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- Review: WUCHANG: Fallen Feathers
A very good and well-polished Souls-like game. Game WUCHANG: Fallen Feathers is a souls-like action game developed by Leenzee and published by 505 Games. Like all souls-style games, it's a challenging game where the player encounters various enemies of different types and levels throughout the levels, and uses somewhat heavier moves to defeat them (each move consumes a kind of stamina). A well-designed game with beautiful scenery. In addition to these details, we have a very interesting (and extensive) character upgrade system and skill tree. Challenging levels, while maintaining the souls-like concept. My impressions Despite being a Souls-like game, meaning it has a higher level of challenge compared to other game styles, Wuchang: Fallen Feathers is somewhat less punishing in terms of damage in many moments. Another detail is that some movements are a bit more fluid in attacks (although the "heavier" movement still prevails). Something that is not present (at least up to where I progressed in the game) is a system for defending against attacks, requiring more frequent use of dodging. Challenging, but less punishing than others in the category. The game itself is very well-constructed and polished, serving as a good entry point into the world of this genre, and features a somewhat confusing but beautiful story in some aspects. Achievements The game features a total of 40 achievements, many of which are not very difficult and can be obtained by playing the game's story normally, and others that involve things like maximizing weapons and attacks. Rating: 8.0/10.0
- Review: Escape Simulator 2
Will you be able to escape? THE GAME Escape Simulator 2 is a puzzle game developed and distributed by Pine Studio. The sequel to Escape Simulator brings darker themes to its rooms, with challenging puzzles and the possibility of creating your own rooms with many more improvements. Play alone or with friends; the important thing is to enjoy the challenges and do your best to escape before time runs out. Unravel the mysteries of the vampire castle. MY IMPRESSIONS The Escape Simulator franchise gets its well-deserved sequel in a genre that's rarely explored. Maintaining all the good things its predecessor did and improving what was already great, Escape Simulator 2 continues to be a benchmark in puzzle and escape room games. Although it might seem like the base content the game offers is limited, don't be fooled: you have plenty of material to enjoy. The challenges will keep you entertained, and if you're interested, finishing the rooms before the time limit adds an extra layer of difficulty. Collecting collectibles isn't a waste of time either, as they unlock more simple puzzles as a reward. If all that isn't enough, you can always play maps made by other players, as there's a map editor that allows you to build your own escape room and share it with others. The game is in Brazilian Portuguese, which is essential for understanding clues and hints in the puzzles presented. It's also possible to play alone or with friends, which, in my opinion, makes the escape room experience more complete. Regarding the difficulty level of the challenges, in my opinion, they are well balanced, making the player really think to advance. Even if sometimes it seems like something is missing, it means you haven't explored enough. The game is designed for you to really think, preventing the player from simply solving all the puzzles by brute force. Escape Simulator 2 will offer you a good balance of difficulty and fun that will certainly hold your attention. Collect clues to solve the puzzles. ACHIEVEMENTS The achievements in Escape Simulator 2 follow the same idea as its predecessor: variety and simplicity. The game features few achievements, but most are linked to the game's features and basic gameplay, making it very natural to get most of them just by playing. Even the collectible achievements aren't in vain, as they unlock challenges that are also related to achievements. I believe that if you really enjoy the game, you'll naturally get all the achievements, as the game encourages you to do everything it offers. Enjoy the diverse settings and themes. CONCLUSION I already loved Escape Simulator and was very happy to learn that there would be a sequel. Although it may seem strange for this franchise to have a sequel, since apparently nothing significant changed from the first to the second, improvements were applied. The coolest thing is that they will continue to support the first game in the series, which shows how much care the developers have for their creations. And it's clear from what is delivered: a very well-made game, very fun and with a lot of care from the developers. Escape Simulator 2 does what it sets out to do very well and I hope they continue to improve it even more. SCORE: 9.0/10
- Review: Diplomacy is Not an Option
When diplomacy fails, only the catapult remains. INTRO Diplomacy Is Not an Option is one of those games that takes the classic real-time strategy formula and focuses entirely on one essential point: survival. Here, there are no treaties, negotiations, or inspiring speeches. There is only a slightly overwhelmed feudal lord, thousands of enemies ready to tear your fortress apart, and a desperate need to turn resources into walls, towers, magic, and defensive structures. GAMEPLAY Diplomacy Is Not an Option stands firmly on a set of very clear pillars: economy, construction, defense, and survival. Every element of progression revolves around these fundamentals. The economy revolves around the essential resources of your fortress: wood, stone, iron, food, gold, available population, free workers, and the all-important soul crystals, which allow you to cast spells and build magical monuments. Everything is designed so that the player must balance production, stockpiling, and expansion while new waves of enemies approach. One of the game’s greatest strengths is its pacing. The campaign works almost like a guided showcase of the game’s mechanics. Instead of dumping you into a giant map and telling you to “build a city,” it introduces systems gradually, teaching you how to defend, expand, and handle recurring problems within your population. Chain missions take you from one conflict to another as your uncle, the king, or the common folk create small political situations that shape your route. There are moments in which you can choose between supporting the king or helping the people, and these decisions shape small narrative branches in the missions. You can also clearly see where the hordes will come from on the map, allowing you to prepare defenses in advance. Construction and management follow a simplified but efficient logic. Some traditional RTS mechanics are streamlined to avoid unnecessary micromanagement. Instead of manually creating villagers, you focus on upgrading houses to increase your population. Part of the micromanagement is also eased by active pause, which allows calm planning during critical moments. When combat begins, the game transforms. Hundreds of enemies grow into thousands, then into tens of thousands. Catapults, archers, towers, barricades, and trenches become your entire world. Creating funnels, kill zones, and escape routes becomes the essence of the experience. And if everything goes wrong, there’s always magic. Spells, monuments, and summons can flip entire battles when used wisely. Outside the campaign, the game offers extra modes that expand its longevity even further: Endless for testing survival limits, Sandbox for total freedom, Challenges for extreme scenarios, and the Map Editor for creating entire maps and sharing them with the community. But there’s one important detail: at least on normal difficulty, the AI leaves quite a bit to be desired. Many times enemies ignore previously opened breaches and continue blindly hitting reinforced walls. In other moments, clear weaknesses in your defense go unexplored. This limitation makes some assaults easier than they should be, especially in larger waves. VISUALS Diplomacy Is Not an Option features