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  • Review: Tropico 6 - Expansion Packs

    Content packs for those who thought governing was already easy enough Instead of ruling the island like a hesitant dictator, El Presidente decided to do things differently this time. Rather than analyzing each decree separately, we grouped all these DLCs into one large package, as if they were decisions made during the same term. The idea here is simple: to understand how much each expansion actually changes life in the archipelago, whether they bring new problems to solve or simply new ways to laugh at the political chaos that Tropico has always known how to create so well. In the end, it becomes clear that Kalypso Media continues to treat the franchise with care, delivering content that respects the sharp humor, exaggerated satire, and management systems that make Tropico 6 a place where governing is never simple, but almost always fun. Tropico 6 – Festival DLC Festival is a DLC clearly focused on thematic variation rather than deep structural expansion. It adds festivals as a central mechanic, allowing players to organize large cultural events that impact happiness, tourism, and popular support. In practice, festivals work as additional social management tools, interesting for those who enjoy optimizing numbers and playing with the game’s humor. The content is small, but well integrated, functioning more like a new seasoning than something that drastically changes the base experience. Tropico 6 – Lobbyistico DLC Lobbyistico leans directly into political satire, introducing a system of lobbies and external political influence. The DLC deepens El Presidente’s relationship with economic interests and pressure groups, further reinforcing the ironic and critical side of the franchise. In terms of gameplay, it adds interesting layers of decision making, but without fundamentally altering the main loop. The content is medium in scope, aimed more at players who appreciate the narrative and political aspects than at major practical changes to city management. Tropico 6 – Spitter DLC Spitter is probably the most eccentric DLC in the set, heavily embracing the series’ absurd humor. With a focus on social networks, public image, and virality, it turns Tropico’s reputation into a more active and unpredictable system. While the idea is fun and perfectly aligned with the game’s tone, its mechanical impact is more limited. It is a small content DLC that entertains and creates funny situations, but works more as a creative curiosity than as an essential expansion. Tropico 6 – Llama of Wall Street DLC Llama of Wall Street brings the financial market to the center of the experience, with stocks, speculation, and more aggressive economic fluctuations. This DLC speaks directly to players who enjoy economic micromanagement and risk based decisions. It adds tension to the island’s finances and creates scenarios where a single mistake can be costly. The content is medium in size, offering interesting systems that require active engagement to truly make a difference in gameplay. Tropico 6 – Caribbean Skies DLC Caribbean Skies is one of the most ambitious DLCs in the package. It introduces drones, new infrastructure, and a stronger focus on aerial logistics, which more significantly changes how you think about production, transportation, and surveillance. There is a real sense of mechanical novelty here, especially for players who have already mastered Tropico 6’s traditional systems. It is a medium to large scale expansion that stands out for genuinely expanding the game’s strategic possibilities. Final Thoughts Overall, this set of DLCs works as a natural extension of the Tropico 6 experience, focusing more on variety and identity than on reinventing the game. Some expansions invest in deeper systems and directly impact the island’s economic and logistical management, while others exist mainly to reinforce the franchise’s humor, political satire, and trademark absurdity. Not all of them are essential, but each one adds a specific layer to El Presidente’s term, whether by creating new strategic challenges or simply offering more reasons to laugh at administrative chaos. As a package, they extend the game’s longevity and reinforce the feeling that Tropico 6 is a political playground where there is always a new crisis, decree, or crazy idea waiting to be explored. Review by Gamertag: Scoulz SCORE: 79/100

  • Review: Tropico 6

    Political humor and tropical chaos I confess that receiving a review code for Tropico 6  so long after its release genuinely excited me. Tropico  is one of those franchises that marked my childhood and teenage years, even though today it’s common to find people who never had contact with its older entries. What’s curious is realizing how the series’ political humor has remained extremely faithful to its identity to this day. Tropico  has always treated the idea of governing a tropical island as something absurdly serious and, at the same time, completely surreal. From questionable political decisions to situations that border on the absurd, like sending an entire island into space, the game creates a parallel reality where satire is a fundamental part of the experience. This sets it apart from other city simulators that flirt with absurdity only occasionally. Here, it is structural, constant, and deliberate. GAMEPLAY Tropico 6  offers two main ways to play. Sandbox mode lets you freely choose from all available maps, while specific missions bring their own objectives for each archipelago. This structure is interesting, but it also fragments the sense of progression a bit. Instead of following a single island from start to finish, we get several independent experiences, each with its own demands and challenges. The game’s central interface presents essential information such as money, population, and popular support, represented by the percentage of citizens willing to vote for El Presidente. Time control is flexible, allowing you to pause, speed up, and switch between city view and a full archipelago view. This can be done through dedicated buttons or by using the mouse, which greatly facilitates spatial reading of the map. The main menus concentrate tasks, constructions, and the almanac, which works as a complete encyclopedia of the city. Overlays are one of the most intuitive aspects of the game, allowing you to visualize electricity, security, freedom, and other factors through colors on the map. This visual clarity greatly helps with quick diagnosis of island problems. On the other hand, some interface design choices make it clear that Tropico 6  carries traits very typical of management games from the previous decade. The research menu, for example, is hidden at the end of the options list, when it would make more sense integrated into the core functions. Some citizen demands and building needs are represented only by unclear icons, making it harder to immediately understand what is missing. The system of edicts, research, and incursions adds depth to management. It’s possible to send pirates to loot resources, create espionage academies, and even carry out special missions with the COMMANDOS, a direct reference to other Kalypso games. These mechanics vary according to the historical era, reinforcing the game’s temporal progression, even if that progression unfolds differently from what we see in other classic simulators of the genre. The economy revolves heavily around trade routes. Coffee, sugar, tobacco, and many other products require trade licenses to be exported, and reliance on the port is absolutely critical. Poor port management compromises the entire island economy, making this system one of the central pillars of the experience. VISUALS AND SOUND Visually, Tropico 6  represents very well the identity of management games released around 2019. The interface, icons, and overall presentation convey an almost nostalgic feeling, as if the game embraces its roots without trying to over-modernize. Everything is functional, even if not always elegant. The soundtrack is, without exaggeration, one of the franchise’s greatest strengths. With strong Caribbean inspiration, it creates a relaxed, ironic, and extremely enjoyable atmosphere during gameplay. It’s the kind of music that perfectly matches the rhythm of the game and the satirical tone of its political narrative. After many hours, the soundtrack naturally begins to repeat. This doesn’t become a serious issue, since the quality of the tracks holds up, but it’s noticeable that the repertoire could be a bit more extensive for a game that easily stretches into dozens of hours. ACHIEVEMENTS Tropico 6 ’s achievements align well with the game’s proposal. They are tied both to natural progression and to specific management, economic, and political decisions. Many encourage players to explore different approaches, try less obvious paths, and deal with crisis situations. They are not automatic or purely cumulative achievements. They require planning, a deep understanding of the systems, and in some cases a willingness to take risks that can put the entire island on the brink of collapse. They function more as a reflection of the player’s mastery of the experience than as simple rewards. TRAILER OFFICIAL FINAL TOUGHTS Tropico 6  is a game that understands its own identity very well. It doesn’t try to distance itself from its origins or excessively modernize systems that already work within the series’ proposal. On the contrary, it embraces design choices that directly reference management games of the 2010s, with all their strengths and limitations. The political humor remains sharp, management is deep and punishing when poorly handled, and the soundtrack continues to be one of the genre’s highlights. Despite some questionable interface decisions and a progression that is less cohesive than it could be, Tropico 6  delivers a solid, charismatic experience that is extremely faithful to the spirit of the franchise. For those who grew up with the series or are looking for a management simulator that isn’t afraid to laugh at its own chaos, Tropico 6  remains a strong and memorable choice. Review by Gamertag: Scoulz SCORE: 79/100

