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- Review: Call of Duty: Black Ops 7 Season 6 and Battle Pass Blackcell
VMP, TR51 Para, DOOM, and Plenty of Content for a New Cycle! Call of Duty: Black Ops 7 Season 06 arrives with a new wave of content to keep players engaged, featuring classic weapons, themed events, new rewards, and unexpected collaborations. With the return of the VMP and TR51 Para, the Halloween atmosphere, and the arrival of DOOM, the season embraces variety to refresh the experience across Multiplayer, Zombies, and Endgame. CONTENT Call of Duty: Black Ops 7 Season 06 arrives packed with content and fully embraces the Halloween theme with the return of The Haunting. The update adds new maps, modes, weapons, events, and a new batch of rewards across virtually all of the game's major modes. Among the highlights are Quantum, a brand-new Multiplayer map, the themed version of Bloodstead, and maps specifically designed for the season's new challenges. The season also introduces T.E.D.D. Trials, which bring three Zombies maps into Multiplayer, as well as Hordepoint, a variation of Hardpoint that adds zombies to the matches, bringing a different dynamic to the traditional mode. When it comes to weapons, two returning favorites stand out. The VMP, known to Black Ops 4 players, returns as a fully automatic submachine gun with a high rate of fire, fast movement, and solid effectiveness across different ranges. The TR51 Para, meanwhile, is a high-damage semi-automatic assault rifle with good accuracy and high projectile velocity. It can even be configured for automatic fire, which, honestly, would be a waste of what makes the weapon so fun in the first place. Both weapons can be obtained through the Battle Pass, giving players two very different options to experiment with throughout the season. The season also adds significant content to Zombies. Tenshu is a new survival map set in an area of Kowakujō Castle, while Rex Infernus receives Directed Mode, making its main quest easier to follow through on-screen objectives and limiting rounds to 15. Rogue Run has also been expanded with new upgrades, including Pack-a-Punch Tier IV, Ultra Rarity weapons, and the Golden Armor, along with new Casual and Hardcore playlists. In Endgame, the season takes players to a nighttime version of Avalon and introduces the Forbidden Summoning event, which brings a new threat to the map and offers its own rewards. On top of that, new weekly challenges, Prestige titles, and the Zombies Super Easter Egg are also part of the update. Another highlight is Camo Costume Party, an event that allows players to unlock new camos through challenges across the different game modes. Rewards include animated camos and the new Arcblade melee weapon. The season also features the DOOM Event Pass, bringing content inspired by the franchise, including the Doom Slayer Operator, Doom Guy skins, the Crucible Blade, and the DOOM Shotgun. Considering the number of collaborations Call of Duty has been receiving, this is another partnership that manages to stand out, especially thanks to the presence of such recognizable DOOM elements within the Black Ops 7 universe. BLACKCELL The Season 06 Battle Pass features more than 100 items and introduces Blackjack as a new Operator, along with the two new weapons, the VMP and TR51 Para. The standard pass costs 1,100 COD Points and allows players to earn back up to 1,100 COD Points by completing it. For those who opt for BlackCell, the season adds an additional layer of content, including the Revenant Operator, the Aeternum Mastercraft for the AN-94, unlockable variants, exclusive skins, weapon blueprints, a dedicated Mastery Camo, and additional daily challenges. BlackCell also includes 1,100 COD Points and a 10% XP bonus, along with other exclusive items. It adds a considerable amount of content to the Battle Pass, especially for players who tend to progress through all of its pages and want to take advantage of the additional progression bonuses. MY IMPRESSIONS One of the things I enjoyed most about this season was the decision to bring back classic weapons that genuinely make a difference to the gameplay. The VMP brings that familiar feeling for anyone who already knows the weapon from Black Ops 4, but the one that caught my attention the most was the TR51 Para. The Battle Pass also follows a structure that has become very familiar to anyone who has been following Black Ops 7, with its reward pages and a huge number of items spread throughout the progression. Personally, I really liked the design of the weapons and skins this season. The purple-focused visual identity fits the theme very well and creates a particularly striking presentation for the unlockable content. Some of the camos also caught my attention, especially one of the more colorful and eye-catching options I came across while progressing through the season. BlackCell continues to work as a natural extension of this experience, bringing a significant amount of additional content while also helping with progression through its XP bonuses. For me, this type of benefit makes a difference mainly when I'm progressing through the levels, unlocking rewards, and reaching those moments when I want to speed things up a little. Double XP events also remain particularly useful opportunities to take advantage of this system, especially when they appear alongside the bonuses available through the pass. Another point I find interesting is the amount of additional content the season manages to bring to the game, even at such an advanced point in the Black Ops 7 cycle. The DOOM collaboration, for example, is a particularly interesting surprise at this stage. Beyond