a simple but charismatic visual style. Animations are minimalistic yet well executed, matching the game’s humorous tone. Despite being modest, they convey the chaos of thousands of enemies clashing against your walls and reinforce the game’s medieval-fantasy charm. The HUD design is clear, showing all essential resources at all times. In moments of massive battles, the interface can look a bit busy, but it never becomes confusing. The game was visually designed to be readable even during absolute chaos, and it succeeds. ACHIEVEMENTS The game’s achievements are a whole chapter on their own. The developers built a strong mix of basic objectives and truly advanced challenges. Some achievements are simple and tied to your early hours, such as building your first barracks or defeating 150 enemies on a single map. Others, however, require complete mastery of the game’s systems. These are challenges designed for experienced players who intend to explore everything the game offers, from monumental battles to ultra-efficient economic management. There is an interesting balance between introductory achievements and extremely difficult ones, but all of them remain tied to gameplay. Nothing feels artificial or out of context. Everything is a natural extension of the game’s systems. Achievement hunters beware: you’ll need many hours and nerves of steel to survive the most devastating waves. TRAILER OFFICIAL RESUME Diplomacy Is Not an Option is a surprisingly well-structured hybrid of management, tower defense, and real-time strategy. Its humor works, its visuals fit the proposal perfectly, and the variety of modes, campaign, challenge, sandbox, endless, map editor, and tutorial, gives it excellent longevity. Battles are intense, defenses are satisfying, and the sense of developing your city is genuinely fun. However, despite all the good, the AI can be a weak spot for more experienced players. On normal difficulty, it overlooks obvious openings, ignores clear defensive gaps, and sometimes insists on attacking random walls while other entrances are wide open. It doesn’t ruin the fun, but it reduces the level of threat the game seems to aim for. Still, the whole package is strong, honest, and delivers a solid dose of strategy for players who enjoy surviving absurd waves of enemies while trying to keep their economy alive. It’s a game worth playing for both newcomers and veterans, as long as veterans understand that the AI may behave a bit silly at lower difficulties. Review by Gamertag: Scoulz SCORE: 86/100
- Review: Wildkeepers Rising
Four little monsters, a thousand projectiles, and zero time to breathe. From the first playthrough, the game draws attention with its concept of taming creatures found inside rocks or crystals throughout the journey. This concept is especially appealing to those who grew up playing titles focused on monster evolution. The structure is reminiscent of Vampire Survivors due to the sheer number of enemies on screen and the pace of the runs, but Wildkeepers Rising adds personality by offering real choices of guardians, builds, and specific combinations that change your play style. GAMEPLAY Wildkeepers Rising is a bullet hell style roguelite action RPG, combining chaotic combat with elements of collecting and taming creatures called guardians. Developed by the independent studio Lioncode Games, the game features hand-drawn visuals and a concept that blends inspiration from Vampire Survivors with its own unique progression and narrative systems. The guardian system is the heart of the game. Each match begins with three starting options, each with its own unique abilities and interesting variations. As the player progresses through missions, new monsters are unlocked, appearing both randomly in runs and in specific progressions. It's possible to focus on certain monsters to increase the chance of encountering them again, and up to four guardians can be equipped simultaneously, creating combinations that enhance buffs, super abilities, and unique interactions. The progression is natural and fun. Unlocking pets as you play is one of the most appealing aspects of the experience. The typical bullet heaven mechanics are prominent: massive waves of enemies, constant updates, increasing levels, and upgrades that appear as the journeys advance. Even taking clear inspiration from other games, Wildkeepers Rising manages to deliver a taming mechanic that truly stands out and makes it difficult to analyze it objectively, especially for those who enjoy this style. VISUALS The art style appears entirely hand-drawn, with fantastical environments and charming creatures. The vibrant colors and guardian design make the game visually appealing. At times, the heavy HUD clashes with the art style, but the overall visual work remains a highlight. However, the HUD can be excessive at times, taking up too much space and reducing the appreciation of the subtle details of the monsters and enemies. Another point to adjust is the difficulty curve. Outside of casual mode, the jump between difficulty levels is too steep. Perhaps it would be more enjoyable to unlock difficulties gradually as you progress, instead of presenting everything from the start. ACHIEVEMENTS The achievements are well distributed throughout the progression. Some appear quickly, while others require specific combinations or more complex conditions. Many of them involve leveling guardians to the maximum level, encouraging the player to test new builds and explore different creatures. It's a system that favors replayability without feeling artificial. OFFICIAL TRAILER SUMMARY Wildkeepers Rising blends established elements with a taming system that truly makes a difference. It delivers engaging progression, charismatic creatures, and gameplay that encourages constant experimentation. Even with an intense HUD and abrupt difficulty curves, the game offers an addictive and enjoyable cycle. For those who like to collect, evolve creatures, and create different builds, this is a title that promises many hours of fun. Review by Gamertag: Scoulz SCORE: 79/100
- Review: Halls of Torment
Choose your hero and enter the halls of torment. THE GAME Halls of Torment is an action roguelike developed and published by Chasing Carrots. Choose your hero, equip yourself, upgrade your skills, and enter the halls of torment to defeat the lords of affliction and their hordes of monsters. If you are defeated, no problem: you can always come back stronger. Defeat hordes upon hordes of monsters and survive as long as you can. MY IMPRESSIONS If you enjoy games like Vampire Survivors, Halls of Torment will be an equally fun proposition, but on its own merits. With a late 90s RPG aesthetic, you'll experience the best that an action roguelike can do: get you hooked. Hordes of monsters, effects everywhere, and escalating stats are all your brain craves. The primary difference I see in Halls of Torment is that stats seem genuinely relevant, influenced by equipment that can be acquired whenever you defeat special monsters. It makes you feel like you can control what you want to do very well without needing to offer hundreds of different abilities during the game. The game is in Brazilian Portuguese, which makes it easier to understand the abilities and passives, as well as how each character interacts with and benefits from their stats. The number of maps, although limited, offers a battlefield with interactions and objectives, as well as different types of enemies. New features appear as you fulfill certain requirements, keeping the game fresh at all times. It offers so many heroes with different styles and objectives that you'll want to try everything that comes your way. I confess I played for a long time and I think I only scratched the surface of the game. Each map has a 30-minute time limit, which after a few matches can become tiring initially, but if enjoyed as a casual game, playing a match here and there, it's perfect. After this genre of game became popular, many jumped on the bandwagon and made games that weren't very satisfying or unique, but Halls of Torment managed to imprint its style and certainly delivered an extremely