  • Review: DLC: Commandos Origins: Shadows Over Crete

    Silent war under the sun of Crete The DLC is set in 1941, on the island of Crete, 17 days after the German invasion, and from the very beginning it makes it clear that its goal is to expand the base game experience without breaking its identity. We receive instructions directly from Kyria Andris, a central figure in the local resistance, which immediately creates a more direct narrative connection to the island’s conflict. One of the most noticeable changes lies in the mission presentation. The map gains an unprecedented dynamic, with markings, paths, and visual highlights for objectives and key elements, almost as if the narrator were drawing the plans on a table. It’s a simple detail, but one that reinforces the strategic aspect and helps better contextualize each operation. GAMEPLAY During gameplay, some pop-ins of graphical elements do appear, especially with environmental objects and enemy units spawning at a distance. Although noticeable, these issues do not compromise map readability or strategy execution, functioning more as a minor annoyance than a structural flaw. The Driver, who in the base game tends to have a more discreet role outside the use of heavy vehicles, gains a much more interesting presence here. Beyond being essential for moving trucks and repositioning cargo, his abilities to climb poles, infiltrate vertical areas, and eliminate isolated enemies are explored more frequently. This brings greater variety to approaches and adds value to a character that previously felt more limited. It’s important to note that the entire analysis was done on Veteran difficulty, attempting to complete missions without triggering alarms, a challenge that directly ties into the achievements present in the DLC. This approach highlights how the level design favors careful planning, observation of enemy patterns, and clean execution, punishing mistakes with fast reinforcements and situations that are difficult to recover from. The introduction of paratroopers works as a narrative justification for the increased enemy presence, but mechanically they differ very little from standard soldiers. The lack of exclusive equipment or distinct behaviors makes their presence feel more quantitative than qualitative, serving more to raise pressure in certain missions than to drastically change the way you play. Another standout point is the collectibles. Unlike the base game, where they are more easily identifiable, in the DLC they are much better hidden, requiring close attention to the map, careful exploration, and, in some cases, trial and error. Since there are few of them, the impact is not frustrating, but it definitely demands more dedication from players aiming for full completion. Overall, Shadows over Crete  maintains the classic tactical rhythm of Commandos , while adding small variations that enrich the experience without stripping it of its identity. VISUALS AND SOUND The quality of the DLC’s environment design is on par with the base game. The missions in Crete feature coastal villages, rural areas, and occupied zones that strongly reinforce the contrast between the island’s natural beauty and the oppressive presence of war. Visual readability of the maps remains clear, even in more open environments, and the use of shadows, terrain elevation, and alternative routes reinforces tactical freedom. Despite a few minor technical issues, the visual package remains solid and consistent with the series’ proposal. The sound design continues to be efficient and functional, with environmental noises, footsteps, alerts, and interactions that help the player understand the mission’s state without relying too heavily on the interface. There are no excesses, just consistent work that sustains tension and the need for constant attention. ACHIEVEMENTS The DLC’s achievements are clearly focused on player progression and mastery, especially regarding stealth. There are achievements tied to completing missions without triggering alarms and to finishing objectives on higher difficulties. Overall, there are few achievements, but they are demanding, designed for players who truly master the game’s systems. They encourage planning, patience, and precise execution, functioning more as recognition of player skill than as simple automatic rewards. These achievements reinforce the game’s narrative and symbolic focus, acting as markers of progress and small parallel stories that connect to the broader theme of Ro’s journey. Despite being limited in number, they require full exploration of the regions and involve puzzles, specific interactions, and decisive battles, making them challenging and far from trivial. TRAILER OFFICIAL Commandos: Origins – Shadows over Crete  is a DLC that perfectly understands what the series’ player base expects. It doesn’t try to reinvent the formula, but instead expands the content with well-crafted missions, small presentation variations, and more interesting use of characters that previously played secondary roles. Even with some minor limitations, such as underdeveloped new enemy types and small technical issues, the package delivers solid challenges, high-quality environments, and a consistent reinforcement of the franchise’s tactical identity. With this expansion, Commandos: Origins  further establishes itself as one of the genre’s strong representatives, offering an experience that respects its heritage and rewards players willing to think carefully about every step before acting. Review by Gamertag: Scoulz SCORE: 85/100