the event itself, the presence of characters and equipment inspired by the franchise helps set the season apart and shows that there is still room for significant collaborations before the next stage of the franchise. TRAILER OFFICIAL FINAL THOUGHTS After following the previous seasons of Call of Duty: Black Ops 7, Season 06 feels like another opportunity to keep exploring the game, better understand its mechanics, and observe how the community reacts to its changes and new content. What I enjoyed most about this season was the combination of new content with familiar elements. The arrival of the VMP and TR51 Para introduces weapons with different playstyles, while the events, new camos, Zombies content, and DOOM collaboration help create a season that does not rely on a single feature to grab players' attention. Of course, some of this content is essentially cosmetic, but for players who follow the progression system and enjoy customizing their Operators and weapons, these rewards become an important part of the experience. In that regard, I feel Season 06 delivered some of the most interesting designs I've encountered throughout the Black Ops 7 cycle. I also liked the way XP events help keep progression moving. When you can take advantage of Double XP alongside the bonuses available through the Battle Pass and BlackCell, it becomes much more appealing to spend a few hours playing and working through the rewards. In the end, Season 06 maintains the formula that Black Ops 7 has been building throughout its cycle, while adding elements capable of refreshing the experience. Between classic weapons, new Zombies content, special events, camos, the Battle Pass, BlackCell, and the arrival of DOOM, there is plenty to explore. For those who are still playing Black Ops 7, the new season delivers a good variety of content and, most importantly, several additions that genuinely change the way the game can be played. In my case, the TR51 Para, the visual identity of the new skins, and the DOOM collaboration were some of the elements that stood out the most this season. Nota: 8.5/10 Review by Gamertag: SCOULZ
- Review: EA SPORTS NHL 27
NHL 27 finds its rhythm between realism and fun NHL 27 is one of those sports games that makes an impression within the first few minutes. The introduction has an almost television style presentation, looking beautiful and immediately putting the player into the atmosphere before the puck even hits the ice. The visuals are stunning, the arenas have their own identity, and the soundtrack stands out through its variety, ranging from classic rock to country and licensed songs that mix current tracks with already established hits. Even the classic sounds of the sport, including that characteristic piano and the traditional fights, help create an authentic experience. GAMEPLAY The gameplay foundation works very well precisely because it allows players to get started without having to master an absurd number of commands. Something that positively surprised me was the way matches can produce situations that feel like they happen spontaneously. The puck can completely change the course of a play after a collision, a battle for possession, or a loose puck, meaning that it is not always possible to predict exactly how a sequence will end. This unpredictability fits the sport very well and gives each match its own identity, especially when an apparently simple play ends up creating an unexpected opportunity. It is a characteristic that makes NHL 27 feel less restricted to predetermined sequences and more like an actual match where situations naturally develop as the players interact on the ice. At the same time, there is a layer of depth that becomes apparent as you begin to better understand positioning, passing, movement, and different ways of creating plays. Passing plays involving the boards were one of the things I enjoyed most during matches, especially because directional passing allows you to create situations that go far beyond simply passing the puck to the nearest teammate. The AI teammates also deserve praise. I felt there was a very interesting balance between realism and the movement of the AI controlled players, with teammates occupying spaces and participating in plays in an intuitive way. There are still some strange moments, especially when you look at a player's positioning or wonder why the AI made a particular decision, but these are isolated situations within a system that works very well most of the time. EA also reinforced the idea in NHL 27 that each team has its own tactical behaviors, with specific playbooks and strategy changes depending on how the game develops, which helps explain why different matchups can have very different rhythms. Defense is an area where I noticed some inconsistencies. Puck pickup, or stealing the puck, whichever term you prefer, can be somewhat inaccurate in certain situations, and some of these interactions end up feeling less precise than they should. When I am facing another player directly, for example, I often feel that the puck steal could be more responsive. In practice, I end up relying on Body Checks quite frequently because the hit provides a much clearer sense of response to the command. There is also a considerable difference between simply playing NHL 27 and actually learning how to maximize its mechanics. This learning curve is one of the biggest I have seen in a sports game and it is great for anyone who enjoys going deeper, but it can also push away more casual players, especially online, where the difference between someone who has just started playing and an experienced player can be overwhelming. GAME MODES Franchise & Connected