fun game. Equip yourself to further improve your character. ACHIEVEMENTS With 500 achievements available at the time of this review, we can say that completing all the achievements in Halls of Torment can be a torment for some. Although there are achievements that are map objectives, each hero has unique achievements, which will already make you play and replay many times with all the characters in the game. In addition, inflicting specific amounts of damage with abilities, performing certain actions, and heavily manipulating the heroes' attributes will also be part of the achievements. Therefore, I recommend just playing and naturally unlocking some achievements and, if you are interested, only then trying specific achievements to complete them all. The game is addictive, so playing multiple times will not be such a tiring task for those who enjoy this type of game. That perfect visual mess that we love. CONCLUSION After the success of Vampire Survivors, many games tried to emulate what made it so popular. And I, after becoming addicted to Vampire Survivors, went looking for every game that followed the formula. I can say that very few came close. And that's when Halls of Torment appeared, showing that having personality is everything. With its late 90s RPG style, it's clear that we see many references, both in art and gameplay, but we can also feel that it was made with the intention of being a fun game with its own merits. For an action roguelike, the most important metric is how much you want to play and replay it. Halls of Torment is addictive and satisfying, everything we need to consider it an excellent game. SCORE: 8.5/10
- Review: Moonlighter 2
When the shopkeeper decides to leave the counter to fight monsters and come back with a fully stocked inventory. Games-Review-Análises-Conquistas-Achievements Starting my journey in Moonlighter 2 , I carried with me all the love and experience from the first game. I had completed absolutely everything in the original, so my expectations for this sequel were sky-high. The first Moonlighter was one of the most memorable experiences I had in the last generation, combining the life of a merchant with the thrill of dungeon exploration. STORY In this second chapter, the narrative tone gains more weight. The protagonist Will returns to his role as an adventurous merchant, but the context is now darker and more ambitious. After the events of the first game, a mysterious new force begins to corrupt the interdimensional portals, pulling Will once again into a cycle of discovery and danger. The plot keeps the franchise’s charm and mystery while expanding the universe of Rynoka , giving more depth to the characters and the mythology of the portals. What was once a simple curiosity to explore and sell now becomes an epic journey involving the balance between worlds and dimensions. GAMEPLAY The gameplay evolution is clear from the very first moments. Moonlighter 2 keeps the essence of the original but refines and expands nearly every system. Dungeon exploration remains the heart of the game, now presented in a 2.5D isometric format. The new perspective completely changes the way the game feels, adding depth and dynamism to every encounter. You start with only the basics, a broom and a slime pistol, and it’s immediately clear that there’s room to grow. Weapons are divided into categories like short swords, spears, and merchant gauntlets, each offering a unique combat style. The dodge and roll mechanics are tighter and smoother, and you can even knock enemies off cliffs with your backpack, adding a creative twist to battles. Combat feels faster, more strategic, and deeply satisfying. The customization system is broader, letting you upgrade your character and gear more freely. The crafting and shopkeeping mechanics remain major highlights, and managing your store is just as enjoyable as diving into dungeons. The town serves as a central hub, where you interact with NPCs, blacksmiths, and traders. Dungeon divisions are now separated by kingdoms , starting with the Diurnal Kingdom , and you unlock others as you progress. Everything feels more expansive, more alive, and more closely tied to your overall progression. VISUALS AND SOUND The visual leap is astonishing. Moonlighter 2 moves away from the pixel-art 2D of the first game, embracing a 2.5D isometric style that gives the series a fresh identity. The environments are richly detailed, the colors pop beautifully, and the animations are among the smoothest ever seen in an indie game. Enemy designs, particle effects, and dynamic lighting all showcase impressive technical polish. However, this visual fidelity comes at a cost, as the game demands a strong PC, with recommended specs even suggesting an RTX 3060 for optimal performance. The soundtrack continues the series’ tradition of immersive melodies that perfectly balance the adventurous spirit with the calm of shopkeeping. It’s one of the most well-composed soundtracks in the genre, enhancing both the exploration and the intensity of combat. ACHIEVEMENTS The achievements follow the same spirit as the first game but are now more varied. There are challenges tied to weapon types, dungeon times, and even shop management tasks. The progression system feels more balanced, rewarding both exploration and commerce equally. This is exactly how achievements should be done, engaging, rewarding, and naturally connected to how you play. TRAILER OFFICIAL RESUME Even while playing an early access version, I could feel the care and passion poured into every detail. The game is already fully localized in Brazilian Portuguese, with redesigned menus and a much more intuitive interface. I spent hours immersed in this world and was genuinely impressed by the level of polish, the amount of content, and the clear love the developers have for this project. Moonlighter 2 doubles everything the first game did right — more systems, more emotion, more depth. Even with a few bugs, like getting stuck mid-roll on stairs, none of that dulls the brilliance of the experience. This is a sequel that truly understands what made the original special while boldly evolving in every direction. Everything that worked before has been refined and expanded. The new visuals, refreshed combat, improved commerce systems, and vibrant world make it one of the year’s best indie surprises. Despite small technical flaws, it’s impossible not to fall in love with the result. Moonlighter 2 is proof that sequels can evolve with both ambition and heart. SCORE:88/100 Games-Review-Análises-Conquistas-Achievements
- Review: Call of Duty: Black Ops 7
An explosive plunge into conspiracy, survival and the timeless art of never stopping shooting. Few annual releases carry as much cultural weight as Call of Duty. The franchise returns in 2025 with Black Ops 7, a chapter that aims to merge tradition, modern technology and bold narrative choices, bringing new mechanics, revisited modes and even a completely new perspective for the series. INTRO Call of Duty Black Ops 7 arrives as one of the biggest releases of the year, keeping alive the tradition of global conflict, political manipulation and advanced warfare technology. This time, the story connects directly to the events of Black Ops 2, bringing back themes such as fragmented identities, information warfare and clandestine operations across multiple countries. The title was released in November 2025 for multiple platforms, and the version evaluated in this review was the Xbox edition, played through the PlayAnywhere system. DEVELOPMENT Treyarch returns to lead the Black Ops series, supported by one of the most experienced teams in the industry. The graphical, technical and animation upgrades are immediately noticeable, especially for someone like me who spent quite some time away from the franchise. The difference between cinematic CGI and in-game models still exists, but the overall level is impressive. This new iteration of Black Ops 7 runs on an enhanced version of the IW Engine, a technology Activision has been improving for years. This version offers clear improvements in lighting, physics, facial animation and environmental