  • Review: Diablo IV - Lord of Hatred Special Analysis of the Paladin Class

    The warrior of light makes his return as one of the playable classes in Diablo IV. PALADIN The Paladin of Diablo IV emerges as a sacred frontline warrior, wielding swords, flails, and shields imbued with Light to confront Hell up close. Officially introduced with the Lord of Hatred expansion and integrated into the Season of Divine Intervention, the class combines physical strength, unwavering faith, and divine power, using Faith as a resource to channel devastating abilities. A specialist in close combat, the Paladin stands out for high resilience, a strong defensive presence, group support through auras, and focused bursts of holy damage, establishing itself as an indomitable guardian in a world where even faith must fight to survive. Initially introduced as one of the five original classes in Diablo II, the Paladin has always occupied an emblematic place within the franchise’s universe. Its presence represented order, discipline, and the attempt to impose light amid the absolute chaos of Sanctuary. Over the years, the class was reinterpreted as the Crusader in Diablo III, sharing many conceptual similarities, until finally returning in full form in Diablo IV, now once again integrated into the main roster of playable classes. Preserving traditional elements such as holy damage, shield usage, and the presence of auras, the Paladin of Diablo IV feels more consistent than the Crusader at launch. While in Diablo III there was a sense that many abilities were a rearrangement of existing concepts, in Diablo IV the class feels like a true reintroduction. This new version of the Paladin is clearly inspired by both the classic Diablo II archetype and the Crusader from Diablo III, but it establishes its own identity by adapting to the darker, more restrained tone of Diablo IV. Here, the character ceases to be merely an unshakable symbol of divine justice and becomes a warrior who carries the weight of faith in a world that no longer offers easy answers. OATHS The Oaths represent the pillar of the Paladin’s identity in Diablo IV. Each one reflects a different way of expressing faith. Zealot Represents burning faith and absolute fervor. The Zealot Paladin advances without hesitation, driven by devotion and the belief that justice must be delivered swiftly and mercilessly. Juggernaut Symbolizes unwavering determination. This oath reflects the Paladin who advances like a living wall, resisting any opposition and imposing presence through sheer conviction. Judicator Portrays the Paladin as the judge of Sanctuary. Here, faith manifests through punishment and judgment, marking enemies and delivering divine sentences in a methodical and devastating manner. Disciple Represents pure devotion and service to the Light. The Disciple is the Paladin who acts as an instrument of faith, channeling sacred power to guide, protect, and inspire, even amid darkness. The class is introduced during the Season of Divine Intervention, reinforcing its narrative role within the game’s current moment. In this case, the choice was to follow a build based on the Judge archetype, prioritizing area damage and fully exploring the concept of shield throwing, creating almost a Captain America-like battlefield fantasy, ricocheting the symbol of faith against the hordes of Hell. Regardless of the chosen build, the Paladin remains one of the most iconic classes in the long history of Sanctuary. Wielding a melee weapon and an unmistakable shield, these templars are known for their stoicism, courage, and the sacred devastation they spread across the battlefield, not as absolute saviors, but as warriors who insist on fighting even when faith seems fragile. BUILD In the advanced stages of the game, the build I followed revolves around the constant application of Judgment, spreading its marks across large groups of enemies and detonating them in sequence to maximize area damage. To sustain this rhythm, this was the build I used throughout my journey, presented here only as a general overview of the core skills. For those who want to dive deeper into choices, synergies, and possible variations, the link to the complete build is provided below. It is important to highlight that the class meta may change frequently, as constant updates continue to be released and the full expansion is still on the way. https://mobalytics.gg/diablo-4/builds/blessed-shield-paladin-m1py?ws-ngf5-1=activeVariantId%2C3 Diablo III Crusader vs Diablo IV Paladin Narratively, the Diablo III Crusader and the Diablo IV Paladin represent two distinct moments of faith in Sanctuary. The Crusader emerges as a character with a clear, almost dogmatic mission, driven by an absolute oath that places him as a direct instrument of divine justice, while the Diablo IV Paladin carries a more restrained and introspective approach, less heroic and more human, reflecting a broken world where faith is no longer a certainty, but a choice constantly put to the test. TRAILER OFFICIAL MY EXPERIENCE In practice, the Paladin proved to be an extremely enjoyable class to play, with very clear standout strengths. Shield throwing is undoubtedly one of the class’s greatest highlights, both in efficiency and visual satisfaction. The visuals are incredibly well crafted, with animations and effects that convey weight and impact in every action, while the area damage proves absurdly efficient, making the Paladin excellent at dealing with large groups of enemies. This attention to visual and sound impact becomes even more evident in the ultimate ability Fury of Heaven. Once finally unlocked, a blinding light descends from the skies and simply crushes everything in front of you, reinforcing the fantasy of sacred power that defines the Paladin in Diablo IV. On the other hand, some limitations become evident throughout the journey. Performance against single targets does not reach the same level of efficiency seen in area damage, and reduced mobility can make certain encounters feel more rigid, especially for players who prefer more agile classes. From a personal standpoint, if the idea were to start Diablo IV’s story from scratch, the Paladin would probably not be my first choice. This has more to do with thematic affinity than design quality, as I do not strongly identify with this rigid sense of justice and order. More dynamic classes tend to appeal to me more. Still, it is undeniable how much the Paladin adds to the game’s lore and how rewarding it is to play. The expectation now turns to the DLC, which promises to further expand the content and context of this class within Diablo IV, deepening both its mechanics and its role within a world that is increasingly skeptical of faith itself.