Franchise The Franchise mode follows a structure that will feel familiar to anyone who has played EA's sports games before. There are drafts, roster management, and several options for customizing the experience before even starting a season. For anyone already familiar with the Career Mode in FC or other titles from the company, there is not much of a learning curve here, but the number of available options allows you to build a very specific experience. The arrival of Connected Franchise expands this concept into multiplayer, allowing players to create online leagues with friends and turn the season into an ongoing competition between different players. Be a Pro Be a Pro continues its focus on following a player's development within the world of hockey, but NHL 27 adds a greater layer of leadership to the career. Progression can involve leadership status, alternate captain and captain roles, as well as decisions related to the roster and the identity of the team. It is a natural evolution for a mode that has already received a lot of attention in previous games and works well with the idea of following not only the player's attributes, but also their position within the group. Play Now It was precisely in the offline one on one matchup that I had one of my most enjoyable experiences with NHL 27. The ability to simply choose two teams and step onto the ice allows all of the game's complexity to shine without having to go through menus, seasons, or progression systems. This is where passing, board plays, AI movement, physical contact, and the overall dynamics of the sport can work in the most direct way. For me, it was one of the most enjoyable experiences I have had with a sports game. Ultimate Team Ultimate Team follows the structure we already know from EA's games, with cards, roster building, and a huge number of menus. Visually, the card animations are very cool, including ice effects and the presentation dedicated to the items. It is also a mode with a huge potential to keep players engaged, since progression and the search for improvements naturally encourage consecutive matches. The biggest problem is navigation. At first, there is a feeling of sluggishness caused by menus on top of menus, tabs inside other tabs, and different screens before you finally reach what you actually want to do. World of CHEL World of CHEL is the part of NHL 27 focused on players who want to create their own character and participate in matches with other players, customizing appearance, play style, attributes, and equipment while developing their character. Progression takes place through different rewards and allows you to adapt your player to the position and play style you prefer to use on the ice. In NHL 27, this system has been expanded with a Season Pass that offers Skill Points, Attribute Bonuses, Attribute Cap Increases, and cosmetic items as you progress. Another interesting detail is the influence of the character's physical size. Height and weight are not simply visual choices, as they also affect characteristics such as speed, agility, strength, balance, endurance, and the ability to perform certain defensive moves. This creates some interesting choices when building your player, since gaining strength and physical presence can mean sacrificing speed and agility. It is a mode with quite a lot to learn at first, but it gains depth as you understand how these characteristics affect your character's performance. VISUALS AND SOUND Visually, NHL 27 is one of those sports games that makes an impression without having to try too hard. The rebuilt arenas, the atmosphere of the matches, and the television style presentation fit the sport extremely well. The feeling of watching an actual broadcast also appears during the most intense moments, while celebration animations and the movement of the crowds give each match more personality. Some animations are a little too long and there are moments when they cannot be skipped, but that never bothered me significantly during my time with the game. The soundtrack is one of the things I liked the most. It does not feel like it was simply put together with whatever songs are popular right now. There is a selection that mixes current licensed tracks with already established songs, ranging from classic rock to country, and that gives the soundtrack a lot of personality. The audio presentation during matches also works very well, from the characteristic sounds of hockey to the piano and celebration moments. The change to John Buccigross and Darren Pang as the broadcast team also gives the series a fresh identity compared to previous games. ACHIEVEMENTS NHL 27's achievements do a very interesting job of encouraging players to experiment with different modes and, most importantly, different mechanics throughout the game. Some of them are particularly fun precisely because they make you attempt plays that you might not normally use, such as scoring with a perfect one timer, scoring between the legs, or even knocking the goalie's water bottle off with a shot. There are also objectives that encourage players to explore less obvious mechanics, such as using the lacrosse shot, getting an assist with the lacrosse flip, or taunting an opponent with a deke. This makes the achievement list fit nicely with the game's learning curve and encourages players to put into practice what they have been learning during matches. At the same time, some achievements require more dedication and introduce a certain amount of grind for anyone aiming for 100%. This is particularly noticeable in objectives tied to progression in specific modes, such as reaching level 50 in World of CHEL, completing a season in Connected