density, along with modern image reconstruction techniques that help maintain performance without sacrificing sharpness. The movement system is also more flexible, allowing smoother transitions between running, jumping, falling and interacting with the environment, which reinforces fluidity and gives combat a sense of dynamism that stands out even among today’s shooters. The studio has implemented modern security systems that required changes to my computer’s BIOS to authenticate the game. According to publicly available information, these measures are part of technological advancements aimed at preventing file manipulation and hacking practices, something increasingly common in competitive shooters. CONTEXT The new storyline takes place in 2035 and puts us in command of a JSOC unit embroiled in an international political conflict where reality is distorted by key events from the franchise’s recent history. The protagonist, Mason, is played by Milo Ventimiglia, known for his role as Peter Petrelli in Heroes. Elements of science fiction blend with the franchise’s classic military realism. Invisibility, advanced tech implants, hybrid tactics and perception distortions enhance the hallucinatory tone of Black Ops. GAMEPLAY Call of Duty Black Ops 7 maintains the franchise’s DNA with responsive gunfights, fluid movement and visceral impact. The environments reflect the year 2035, with robots, futuristic gadgets and enemies that at certain points behave similarly to zombies, creating clear parallels to Left 4 Dead. The biggest new addition is the canonization of third-person mode. Players can now freely switch between first and third person at any moment. This may appeal to players who struggle with first-person-only games, especially on console, where many are accustomed to third-person titles. I’ll admit I never imagined COD like this, but it works, and it works extremely well. CAMPAIGN The Black Ops 7 campaign embraces a bold cooperative philosophy. While it can be played solo, it’s clearly designed for up to four players in a squad, which explains some of the criticism. Certain missions depend heavily on synergy, and without partners, some mechanics become noticeably slower or more frustrating. The requirement to always be online exacerbates this, since any connection drop can cause complete mission progress loss. It’s a system that limits player choice and turns the act of simply advancing the narrative into a constant tension. Narratively, the campaign takes place in 2035 and follows David “Section” Mason and his JSOC team through an operation involving global conspiracy, psychological manipulation, advanced technology and direct references to classic Black Ops events. The presence of familiar faces and the looming threat of the Guild strengthen the sense of continuity, while missions span an impressive variety of locations—from neon-lit futuristic cities to spaces that feel like fragments of the characters’ psyche. These distortions are not merely aesthetic. They form the emotional core of the campaign, using a mental toxin that induces hallucinations, memory overlap and violent breaks in perception, creating moments of sensory discomfort. The campaign also introduces a system called Endgame , which transforms the city of Avalon into a fully explorable zone once the main missions are completed. Here, larger groups can engage in dynamic objectives, gather resources and deal with escalating threats, extending the narrative and bringing the experience closer to an extraction shooter. It is ambitious, expansive and makes progression feel like a natural extension of the game world. Even so, some design choices divide opinions. Many players feel the campaign resembles a PvE looter-shooter more than a traditional Call of Duty narrative, due to enemy behavior, loot mechanics and the lack of AI companions when playing solo. This may reduce immersion for those who expected a more cinematic, linear storyline. Overall, the atmosphere remains one of the game’s strongest assets. The pacing is frenetic, the characters are impactful and the art direction reinforces the mental chaos that defines Black Ops. It’s a campaign built on risk, intensity and disorientation. It works best in co-op, but still delivers some of the most striking and distorted moments the franchise has ever put on screen. MULTIPLAYER Black Ops 7’s multiplayer preserves everything that has defined the franchise at its best. Asymmetrical maps remain one of the most important pillars, providing varied environments, dynamic strategic reading and real space to improve skills. To me, it’s the mode that best represents the essence of Call of Duty and the core reason behind the series’ massive recurring success. At launch, the game arrives with eighteen maps, a solid number that provides variety without compromising visual identity. The standout addition is Overload , a competitive 6v6 mode where teams must capture and transport an overload device to the enemy base to score points. It mixes direct objectives with constant combat and works as a gateway for players who want something more tactical without losing the franchise’s trademark pacing. There’s also the large-scale Conflict mode, with massive 20v20 battles, heavy vehicles, multiple objectives and advanced mobility tools like wingsuits and grappling hooks. It expands on concepts the franchise has tested in recent years but now with more consistency, clearer map readability and truly chaotic battles that take advantage of verticality and large spaces. Much of the arsenal adheres to the game’s futuristic theme, maintaining visual cohesion with the narrative and the fictional era. The weapons feel aligned with the setting without abandoning the familiar sense of precision and impact that defines Call of Duty. But COD’s real power goes beyond maps or modes. It lies in two pillars no other franchise has successfully replicated. The first is gunplay . Few shooters reach the level of fluidity, precision and reward that COD offers as players master each weapon. Recoil control, fire rate understanding, perfecting setups—everything creates a sense of personal evolution few games can match. The second pillar is progression , arguably even more important. Players progress in the campaign, in multiplayer, in weapon mastery, camouflages, challenges, seasons and military ranks. The ecosystem transforms every match into a micro-goal, every kill into progress and every victory into tangible evolution. The prestige system, unified advancement and layered rewards make it incredibly easy to sink hours—or hundreds of hours—into the progression loop. This is what makes Call of Duty a massive, unstoppable commercial machine. And for that reason, even if artificial intelligence appears in artwork, banners or cosmetic elements, it does not affect the core of what makes COD so strong. What truly motivates players is the gameplay loop and progression, and that formula remains untouched. The debate around AI is another story entirely and deserves its own section, because it does not carry enough weight to disrupt the franchise’s multiplayer engine. ZOMBIES The Zombies mode has always been one of Call of Duty’s most beloved features, and in Black Ops it maintains a strong identity, with mysterious stories, memorable characters and maps that blend action with survival. It has evolved significantly over the years, gaining missions, bosses and even cinematic moments that genuinely impress, which aligns well with the idea that the evil of men brings incredible cinematics while keeping its gameplay sharp and fun. Comparing it to Gears of War’s Horde mode makes perfect sense, as both rely on escalating waves that create a compulsive sense of continuous challenge. Even so, Zombies has never been an experience that thrives entirely on its own. Much of its charm comes from cooperation, shared chaos and the need for coordination, which is why I agree that it’s not as fun alone. It shines brightest as a complement to the multiplayer and campaign, forming a core trifecta that keeps Zombies indispensable within Call of Duty. Third-person Mode The inclusion of third-person mode is one of