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- Review: Esoteric Ebb
A narrative adventure guided by dice, choices, and consequences where every dialogue defines who you become Esoteric Ebb builds its narrative almost entirely around dialogue, placing the player in a world that gradually reveals itself through conversations, decisions, and contextual discoveries. Instead of relying on long cutscenes or overly expository storytelling, the game embraces an organic form of worldbuilding where each interaction adds new layers to the understanding of its universe and characters. The setting strongly evokes classic tabletop RPGs, especially those inspired by systems like Dungeons and Dragons, both in narrative structure and in the weight given to choice and chance. The world is rich in detail, filled with intriguing characters and dense information that is absorbed naturally as the player engages more deeply with the dialogue. There is a clear level of care in how the game presents its universe. The more you talk, investigate, and experiment with narrative options, the more clues emerge about how that world functions, creating a constant sense of discovery. The character writing, even for simpler figures, is engaging and helps reinforce the identity of this narrative setting. Another important aspect is that progression does not follow a traditional linear path. There is a sort of invisible tree of quests and narrative events where advancement depends directly on the choices made throughout the journey. This makes each playthrough branch in unique ways, making it extremely unlikely for two runs to unfold in the same manner. GAMEPLAY The gameplay structure works as a hybrid between a point and click adventure and a heavily dialogue-driven narrative RPG. Virtually every action is mediated through textual choices, from simple interactions to movement, exploration, combat, and problem-solving. Even actions such as observing objects, stealing, persuading characters, or attempting to access specific locations are handled through contextual dialogue selections. The dice system is one of the core pillars of the experience. Many actions require luck checks, charisma rolls, or specific attribute tests, directly influencing the outcome of decisions. Confrontations, negotiations, and key events can be resolved through multiple paths, but often depend on favorable dice results, reinforcing the sensation of participating in a digital tabletop RPG. The game is both punishing and fair at the same time. Choices do not guarantee success, and luck plays a meaningful role in progression. In many situations, advancing literally means accepting the risk of failing a roll and dealing with the narrative consequences that follow. This approach makes it clear that the title takes its RPG foundation seriously, without simplifying its systems for player comfort. The sheer volume of dialogue is extremely high from the very beginning, including character creation, which can be randomized or based on predefined templates. Relationships with other characters depend directly on the selected responses, altering future interactions, opportunities, and even access to certain situations or areas that only become available at specific moments in the narrative. Exploration can be done through mouse and keyboard movement or by clicking on locations, but it is always integrated into the narrative system. There is an inventory, equipment, and consumable items that influence attributes, such as early weapons, books that increase intelligence, and other resources that help shape the character’s build throughout the journey. Another notable element is the systemic freedom present from the start. Depending on choices and dice outcomes, it is possible to steal from NPCs, obtain useful items early, or access alternative solutions to events, reinforcing the improvisational feel typical of tabletop RPG campaigns. Nothing is fully scripted, and the game rarely suggests an ideal path. VISUALS AND SOUND The artistic style is one of the most striking aspects of the experience. The hand-drawn aesthetic conveys a strong sense of personality and directly aligns with the classic fantasy RPG imagination, featuring characters that resemble traditional archetypes while maintaining a distinct visual identity. From a technical standpoint, the game impresses with its visual consistency within its proposal. The art direction emphasizes detailed illustrations, expressive characters, and a presentation that strengthens the narrative and immersive tone of the journey. The sound design complements the contemplative and narrative-focused structure of the game, supporting a pacing centered on reading, decision-making, and interpretation without excessive elements that could break immersion. ACHIEVEMENTS The achievement list directly reflects the game’s philosophy, rewarding experimentation, system mastery, and engagement with its narrative and dice-driven mechanics. There are achievements tied to luck-based checks, survival in critical situations, specific attribute usage, recurring social interactions, and even roleplay-oriented behaviors, encouraging multiple approaches across different playthroughs. There is also a clear emphasis on dialogue exploration, glossary progression, class-related choices, specific events, and inventory management, alongside unusual challenges based on player habits during the campaign. Rather than relying on artificial time limits or massive collectible grinds, the achievements focus on system mastery, strategic repetition of decisions, and full exploration of the game’s narrative possibilities, which aligns perfectly with its branching structure. TRAILER OFFICIAL FINAL THOUGHTS Esoteric Ebb is a narrative experience that remains extremely faithful to the spirit of tabletop RPGs, where dialogue, luck, and consequence are constantly intertwined. It does not guide the player in a traditional way, nor does it soften its mechanics to make progression easier. Instead, it demands reading, interpretation, and acceptance of randomness as a core part of the journey. The massive amount of dialogue may initially intimidate players looking for immediate action, but those who connect with its proposal will find a rich, well-constructed world filled with meaningful narrative branches. Every choice directly shapes relationships, events, and future possibilities. More than a conventional RPG, it functions as a narrative simulation where progress depends as much on decisions as it does on the roll of the dice. A dense, unpredictable experience deeply committed to the idea of roleplay, where the game does not hold the player’s hand, it simply presents the world and lets the consequences speak for themselves. Review by Gamertag: Scoulz SCORE: 79/100
- Review: Disciples: Domination
A strategic war guided by choices, where every class and every position shape the fate of the battlefield The arrival of Disciples: Domination marks an ambitious return to one of the densest identities in strategic fantasy. It builds its experience around structural choices, rigorous tactical combat and a world that is already born in ruins. STORY Disciples: Domination leans heavily on the legacy of the Disciples franchise, maintaining the dark, strategic and narratively dense tone that has always defined the series. The game takes place in a universe marked by conflicts between divine, demonic and primal forces, preserving the classic identity without simplifying its worldbuilding. The narrative is not overly expository, but unfolds through frequent and well-written dialogues. There is a clear effort to give weight to character interactions and to the group’s journey, including main quests, companion quests and well-structured side missions. A curious detail is how dialogues are presented. When a conversation begins, the game transports the player to a kind of narrative space separated from the active map, which can feel slightly unusual during the first hours, but reinforces the focus on storytelling and character development throughout the campaign. Within the franchise structure, Domination follows the classic philosophy of the series: methodical progression, strategic decisions with real consequences and a world that does not automatically adapt to the player. This approach keeps it faithful to the tactical roots that set Disciples apart from faster-paced strategic RPGs. GAMEPLAY Disciples: Domination operates on an extremely solid tactical