Franchise, or reaching Gold Legacy status by retiring in Be a Pro. Even so, I like the way the list distributes its objectives between spontaneous moments and long term progression. You can unlock some achievements naturally while learning how to play, while others require you to genuinely commit to specific modes. For completionists, this variety makes the road to 100% feel less like a simple sequence of repetitive tasks, even though there are still some grind heavy moments along the way. TRAILER OFFICIAL FINAL THOUGHTS The main issue I had with NHL 27 comes from some of the small inconsistencies during matches. Puck pickup can still feel inaccurate, particularly in situations where you expect a more direct puck steal, and some AI decisions make you stop for a second and wonder why a player moved that way. The number of menus also makes some modes slower than they should be, especially Ultimate Team. These problems do not ruin the experience, but they are noticeable during gameplay and prevent everything from feeling as fluid as it could. I also really missed having a Brazilian Portuguese translation, especially to make it easier to dive deeper into modes that involve so many menus. On the other hand, the more time I spent playing, the more I enjoyed the possibilities offered by the mechanics. The initial accessibility of the controls combined with the difficulty of actually mastering every available tool creates a very interesting learning curve. Directional passing, plays involving the boards, teammate movement, and the variety of strategies can quickly turn a simple match into a sequence of decisions. The balance found in the movement of the AI controlled teammates was also one of the things I enjoyed the most, because there is a very satisfying feeling that the players are participating in the same play instead of simply following isolated commands. In the end, NHL 27 is an extremely fun game once you start mastering what it has to offer. The offline one on one experience was one of the things that stood out to me the most. The presentation is also at a very high level, with incredible looking arenas, an authentic atmosphere, a very well selected soundtrack, and a broadcast presentation that fits the sport. There is still a huge difference between knowing how to play and actually mastering NHL 27, but that depth is precisely one of the things that made me want to keep playing. SCORE: 8.7/10 Review by Gamertag: SCOULZ
- Review: RuneScape Dragonwilds
The incredible world of RuneScape returns in triumph. THE GAME RuneScape: Dragonwilds is a visual novel developed by Jagex Ltd and distributed by Jagex Ltd, H2 Interactive Co., Ltd., and Graph. In the forgotten continent of Ashenfall, dragons awaken. You are summoned by warriors to help them defeat the Dragon Queen. Without equipment or resources, you must establish and build your base, acquire food and water, and equip yourself to overcome the challenges and quests that appear on your path to the grand final battle. Survive, alone or in a team, and explore the open world as you wish. Dragons can appear out of nowhere to attack you. MY IMPRESSIONS RuneScape is a recognized classic brand in the MMORPG genre and in the creation of an incredible magical world. Now, in RuneScape: Dragonwilds, with an open world, survival, and base building, they continue to do a good job in terms of creation, gameplay, and fun, without losing the essence of what RuneScape has always brought to its players. What I would like to highlight first is the freedom the player has. The game doesn't force you to do anything, leaving it up to the player to do what they want at their own pace. I, for example, spent a good amount of time building my first house, even without having unlocked many resources or building options, but I was having a lot of fun building my base, even though the building mode isn't the most dynamic possible. Discovering side quests while exploring the map is also very satisfying, as you never know where you'll find something new to do. Everything is indicated by the map, which helps you not get lost in the world. The game is in Brazilian Portuguese, making it easier for the player to understand the objectives and mechanics of the game. The art style of RuneScape: Dragonwilds is colorful and vivid, making the player feel immersed in a magical world that only a medieval RPG can provide. The gameplay of RuneScape: Dragonwilds is very fluid, but the interface can be a little confusing at first, although you get used to it over time. Crafting options increase as you level up, discover new materials, or find scrolls that unlock new items. You'll notice that RuneScape: Dragonwilds wants the player to truly explore the world and experience everything the game has to offer, which has always been a characteristic of the series and makes perfect sense for the game's immersion. Your character levels up their skills when performing the activity related to them; for example, to increase agility, you simply have to walk and run around, just as to increase cooking, you must cook. With each level you gain, you acquire improvements or new possibilities within that skill. I think it's really cool, even though it might seem tiring to have to repeat the same activity. The goal isn't to grind everything at once, but to maintain longevity in the game, making the player continue playing and using everything the game has to offer, since they'll be keeping the same character every time they play. The player also doesn't need to worry about being stuck in one playstyle, since what defines how you play is only your equipment. Want to play using magic? Equip a staff and some equipment that improves your magic