Black Ops 7’s most unexpected additions and marks an interesting shift within the franchise’s identity. For the first time, the series experiments with a perspective that has always been distant from its DNA, creating new ways to read environments and engage in combat. It may appear small at first glance, but it represents a meaningful step toward making the experience more flexible and accessible. The mode itself works as a curious alternative within a franchise built on immersive first-person combat. It doesn’t try to reinvent the game but offers a new sense of spacing, animations and combat rhythm, making it a gateway for players who don’t feel comfortable with first-person-only gameplay. I never imagined a Call of Duty where you could freely switch between perspectives, and I still find it strange to picture myself playing the campaign like that. Even so, it’s easy to understand that first-person gameplay can be a barrier for more casual players, especially on consoles. I know many PlayStation players who simply cannot enjoy shooters unless they’re in third person. In this context, the addition expands the game’s reach and makes it more accessible to those who couldn’t previously connect with the series. ACHIEVEMENTS The achievements in Black Ops 7 follow the franchise’s classic pattern, well-distributed across campaign, multiplayer, side modes and specific challenges. Treyarch tends to excel in variety, and this entry is no exception. The list rewards exploration, experimentation and skill-based objectives, offering that familiar sense of progression COD is known for. The issues begin when viewing these achievements within Call of Duty’s unified Hub. The idea behind the Hub could be excellent if it served as an organized center by game or season, but in practice it merges everything into a single overwhelming list. Achievements from MW2, MW3, MW 2019, Black Ops 6 and Black Ops 7 appear together in a massive, confusing, unintuitive block. There’s no clear separation, no efficient filtering and this becomes a real obstacle for achievement hunters. It’s unfortunate because, aside from this structural mess, the internal achievement design of Black Ops 7 works extremely well. They’re varied, rewarding and encourage different playstyles, with only a few falling into the “extremely difficult” category. The problem isn’t Treyarch’s design, it’s how the COD ecosystem presents it. A.I. The Debate the Industry Still Refuses to Face The most sensitive topic around Call of Duty Black Ops 7 isn’t the multiplayer or the campaign, it’s the use of artificial intelligence in the production pipeline, something that creates discomfort among some journalists and content creators. Yet it’s impossible to ignore that any technical decision in this franchise affects the entire industry. COD is one of the most popular shooters of all time, and in a world where Microsoft invests heavily in AI, it would be unrealistic to expect these tools not to integrate into development. Modern AI can accelerate processes that were once expensive and time-consuming. It can enable voiceovers and localizations that would previously never be produced, create smarter enemies, optimize animations and reduce repetitive tasks, freeing artists for higher-impact creative work. In an industry where production costs have skyrocketed to unsustainable levels, tools like these help keep projects viable. AI also opens doors that would have been unthinkable years ago. Entire games previously launched silently due to lack of localization can now reach new audiences. Adaptive enemy behavior can turn entire gameplay sessions into unique experiences. Animation, facial capture and sound tools reduce months of repetitive work. After seeing full systems powered by AI in games like Starfield, it’s clear these technologies expand possibilities rather than limit them. Ignoring this is ignoring the natural evolution of the medium. The key point is that AI does not replace the identity of Call of Duty. Even if skins or cosmetic elements use automation, the core of the series, gameplay, creative direction and major content, remains human-made. AI is a support tool, not the essence. And given the franchise’s scale, it’s not just expected but necessary for sustainability and competitiveness. The real discussion isn’t whether Call of Duty used AI, it’s when the industry will stop treating this technology as a threat and start acknowledging it as a tool enabling games to be more ambitious, accessible and feasible. TRAILER OFFICIAL CONCLUSION Call of Duty Black Ops 7 is one of those projects that reinforce why the franchise remains one of the industry’s most consistent pillars. Reviewing a COD title always requires care, especially when emotional attachment is involved, which is why it’s important to separate fan expectations from the reality of what’s in front of us. COD has always been a series that knows exactly what it wants to be. When it focuses on historical combat, it excels. When it embraces modern realism, it delivers some of the best military campaigns ever made. And when it dives into advanced technology, psychological warfare and futuristic chaos, as is the case here it hits its targets just as precisely. Black Ops 7 fits squarely into the franchise’s more technological and futuristic branch. It’s not full-on exaggeration, but enough to create visual identities, weapons, abilities and combat rhythms that wouldn’t exist outside this setting. Within this proposal, it works extremely well. The campaign is intense, visually striking and full of psychological distortion reminiscent of the franchise’s best moments. The art direction and hallucinatory tone reinforce a world where the player’s perception is constantly under threat. Gameplay remains the series’ signature. The gunplay is precise, responsive, satisfying and instantly familiar. Simply put it’s Call of Duty at its finest. The visuals are stunning and the ability to play in first or third person adds new flexibility. Despite limitations caused by the online-only structure, the campaign still delivers memorable, identity-driven moments. In multiplayer, the game stays unmatched. Asymmetrical maps, varied modes, a cohesive futuristic arsenal and addictive progression keep the gameplay loop irresistible. Few franchises turn every match into micro evolution as clearly as COD does. Black Ops 7 not only preserves this but strengthens it. Of course, issues exist. Aggressive security systems, AI controversies and the confusing achievement Hub structure hinder the experience. These are noises surrounding an otherwise solid and faithful product. In the end, Black Ops 7 delivers exactly what the series has always promised: high-quality modern action, addictive multiplayer and a campaign that toys with the player’s sanity. It is a worthy entry in the franchise, worthy of the Black Ops legacy and one that keeps alive one of entertainment’s biggest cultural machines, a strong, impactful sequel built with the confidence of a team that knows its territory. Black Ops 7 doesn’t reinvent Call of Duty, it reaffirms it. And in an industry that changes so quickly, knowing exactly who you are continues to be one of the greatest strengths a game can have. Review by Gamertag: Scoulz SCORE: 88/100
- Review: Anno 117: Pax Romana