foundation, centered on grid-based turn-based combat and constant decision-making. Each battle feels almost like a strategic board, where positioning, scenario awareness and initial party formation directly impact the outcome of encounters. Even before combat begins, it is possible to organize the frontline and backline, placing more resilient characters in front and fragile units behind, which already defines the rhythm of the fight from the very first turn. Each character has resistances, weaknesses and a unique playstyle, in addition to access to skill trees and equipment that further expand strategic possibilities. The game also introduces companions throughout the journey, each with distinct roles within the party, reinforcing tactical construction and unit synergy. The battlefield is dynamic and interactive. There are damage zones, healing fields and obstacles that can either help or hinder during encounters. It is also possible to push enemies, use the environment strategically and exploit flanks, since back attacks deal additional damage. An extremely relevant detail is the massive friendly fire. Area abilities hit both allies and enemies, forcing the player to think carefully before every action. Battles tend to be longer, especially in the early sections, but this does not feel like artificial slowness. There is a clear focus on deliberate strategy, where rushed decisions are punished and planning is rewarded. It is not a game designed to clear encounters quickly, but to win through positioning, awareness and adaptation. Outside of combat, exploration is very well crafted, with detailed external areas and even the use of a mount in certain segments, which improves the pacing of the journey. The progression system is also supported by multiple resources such as gold, iron, wood, arcane flux, life essence, primal essence and demonic essence, reinforcing the sense of strategic development throughout the campaign. The choice of the initial class is one of the most important pillars of the experience. Each class defines unique abilities and directly influences the protagonist’s playstyle, allowing paths focused on physical, primal, divine or demonic approaches. These branches also feature two distinct skill trees, greatly expanding the variety of possible builds and allowing deeper customization of the main character. VISUALS AND SOUND The artistic direction embraces a dark style consistent with the franchise’s universe, especially in the external areas, which are highly detailed and visually well constructed. The world constantly conveys a sense of tension and conflict aligned with the game’s narrative proposal. The main characters have a strong visual presence, although secondary characters may occasionally show minor texture inconsistencies during recurring dialogue scenes. Even so, the overall artistic presentation remains cohesive and functional within the strategic and narrative scope. The sound design complements the tactical pacing of the game, reinforcing the weight of battles and the dense atmosphere of exploration. The soundtrack avoids excess, which favors concentration during longer and more strategic encounters. ACHIEVEMENTS The achievement list closely follows the campaign’s progression, the recruitment of companions, the evolution of the protagonist and the completion of main and secondary objectives. They function as a natural reflection of the journey, rewarding chapter progression, party development, skill unlocks and system growth without requiring artificial deviations from the core experience. Achievements related to exploiting weaknesses, smart grid positioning, unit interactions and mastery of abilities reinforce how much the game values strategy and battlefield awareness. There are also objectives tied to crafting, customization, faction reputation and crisis resolution, encouraging players to explore every layer of the system. The more extensive requirements involve completing entire regions, resolving multiple crises in a single playthrough and witnessing all combat events, which organically extends playtime. There are no time-limit challenges or massive hidden collectible grinds, keeping the focus on true mastery of the mechanics and full content exploration. These achievements further reinforce the narrative and symbolic focus of the game, acting as markers of progression and small parallel stories that connect to the larger theme of the protagonist’s journey. Despite not being excessive in quantity, they demand full regional exploration and involve puzzles, specific interactions and decisive battles, making them challenging and far from trivial. TRAILER OFFICIAL FINAL THOUGHTS Disciples: Domination is a dense, strategic and deliberately methodical tactical experience. Its focus on positioning, party formation, resource management and battlefield awareness creates a gameplay loop that rewards planning above all else. Longer battles, significant friendly fire and the constant need for strategic analysis make it clear that this is not a game built around fast action, but around calculated decisions and careful team building. Combined with its strong connection to the franchise’s legacy, it reinforces both identity and respect for the genre’s roots. Between consistent narrative direction, strategic progression and a combat system that demands real attention from the player, the game establishes itself as a solid experience for those seeking tactical depth and a strategy RPG that truly values choices, positioning and build construction throughout the journey. Review by Gamertag: Scoulz SCORE: 82/100
- Review: Denshattack! (DEMO)
Surfing on train tracks has just taken on a whole new meaning. THE GAME Denshattack! is an arcade game developed by Undercoders and distributed by Fireshine Games. Traveling through Japan aboard a train might seem normal, but in Denshattack! trains are more than just a means of transportation. Following the journey of Emi and Fernando, you'll encounter customizable trains capable of performing radical maneuvers as they travel along tracks that challenge the player with drifts and jumps, as well as formidable enemies to defeat, all at a frenetic pace. Assemble a group of misfit and charismatic characters to defeat the evil Miraido corporation. It's best not to ask, just run. MY IMPRESSIONS The idea of using a train almost like a skateboard, performing radical maneuvers and earning points for them, is tempting. It's impossible not to get excited by the frenetic and highly thrilling pace of Denshattack!, even more so with the very stylish art style in which the game is presented. With vibrant colors and a very cartoonish characteristic, these elements further help the player feel stimulated by the game, entering into this electric vibe that the game has. Although, for now, we only have access to the demo version of the game, it's already possible to feel that it's the kind of game that will give you quick doses of fun, since the game's pace leads the player to pay close attention and, before you know it, the level is over. The soundtrack, naturally, follows all the other elements, making your journey even more lively. Charismatic characters are the guides to the story of Denshattack!, even if they end up taking a backseat, because what really shines is the intense gameplay. The game isn't yet available in Brazilian Portuguese, but it seems to be in the plans, since this review is only of the demo version. The game controls are quite intuitive, even with a vast range of movements, which are very satisfying to master and achieve higher scores. However, it's not all about increasing numbers: generally, you'll have three types of objectives in each level. First, scores per maneuver, as already mentioned. Second, you must complete the level in the shortest time possible. And third, you'll have a selection of small objectives during the level, which can range from collecting all the collectibles to performing a specific action, such as destroying an obstacle. You don't necessarily need to do everything perfectly, but these three parameters add another layer of fun, challenge, and replayability. I must also mention that the levels are well-constructed, always offering interesting challenges and pacing your gameplay, as well as being very creative and artistically well-presented. Denshattack! is as fun as it looks. The way the levels are structured, the very satisfying gameplay, and its fun art style make the game