damage. Changed your mind and want to play attacking physically? Just change your equipment again. As the game's name suggests, runes are very important. At first, it might seem a bit tedious to have to create runes to cast certain spells, but that's what gives the game its charm. You'll have many magic options, some more utilitarian and others more for combat. And if the central theme of RuneScape: Dragonwilds is dragons, it's only fair that they're incredibly cool. Initially, I was surprised by a dragon flying over my base, making noise and then leaving. I thought that was all, just to establish that dragons were there. However, later, that same dragon started attacking me, firing bursts of poison and raining down poison balls. That's when RuneScape: Dragonwilds won me over. I didn't have the equipment or weapons to face the dragon, but the way it was used as a threat, but without direct confrontation, immersed me in the game. And that's what RuneScape: Dragonwilds aims to do: put the player in a fantasy world and let them be free to explore and make their own way. Build your own base with various customization options. ACHIEVEMENTS The variety of activities in RuneScape: Dragonwilds already indicates how many different things need to be done to complete certain achievements. Many of these are specific interactions, usually with magic, such as conjuring a fireball on a chicken, for example. Quests related to defeating certain bosses and completing missions in specific regions also have achievements to unlock. However, the biggest challenge will be leveling all your basic skills to level 99, as each one unlocks a different achievement. To get 100% of the achievements, you'll have to explore all the game's resources to the fullest, which will take time and a bit of patience, but since RuneScape: Dragonwilds is a game meant to be played for a long time, you'll gradually achieve them all. Use and combine runes to cast spells. CONCLUSION RuneScape: Dragonwilds is designed to draw you in and make you lose track of time. The freedom the game offers leaves you with many options, and you'll want to do them all. Progression happens at the player's own pace, and they must explore and discover for themselves. And the world is large enough to have plenty to see. I didn't have the opportunity to experience the game in multiplayer mode; my adventure was solo, but I imagine playing with a group of friends is like being in a tabletop RPG session. Base building is addictive; I was planning constructions that wouldn't even be useful, but I wanted to build a small town just for fun. The developers of RuneScape: Dragonwilds seem to listen to their players a lot to make decisions about the game, and I think that's really cool. RuneScape: Dragonwilds has the potential to become as vibrant as the classic RuneScape. SCORE: 8.0/10
- The Walking Dead: Streets of Survival
An excellent dual tribute: To the most famous zombie series in the world and to classic pixelated beat 'em up games. ORIGIN: Based on the acclaimed AMC TV series, which in turn adapts the comic books of the same name from Image Comics. ABOUT THE GAME: The Walking Dead: Streets of Survival is a game released on September 18, 2026, in the Arcade and Beat 'em Up style, developed by Odaclick Game Studio and published by Trailmark Games. PLATARFORMS: Playstation 5 Xbox Series X|S Nintendo Switch Nintendo Switch 2 PC (Steam) PLAYABLE CHARACTERS: The initial roster features Rick Grimes, Michonne, and Daryl Dixon, with Negan Smith as an unlockable character. The developer's biggest hit was preventing characters from being mere aesthetic "skins": each one features unique combat mechanics and dynamics. Michonne: Stands out for her excellent reach and damage in physical attacks. Her legendary Katana is the game's key differentiator, offering unlimited use and high efficiency from a safe distance. Rick Grimes: Offers the fastest shooting with his classic Colt Python Magnum, but requires caution, as he becomes extremely vulnerable when ammo runs out. Daryl Dixon: Maintains long-range balance with his iconic crossbow. The inventory system is well structured; each character has 3 weapon slots: 01 - Fixed Primary Weapon: Katana (Michonne), Colt Python (Rick), or Crossbow (Daryl). 02 - Secondary Firearm: Found around the map to boost firepower. 03 - Secondary Melee Weapon: Hatchets, crowbars, and other items with limited durability for hand-to-hand combat. The variety of gear and the need to swap between weapons bring a very welcome tactical touch to the genre. MY EXPERIENCE: Gameplay experience, balance, and progression: As a fan of the franchise and an enthusiast of pixel art arcade games, the experience with Streets of Survival was extremely rewarding. Right amount of difficulty: The game doesn't hold your hand. The learning curve and challenge level force the player to think strategically in certain stages, testing different approaches before securing victory, even when playing on Normal mode. Immersive loot management: The loot system is one of the title's biggest highlights. It strikes a perfect balance: it doesn't overwhelm the player with resources to the point of trivializing danger, nor is it so scarce that it frustrates combat. You must pace your shots and save ammo for the most critical moments. Skill tree: Progression is rewarding. Eliminating zombies earns you points that can be invested in the characters' skill trees. The system also features exclusive runes for each survivor that boost their natural stats, ensuring a constant feeling of evolution that matches the narrative pacing. Boss Fights: The boss battles are a standout highlight. Intense and punishing, they demand absolute