents this conflict between tradition and industrialization. The presence of music, magical melodies and obedient little creatures reinforces the feeling that we are exploring a fantasy world directly inspired by regional legends. GAMEPLAY Manairons follows the classic structure of 3D platform games. The player can run, jump, attack and explore environments filled with small challenges while progressing through the village areas. Combat is relatively simple and involves short-range attacks, ranged strikes and basic interactions with enemies. Nothing extremely complex, but functional within the game’s proposal. The main tool in the game is Nai’s flute. All attacks and abilities revolve around it, functioning both as a weapon and as a progression mechanic. As the adventure progresses, players learn specific melodies that can be used during different moments of the journey to access new paths, solve puzzles or reach areas that previously seemed impossible. Memorizing these melodies eventually becomes a natural part of the game’s progression. Despite the good ideas, the game carries a rather curious sense of outdated design. The character’s movement has directional limitations that strongly resemble platformers from past generations, something closer to the PlayStation 2 era or the early Xbox 360 period. This type of limitation makes movement feel slightly stiff and, at times, even becomes a constant obstacle during exploration. This issue becomes even more noticeable during combat situations or more precise platforming sections. Some enemies fly, for example, and the character’s jump does not properly reach their attack pattern, forcing the player to wait for specific moments to react. Small details like this create the impression that certain interactions could have been better refined during development. Another classic element of this type of game lies in the secrets hidden throughout the environments. There are well-placed hidden areas that reward exploration, but the game also ties achievements to finding all of these secrets. In smaller-scale titles, this can sometimes become more of a frustration point than a genuine incentive to explore. VISUALS / SOUND Visually, Manairons has a lot of personality. The game uses a colorful and expressive art style that works well with the fantasy tone inspired by European mountain folklore. The environments have their own identity and manage to convey the idea of a village that is gradually being transformed by machines and industrial structures. The environments are varied and present small interesting moments during exploration, such as timed obstacles, curious structures and areas that feel almost like small interactive dioramas. There is a clear level of care in the atmosphere, even if the game’s technical structure reveals certain limitations. From a sound perspective, music plays an essential role in the experience. Since the flute is the protagonist’s main tool, the melodies become a fundamental part of both the game’s identity and the progression of the adventure. ACHIEVEMENTS The achievement list closely follows the campaign’s progression and works almost like a record of the player’s journey throughout the adventure. Many of them unlock as key moments of the story are completed, marking progress in freeing areas dominated by machines and overcoming the main narrative challenges. There is also a significant group of achievements focused on full exploration of the environments. The game contains several secrets scattered across the regions of the village, and part of the list rewards players who dedicate themselves to finding all these hidden elements in each area. This encourages paying closer attention to the environment and revisiting locations that were previously explored. Another group of achievements is tied to the progression of the protagonist’s abilities, especially the learning and mastery of the melodies used during the journey. As new songs are discovered and improved, players unlock milestones related to the full development of these abilities. There are also challenges associated with collecting specific resources and performing small interactions within the world, creating a relatively varied list that blends narrative progress, exploration and character growth. TRAILER OFFICIAL FINAL THOUGHTS Manairons is a platform game built around a creative idea: turning a Catalan folklore legend into an interactive adventure. Nai’s story of freeing magical creatures and confronting the industrialization of the village carries enough charm and personality to sustain the journey. The problem is that, from a design perspective, the game often feels tied to solutions from another era. Limited movement, a somewhat rigid camera and certain combat interactions create the impression of a title that could have benefited from further refinement. Even so, there is something genuinely interesting in its proposal. The visual identity, the use of music as a gameplay mechanic and the construction of this small universe inspired by regional legends show that there was a solid idea at the heart of the project. Manairons is not a bad game, but it leaves the impression that it could have achieved much more with additional polish and refinement in its core mechanics. Still, for players who enjoy platformers with unique identity and folkloric inspiration, Nai’s journey can offer some curious moments along the way. Review by Gamertag: Scoulz SCORE: 69/100