a pleasant and exciting experience, with fast-paced matches that will be a great pastime and even a great challenge for those interested in mastering their scores and level times. It's the typical game with a crazy premise but that pays off with interesting and fun gameplay. No tracks? No problem! ACHIEVEMENTS Since this is a demo version, we don't yet have achievements for the game; however, its Steam page indicates that the final version will have achievements. So we can expect some extra challenges, perhaps something like achieving a specific number of points, for example. Beautiful scenery will accompany you on your journey. CONCLUSION Games with unusual premises always appeal to me, and Denshattack! is no different. From its first appearance, it intrigued me with its style. Although you have some control over your train's speed, it's fair to say that Denshattack! is a rhythm game, with its sequences of jumps, track crossings, and drifts. I confess that the scoring aspect with maneuvers isn't what excites me most, but since the game lets you do only what interests you, without the obligation to complete objectives to advance, it's much fairer for all types of players. I'm really looking forward to seeing the final result and what else the developers will offer with a game with so much potential. SCORE: 8.0/10
- Review: Yakuza Kiwami 3 & Dark Ties
Kamurocho awaits us once again. THE GAME Yakuza Kiwami 3 & Dark Ties is an action game developed by Ryu Ga Gotoku Studio and distributed by SEGA. In this spin-off of the Yakuza universe, on one hand we follow Kiryu in Yakuza Kiwami 3. After the events of the two previous games, the former yakuza now takes care of children in an orphanage, leaving his mafia past behind. However, no matter how much he stays away from trouble, they continue to seek him out. On the other hand, we experience a new story, starring Yoshitaka Mine, who, after losing everything, got involved in the world of the yakuza and now seeks meaning in his life again. Despite the different stories, they have one thing in common: lots of fighting, minigames, and interesting narratives. Kazuma Kiryu, the beachgoer. MY IMPRESSIONS One thing Yakuza fans can never complain about is the Yakuza vibe, which is nothing more than achieving every possible emotional spectrum, ranging from beautiful scenes with valuable lessons to moments of pure nonsense comedy. And here, it was no different. Following the idea of remakes that have been done since the two previous Kiwami games, Yakuza Kiwami 3 retells the story of Yakuza 3, with some differences and additions that may or may not please fans of the series. Dark Ties, on the other hand, brings a completely new story, but one that follows the parameters of what we see in the main series. The game is in Brazilian Portuguese, which makes it easier for the player to understand the story, follow the plots, and understand the different mechanics presented in the game. The combat continues with the same mechanics that have always been part of the Yakuza series, with impactful blows and different ways to perform combos that generate fluid and satisfying attacks. Defeating bosses and mini-bosses will require a bit more strategy than just mashing attack buttons, demanding dodges and defenses, which also serve as counter-attacks. In Yakuza Kiwami 3, Kiryu has two fighting styles, one being his classic Dojima dragon style focused on hand-to-hand combat, and the other more focused on melee weapons and shield use. In Dark Ties, Mine only has access to one battle style, but she compensates with her unique, fast, and acrobatic fighting style. And as expected, there will be no shortage of fun and diverse minigames that might distract you from the main story. I, personally, love playing pool or singing karaoke, but the variety of side activities you can do in Yakuza games is always enormous, as well as very creative and usually funny. Although the maps of Kamurocho and Okinawa are relatively small, they are rich in detail and activities, making them ideal for the game's purpose. And if the minigames don't appeal to you, you'll still have a biker gang to call your own, with its own missions and unique customization, plus a battle mode where your gang faces a rival gang to establish dominance in the region. In Dark Ties, helping the population will be your main activity, solving problems on the streets. In addition, there's a battle arena that will be a challenge for those looking for a good fight. As you can see, the game gives you many options, without rushing you into anything and being very player-friendly. Even with lengthy texts explaining each new mechanic, they are simpler to understand than the deluge of text makes them seem. For some players, the beginning of the games may take a while to get going, but once the game lets go, it's a lot of fun and worth it. The characters in the Yakuza series are always well-written, and this game is no different, especially Kiryu, who remains a stylish and badass protagonist. In short, Yakuza Kiwami 3 & Dark Ties will entertain you regardless of what you want to do. Want to follow the main story straight through? Great, enjoy the good moments generated by the story. Want to do side missions? That's great too, always putting you in unusual situations. Want to play minigames? Feel free and help yourself to the various games. The magic of the Yakuza series is that it will give you a little bit of everything, and maybe not the best of everything, but you won't go hungry. Kamurocho remains as familiar as ever. ACHIEVEMENTS With a variety of activities and mechanics as explained earlier, it's clear that the achievements will also reflect this diversity. My advice is: enjoy the game and try everything. All the activities presented will generate some kind of achievement, whether it's maximizing your motorcycle gang, taking photos, or caring for the children at the orphanage. Don't rush and don't focus all your attention on one activity at once, because it can be tiring. Alternating between the main story and side activities will take you far in getting all the achievements, especially since completing all the story chapters for both Kiryu and Mine are also achievements. Let yourself be carried away by the spirit of the game and your 100% will come without you even noticing. Just remember that it will be a long task. The disillusioned Yoshitaka Mine. CONCLUSION I confess that this is the first time a game from the main Yakuza series has worked for me. The Like A Dragon series appealed to me from the start, but the main series, despite being very appealing in terms of style, story, and so on, didn't excite me. The reason was always the combat, which is the central mechanic of the game and, therefore, inevitably tired me. Here in Yakuza Kiwami 3 & Dark Ties it finally worked, and I couldn't figure out what changed, but I'm happy to finally be excited to play. Yakuza Kiwami 3 is largely carried by Kiryu, who is an exceptional and very charismatic protagonist. Mine, in Dark Ties, fulfills her role, but when compared to Kiryu in the games, she falls behind. Speaking of which, Dark Ties functions almost like a DLC, being a much shorter game than Yakuza Kiwami 3, but it has its charm as well. It's an extremely fun game, with really cool activities to do. It's a great game to spend a good amount of time exploring everything it has to offer, which is quite a lot. SCORE: 8.5/10
- Review: Absolum