precision—a single ill-timed dodge roll can be fatal. Every boss features distinct patterns and mechanics, forcing you to adapt your strategy for each new encounter. The challenge is real: I was defeated over 10 times by certain bosses before mastering their patterns and securing victory. STRENGTHS: Visuals: Nostalgic and well-crafted pixel art that recalls the genre's great classics. Soundtrack: Immersive and enjoyable, setting the tone for suspense and action nicely. Gameplay: Dynamic, smooth, and very fun. Challenge: Engaging difficulty that rewards planning. Challenging difficulty, even on normal mode. ACHIEVEMENTS & REPLAY VALUE: For achievement/trophy hunters, the list is fair and fun: Most trophies unlock naturally as you progress through the campaign. There are specific difficulty challenges (completing on Easy and Hard modes) and cumulative action achievements (such as "Eliminate 500 human enemies"). The trophy for finding all secret rooms requires the most attention and exploration, along with "A Key to the Future," which requires collecting all collectibles. Replay Value: Free stage selection allows you to backtrack and explore previous levels in whatever order you prefer, making it easier to hit 100% completion. CONCLUSION: The Walking Dead: Streets of Survival delivers exactly what it promises. Whether you are a fan of the comics, the TV series, or classic Beat 'em Up games, this title is an easy recommendation. With a frantic pace from start to finish and finely tuned mechanics, the game offers a fun and enjoyable experience. Score: 8.5/10 Review by: LefaTOON
- Review: Sucker for Love Crush Landing
What do we do with this meteorite in the middle of the room? THE GAME Sucker for Love: Crush Landing is a visual novel developed by Akabaka and distributed by Black Lantern Collective. On an ordinary night, our protagonist, a night escort, is finishing one of his appointments. On his way home, he realizes something has crashed into his apartment. Desperate, he runs inside and finds an incandescent meteorite in the middle of his living room. After interacting with the object, it reveals itself to be a shapeshifting being, a being that calls itself Hheily. While the discovery is incredible, many things are still at stake, with people wanting the meteorite for themselves or strange phone calls, for example. What will Hheily's fate be? It all depends on your choices. A galactic being falls from the sky and lands in your apartment. Now what? MY IMPRESSIONS Despite being a visual novel, Sucker for Love: Crush Landing has a lot of interaction, which prevents the game from being just a constant reading with only a few dialogue options. Even though it's relatively short, its replay value is high, since it's possible to reach different endings at different points in the game, even at the beginning, for example. There are many puzzle elements in Sucker for Love: Crush Landing, making everything more fun and interesting, so the player can understand mechanics while trying to reach different endings. I think it's really cool how the game doesn't reveal Hheily's idea and concept right away, allowing the player to understand what's happening through the interactions. The game's art is gorgeous, very pleasing to the eye, in a 90s anime style. The colors are well highlighted, since color is an important factor in the plot. All the characters, except the protagonist, are voiced, which makes the immersion in the dialogues more enjoyable and adds a lot to the characters' personalities. All the characters are very charismatic, especially the protagonist and Hheily. There's a mix of comedy and cosmic horror that works very well in the narrative and delivers great moments. Unfortunately, the game isn't in Brazilian Portuguese, making it very difficult to follow the story for those who don't speak English. Being a visual novel, the game is quite text-heavy, but it's not tedious; on the contrary, it's very interesting. Sucker for Love: Crush Landing is a very fun visual novel experience, dispelling any stigma associated with the genre. Your choices make a difference. ACHIEVEMENTS Since Sucker for Love: Crush Landing is a game with many endings, naturally, most of its achievements are based on the game's possible endings. Additionally, certain actions also unlock achievements. You'll probably want to see all the endings, so this will happen naturally, and you'll soon be able to complete 100% of the achievements. Mysterious things surround this meteorite. CONCLUSION I was pleasantly surprised by what I found in Sucker for Love: Crush Landing. Charismatic characters, an interesting story, and fun gameplay all make the game lighthearted, even with a lot of text, which is intriguing and makes you want to follow the story. The narration, even though it's in English, makes everything even better. I don't even need to mention the art, which is a show in itself. Sucker for Love: Crush Landing has a very unique atmosphere that makes you laugh one moment and tense the next, but in the end, delivers a very fun experience. SCORE: 8.0/10
- Review: Graveyard Keeper 2