Become a Roman governor and witness the rise and fall of the Pax Romana in the most ambitious entry of the ANNO series. To set the mood for this review, I invite you to listen to the game’s stunning soundtrack, especially in the misty landscapes of Albion, where every note seems to breathe with the Celtic wind. We’ll talk more about the soundtrack later. INTRO Anno 117: Pax Romana marks the triumphant return of one of the most respected and long-running city-building and strategy franchises. For the first time, the series leaves the future and modern eras behind to dive deep into the ancient world. Set at the height of the Roman Empire under Emperor Trajan, the game puts players in the role of a governor tasked with managing and expanding provinces under Roman control or, if they prefer, challenging the order and taking a more independent path, especially across the Celtic frontiers of Albion. The Anno franchise is known for its unique numerical tradition: every title’s digits add up to 9 (1602, 1404, 1800, and now 117). Ubisoft Blue Byte keeps this symbolic signature intact but shifts the timeline dramatically to the furthest past the saga has ever reached. DEVELOPMENT The Anno series began in 1998 with Anno 1602 by the Austrian studio Max Design and evolved under Related Designs and Ubisoft Blue Byte. Pax Romana represents the franchise’s boldest leap, leaving behind industrialization and futurism to embrace Antiquity. Anno 117 was announced as an ambitious project combining the refined mechanics of Anno 1800 with a completely new classical setting. The team invested in advanced rendering technologies, more dynamic AI systems, and a redesigned interface built to support both mouse-and-keyboard and controller play. A key development milestone was the decision to release full mouse and keyboard support on consoles. On Xbox Series X, the experience feels nearly identical to PC, a rarity in strategy games. This move broadens the genre’s reach, inviting new audiences previously held back by control limitations. Behind the scenes, Ubisoft Mainz spent almost four years developing new systems for economic AI, naval simulation, and religious influence, keeping the essence of Anno intact while layering in new depth and personality. HISTORICAL CONTEXT The title draws from the period known as the Pax Romana, when the Empire reached its greatest territorial extent under Emperor Trajan. Yet the “peace” in the title is relative, as the borders with Celtic, Germanic, and Dacian peoples still pulsed with tension. This ambiguity lies at the heart of the game, apparent stability masking an empire in constant expansion. Players experience not only the economy of a Roman metropolis but also the political and cultural subtleties of managing colonies, promoting integration, and maintaining devotion to the gods. Divine blessings from Mars, Ceres, and Neptune are more than symbolic; they translate into tangible gameplay bonuses reflecting the syncretic worldview of the time. Mars grants military strength, Ceres enriches harvests, and Neptune ensures safe seas. It’s one of the most elegant historical interpretations the franchise has ever produced, portraying faith and politics without glorifying empire, letting the systems speak for themselves. GAMEPLAY From the very first minutes, Anno 117 offers a nearly poetic learning curve. Mechanics unfold gradually and organically. The HUD and construction tools unlock progressively, letting players adapt without feeling overwhelmed, a design decision more strategy games should emulate. As in any great city-builder, Anno 117 revolves around balance between economy, resources, and urban planning. At the start of the campaign, you must build homes, secure wood for construction and trade, and establish sea routes connecting the islands, the foundation for understanding how every decision shapes the empire’s growth. The top of the screen displays vital data: denarii reserves, income trends, total population, governor stats, and details of your outpost. You can also monitor workforce, productivity, and population per island, a full economic portrait of your province. Below, time controls and construction tools allow you to pause, speed up, or slow down the simulation as needed. The map reveals rivers, rocky terrain, and fertile zones, all essential for city planning. A particularly beautiful touch is the dynamic lighting that follows the natural day cycle. Watching your city at dawn, under the noon sun, or by torchlight at night adds a sense of living rhythm, a meditative harmony between gameplay and world design. Once your initial base is established (villages, warehouses, supply chains), the challenge shifts toward scale and specialization. You stop thinking merely as an urban planner and begin acting as a Roman governor, balancing three core spheres of power: 🏗️ Economic: expanding production chains with new luxury goods and fine manufacturing. ⚔️ Military/Diplomatic: disputes over islands, treaties, rebellions, and optional land and naval warfare. 🕊️ Cultural/Religious: temples and cults that affect productivity, happiness, and regional influence. The introduction of gods as gameplay mechanics reshapes everything, choosing to honor Mars means forgoing Ceres, and vice versa, forcing trade-offs between prosperity and security. Territorial expansion is meticulously strategic, conquering means more than occupying, it’s about balancing trade routes, supplies, and morale. Warfare (or peace) stems from political choices, not scripts, a rare achievement in modern strategy design. Architectural freedom has also evolved, diagonal roads and rotatable buildings make cities more organic, contrasting with older Anno titles’ rigidity. Your city feels alive, adapting, growing, and breathing with the land. SOUNDTRACK Composed by the German studio Dynamedion GbR, the soundtrack delivers pure immersion, solemn calm at sunrise over Latium, subtle tension when the Senate demands reports, and the distant echo of drums when Mars is invoked. It’s so serene and natural that it gently pulls you toward creation, to build, to exist, to be within that world. ACHIEVEMENTS Instead of collectible grinds or artificial challenges, achievements emerge naturally through gameplay, earning command ranks, hosting amphitheater events, defeating specific foes, or resolving economic crises. Nothing feels forced; everything flows from playing well. It’s a design philosophy few strategy games execute with such elegance. BETWEEN GLORY AND BOTTLENECKS Behind the pomp of the legions and the splendor of the Roman villas, Anno 117 also carries the weight of its own empire, that of gears that creak under the weight of ambition. The logistics system, the heart of the franchise, remains vibrant, but sometimes pulses irregularly. The new automated routes alleviate some of the micromanagement burden, but do not solve the slowness in transport between warehouses, which now share inventory, but still depend on traffic that becomes congested when the city reaches maturity. It's the old dilemma of the series: efficiency versus aesthetics. Visually, the game maintains its characteristic splendor, cities that look like animated mosaics, detailed down to the last brick. However, when the empire grows too large, the engine shows its strain: the intense use of individual citizen simulations and trade routes weighs on the processor, resulting in small pauses and frame rate variations. They are brief, almost discreet, but remind us that even Rome has cracks in the marble. The interface, now redesigned, is an improvement in appearance, but not in clarity. There are fewer icons and cleaner menus, but the hierarchy of information still demands patience, especially in longer production chains. It's the kind of refinement that impresses at first glance, but in everyday use, it shows that modernity hasn't yet conquered Roman bureaucracy. Even so, there's honesty in how the game reveals itself: grand and flawed in human terms, like Rome itself, which it tries to rebuild. MY IMPRESSIONS Playing with mouse and keyboard on Xbox Series X feels flawless. Few city-builders offer native control support on consoles, and Ubisoft deserves full credit. This choice opens the genre to new audiences while preserving the precision strategy demands. During the campaign, merchants appear with moral and practical dilemmas, seize their goods or negotiate. Consequences are immediate. These small choices build a real sense of responsibility for your empire. The character interactions and dialogue are of exceptional quality, authentic Roman tones, idioms, and accents. Watching your city glow under torchlight as markets buzz and citizens debate in the forum is an experience that transcends genre. Maritime exploration feels almost poetic, sailing through fog-shrouded islands, unveiling the map as if parting a divine veil, one of the series’ most beautiful and meditative moments. TRAILER OFFICIAL SUMMARY Anno 117: Pax Romana is the meeting point between the series’ past and its future. It doesn’t reinvent Anno, it perfects it. This is the most mature, thematic, and ambitious game the franchise has ever produced. With historically rich setting, sublime soundtrack, and unparalleled art direction, it delivers one of the most engaging management experiences ever crafted. Every city built, every trade route planned, every political choice under Rome’s uncertain peace reflects design that rewards intellect and patience. Not everything is flawless, even on Xbox Series X, the game’s technical weight reveals its PC roots. Yet this never breaks immersion, it reinforces the ambition behind a title that dares to push its genre’s boundaries. Anno 117 isn’t for those seeking instant action. It’s for those who find beauty in slow decisions, in every purposeful street, every temple raised to the gods of balance. A tribute to patience, intellect, and the timeless art of civilization-building. Review by Gamertag: Scoulz SCORE: 90/100