Use your magic to liberate a people from an oppressive regime. THE GAME Absolum is a beat 'em up developed by Dotemu, Guard Crush Games, and Supamonks, and distributed by Dotemu and Gamirror Games. After Talamh was devastated by a magical cataclysm caused by ambitious mages, ordinary people began to distrust magic. Taking advantage of this distrust, King Azra enslaved mages and placed his trusted men in charge of conquered kingdoms. As the king advances his domination of lands, the high sorceress Uchawi and a group of rebel mages emerge using forbidden magic to confront Azra's regime of terror. Choose between Galandra and her colossal sword, Karl, the last free dwarf, Brome the frog, and the agile Cider to embark on this adventure and defeat the terrible Azra and liberate Talamh from his oppressive regime. From left to right, Karl, Cider, Brome, and Galandra. MY IMPRESSIONS Dotemu and beat 'em up is the most certain combination for success. Absolum is an example of how it's still possible to innovate in genres that might seem impossible to change the formula. Even though many people might dislike the roguelite factor the game has, it's understandable to use this factor in a beat 'em up. Many people get bored after a game of this genre, so why not add something that makes you want to play multiple times? Inserting roguelite aspects adds another layer of challenge, making the player not find it boring to repeat a process over and over again. And for that, the difficulty progression as you advance in the game increases in a way that creates challenges for the player, and even if they fail, they will have more resources when they return, since it's possible to improve their attributes upon returning to their initial base, spending points that will help in their journey. Furthermore, it's possible to acquire new abilities for your characters, ensuring that the same character isn't always played in the same way. Regarding the playable characters, each one has a defined style designed for you to develop a fondness for the gameplay that best suits your style; however, all are very fun to control and have a lot of personality. The art in Absolum is magnificent, teleporting you to a magical medieval world where magic stands out with its vibrant colors, which visually also helps the player immerse themselves in the delightful chaos that is a beat 'em up. The game's story is simple and objective, with various fragments and conversations throughout the game that further enrich the story of that world. The game is in Brazilian Portuguese, which is great for following the story and better understanding the attributes, skills, and items. Whenever you start a new game, you'll have to choose which path you want to take, as different routes lead you to different destinations to reach your final objective. These paths aren't there by chance: besides different landscapes and enemies, there are different events in each one, which can unlock shorter paths for future journeys. Eventually, you'll want to visit all these places, which is perfectly possible, since the game's cycle is basically to advance as far as your skill allows, be defeated, and return to the beginning. Thus, the game also doesn't become repetitive in the sense that it's always possible to change paths next time. During your journey, upon completing a screen of that scenario, you receive rewards, which are fragments used to increase attributes, money, equipment, or passive abilities. In the case of money, you can use it to buy equipment, advance in events, or hire NPCs who fight alongside you – a very interesting mechanic, by the way. Equipment items improve your attributes, but you lose them all when defeated. However, if you want to start with one of them next time, you can buy them at your base by spending fragments. Passive abilities improve attacks, dodges, and special abilities, usually adding elemental damage to them. Again, if you are defeated, you lose them all. In addition to all this, by defeating bosses, you can acquire new basic abilities, such as more attacks in a combo or different interactions between attacks. All these mechanics combined have the clear intention of turning what could be repetitive and tedious into something fun and satisfying. Furthermore, mastering your game with each character and creating combos with what you acquire throughout your journey is extremely exciting, always discovering new things for each of them. Absolum is a completely satisfying experience in a genre that was content with doing the basics, which, while very fun, gave you about three hours of entertainment and you never touched that beat 'em up again. If you like the genre and felt it couldn't be more than it was, Absolum took a step forward and brought a refreshing air to the beat 'em up. Use your mana to unleash devastating blows. ACHIEVEMENTS Since this is a roguelite with four characters, it's expected that there would be specific achievements for each of them. The coolest thing is that they are related to each character's playstyle, which gives these achievements a lot of personality. Obviously, there are also achievements for defeating Azra with each of the characters, so you'll eventually play with all of them. Defeating each boss is also on the achievement list, but you'll eventually get those as you explore the various paths through the game. What might be more challenging are the achievements that require you to do something specific, of which there are many, but nothing you can't try in one of your many attempts to defeat Azra. Just like the game itself, getting 100% of the achievements will be a great challenge and another reason to play and replay Absolum. Face great challenges in boss battles. CONCLUSION I love beat 'em ups and I've always wondered how this genre could take the next step. I always see people complaining that it's a genre you only play once and never touch again. And I agree, really, if there's no more challenge there, you have no incentive to continue. Absolum subverts this idea, giving you various resources and challenges to keep you entertained. It's something that needed to be tried, even if it won't please some beat 'em up fans, but it was necessary. And nothing better than Dotemu, the best in this field, taking this first step in a pleasant and easy-to-understand way. Absolum is definitely worth playing, whether alone or with a friend; the rogue 'em up is among us and has everything to be a success. SCORE: 9.0/10
- Review: My Hero Academia All's Justice
Experience the final arc of the My Hero Academia heroes' adventure. THE GAME My Hero Academia: All's Justice is a fighting game developed by Byking Inc. and distributed by Bandai Namco Entertainment Inc. Adapting the latest arc of My Hero Academia, control heroes and villains in battles straight from the anime and complete the journey of Midoriya and his friends. Additionally, you can revisit great battles from other anime arcs and act as an urban hero, facing dangers while patrolling a virtual city. Find a huge variety of characters and form trios to fight together and go further! Plus Ultra! MY IMPRESSIONS Anime-themed fighting games have followed a similar formula, featuring large arenas, dozens of characters, and team formations to maximize the use of these characters. Since this isn't the first game based on My Hero Academia, it's difficult not to compare it to previous games, but I'll focus only on what My Hero Academia: All's Justice offers. I'll get straight to what, in my opinion, is the most interesting aspect: the gameplay. Right off the bat, the game offers two control options: manual and automatic. The recommendation is to play on automatic, but I can't understand why, as it makes everything feel very robotic. Still, that's not what ruins the gameplay. It feels like nothing works as it should, and even if you understand how it works, it's all very clunky. There's a "rock-paper-scissors" style counter-attack system that, again, makes everything feel mechanical, bland, and frustrating. And all of this would go unnoticed if it were the only problem, something that would only make you master your skills and become good enough to understand how the game wants you to play, but then comes something that takes away all the magic of an anime fighting game: the special moves. And I'm not talking about the basic moves, which, for the most part, are quite cool and reflect the moves used in My Hero Academia. In this case, I'm talking about moves that, generally in this genre of game, are grandiose, with incredible animations and that have a real impact on the fight. In My Hero Academia: All's Justice, for the most part, these moves are bland and without impact. Even though there is the Rising mode, which you activate when your character fills a bar and releases a more powerful and temporary form, very few have anything interesting like a form change, as is the case with Tokoyami. Along with large, empty arenas, which even with elements like buildings and fallen rocks only obstruct the view, and combos that are interrupted by micro-unevenness in some parts of the map. Unfortunately, what should be the biggest attraction falls short in its execution. The story mode, despite being quite faithful to the anime's chronology, is done in a way that forces a challenge that is often just boring. The enemies are challenging, but it feels like you have to hit them three times more to take away the same amount of health they take from you with a