Cemetery, zombies, and automation return in full force in the sequel to Graveyard Keeper. THE GAME Graveyard Keeper 2 is a medieval cemetery management game developed by Lazy Bear Games and published by tinyBuild. We return to medieval times after the events of the first Graveyard Keeper, but with new objectives. Eight years after the first gravedigger acted in these lands, a new individual is released from his shackles in a prison and discovers that this world is in danger. Knowing this, he is tasked with solving the problems for which he is somehow also to blame. Now, in addition to being a gravedigger, he is also the inquisitor. With this, he must take care of the cemetery and help the villagers, while trying to discover the reason for so many zombies appearing. Your new house needs a lot of improvements. MY IMPRESSIONS Graveyard Keeper 2 retains everything its predecessor did well, with some changes, some more successful than others. The core gameplay remains the same: manage the cemetery and the corpses, produce goods to trade with the village, help the villagers, and bring zombies to life to help automate tasks. Two of the major new features are the expanded possibility of automation with zombies and zombie battles. Starting with the first new feature, there's a huge underground space on your property designed to create a true automated factory, using zombies as machine operators. Although this will only work efficiently after playing for a while, it's extremely important for effectively creating items crucial for advancing the story and trading products with the village. The other new feature adds some action to the game, requiring the creation of a zombie army and the construction of barricades and towers, as well as equipment to aid in battles. With this, you can engage in battles to liberate areas overrun by zombies, essential for progressing in the game's story. Both new features add a new layer of challenge and variety to the game, although the automation is confusing and the battles aren't as exciting. The day system still exists, with some activities only possible on a specific day of the week. Some changes have been made to basic mechanics, such as how to unlock character upgrades and abilities, which previously were part of the same skill tree along with unlocking new buildings. This time, to improve your character, you must perform varied activities, or rather, you will have to do a little bit of everything, by necessity. Personally, being forced to do activities you don't want to do isn't very appealing. It gets worse when doing these activities isn't the only requirement: you must spend faith points. For those who haven't played the first game, faith is a resource acquired by giving sermons in church. And now you'll understand something about Graveyard Keeper 2: all important resources are interdependent. To guarantee a good amount of faith, you need village approval points, which you get by selling certain types of items or completing story missions. Since missions are finite, you're reliant on selling goods to the village, which, to be efficient, needs to be done in a specific way, but I won't go into too much detail. And to do this efficiently, you need automation. I could continue the line of reasoning about what you need to automate and so on, but in short, that's what makes the game addictive to the point of becoming irritating. The first Graveyard Keeper already had a lot of pacing problems, with many people abandoning the game early on because it wasn't appealing in that sense, which was bad, because after the beginning, the game picks up very well. My point here is: some mechanics that are fun are complicated just to make it harder, not to make it interesting. Another example is the zombies, which at a certain point in the game, it's extremely difficult to progress without using them in large numbers. Creating zombies is no quick process, as it depends on a specific day and having corpses to create them. And then comes the bureaucratic part: the village doesn't like you using zombies, so if you have too many zombies, you produce less faith in your sermons. So what should you do to avoid this? Create an item that uses faith and only lasts for a limited time in weeks. Graveyard Keeper 2 becomes a resource juggling act that could be more fun to manage, but ends up just being frustrating. A major problem with Graveyard Keeper 2 is the lack of better explanations about mechanics and items. Although there is an easily accessible tutorial, some simple information that could appear in item and building descriptions would be very helpful. The zombie mechanics, for example, are almost entirely trial and error. Graveyard Keeper 2 gives the player a lot of freedom, which is good in some cases, but some more practical tutorials showing how the mechanics work, especially the automation, would be great. And speaking of giving the player freedom, we should talk about the game's story. It was created to make sense within the story of the first game, although I find it a rather weak excuse, but this is not very bothersome. The good humor is still maintained, with its characteristic jokes. The game is in Brazilian Portuguese, which makes it easier to follow what is being said and what to do to progress in the story. As expected, to advance, you must help some characters, and that's where the player's freedom hinders the clarity of the game's path. Theoretically, you can advance through some character missions before others, until they all converge at a common point. So far, no problem, but this freedom often makes the player work harder than necessary, because if you followed a different mission sequence, some aspects of other missions would become clearer and more cohesive with the story's continuity. Again, this doesn't hinder the game too much, but you as a player might feel confused in some aspects. The game's art remains wonderful, although the story scenes are very different from the original art and cause a certain strangeness. The characters are now voiced, but for those who liked how it was in the first game, you can switch to the classic grunt-like babbling. Even though the game seems to have many problems, don't be fooled: it's very fun, although much more bureaucratic than