- Review: 1000xRESIST
A plunge into a devastating future where humanity tries to understand its own echoes. HISTORY 1000xRESIST is a narrative science fiction game developed by Sunset Visitor that blends drama, mystery, and futuristic fiction elements. The story revolves around Iris, a woman who survived the arrival of the so-called Occupants, an alien race that devastated humanity. After the invasion, Iris becomes the central figure in a new society formed by clones of herself, her sisters, who venerate her as the Great Mother. The game delves into a dense and fragmented narrative, where the clones relive memories and question their own existence in a world that oscillates between the past and the future. The plot is complex and layered, reminiscent of a temporal and emotional puzzle. It's an experience that evokes the feeling of titles like Control, with its mystery and oppressive atmosphere, and even Perfect Dark, in its futuristic and paranoid approach, although without the explicit alien elements. In 1000xRESIST, the threat is not something to be defeated, but understood, and this search for truth is the heart of the game. GAMEPLAY The gameplay is simple, yet deeply symbolic. The player takes on the role of a Watcher, whose function is to observe, understand, and explore. The focus is on immersion and contemplation, with little emphasis on direct action. Instead of traditional combat or challenges, progression occurs through conversations, exploration, and the reconstruction of past events. This narrative choice makes the pace slow and reflective. At times, the excess of dialogue and the density of the plot can make the experience tiring. But this is also what gives the game its strength; it doesn't try to be something it's not. It's a title that demands commitment and patience and rewards those who accept the invitation to immerse themselves in its atmosphere. VISUALS AND SOUND Visually, 1000xRESIST adopts a minimalist and ethereal style, reinforcing the feeling of isolation and mystery. The settings are simple, but the use of colors, lights, and contrasts creates an effect of constant unease. There is something unsettling in the calmness of the environments, as if at any moment something might emerge from the shadows. The soundtrack and sound design are an essential part of the experience. The audio creates tension even in the absence of action, and the soundscape is used to intensify the discomfort and melancholy that permeate the world of Iris and her sisters. ACHIEVEMENTS It's curious how the achievement system in 1000xRESIST follows a very straightforward line, focused on story progression and the advancements of each chapter. This works well to keep the player immersed in the narrative, but it also comes at a small price: the need to interact with practically every character in each chapter. The result is a mix of satisfaction from following every detail and a slight weariness due to the density of the story. OFFICIAL TRAILER SUMMARY Playing 1000xRESIST is about letting yourself be carried away by a story that doesn't worry about being clear or easy to understand. At many points, you might feel lost, questioning whether what you're seeing is the present, the past, or a memory. But it's precisely this confusion that makes the journey so fascinating. It's one of those games that, although slow and contemplative, captivates with its intriguing premise. The feeling that something terrible is about to happen never goes away. And even without combat, the suspense and psychological unease keep the player engaged from beginning to end. 1000xRESIST is a unique experience. It's more of a narrative experiment than a traditional game, and it embraces this identity with courage. If it had more dynamic gameplay, it would probably be among the nominees for game of the year, but what makes it special is precisely the opposite path it chose to follow. Its narrative is bold, its world is hypnotic, and its reflection on identity, memory, and humanity is powerful. It's a title that challenges the player to think, feel, and observe, and for those who accept this proposition, 1000xRESIST reveals itself as one of the most striking and poetic experiences of the year. Review by Gamertag: Scoulz SCORE: 80/100
- Review: Once Upon A KATAMARI
When Katamari starts rolling, the whole world becomes a cosmic pastime. Games-Review-Análises-Conquistas-Achievements Some games have the power to take your mind off everyday stress, and Once Upon a Katamari does exactly that. Legendary since the PlayStation 2 era, the series returns with all its chaotic and creative essence. Here, our only concern is figuring out how to make the ball grow to unbelievable proportions. For those unfamiliar with the franchise, “Katamari” in Japanese means “ball” or “cluster.” In the game’s context, it’s a magical, adhesive sphere that the protagonist, the tiny Prince, rolls around, picking up everything it touches. You start with small objects like paper clips and candies, and end up absorbing houses, mountains, and even planets. The story follows the series’ classic absurd tone. The King of All Cosmos, in one of his usual cosmic accidents, destroys the sky, and it’s up to the Prince to rebuild it by rolling giant katamaris that become stars. Each level gives you a time limit to reach a target size, and the King evaluates your results in his typically over-the-top and comedic fashion. After almost 15 years without a new title, the franchise returns in great style, keeping its eccentric and charming soul intact. GAMEPLAY The gameplay remains the biggest highlight. Once Upon a Katamari preserves the series’ simplicity and charm but adds fresh ideas that renew the experience. Players can now travel through time, visiting eras like the Ice Age, Feudal Japan, and even the Jurassic period. New tools include a magnet that attracts nearby objects and an expanded customization system, letting you personalize both the Prince and his katamari. Another great addition is the Katamari Ball co-op mode, which supports up to four players online or offline. Challenges vary between growing as large as possible, reaching a specific size, or doing so in the shortest time. Each stage offers a delightful mix of items and obstacles that keep the experience unpredictable and consistently fun. Once Upon a Katamari maintains the chaotic heart of the series while adding modern polish. The controls are fluid, the pacing addictive, and the learning curve nearly nonexistent anyone can pick up the controller and start rolling without hesitation. VISUALS AND SOUND Visually, the game is a burst of color and creativity. Each environment is unique and filled with tiny details, blending absurd elements in hilarious ways. The art style remains cartoonish, but with sharper textures, better lighting, and flawless fluidity that perfectly complements the series’ signature chaos. The soundtrack is another highlight. Once Upon a Katamari keeps the tradition of mixing J-pop, jazz, electronic beats, and quirky vocals. It’s impossible not to hum along while playing. Sound effects like objects sticking together or the King’s dramatic reactions add even more humor and personality to the gameplay. ACHIEVEMENTS This