- Review: Laysara Summit Kingdom
Between sacred peaks and inevitable avalanches, building a kingdom in the heights has never felt so contemplative Laysara: Summit Kingdom is a city builder that fully embraces a Himalayan inspired aesthetic, creating a world where spirituality, survival, and urban planning walk side by side. The main campaign features 15 missions and begins after a devastating harvest. Crops have failed, animals no longer produce milk, and illness spreads among the people. Forced to abandon the lowlands, the survivors cross the mountains in search of a new beginning. The campaign progression is structured and carefully paced. Each mountain presents its own challenges, varied difficulty levels, and new layers of complexity. As we advance, we climb higher until reaching the Celestial Rise mission at the summit, a moment that symbolizes not only structural progress but also spiritual elevation within that universe. The game gradually teaches its systems, allowing players to learn while building. Here we find classic elements of the genre. We construct markets to provide food, houses for peasants, and structures that fulfill needs such as nourishment, places of worship, and prosperity. These demands increase over time, requiring refined planning and efficient production chains. Each mountain has distinct terrain, climate, and resources, making vertical logistics the defining feature of the experience. GAMEPLAY Laysara is a remarkably well crafted city builder with a genuine sense of calm. There is a constant feeling of serene planning, as if we are designing a city in the clouds without artificial external pressure. There is no combat, only management, growth, and adaptation to the environment. The vertical terrain demands creative solutions. Transporting resources between valleys and peaks becomes a central strategic concern. Trade routes must be carefully planned, and the economy needs balanced attention. Avalanches are inevitable, but their impact can be mitigated through smart preparation. Weather directly affects production and survival, reinforcing the strategic depth of the experience. Yaks are essential to logistics. They transport materials across difficult terrain where other solutions would not be viable. Managing their population and efficiency is crucial for long term success. The console adaptation is solid. The Xbox version performs well with a controller, although the learning curve naturally becomes steeper in this format. Fortunately, keyboard and mouse support is available on consoles, which is highly recommended for players who want deeper control. The only limitation is the absence of Play Anywhere, preventing integration between PC and Xbox through the Windows application. VISUALS/SOUND The art direction draws heavily from mountainous Asian landscapes, with architecture, clothing, and spiritual elements that reflect Himalayan influences. The temples built at the summits serve as powerful visual milestones and represent the peak of progression. The sound design reinforces the contemplative atmosphere. Gentle music accompanies the strategic pacing, creating an almost meditative experience even during economic crises or natural disasters. ACHIEVEMENTS The full list of 46 achievements reflects the game’s strategic and systemic philosophy. There are objectives tied to completing the campaign and mastering scenarios, alongside more technical challenges such as reaching high research levels, fulfilling all needs of a specific household, or generating substantial revenue through trade and minting. Other achievements explore internal systems in depth, including growing large yak populations, completing scenarios on Veteran difficulty, efficiently mitigating avalanches, or even surviving severe financial collapse. Specific mountain scenarios such as Snowfury Summit, Talontop, and Demon’s Rest encourage total mastery of each map. The list rewards refined planning, strong economic management, and a deep understanding of vertical logistics. TRAILER OFFICIAL FINAL THOUGHTS Laysara: Summit Kingdom delivers a strategic experience focused on construction, logistics, and high altitude survival. The structured campaign guides players through 15 increasingly complex missions, while the sandbox mode offers full freedom to create expansive trade networks between mountains. With a strong cultural identity, interconnected systems, and a relaxing rhythm that does not sacrifice depth, the game stands out within the genre through its verticality and contemplative approach. It transforms mountains into a stage for meticulous planning, where every temple raised at the summit represents resilience, achievement, and strategic mastery. SCORE: 84/100
- Review: Minishoot' Adventures