  • Review: Death Howl

    A spiritual, dark and relentless journey built with depth and purpose Death Howl presents itself as a bold fusion of soulslike, deck-builder and turn-based tactical RPG. It’s a project that bets on a melancholic spiritual world divided into four realms and 13 regions, always guided by the desperate quest of Ro, a huntress who decides to cross the boundaries between life and death to try to bring her son back. The structure resembles a soulslike mainly due to its high difficulty and the weight of each decision, while the heart of the combat revolves around deck construction. GAMEPLAY Each encounter uses a turn-based grid system where every action costs energy, both for movement and for using cards. This constant consumption demands attention, rhythm and strategic reading. Exploring the map, facing enemies and winning battles grants items dropped on the ground as well as points used to unlock and create new cards along the journey. It’s a system that rewards experimentation and encourages the player to refine the deck as they progress. The beginning may feel brutal, especially while the player is learning to read enemy patterns, costs and synergies. But the curve starts making sense when certain cards reveal themselves as essential, such as the fox card, which offers low-cost area damage at the expense of discarding random cards. This is when Death Howl shows its layers, allowing each player to find their own playstyle. The decision between healing or using score to create new cards adds another layer of weight and risk. The game rewards building, planning and boldness. If defeated, the player returns to the previous tile on the map while keeping their current HP, which reduces frustration without removing tension. It’s possible to try the fight again better prepared or simply come back later, and this freedom reinforces the natural pace of experimentation and mastery of the mechanics. Death Howl is addictive, fluid and intelligent in how it builds its challenges. It’s a title that works especially well on handheld devices. Playing on the ROG Ally, the input response, visual clarity and combat rhythm create an extremely comfortable and well-adapted experience. The same structure works perfectly on PC or console, but portability enhances its slow and strategic progression even more. VISUALS AND SOUND The Outer Zone’s art direction is one of the game’s greatest strengths. The pixel art is detailed, expressive and carefully animated, creating a spiritual world that feels broken, sad and loaded with melancholy. The four regions feature their own tones, unique creatures and environments that reflect the protagonist’s emotional state. Each area conveys something different about pain, loss or memory. The atmosphere is consistent, with biomes that reinforce the dark mood and a palette that mixes the mystical with the esoteric. The sense of solitude is constant and well-crafted, making each encounter feel meaningful. The soundtrack by Chris Bjørumslet and Malte Burup accompanies this theme with great precision. It’s marked by dark layers, subtle sounds, dense atmospheres and a deep melancholy that permeates the entire journey. The quieter sections are as important as the intense ones, and everything contributes to a continuous emotional state of introspection, doubt and restlessness. Sound is an essential part of the experience and reinforces the spiritual, cold and enigmatic tone that defines Death Howl. ACHIEVEMENTS Death Howl offers a small list of achievements, all fully tied to progression within the spiritual world. Each achievement represents an important milestone and demands extra attention to complete. Just like the game itself, they follow a high difficulty pattern, depending on natural challenges, solving small quests and understanding the mysteries within each region. These achievements reinforce the narrative and symbolic focus of the game, working as markers of progress and small parallel stories connected to Ro’s overarching journey. Though few in number, they require full exploration of the regions and involve puzzles, specific interactions and decisive battles, making them challenging and far from trivial. TRAILER OFFICIAL FINAL THOUGHTS Death Howl is an experience built with care, a strong identity and an emotional proposal that communicates directly with its fragmented world. It is challenging, demands patience and attention, but rewards every attempt with clear evolution and solid progression. The blend of deck-builder, turn-based combat and soulslike elements works and creates an addictive dynamic. Ro’s journey is intense and meaningful, and the way the game delivers this story strengthens its unique atmosphere. It shines for players seeking challenge, strategy and emotional world-building, especially on handheld devices where its structure fits almost perfectly. Death Howl stands as a deep, difficult and rewarding spiritual adventure, guided by pain, determination and the constant sense that every step into the unknown may hide either a revelation or a new threat. Review by Gamertag: Scoulz SCORE: 86/100

  • Review: Tingus Goose

    The craziest visual thing you'll see today. THE GAME Tingus Goose is an incremental game developed by SweatyChair and distributed by Playsaurus and UltraPlayers. Imagine giving birth to a goose from inside you. That's crazy enough, but now imagine that this goose is enormous and is looking for another goose to mate with, and in the meantime, spits out dozens of babies per minute that, upon reaching the ground, generate money by entering a pig-man safe. Pretty crazy, right? And that's Tingus Goose, a very fun and insane visual experience that will make you laugh a lot. I don't know if I could explain this image. MY IMPRESSIONS Incremental games, the famous idle games, generally follow a clear pattern where, at some point, you'll just be watching numbers climb, clicking on upgrades, and having fun with it. Now, imagine if, in addition to that, you could actually interact and maximize your numbers using resources that you can organize however you want. Tingus Goose innovates in how a game of this genre can become more interactive. The main goose, whose objective is to find another goose to mate with (or something like that), climbs vertically each time you use money to make it grow. As a result, its neck lengthens and creates buds, which generate appendages of the main goose, intended to serve as obstacles for the babies, which are generated from the goose's mouth. Each time a baby interacts with these appendages, their value and level increase, making them worth more when they reach the ground and enter a kind of pig-man vault. And this is where the game differs from other incremental games, as each of these appendages interacts in a different way, allowing the player to create synergy between them to increase their gains. The babies can merge when three of them meet, increasing their value. Therefore, your goal is to prevent the babies from falling to the ground quickly. You can also click on the babies, but avoid doing this too often, as they will disappear. The game is divided into chapters, which are thematic, so to speak, since the appendages generated by the goose in each chapter follow a pattern. However, there are gems you can obtain to access a doctor, who will sell you things in exchange for gems, such as passive abilities and other appendages, which will only be useful for that chapter. In addition, at the end of each chapter, you earn calcium, which unlocks more passive abilities, but unlike those provided by the doctor, these will accompany you in all chapters. You can also acquire calcium by restarting the chapter if you're having trouble progressing and need extra help. You'll also encounter some helpful items, such as the boy who appears with a tray, which may contain money, gems, or a temporary upgrade, but you may also find some chapter obstacles that prevent you from placing your appendages in certain places, creating difficulties and requiring creativity from the player to overcome these adversities. The game is in Brazilian Portuguese, which helps to better understand each of the aspects mentioned in this paragraph. I couldn't fail to mention the art of Tingus Goose. This visual madness (in a good way) is what most caught my attention in the game. The simple, yet very well-crafted art is the protagonist at all times. You'll want to interact with all the appendages, hear the funny noises, and discover what each one does. However, what made me genuinely laugh were the transition animations of each chapter. It's nonsense in its purest form. Tingus Goose will be a unique experience for those who enjoy incremental games, with a good level of challenge that encourages player interaction and a good laugh. Position yourself well to maximize your profits. ACHIEVEMENTS You can start preparing to reach high numbers, as it was obvious that we would have achievements related to them. Since it's an incremental game, it's expected that it will take some time to get all the achievements, as each time new mechanics are added, you can be sure there will be an achievement for it. Collecting appendices, completing the content book (basically the tutorial for each mechanic), and seeing the end of the game (or the true ending) are some of the achievements you will find. Therefore, my advice is to play without thinking too much about the achievements because eventually you will get them all. Everything that falls into the piggy bank turns into money. CONCLUSION I wanted to receive craziness, and I received craziness, in the best possible way. Tingus Goose shows that incremental games can be more interactive than just clicking a button, improving stats, and simply watching. It invites you to test and explore this good mess that's on your screen. It's a fun and humorous approach to a genre that may seem to have nowhere to innovate. I confess that while writing this review, I laughed a few times while describing things in the game, and I think that's the vibe of Tingus Goose. You may not understand what's happening, but you'll definitely have fun while playing. SCORE: 7.5/10