combo. Again, using special moves here is like tickling the enemy. One element that always looks good in games of this genre is the reproduction of scenes from the anime with the game's graphics, which here is quite beautiful and exciting when you relive that scene. Unfortunately, the game is not in Brazilian Portuguese, which is quite annoying for those who want to follow what is being said and do not know English. We have a battle archive mode, which allows you to revisit battles from other arcs of the anime, which is cool because it encourages you to try out various characters you might never otherwise play, or just to feel like All Might in his glory days. In addition, there's a team mission mode, which involves walking around the game's virtual city and completing missions. Basically, it's another game mode to give you more options for what to do in the game and to acquire collectibles and customizations, of which there are many, and you can get them by playing all these game modes, such as cards, clothing colors, and HUD customizations for the battle. The game's roster is quite extensive, with characters I didn't even think would be used, which shows they were concerned with bringing in almost all the characters from the anime, even though we already know the game has a season pass, meaning more characters are coming. Overall, those who played the previous games will be very frustrated by the lack of incredible special moves, but fans of the anime who enjoyed the previous games will see some improvements in specific gameplay aspects, even if it didn't appeal to me. Still, the game has its fun parts and is quite beautiful. Reliving this arc, especially so soon after watching the anime's ending, is a very interesting thing to do. Play as both heroes and villains from the anime. ACHIEVEMENTS The achievements in My Hero Academia: All's Justice aren't that difficult to complete, which doesn't mean they won't be challenging. The easiest are those related to story mode, which you'll unlock naturally upon completion. The same is true for achievements that are basically about using game mechanics, such as Rising or switching characters during a fight. In the category of achievements that will require a little more attention, we have those related to team missions and battle archives, where you need to win and meet time and/or score conditions, as well as unlock characters to play in team mission mode. Finally, and perhaps the most demanding for the player, are the achievements for collectibles and customizations, which will have you playing and doing everything in the game, basically, since you always receive rewards for completing battles in the various game modes. As I said, nothing difficult, however, getting 100% of the achievements will be a Plus Ultra task! Relive epic moments from My Hero Academia. CONCLUSION The gameplay of My Hero Academia: All's Justice definitely didn't appeal to me. Unfortunately, it feels like a crude game that, despite paying close attention to detail in the characters and moves, failed to deliver epic and flashy special attacks. It's quite sad to think that Uraraka's most powerful attack is just half a dozen rocks falling from the sky, for example. The story mode left me so disappointed because, despite having a good challenge, it's unfair, since there's a clear handicap where you only lose because your damage is lower than the enemy's, not because they played better than you. The arenas are terrible, hindering rather than enhancing the experience. Unfortunately, the epic ending of Midoriya and his friends' adventure didn't reach the epic level worthy of the anime, but at least it's fun to relive good moments from My Hero Academia. SCORE: 7.0/10
- Review: Diablo II Resurrected: Reign of Warlock DLC
A class made for those who accept losing their soul in exchange for total control The arrival of the Warlock in Diablo II: Resurrected does not merely represent the addition of a new class. It redefines how the game understands risk, power, and decision-making. Unlike any classic archetype in the franchise, the Warlock is not designed to be comfortable, nor efficient in the traditional sense. It exists to put pressure on the player. Beyond the Warlock class itself, this update introduces reworked systems and mechanics that significantly change the game’s pacing, such as Terror Zones, special events like Herald of Terror and Colossal Ancients, and the Chronicle system, which expands progression and the endgame. Added to this are dozens of new items and, at last, a configurable loot filter, something the community has been asking for for years. It allows players to reduce on-screen clutter and focus only on what truly matters. The Warlock completely rejects the idea of a generic mage. He is a forbidden caster. A character who forms pacts, manipulates infernal entities, and embraces corruption as a tool. He sacrifices life, allies, positioning, and safety in exchange for raw power and control. Conceptually, he sits somewhere between a Necromancer due to his summons, a Sorcerer because of his destructive magic, and even a Paladin, but here everything is corrupted. There are no holy auras, only distorted and profane versions of those concepts. His identity revolves around three main build paths: Binding, Eldritch, and Chaos. Each offers radically different playstyles. Some focus on absolute battlefield control, others on demonic domination, while some lean into near-apocalyptic magical assaults. The number of possible combinations is staggering, with thousands of viable variations, reinforcing the experimental nature of the class. One of the Warlock’s greatest differentiators is the introduction of exclusive items called Grimoires. These books function as magical foci, deeply altering skills, passive effects, and synergies. Even so, Diablo II remains Diablo II. Strength and Dexterity are still relevant for survival and equipment requirements, preserving the game’s classic balance. In practice, playing as a Warlock demands constant awareness of the battlefield. Positioning, enemy vision, and risk assessment are fundamental. He was not designed to spam abilities or automatically clear entire screens in seconds. Every decision carries real weight. A single miscalculation can mean instant death, especially on higher difficulties or in Hardcore mode. There is an almost philosophical layer of suffering embedded in the class design. The Warlock does not seem to want enemies to die quickly. He wants them to wither, to be consumed by curses, sacrifices, and lingering effects until their very existence is turned into fuel for the caster. It is a crueler, slower, and far more deliberate playstyle. From a narrative standpoint, the Warlock emerges as a survivor of secret wars fought on the fringes of the Eternal Conflict. Renegade mages and occultists who realized that Hell cannot be defeated by faith or steel alone. Unlike the Necromancer, who manipulates death, the Warlock consciously accepts corruption. He forges forbidden pacts and wields infernal power against Hell itself. After Baal’s fall, these conjurers understand that great evils never truly disappear. They only wait. And so they choose to walk the most dangerous line possible: controlling chaos before it consumes Sanctuary, even if it costs them their own soul. TRAILER OFFICIAL FINAL THOUGHTS The Warlock is not a class for beginners. It demands game knowledge, a deep understanding of systems, and a willingness to fail. But for those who already master Diablo II, it becomes one of the richest and most daring experiences ever introduced to the game. A class that respects the brutality of the original work while boldly pushing its boundaries. Review by Gamertag: Scoulz SCORE: 86/100
- Review: Diablo II: Resurrected