A small ship, an interconnected world, and a journey that turns simplicity into brilliance Minishoot' Adventures is one of those experiences that may seem modest at first glance, but quickly reveal an extremely well-defined identity. The game blends exploration directly inspired by The Legend of Zelda with intense shoot ’em up combat and light progression elements that echo roguelike structures. The mix could easily feel generic or unfocused, but here everything works with impressive natural cohesion. We control a small ship navigating an interconnected world filled with secrets, alternate paths, and blocked areas that only become accessible as we acquire new abilities. Progression isn’t guided by exaggerated markers or intrusive arrows. The game trusts the player’s intelligence. At certain points, we realize one ability will allow us to cross water, another will help overcome specific obstacles, while speed upgrades make it possible to reach ramps and previously inaccessible areas. GAMEPLAY The gameplay structure is where Minishoot’ Adventures shines most clearly. Combat is direct, precise, and extremely satisfying. The ship responds fluidly to commands, allowing for pixel-perfect dodges while enemy projectiles fill the screen. Even so, the game manages to balance tension with a curious sense of comfort. Progression unfolds through collecting crystals, rubies, and other resources that strengthen attributes and weapons. Improving fire rate, damage, or durability noticeably changes the pace of encounters. There is genuine satisfaction in evolving your arsenal. Each upgrade is not merely numerical. It transforms the way you approach the world. There is evident care in the construction of this world. Each region has its own identity, with subtle variations in map structure and enemy behavior. The constant feeling is one of organic discovery. Nothing is overly explained, yet everything feels intuitive. The design conveys maturity and confidence, as if it knows exactly what it wants to be from the very first minute. The journey culminates in four main bosses before the final confrontation. Each features distinct patterns, demanding movement awareness and mastery of the mechanics you’ve acquired. These are not merely punishing encounters. They are genuine tests of your understanding of the system. There is remarkable quality both in the design of these bosses and in the composition of the environments, which never feel repetitive or artificial. Exploration is seamlessly integrated with combat. The map gradually opens up, encouraging revisits to earlier areas. Hidden secrets reward curiosity. The game does not point to a single path forward but instead builds a natural progression flow where experimentation is an essential part of the experience. The balance between challenge and relaxation is surprising. There are moments of extreme intensity during boss fights or ambushes, but also long stretches of contemplative exploration. This duality is one of the project’s greatest strengths. It demands skill without generating unnecessary frustration. VISUALS AND SOUND The artistic style embraces a minimalist aesthetic, with vibrant colors and clean lines that reinforce the light and charming identity of the proposal. Even in its simplicity, environments have distinct personality and clearly differentiate the regions of the map. Visual effects during combat are efficient and readable. At no point does an excess of particles compromise the clarity of the action. The art direction understands that fluidity is a priority in a precision-based game. The soundtrack accompanies the journey with soft, atmospheric melodies, shifting into more intense themes during important confrontations. The audio fulfills its role well, sustaining immersion without overwhelming the experience. ACHIEVEMENTS The achievement list coherently aligns with the game’s proposal. Objectives include defeating bosses, fully exploring specific areas, acquiring maximum upgrades, and mastering core abilities. These are not artificial achievements built around exaggerated repetitive tasks. There are also challenges tied to efficient progression, secret discovery, and full map completion. The focus is clearly on encouraging exploration and deep system understanding, rewarding players who dedicate themselves to extracting everything the world has to offer. TRAILER OFFICIAL Final Thoughts Minishoot’ Adventures is a clear example of how simplicity does not mean superficiality. The blend of classic-style exploration with intense combat could have resulted in something ordinary, but here we see mature design and extremely consistent execution. There is a rare quality in how the game balances challenge, relaxation, and progression. Weapon evolution is satisfying, bosses are memorable, and the interconnected world consistently fuels curiosity. Nothing feels improvised or generic. More than just a competent indie, this is an adventure that fully understands its proposal and executes it with confidence. A game that transforms an apparently simple idea into a memorable, cohesive, and genuinely special experience within its genre. Review by Gamertag: Scoulz SCORE: 90/100
- Review: Scott Pilgrim EX