  • Review: Tormented Souls 2

    If you weren't afraid of the dark before, you will be now. THE GAME Tormented Souls 2 is a horror game developed by Dual Effect and published by PQube. Following the events of Tormented Souls, Caroline Walker only wishes to live a normal life with her younger sister, Anna. However, Anna is tormented by horrific visions that cause her to draw disturbing things that eventually become reality. Seeking help, the two travel to the town of Villa Hess, where there is a clinic in the mountains of southern Chile. Although they are welcomed at first, the sisters soon realize they are in a dangerous and mysterious place. Anna is kidnapped, and Caroline prepares to save her sister from something dark that lurks. Be careful with absolutely everything. MY IMPRESSIONS With gameplay reminiscent of classic 90s horror games, Tormented Souls 2 revives the style in the continuation of Caroline's story. Fixed camera, limited saves, and tank controls are present in the game's standard difficulty. However, if this isn't your style of gameplay, the developers have created a more casual difficulty that allows for more saves and fewer penalties, a mode to better enjoy the game's story. It's important to note that, on standard difficulty, you must consider that saves are extremely important, because if you are defeated at any point, you will return to the last save point, which can be frustrating. Knowing this, using your tapes, which are used to create save points on the recorders, should be done strategically. Furthermore, all the game's resources are quite scarce, so use them sparingly. Enemies will always lead to strategic battles, involving resource expenditure or simply running and avoiding conflict. The tank controls may be difficult at first, but you'll quickly adapt. The creatures are quite aggressive and cause a lot of discomfort, as the environments are usually enclosed, making you feel more at risk when facing the monsters. Although the environments have several rooms, they are well-designed to guide the player and are easily understood, since you will have many repeated back-and-forth movements, searching for and using key pieces to advance. The puzzles are challenging, but only because you will always have to go from one place to another, finding items and clues to solve them. The fixed camera makes Tourmented Souls 2 shine in many moments. Moving through the environments, with camera angle changes that leave you apprehensive, is incredible. These are techniques used in many horror films, such as the slightly tilted camera, to generate discomfort and the feeling that something is wrong. The game is in Brazilian Portuguese, which helps in understanding the story, explaining the items, and providing puzzle hints. The soundtrack keeps you tense, combining with all the other aspects already listed and creating a suffocating and tense atmosphere. The feeling of helplessness that the game creates with its tank-like controls and fixed camera during moments requiring quick thinking leaves you apprehensive. It's a challenging game, but for lovers of the genre, Tormented Souls 2 honors the legacy of the classics. The setting immerses you completely in the tension presented. ACHIEVEMENTS If Tormented Souls 2 is a challenging game on its own, trying to get 100% of the achievements will be an even greater challenge. Aside from the story-related achievements, we have the basic kit: kill a specific number of enemies, upgrade all weapons, collect all collectibles, and finish the game on all difficulties. That alone would be laborious, but then come the real challenges. I'll highlight four that, in my opinion, will be difficult to achieve. They are all related to finishing the game: without using a map, finishing in under 5 hours, using only one health item, and not saving the game at any point. I think you can understand why getting all the achievements in Tormented Souls 2 will be a nightmare for anyone who wants to take on this challenge. You'll have many puzzles to solve while trying to escape the creatures. CONCLUSION Tormented Souls 2 is agonizing. It's designed to make you feel bad while playing, in the sense that you have to fend for yourself to survive, just like the protagonist. It's something really cool that they managed to create, reproducing everything very well in terms of visuals, sensory aspects, and gameplay. Unfortunately, I'm very bad at this type of game and I get very frustrated when I lose a lot of progress after going through incredibly suffocating moments. Yes, there's an assisted mode that avoids the frustration, but I think it's fair to play the game as it was designed to be. However, it's a highly recommended game for those who enjoy games of this genre, because you can see that it's very well made and aimed at players who are fans of this classic style of 90s horror games. SCORE: 8.0/10