Whoever enters Sanctuary must accept that death is part of the learning process For those who started the franchise with Diablo III, as was my case, Diablo II: Resurrected feels almost like an identity shock. Since the initial announcement of the remaster, which could easily be mistaken for a full remake, expectations were high. Playing this experience in Hardcore mode only intensified everything the game sets out to do: punish mistakes, test patience, and reinforce the idea that nothing here is simple or forgiving. The atmosphere is radically different from the third entry in the franchise, and that is an extremely positive thing. Diablo II has its own identity, a more oppressive tone, and a constant feeling that the world was not designed for you to win easily. Every step forward is earned, never given. GAMEPLAY Diablo II: Resurrected runs on the original game engine underneath, while a fully new 3D graphics engine operates on top of it, supporting 4K resolution. To me, this approach represents exactly how remasters should be made: modernizing the presentation without touching the core gameplay. The level of fidelity is so high that the game allows you to instantly switch back to the original graphics, clearly showcasing the care and respect given to the source material. The gameplay carries legacy mechanics, and that is noticeable. The item pickup system can feel less refined by today’s standards, as can the lobby structure, which does not allow inviting friends directly through the platform. Even so, these aspects feel more like the result of conscious design decisions than technical flaws. Diablo II was built to last, and the fact that its servers have remained active since 1996 only reinforces that philosophy. There is also support for online progression with shared saves across platforms, something that was clearly designed for longevity and preservation rather than immediate convenience. The narrative takes place shortly after the events of the first Diablo and revolves around stopping Diablo from reuniting with his brothers, Mephisto, the Lord of Hatred, and Baal, the Lord of Destruction. Unlike Diablo IV, here we have a strong physical presence from Tyrael, the Archangel of Justice, as well as classic characters such as the legendary Deckard Cain. One of the most interesting aspects of the story is the indirect confrontation between protagonists. The events of the first game culminate in a situation where the former hero becomes part of the problem, creating a dynamic reminiscent of facing the previous protagonist, something that strongly echoes concepts seen in Pokémon Gold and Silver. It is a more subtle, less expository narrative, but one filled with meaning. The skill tree is not as varied or dynamic as in more recent entries in the franchise, but that does not mean it is limited. On the contrary. Once you find the build path you want to follow, progression becomes extremely satisfying. This feeling grows even stronger as you acquire better equipment, which can completely transform your character’s performance. Diablo II is not a game that holds the player’s hand. It demands willingness, observation, trial, and error. Very few modern games still operate this way. It is impossible to ignore how many MMORPGs and ARPGs have directly drawn inspiration from the mechanics Diablo II established decades ago. VISUALS AND SOUND The cutscenes have been completely remade with modern graphics, and the game is fully dubbed in Brazilian Portuguese, which adds significant value to immersion. The audiovisual work respects the original’s dark tone, reinforcing the narrative weight and the oppressive atmosphere of Sanctuary. Even with modern visuals, the game never loses its classic identity. Everything feels familiar, yet refreshed at the same time. TRAILER OFFICIAL FINAL THOUGHTS Diablo II: Resurrected is a true delight for players who enjoy games that are difficult, complex, and dense by nature. Finishing the game is perfectly achievable, but extracting everything it has to offer, maximizing builds, facing the endgame, and deeply understanding its systems is a journey that goes far beyond what most games deliver. No two playthroughs are ever the same. You can start a character from scratch, go through essentially the same story, and still face different challenges, find different items, and learn more about this incredibly dense world that Blizzard managed to create over 26 years ago. Diablo II: Resurrected does not try to adapt itself to modern trends, and that is precisely its greatest strength. It preserves a design philosophy where the player must learn, fail, and adapt. Decisions matter, builds have weight, and the world does not bend to your comfort. For those coming from Diablo III, the initial impact may be significant. But for those who accept the challenge, the game delivers one of the richest, deepest, and most respectful remaster experiences available. A classic that not only survived the test of time, but continues to teach how games in this genre should be made. Review by Gamertag: Scoulz SCORE: 95/100
- Review: STARSHIP TROOPERS ULTIMATE BUG WAR(DEMO)
Who needs diplomacy when you have infinite ammo to kill giant insects? Starship Troopers Ultimate Bug War is a direct celebration of the aesthetics, humor, and over-the-top violence that made the Starship Troopers franchise so iconic. The decision to embrace a visual style inspired by 1980s and 1990s games is not only stylish, but extremely coherent with the universe of the series. The result is a powerful mix of nostalgia, military futurism, and relentless action. From the very first minutes, it’s clear that the game fully understands the source material it is adapting. The feeling of commanding soldiers against absurd hordes of giant arachnids directly echoes the spirit of the original film, creating an almost perfect chemistry between retro aesthetics and modern gameplay. In the currently available demo version, players only have access to Operation Barbed Wire , which works as a very solid sample of what the final game aims to deliver. GAMEPLAY The gameplay in Starship Troopers Ultimate Bug War is intense, straightforward, and extremely fluid. Despite its retro look, the game is far from stiff or limited. On the contrary, movement feels loose and fast, giving the impression of a large open battlefield where players can freely explore while facing constant waves of enemies. In the demo operation, the objective is clear and functional: eliminate enemies to charge the resupply system and then call in supplies that restore ammo and health. This loop creates an interesting sense of constant risk, forcing the player to stay active and aggressive at all times. Another core element of the mission is the destruction of arachnid nests. To prevent new hordes from spawning, players must locate these nests and destroy them using grenades. This adds a simple yet effective strategic layer, as ignoring the nests quickly turns the battlefield into uncontrollable chaos. One of the game’s greatest strengths is its focus on operators. Even in a short demo, it’s clear that the character system was designed to give identity and weight to the experience, something essential for keeping players engaged throughout longer campaigns. In addition, the game features introductory scenes starring real actors, further reinforcing its fidelity to the franchise. These sequences are filled with the trademark Starship Troopers humor, the satirical, militaristic tone that also became popular in games like Helldivers . The result is a presentation that is fun, exaggerated, and very self-aware. VISUALS AND SOUND Visually, Starship Troopers Ultimate Bug War is extremely cohesive. The environments are colorful and vibrant, directly referencing classic shooter games without sacrificing clarity or a modern visual read. Everything fits the theme, from the environments to enemy design and combat effects. Despite the retro aesthetic, the game does not compromise on fluidity. Animations are fast, impacts are satisfying, and the absurd number of enemies on screen constantly reinforces the feeling of total war. The sound design supports this vision well, with intense effects for gunfire, explosions, and creatures, along with an audio atmosphere that sustains the franchise’s exaggerated military tone. ACHIEVEMENTS In the demo version tested, it was not possible to access the full list of achievements. As this was a demonstration build, this content was not available for analysis. Even so, based on the structure presented, it’s easy to imagine achievements tied to enemy eliminations, nest destruction, mission efficiency, and mastery of large-scale combat. This aspect will only become clearer with the release of the final version. TRAILER OFFICIAL RESUME Starship Troopers Ultimate Bug War impresses precisely because it understands what it needs to be. The retro aesthetic inspired by the 1980s and 1990s isn’t just a visual gimmick, it’s a choice that perfectly matches the franchise’s identity. The humor is present, the action is intense, and the sensation of facing endless hordes of giant insects works exactly as it should. Even with access limited to a single operation, the demo feels extremely polished and leaves a very positive impression, especially for fans of Starship Troopers . The gameplay is fluid, the combat is chaotic in the right measure, and the game clearly communicates that there’s much more to explore in the full release. If the complete experience manages to maintain the level of quality shown here, Starship Troopers Ultimate Bug War has everything it needs to become one of the most fun and faithful adaptations of the franchise in videogames. For fans of the universe, it’s practically mandatory. For anyone who enjoys frenetic shooters with strong personality, it’s an extremely exciting promise. Review by Gamertag: Scoulz SCORE: 80/100