Scott Pilgrim needs your help to reunite the band. THE GAME Scott Pilgrim EX is a beat 'em up developed and distributed by Tribute Games Inc. The Scott Pilgrim franchise gets another game; this time, three gangs take over the city of Toronto in 20XX: the vegans, the robots, and the demons. To make matters worse, Scott's bandmates are abducted by evil forces. That's when our protagonist joins forces with Ramona Flowers and some of her ex-boyfriends to rescue the band and resolve this battle across time and space. Join Scott, Ramona, and their ex-boyfriends to save the band. MY IMPRESSIONS The beat 'em up genre generally presents itself in a linear fashion, with well-defined and objective levels. In Scott Pilgrim EX, this idea is subverted. Here, we have a map that functions almost like a Metroidvania, making you go back and forth, acquiring new resources to advance. And does this work well? Well, in my opinion, no. It's not that the idea is bad, but the execution doesn't work in a fun way for a beat 'em up. Defeating enemies doesn't mean much, since when you return to that part of the map, they will reappear, which makes everything tiresome. Of course, you're not forced to fight them, since you can simply run and go to the next map, but ignoring everything and everyone empties the experience. The game's art is very cartoonish and faithful to the comics, as if they had been transported directly from them, with colors very characteristic of the series. Despite its faithfulness to the original material, you'll often find yourself visually lost, both with your character and with the interactive elements of the environment, as everything is on the same level of focus, with few indicators of what the player should interact with. The soundtrack is by the band Anamanaguchi, famous for having previously worked on the Scott Pilgrim series; they fit the style and vibe of the series perfectly. References to pop culture, especially video games, are thrown in your face constantly, and it's up to the player to notice all these homages while playing. The game is in Brazilian Portuguese, making it easier to understand the story and how the items work. Speaking of items, you can customize your character with many of them to improve their stats. In addition, there are shops scattered throughout the maps that sell accessories and consumables. Using coins dropped by defeated enemies, you can buy these items and organize your equipment as you see fit. In addition to the playable characters, there are support characters who are called upon to deliver a blow when summoned, providing life-saving help in some tight spots. The main characters have plenty of charisma and personality, with their own gameplay characteristics that will appeal to all types of players, from those who like more robust characters to those who prefer more agile ones. The interaction of the characters with the weapons collected on the ground is quite interesting, as each one interacts differently, not just being a weapon that deals more damage. The skateboard, for example, besides being used to hit enemies, if the character jumps on it, they can ride and control it like a functional skateboard, as well as the boomerang, which actually goes and comes back. These small details may seem silly, but they give the game originality. The gameplay is average, with some movements that are very clunky for a game of this genre. It seems that Scott Pilgrim EX was made to be played in cooperative mode, since many times you find yourself surrounded by several enemies and the only way out is to abuse the area-of-effect superpower. The cooperative gameplay experience is, at times, confusing because, for example, to advance to the next map in a four-player game, everyone must go to the same location, which makes sense, but if only one person decides not to go, everyone else will be left waiting or will have to go back to help the player who stayed behind, making the game less dynamic. Ultimately, Scott Pilgrim EX has a moderate level of challenge, with mechanics that are different from the usual beat 'em up games and may surprise fans of the genre. Use various items to attack your enemies. ACHIEVEMENTS Variety is what you'll find in Scott Pilgrim EX's achievements. Starting from the end, finishing the game without being knocked out, without taking any hits from the final boss, and seeing the ending for all playable characters are some of the achievements that show you'll need several playthroughs to get them. In terms of collecting items, you'll have to get all the accessories, badges, and unlock all the item descriptions in the shops, which will certainly have you traveling all over the game's maps. The most fun achievements for me are those that require the player to perform specific actions, in this case, even related to the characters in the Scott Pilgrim universe. And there are quite a few of them, so you can have fun doing them. Getting 100% of Scott Pilgrim EX's achievements will take some work, but since many of them can be done simultaneously, you'll probably be able to complete most of them very quickly, leaving only the most challenging ones for the end. Defeat vegans, robots, and demons. CONCLUSION The beat 'em up genre continues to show that it can be different and has many places to evolve. Although this method of interconnected maps and back-and-forth movement isn't new, breaking away from the norm is commendable. And even if it doesn't please everyone, including me, Scott Pilgrim EX goes against the grain without sacrificing its personality. For me, the game becomes confusing at many points, letting go of the player's hand too much. It's a game with many elements to absorb right away, and this can be a little daunting for those who aren't used to it and just wanted to sweep enemies across the screen. The experience of a different approach to the genre is worthwhile. SCORE: 7.0/10