  • Review: Routine

    Silence, solitude and machines that watch. Routine leans into a more psychological type of horror, fueled by a constant sense of isolation. Right in the opening chapter, Birth, we wake up in a bed with no clear context, with only a nearby terminal displaying a vague message about an external software engineer and a scheduled meeting. This introduction already sets the tone of the game. The narrative is fragmented and relies on exploration, collecting physical documents and reading pamphlets scattered around the environment to understand what happened on the lunar base. It is an independent project by Aaron Foster, who later formed the studio Lunar Software with Jemma Hughes and Pete Dissler. The game went through years of pauses and reconstruction until it received support from Raw Fury. Its retrofuturistic 80s aesthetic and part of Mick Gordon’s soundtrack define the quiet and claustrophobic horror tone behind the entire production. GAMEPLAY Movement can be a point of difficulty depending on the player. The combination of commands, such as space together with shift and S to crouch, tends to be less intuitive than modern standards. It requires repetition and may feel awkward during the first hours. The game does not use a traditional HUD. Almost all information is transmitted through the C.A.T. device, which works as a flashlight, scanner, interface and improvised weapon. The absence of a central aiming reticle also affects precision and can cause discomfort in more delicate interactions since there is no clear visual indication of where the cursor is positioned. Saving progress is also tied to the atmosphere. Instead of conventional menus, the player uses projectors found along the way. This system contributes to immersion, although it can limit the pace of exploration when the player is far from a safe point. The presence of modules that modify C.A.T. parameters, such as brightness and refresh rate, adds a retro charm but also increases the care required to explore the hidden sectors of the lunar base. This all comes together to create slow, tense and always vulnerable exploration, culminating in an alternate ending that depends directly on how the player survives this journey. VISUALS AND SOUND This is where the game consistently impresses. The aesthetic is faithful to the science fiction style of the 80s and 90s, with environments that resemble classic productions from that era. Every scenario was built with attention to the atmosphere of abandonment, silence and decay. The lunar base conveys the feeling of a forgotten place, constantly reinforcing discomfort. The visual palette, lighting and corridor design create an efficient claustrophobic environment. Seeing the setting for the first time quickly shows how much the game values a strong aesthetic identity. The soundtrack and sound design are equally important. Many moments depend on distant noises, metallic echoes, pressure shifts and mechanical sounds. Silence, when it appears, has significant weight and sustains much of the psychological tension. The soundtrack also deserves special attention thanks to Mick Gordon, a composer known for creating intense and impactful atmospheres. He previously worked on major soundtracks such as Doom (2016), Wolfenstein II The New Colossus (2018) and Doom again in its more recent releases. His signature sound helps reinforce the constant tension, isolation and sense of threat that the game aims to deliver. ACHIEVEMENTS Unfortunately, during the review period the game did not yet have achievements enabled. It was also not possible to view an official list to highlight or evaluate this aspect. When achievements are added, this portion of the experience may gain an important layer, especially for players who enjoy completing one hundred percent of the progress. TRAILER OFFICIAL FINAL THOUGHTS Routine is a game that focuses on solitude as its main source of tension. It delivers a strong atmosphere, a consistent aesthetic and a proposal that leans more into psychological discomfort than action. The absence of a HUD enhances immersion, although it introduces small mechanical challenges, especially at the beginning when less intuitive commands can affect fluidity. The fragmented narrative, detailed environments and faithful visual style inspired by the 80s and 90s make exploring the lunar base engaging. Even with minor technical obstacles and the reliance on environmental clues to understand the story, the experience remains intense and true to what the game aims to be. Routine stands out as a silent, cold and tense journey driven by curiosity and the constant discomfort of being alone in a place that clearly did not want to be found again. SCORE: 84/100

  • Review: Marvel Cosmic Invasion

    Unite the most powerful heroes from Earth and the Universe to stop a great threat. THE GAME Marvel Cosmic Invasion is a beat 'em up game developed by Tribute Games Inc. and distributed by Dotemu and Gamemirror Games. The deadly Annihilation Wave threatens Earth, sending its army of insectoids to every corner of the Marvel Comics Universe. Some heroes and villains are controlled and forced to fight. And that's where our heroes come together to stop the Annihilation Wave and rid Earth and the Universe of this great threat. Choose two out of fifteen heroes to form a team and face familiar characters from Marvel comics. Battle in the most well-known settings from Marvel comics. MY IMPRESSIONS Beat 'em ups are a controversial genre. Undeniably fun, but they always leave you with a "is it over already?" feeling that makes you reflect as the credits roll. I say this because Marvel Cosmic Invasion is well-made in practically every aspect, but it gave me a feeling that happens every time I finish a beat 'em up. However, to better exemplify this feeling, let's talk about everything this game offers. The main mode is the campaign, where we follow the story of the Annihilation Wave threat, which takes place in famous comic book settings, full of references for Captain America to understand. Besides telling the game's story, this mode unlocks four playable characters. To be honest, the story isn't the biggest draw in the world to make you play it, but it serves well as a backdrop and also introduces other characters to the plot, giving the feeling that you are truly in the Marvel comic book universe. Upon completing the levels, your characters level up according to the score you achieve. Leveling up can give you advantages such as increased health points and passive abilities (different for each hero), as well as unlocking costumes for your character. Each campaign mode stage has three challenges, including avoiding being hit by a specific environmental interaction or using a character's ability. Additionally, there's a Cosmic Cube per stage to collect, and these are particularly easy to miss. The rewards for completing the challenges are unlocked in the vault, where you can enable and access new costume colors for the characters, music tracks, files, and modifiers for arcade mode. Nothing too incredible, but quite worthwhile given the difficulty level of completing the challenges. Speaking of arcade mode, this is where things start to get more interesting for those seeking a real challenge. With difficulty modifiers and the possibility of emulating a real-life arcade machine—meaning game over is game over—fans of the genre can find an adventure with a bit more friction than what they find in the campaign mode. You'll always choose a pair of heroes to play with, allowing you to better enjoy the large roster of fifteen available characters. I really liked how each one is unique in their playstyle, all with their powers well represented. Something that positively caught my attention is how they maintained the essence and characteristics of characters that have already appeared in other games, such as Wolverine, Spider-Man, and Venom. If you've played any game that features a Marvel character, you'll recognize moves and abilities, almost like a tribute to those games. Needless to say, the attacks with the assist call from the second character you choose are reminiscent of fighting games. It's something that was done in Teenage Mutant Ninja Turtles: Shredder's Revenge and continues to be done here: a huge respect for the legacy of the older games. Since each character has their own particular playstyle, whether it's a faster hero like Spider-Man or someone with heavier attacks like She-Hulk, you'll find those that best suit your style. And it doesn't stop there, because we have characters that fly, defend, deflect, dodge... in short, it's impossible not to find your favorite character. The only factor that disappointed me a little were the special attacks, which are moves that use your focus bar, which fills up when you hit enemies. For the most part, they are uninspired and even disappointing in some cases. On the other hand, the choice of playable characters was spot on. Mixing established characters with some others unknown to the general public excites my Marvel fan heart. If you haven't noticed yet, the game's art is wonderful. Besides being very faithful to the characters, the use of plenty of color will remind you of the comics, making your adventure more immersive in that universe. The soundtrack of each stage follows its theme, doing an excellent job. The voice acting of the characters is great, also very faithful to what is presented in other games, maintaining their vocal characteristics. The game is in Brazilian Portuguese, which makes it easier to understand the context of the story and better understand the challenges. I managed the feat of gathering three more friends and testing the experience of playing with four players simultaneously on the screen. You can imagine the visual chaos this causes, with dozens of effects and enemies flying across the screen. And I'm not complaining, because I didn't expect anything different. The campaign mode is a walk in the park when playing with four players. As you can see, Marvel Cosmic Invasion is a great beat 'em up and doesn't try to reinvent the wheel. However, like me, after finishing the campaign, you might find yourself feeling a bit lost. You'll devour the game in four or five hours for the fun it provides, but what about after that? I don't know if the arcade mode, which repeats everything you've already done, only adding difficulty, will satisfy your desire to play more. In my case, I'm still going for all the game's achievements, but what about those who don't care about that? Therefore, returning to the initial question, beat 'em up games are controversial: incredibly fun, but in the end, you get a feeling that something is missing. And I don't blame them, because even I don't know what that missing factor is in all games of this genre. However, I can say that Marvel Cosmic Invasion is a very fun game, so enjoy the journey. Even weaker villains become threats when controlled by the Annihilation Wave. ACHIEVEMENTS I don't know if the achievements were designed for you to play with all the characters, but that's what you'll have to do. Besides the campaign-related achievements, most of them require you to repeat or land specific hits, which can be a bit tedious, but nothing impossible. I missed more achievements related to character interactions, like the one where you have to use a team assist between Wolverine and Storm against Dark Phoenix. These little references are really cool, and I'd like to see more of them within the achievements. Some achievements require more players, but that won't be a problem because you can either play locally with a friend, find people online, or even use crossplay to find players on other platforms. And to finish, we have the combo of achievements for the game's mechanics, such as landing a 200-hit combo, collecting all the cosmic cubes, completing all the stage challenges, unlocking all the vault rewards, and so on. It takes some effort, but it's worth spending a little more time in Marvel Cosmic Invasion to get 100% of the achievements. The cosmic heroes are well represented. CONCLUSION I was eagerly awaiting this game. After loving Teenage Mutant Ninja Turtles: Shredder's Revenge, knowing that everyone involved would be making Marvel Cosmic Invasion left me with high expectations. I really like Marvel and its characters, especially the more obscure ones, although my favorite is Spider-Man. It all culminated in an excellent game that, despite the aforementioned frustrations with games of this genre, left me very happy with the result. Don't expect a long game, full of plots and many challenges. Maybe you'll only play the campaign mode once and be satisfied. Beat 'em up games always suffer from their length, which may or may not frustrate the player, either by being too short or too long, but perhaps we should focus more on the quality shown in the time it gives you to appreciate the work and not on the time spent. This is the kind of quality I'd like to see in all games of this genre. As a beat 'em up enthusiast, I was very satisfied with what I played and I'm eager for them to add new characters in the future. SCORE: 8.5/10