- Review: Blightstone
Who will fail first, your crystal or your strategy? Blightstone is a turn-based game that strays far from what is usually expected of the genre. Instead of focusing solely on numbers, predictable grids, and automatic attacks, it emphasizes positioning, environmental awareness, and decisions that can cost you an entire run. Here, we control a group of adventurers in a hostile, corrupted world full of surprises, where every step matters. Its biggest strength lies in how it blends roguelike elements with turn-based tactical combat, creating an experience that demands constant attention and real planning. This is not a game that forgives carelessness. GAMEPLAY In Blightstone, we control a varied group of characters, each with their own roles and abilities. Among them are an archer, a crystal that acts as the core of the team, and even a dog that actively participates in combat. Each unit acts during its turn, and party composition has a major impact on how battles unfold. One of the most interesting systems is friendly fire. Poor positioning does not just mean reduced efficiency, it can cause direct damage to your own allies. This turns every movement into a calculated decision, especially on smaller and more confined maps. The crystal is the most important character in the party. It has telekinesis abilities, allowing it to move objects in the environment, push enemies, and even throw traps directly at opponents. This system opens the door to clever combinations and emergent situations, encouraging players to use the environment as a weapon rather than relying solely on direct attacks. Character movement, however, is not the most refined aspect of the game. It can feel a bit stiff and less fluid than expected, especially for players used to more polished turn-based titles. Even so, this does not significantly harm the overall combat experience. Progression takes place across a map where players can choose their own path. It is possible to take shorter and safer routes or longer and more dangerous ones that offer better rewards at higher risk. Along these paths, players may encounter ambushes, treasures, unexpected events, and optional challenges. Each area of the map feels like a small hand drawn board, with few but well positioned elements. This further reinforces the importance of tactical positioning during encounters. After each combat, players can choose upgrades for their characters, strengthening abilities or refining their overall strategy. Rewards such as coins, valuable items, and food are also obtained, with food playing a crucial role in restoring health during the journey. Much like Darkest Dungeon, the game allows players to rest at camps between battles. During these moments, provisions carried by the characters are used to recover health and prepare for upcoming encounters. Knowing when to push forward and when to rest is a key part of survival. During exploration, shops can also be found scattered across the map. In them, players can sell items and buy weapons, equipment, clothing, herbs, and food for camps. Managing these resources is essential, as poor decisions can leave the party unprepared for future encounters. The game constantly places the player in difficult situations, forcing a balance between risk, economy, and survival. Among the greatest challenges in Blightstone are the mini bosses and main bosses. These enemies are significantly more powerful and demand a strong grasp of the game’s mechanics. Extremely strong warriors and dangerous creatures appear along the way to test everything the player has learned so far. At the end of each map, players face complex bosses such as Karantos, who feature unique abilities and require specific strategies. These encounters make it clear that Blightstone is not a game meant to be beaten through brute force. Experience and system mastery make all the difference. There is also an unforgiving rule. If the crystal is destroyed, the run ends immediately. There is no second chance, reinforcing the weight of every decision and the need for careful play in every turn. VISUALS AND SOUND Visually, Blightstone fulfills its role well. The art style is functional and consistent with the game’s proposal, even though character animations fall a bit short. They are simple and not as expressive as they could be, but they never compromise the clarity of combat actions. The focus is clearly on gameplay and strategy rather than visual spectacle. TRAILER OFFICIAL RESUME Blightstone is a very well designed game that draws inspiration from well known titles in the genre, such as Darkest Dungeon, while adapting those ideas into its own turn-based roguelike experience. It rewards attentive players who are curious and willing to learn from their mistakes. Even with small technical limitations and modest animations, the game stands out thanks to the creativity of its systems, especially the use of telekinesis and the environment as combat tools. It is a great choice both for newcomers to the genre and for players looking for something deeper and more challenging. Blightstone does not try to please everyone, but for those who adapt to its rhythm, the experience is intense, strategic, and extremely rewarding. Review by Gamertag: Scoulz SCORE: 79/100
- Review: Code Vein II
Travel through time and fight in the past to change the future. THE GAME Code Vein II is a soulslike game developed by Bandai Namco Studios Inc. and published by Bandai Namco Entertainment Inc. After being resurrected by Lou, we, acting as the protagonist of the story, are tasked with trying to avert the impending end of time, caused by past events linked to the heroes who sacrificed themselves to prevent a great evil from destroying everything. The heroes, acting as a seal, have lost strength over the years and can no longer contain the forces they once defended. With the help of Lou, who can travel through time, our mission is to go back to the past and alter events that culminated in the catastrophic events of the future. Explore the open world with the help of powerful partners who will accompany you and fight alongside you on this epic journey through time. Fight terrifying monsters in epic battles. MY IMPRESSIONS With an open world full of enemies that will torment you throughout your journey, Code Vein II has everything a soulslike should have, but a little more forgiving, if I may say so. Its gameplay follows the genre's model, with battles that require careful consideration of each step instead of reckless attacks, rest points that allow some enemies to respawn, and a limited healing item. Knowing when to attack, defend, or dodge is essential for your survival. Generally, you'll have more trouble against bosses and mini-bosses, carefully managing your abilities, attacks, and resources, while smaller enemies will only pose a challenge if they catch you off guard. In addition to your main weapon, you'll have some extra equipment that will give you more resources and options for your combat. Defensive equipment, as the name suggests, will give you defensive options, providing alternatives so you don't just have to dodge by rolling around. You'll have options like defending or parrying attacks, depending on the item you have equipped. Offensive equipment offers a wider range of attack options, from a bow and arrow to a giant scythe, each with its own purpose in combat, and you can add the one that best suits your fighting style. Finally, in addition to a secondary weapon and amulets, there are cells. These items allow you to perform a special attack on an enemy that has been marked after suffering a few hits. It's also important to mention that leveling up will increase all your stats together, and what will really define