is where the game stumbles a bit. The achievements are repetitive and uninspired, revolving mostly around collecting all the crowns in each stage. Some are quite tedious, and the system doesn’t encourage natural exploration. It’s perfectly possible to finish the game without unlocking a single achievement, which goes against the fun spirit of gamification that the series is known for. This slightly weakens the sense of progression and reward. TRAILER OFFICIAL RESUME As someone who knew the franchise from childhood but mostly by watching friends play, rediscovering Katamari in this new chapter was a delightful surprise. The creative energy remains untouched. It’s impressive how nothing seems to make sense, yet somehow it all works perfectly. Rolling the ball and watching the world get swallowed up by it captures a feeling few games can match, pure joy in organized chaos. Once Upon a Katamari is a return full of charm, creativity, and nostalgia. It keeps the chaotic and cheerful spirit that made the series a classic while introducing new ideas that expand its potential. Visually vibrant, musically brilliant, and mechanically simple yet captivating, it’s the kind of game that brings genuine smiles. Even with its uninspired achievement system and a few easier stages, the final result is a celebration of what makes Katamari so unique: a game that turns absurdity into pure fun. NOTA:89/100 Games-Review-Análises-Conquistas-Achievements
- Review: CloverPit
A very addictive game. Want to bet? THE GAME CloverPit is a slot machine roguelite developed by Panik Arcade and published by Future Friends Games. Trapped in a tiny cell, you find a slot machine and an ATM. To be released from your prison, you must pay your debts, and obviously, you'll use the slot machine to get that money. Luck alone won't be enough to win: use items that will increase your chances of winning. Just remember to pay your debts on time, otherwise your game cycle will restart from scratch. Let's go gambling! MY IMPRESSIONS Is it wrong to say that a game about gambling is addictive? Maybe, but it's better when you don't use real money. CloverPit transforms a slot machine into something fun and dopamine-inducing. The idea of CloverPit is to try to break the bank, using items in the best possible way to manipulate your chances of winning. Nothing compares to hitting winning sequences one after another in this game. You must pay your debt before your time runs out, which translates to a certain number of rounds. At the end of each round, you receive money based on how much of your debt has already been paid and earn some tickets, which can be exchanged for items, permanent or not, that will help you in your gameplay. You will always be looking for a strategy that benefits a certain type of game, such as increasing the chance of a symbol appearing. When you pay the current debt, you have a new, higher amount to pay. At that moment, a phone will ring and give you the option to receive some advantages. And so the game continues, with the same cycle, unless you don't have the money to pay the debt by the last round. I can say that playing CloverPit is addictive. Even if at times you think the slot machine is messing with you, as soon as you win, it's rewarding. The possible combos are incredibly satisfying, as is hitting a jackpot. The game is in Brazilian Portuguese, which helps in understanding the mechanics of the items. With a mysterious atmosphere, CloverPit has an aesthetic that perfectly reflects the theme. At the beginning, you play to find out what happens when you reach the final objective, but over several playthroughs, you become so addicted to the slot machine that you end up forgetting the real purpose, which ultimately serves as a critique of gambling. You can answer the phone because it's not telemarketing. ACHIEVEMENTS Despite not having an exorbitant number of achievements, CloverPit has a wide variety of objectives among them. Being a roguelite, you'll eventually unlock many of them, as they are achievements related to earnings, unlocking mechanics, and playing the slot machine. It's not like I need to say this, but given how addictive it is, I recommend just enjoying the game and not worrying too much about the achievements, as you'll naturally get 100% completion. Pay your debts or suffer the consequences. CONCLUSION If you're going to be addicted to gambling games, be addicted to CloverPit. Even though the virtual money is worthless, it still hurts to lose it, as if it were real. Failing miserably is part of the learning cycle, making you want to improve with each new attempt and experiment with new strategies. After the success of Balatro, I think it's really cool how developers are taking ideas from physical games, like games you'd find in a casino, and transforming them into something very creative and equally addictive. I bet we'll see many more ideas like this in the gaming market. SCORE: 8.5/10
- Review: Aethermancer
Summon your team of fantastic creatures and battle against powerful enemies. THE GAME Aethermancer is a roguelike game developed by Moi Rai Games and published by Offbrand Games. An Aethermancer has the ability to forge bonds with creatures. And that's how you'll explore the Fractured Ruins. Defeat other monsters, capture their essence, and use it to command a group of up to three creatures. Were you defeated? No problem! Come back stronger and with a new strategy in mind. Use the enemies' weaknesses to gain an advantage. MY IMPRESSIONS Although Aethermancer is in early access at the time of this review, it's already a very complete game. Being a roguelike, building bonds with your creatures is a bit complicated, since you won't always use your favorites. Strategy is paramount. Knowing which team to assemble, with abilities that synergize best, is of utmost importance. Furthermore, your team needs a wide range of elemental attacks, as these are essential for breaking through enemy elemental defenses and interrupting their turns. Considering every detail is crucial to determining how long your adventure will last. Battles are turn-based, using elemental energies for attacks. Outside of combat, you explore a small map that can offer items, money, and special events. Additionally, there's the corruption mechanic, which consumes your monsters' maximum health bar if they are directly attacked. While I find this mechanic quite annoying, it's just another layer of difficulty that you must learn to play around. The game is in Brazilian Portuguese, which is great, since many skills and stats have a lot of text that requires a more elaborate explanation. Overall, it's a game that, at first glance, seems quite punishing, and it is, almost forcing you to lose several times because that's what a roguelike is. However, when you start to understand it better, develop strategies, capture new monsters, and acquire improvements in the city, everything becomes more palatable. The city's inhabitants will help you in your adventures. ACHIEVEMENTS Unfortunately, as of the time of this review, the game does not have achievements. I believe that they will be added in the future, especially since, in addition to being in early access, there is plenty of scope for objectives and actions within the game. Explore the map to acquire upgrades. CONCLUSION I had previously played a game from the same developer. With the same theme of monsters battling for you, it's clear the developer really likes this theme. Here, unlike Monster Sanctuary, their previous work, the roguelike aspect left me with mixed feelings. When it comes to monster capture and battles, it's usually more fun to assemble a fixed team with the ones you like to use most and keep playing. In Aethermancer, detachment is recommended. The coolest creature isn't always the one that will best fit your strategy, and this can end up frustrating unsuspecting players. Adding this to the roguelike element and the need to repeat the same processes many, many times, the game can become tedious. Still, if you really commit to improving your strategy and upgrading your monsters, the reward is quite satisfying. SCORE: 7.5/10