  • Review: Town to City

    Painting cities, drawing comfort. Town to City is one of those rare city builders that doesn’t just try to simulate urban growth; it wants you to feel the city. The game embraces a charming voxel aesthetic, almost like observing a massive Minecraft-like structure from afar, blended with the artisanal touch of a hand-painted artwork. The premise is simple and at the same time enchanting: building the perfect city to live in, not in the utilitarian sense of real metropolitan centers, but as a kind of comfortable, welcoming and visually delightful utopia. In the very first hours, the game makes it clear who its audience is: players who enjoy contemplating, planning calmly, and watching their city grow not as a technical blueprint, but as a living work of art. GAMEPLAY The great magic of Town to City lies in how you interact with the map. Unlike traditional city builders that force the player to follow grids and rigid streets, here you paint the paths. It is that simple: click, drag, and the game understands that this is where the road should appear. This mechanic, which seems simple on paper, completely changes the feeling of creation. Instead of assembling a city, you paint one. This makes the process intimate, organic and almost therapeutic. It is as if each stroke were an artistic gesture, blending perfectly with the game’s blocky visual style. Building structures is another absolute highlight. The animations, perhaps the most beautiful the genre has seen in years, fit so well into the voxel aesthetic that it becomes hard not to stop for a few seconds just to appreciate the appearance of a new house or monument. Every small construction detail seems designed to reinforce the feeling that the city is alive. Management and progression As you build houses, you need to assign families, each with its own decoration demands, population density and economic impact. The economy works through themed markets, such as a bird market, a cheese market and others unlocked through future research. It is a charming touch that replaces the generic supermarkets of other simulators. There are elements reminiscent of classics like Caesar and SimCity. When clicking on warehouses, you can view the flow of goods, transportation and distribution between markets, a nostalgic yet modernized system. Progression and mid game Progression is entirely organic. The game introduces each mechanic slowly, letting the player gradually absorb themes such as population happiness, urban density, public services and territorial expansion. There is one point worth noting: in the mid game, progression may slow down a bit. This does not harm the experience, but it does demand more patience during research advancement, construction of new areas and meeting the people’s needs. Over time, the need to expand to other cities on the world map emerges. Each city fulfills a logistical role that supports the others, creating an interconnected system of production and requirements. The only criticism here is the transition time between cities, which can be a bit slow even when using a fast SSD. Increasing complexity As your city levels up, new layers of difficulty arise: public services, more complex routes, population demands and advanced research systems. None of this is presented as punishment; it is a natural progression that makes the management deeper and more rewarding. The game often gives that delicious feeling that you are capable of going further than you imagined. VISUALS AND SOUND The voxel art style is beautiful. There is something magical about watching your city grow as if it were a work of art built brick by brick. Many times the game seems hand-painted, and its cozy aesthetic creates an atmosphere that matches its relaxing proposal. It is the kind of game where you can stop for a few minutes just to admire what you have built. SOUND TRACK Partly composed by Paul Albry, the soundtrack is one of the game's strongest points. It is calm, sweet, urban and gentle, delivering exactly the feeling of journey and discovery the game promises. The music never distracts; it embraces, sets the mood and carries the soul of the game. ACHIEVEMENTS The achievements in Town to City are integrated into the gameplay and scale as you progress. They reward actions like reaching new city levels, building specific monuments, completing missions, expanding into new cities and maintaining high happiness rates. Nothing feels forced or grindy. The achievements celebrate your journey and your building style. TRAILER OFFICIAL FINAL THOUGHTS Town to City is more than a beautiful city builder; it is a manifesto of creative freedom. The decision not to limit the player to rigid grids may influence the genre going forward. Building freely makes each city unique, personal and almost handcrafted. The game draws inspiration from the right places, blending the historical magic of Caesar, the pleasant contemplation of SimCity, and the artistic touch of modern voxel games. Even with small areas to improve, such as mid game slowdowns and intercity transitions, none of it harms the overall experience. Town to City is a must-play for city builder fans and highly recommended for anyone who wants to relax, create, imagine and simply admire their own work coming to life. Review by Gamertag: Scoulz SCORE: 89/100