your character's build are the blood codes, which can be changed whenever you want, allowing you to change your playstyle whenever you see fit. Each weapon grants you a different range of special abilities, ranging from direct attacks to temporary damage enhancements, but pay attention to how many points each ability consumes, as you won't be able to just randomly unleash special attacks. Despite being an open-world game, you are guided by missions and maps. To view complete maps, points on the map must be destroyed, revealing dungeons and areas in their entirety to make exploration easier. Eventually, you unlock a motorcycle, which makes it easier to move around open areas and helps cover long distances; however, they aren't very good for more thorough exploration, and you'll generally do that on foot, in addition to being able to make quick trips across the map. Is it stylish? Yes, but I didn't see much use for it. The story isn't that exciting, even though it seems epic, with incredibly powerful beings involved and time travel. I couldn't connect with the characters, since the protagonist is a character I created, but he doesn't react the way I would or would like to react, for example. So, the connections, which are important to the story since that's how you get partners, seem superficial to me. Speaking of which, you'll always have a partner who effectively helps you in battles, even though you have the option to "recall" the partner if you want. Besides all the benefits they bring, in terms of status and effects, if you suffer fatal damage, meaning your hit points reach zero, they leave the battle and give you a second life. You might think it's easier to just run around and let your partner defeat all the monsters, right? Well, no. All damage dealt to enemies is represented by a white bar on the opponent's health, and you must attack for the damage to be applied because, if you don't attack, the enemy will recover this "temporary damage" over time. The characters are all very stylish, mostly with gold details on shades of white and black, like noble divine creatures. Many items follow this pattern, adding sharp details that suggest danger. On the other hand, the scenarios aren't very exciting, doing their job without any brilliance. The enemy design, with the exception of the bosses, doesn't particularly stand out, often only varying in the type of weapon they wield, but it doesn't detract from the experience. Character customization is quite complete, with many options to personalize your character as you wish. A game with so many different mechanics and items requires you to have many commands and menus, which is the case in Code Vein II. The problem is that it's easy to get lost, sometimes even forgetting how to access certain game features. The buttons to access some menus are not very intuitive and could be improved. The game's optimization is lacking. In a game where precise movement is essential, any lag or freeze disrupts the player's experience and generates a lot of frustration, especially since it's a soulslike where the difficulty will punish you. Overall, Code Vein II is an enjoyable experience for fans of the genre or for those who want to start in this world, and although it could improve in many aspects, it will be quite fun. You will not be alone on this journey. ACHIEVEMENTS We can say that the achievements in Code Vein II are quite straightforward. I say this because none of them require the player to do anything very different from what they would normally do, such as exploring the game's basic mechanics related to in-game items and battles. Exploring the game as a whole will always be encouraged, as we can see in the achievements where you need to unlock all the maps. In addition to these achievements, we also have those related to bosses, which will serve as a reward for defeating them after sweating to overcome some of them. Finally, we have the achievements for each game ending. Despite being straightforward, completing all the achievements in Code Vein II will require both skill and curiosity, as well as time to explore the entire map. I consider it a manageable, yet laborious task. Explore the vast world of Code Vein II on your motorcycle. CONCLUSION My overall experience with Code Vein II was a rollercoaster. Just when I was having fun, something would come along to frustrate me. The beginning of the game bombards you with so much information about mechanics that you find yourself drowning in text for simple things. When the game lets go of your hand for a moment, it's quite fun to explore what's nearby, more so than going straight to the main mission, where you'll see a story in which the character you created is participating, but you don't feel any weight in it. Testing the different weapons and their abilities is much more satisfying, as is exploring some random dungeons, doing side missions, because I really can't care about the story and the characters. Over time, Code Vein II becomes repetitive, both in terms of basic enemies and mission structure, which can make the game very tedious. The battles are cool, despite facing many problems due to poor game optimization, which prevented me from using all the mechanics the way they should be used. Still, it's a more user-friendly soulslike, a great entry point into the genre. SCORE: 7.0/10
- Review: Frostpunk 2 Fractured Utopias DLC
When Surviving Is No Longer Enough Fractured Utopias further deepens the core proposal of Frostpunk 2 by introducing two new utopia builders, each based on original tales that place the city in extreme situations. The DLC does not try to reinvent the game’s core systems, but instead pushes them to their limits, forcing players to deal with scenarios where difficult decisions appear at a relentless pace. GAMEPLAY The first tale, Apocalyptics, revolves around a radicalized population that begins to see the destruction of the city itself as a solution. Here, conflict goes beyond cold and scarcity, emerging from a profound social breakdown that demands political control, harsh moral choices, and acceptance of structural losses. The Plague tale shifts the focus of tension entirely. Instead of ideological collapse, the player races against time to find a cure for a deadly virus that threatens to wipe out the entire population. Resource management, scientific priorities, and ethical decisions become even more critical, creating a constant sense of urgency. The DLC also suggests specific maps for each tale, Baia Escarpa for Plague and Forgotten Valley for Apocalyptics, but wisely does not restrict the player to these choices. Any map can be used, and it is even possible to activate multiple tales at once, unlocking the full potential of Fractured Utopias. This freedom, however, comes at a high cost, demanding experience, mastery of the systems, and the ability to manage chaos on multiple fronts. The DLC’s greatest strength lies in how it expands existing systems. The new utopias do not function as isolated challenges, but as additional layers that intertwine with politics, laws, factions, and urban management. Social polarization becomes more aggressive, and trying to please every side almost always leads to negative consequences. Fractured Utopias makes it clear that there are no ideal solutions. Every choice closes doors, empowers unseen enemies, and creates future problems. This reinforces the franchise’s identity and deepens both its strategic and narrative weight. TRAILER OFFICIAL FINAL THOUGHTS Fractured Utopias is a DLC that adds real value to Frostpunk 2’s original content. The new utopias offer distinct, well-written, and mechanically meaningful challenges that expand the game without compromising its identity. The ability to combine tales and maps significantly increases replayability, while also demanding more from the player. While it is not an expansion designed for newcomers, it fits perfectly for those who already understand the base game’s systems and are looking for more intense, complex, and uncomfortable experiences. These additions are welcome, increasing the weight of every decision and reinforcing the idea that governing in Frostpunk has never been just about survival, but about deciding what kind of society deserves to keep going. Fractured Utopias does not make the journey easier, but it makes it richer, harsher, and more compelling, exactly what is expected from Frostpunk 2. Review by Gamertag: Scoulz SCORE: 82/100