  • Review: Winter Burrow

    A cute little game about being a mouse trying not to freeze to death while knitting a sweater that definitely won’t be ready in time. GAMEPLAY The inspiration from Don’t Starve is not only evident but practically knocks on your door and gives you a friendly slap in the face. The inventory, the character stats (health, hunger, warmth and stamina), the gathering and crafting systems, and the constant feeling that if I don’t do this right now, I die. You start disoriented, with an initial mission as simple as lighting a fire, and that is already where the tension begins. Hunger drops quickly, the cold tightens, and enemies show up exactly when you don’t have a decent stick to defend yourself. The game is fully translated into Brazilian Portuguese, which is great, but it makes no effort to hide that your main goal is not to become a furry popsicle. Despite being labeled as cozy, the overall feeling is urgency. It’s common to run desperately toward a campfire or your cabin, praying to reach warmth before the screen starts to darken. Yes, you can plant, bake pies, and knit little outfits, but all of it happens with an invisible countdown on your back. And some things get annoying along the way, because the game often demands a lot of back-and-forth to deliver quest items, especially early on, when progress is slower and getting tools like the pickaxe takes longer than it should. It doesn’t break the experience, but it does affect those who prefer a more relaxed pace. Another point is the structure itself, which sometimes forces you to push the story forward even when you just wanted to explore more naturally. You can spend time planting, cooking, and playing with the environment, but the game makes it clear that without completing main tasks, almost nothing evolves. The lack of a clearer map and the very limited inventory can also bother players who enjoy organization. Even so, these limitations are part of the game’s style and don’t make it frustrating, they simply add more weight to the constant survival pressure. VISUALS The brightest highlight of Winter Burrow is the art. It is warm and hand-drawn, with that classic illustrated charm that mixes watercolor, paper textures, and extremely expressive characters. Even the NPCs’ strange names fit perfectly with their designs and the playful atmosphere of the world. It’s a beautiful, cozy, and perversely cold setting at the same time. The aesthetics make you feel like you’re stepping into a fairy tale, but the gameplay quickly reminds you that this tale comes with a harsh winter and creatures that want to turn you into a snack. ACHIEVEMENTS The achievements in Winter Burrow are all tied directly to the game, with no impossible challenges. They follow the natural flow of the adventure and involve building furniture with specific materials, crafting tools and clothing, exploring new areas, or completing small story tasks. Examples include building your first natural fiber bed, knitting a sweater for extreme cold, and restoring the main room of the burrow. None of this is overly complex. They require attention, but only within what the game already presents to you. No achievement feels frustrating or over-the-top, making them perfect to complete without suffering. TRAILER OFFICIAL RESUME Winter Burrow is a delightful and conflicting mix: an adorable game with a cruelly cold soul. It delivers a compact survival experience with a charming world and mechanics that work well, but that sometimes become rigid because of the excessive backtracking and the lack of freedom early on. It is visually striking, full of personality, fun to learn, and stressful to survive, even if that includes moments when you’re running desperately for warmth while a psychotic ant chases you through the snow. The game is also relatively short, and that will depend heavily on each player’s skill. Those familiar with the genre will adapt quickly, while those looking for something purely relaxing may suffer a bit more than expected. In the end, Winter Burrow is tense coziness: a game that welcomes you visually, stresses you mechanically, and rewards you with a small, charming, and memorable adventure from beginning to end. Review by Gamertag: Scoulz Review by Gamertag: Scoulz SCORE: 80/100

  • Review: Duck Detective The Ghost of Glamping

    Solve the mysteries of the camp alongside the clever duck detective. THE GAME Duck Detective: The Ghost of Glamping is an investigation game developed and distributed by Happy Broccoli Games. After his roommate forces him to go camping with him and his girlfriend, Eugene McQuacklin, our protagonist and detective, finds himself in the middle of a larger plot involving the camp, the guests, and an old sanatorium shrouded in horror. It's up to our duck detective to investigate what's going on. Look for clues, interrogate people, and solve mysteries as you try to uncover the truth behind the events at this camp. Explore the scenery and discover clues. MY IMPRESSIONS Following the idea of ​​the first game, Duck Detective: The Ghost of Glamping uses the same gameplay style, where you search for clues and interrogate people, gaining keywords to form deductions and advance the story. And the game is as simple as it seems, without ceasing to be very fun. All the characters are voiced, which, combined with the art style, makes the characters much more charismatic and with personality. Don't be surprised by the short duration of the game, as it is warned on its store page that it is a short game and, in fact, it is even shorter than suggested by the developers. Keep that in mind. Unfortunately, the game is not in Brazilian Portuguese, which may discourage non-English speakers from playing, however, the texts are not too deep or difficult to understand if you have a basic knowledge of the language. In addition, two game modes are offered at the beginning, one that shows you the wrong deductions and another that doesn't help you with that. As for the story, it's not particularly surprising, nor does it offer any mind-blowing plot twists, but it's captivating, making the game flow so smoothly that you finish the story without even realizing how much time has passed. It's a lighthearted investigation game, full of animal-related puns, and it will entertain you with what it sets out to do. Investigate everyone from head to toe. ACHIVEMENTS With a short game, there are few achievements. Only three of them are not tied to the story; these are actions that must be taken and that you can hardly fail to do. You can easily get 100% of the achievements. Use keywords to make your deduction. CONCLUSION Since it's an investigation game, I confess I didn't look up anything about it to avoid spoilers. When I realized I was nearing the end, I was surprised because I didn't know it would be so short. And that's not a flaw. I was very satisfied with both the gameplay and the story presented. Although I understand that it might not be worthwhile for the Brazilian audience due to the price-to-time ratio, it's the kind of game that needs to be produced more often: quick games that are still very well made. Being the second game in the series, I imagine the idea is to make several short games, following our beloved duck and creating a saga. After the game's ending, I'm eager to know what the next adventure will be. SCORE: 8.0/10

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