the first game. Of course, all the initial work you put in will be rewarded, but I feel that in Graveyard Keeper 2 you will spend much more time before reaching a point where everything flows satisfactorily. All these areas for improvement were only mentioned because the game's foundation is already incredibly good and flawless. It's a game well worth investing time in, and believe me, you'll spend that time without even realizing it. Command an army of zombies to retake the city. ACHIEVEMENTS The achievements in Graveyard Keeper 2 are quite simple and follow the game's premise: do a little bit of everything in the game. Cooking some dishes, creating some potions, fishing a certain number of fish, chopping down some trees—in short, practically every basic activity in the game will have an achievement that requires you to do it a certain number of times. And of course, there are achievements linked to the game's story, so to get them all, you just need to finish the game. I like the simplicity that Graveyard Keeper 2 brings to the achievements; even though many require repeating activities, they don't demand an absurd amount of repetition. It's a game that, if you're engaged, you'll easily get 100% of the achievements. Even with many tasks, being a gravedigger is still one of them. CONCLUSION Despite many criticisms, Graveyard Keeper 2 is extremely fun and addictive. The bureaucracy created to keep you constantly moving in the game is understandable, but it's done in a not very fun way. I'm sure that by the end of the game, with everything practically automated, these bureaucracies will be trivial, but some players might quit before reaching that point. I encountered many bugs, mainly in the zombie mechanics, which get stuck or don't seem to be working as they should, but this should be fixed quickly. Graveyard Keeper 2 inherits the lack of rhythm and clarity of its predecessor, but also brings the fun of the first, leaving a more positive than negative impression for those who invest time in it. SCORE: 8.0/10
- Review: Roguecraft DX
Every Step Hides a New Danger Rogue Craft DX is a roguelike RPG that bets on a simple and straightforward approach, but still manages to deliver a very enjoyable experience. The adventure places the player in randomly generated maps where we must explore, face enemies, and find resources to progress through the 15 available levels. MY IMPRESSIONS The gameplay is quite straightforward. We explore the environment while enemies have their own turns. Along the way, we find chests, keys, lives, and other resources, while the map is gradually revealed as we discover new areas. There are three classes, two of which are available from the beginning, while the third is unlocked after defeating Bonez Master. We also find interesting mechanics, such as pets and the ability to become invisible, while enemies vary as we progress through the levels. Despite its simplicity, Rogue Craft DX is far from easy. We start with only five hearts of health, depending on the class we choose, and can increase this amount during the adventure. However, the random generation can put us in some rather difficult situations. Classes such as the Rogue and the one unlocked by defeating Bonez Master also feature unique mechanics, while the Warrior has a little more health. The pixel art is one of the game's biggest highlights. The world is built from small squares, but practically every element is animated, making the environments feel alive. Even with its simple presentation, there is a great deal of care in the visual design. ACHIEVEMENTS Roguecraft DX features a varied achievement list, mixing objectives related to exploration, combat, item usage, and progression. There are also challenges focused on the different classes and other tasks that encourage players to experiment with the possibilities offered by the game. For those looking for full completion, the list requires a little more dedication, especially with challenges involving fully exploring the dungeons and completing certain conditions during runs. Overall, it is a well-integrated achievement list that encourages different ways of playing without revealing spoilers about the adventure. TRAILER OFFICIAL FINAL THOUGHTS Rogue Craft DX knows exactly what it wants to be. Its mechanics are easy to understand, the controls are comfortable, and exploration works very well, while elements such as pets, invisibility, and enemy variety add small layers of strategy. Some additional abilities could bring even more variety to the progression, while greater color differentiation between potions would make them easier to identify. Even so, the overall package is very well built and delivers an enjoyable experience for anyone looking for a straightforward, fun, and uncomplicated roguelike RPG. SCORE: 7.6/10
- Review: The Blood of Dawnwalker
Thirty Days and Thirty Nights to Save Your Family and Discover How Far Your Humanity Goes In 14th-century Europe, while the Black Death devastates entire populations and leaves communities completely vulnerable, an even more terrifying threat emerges from the shadows. The Vrakhiri, a powerful lineage of vampires, take advantage of humanity's weakened state to seize control of Vale Sangora. It is in this scenario that we meet Coen, a young man who sees his own family threatened and ends up transformed into a Dawnwalker, a creature that exists between humanity and vampirism. For 30 days and nights, he must travel across Vale Sangora, deal with humans, vampires, and different characters while trying to save his family before Brencis's coronation. What makes this particularly interesting is that this time limit is not merely a narrative element: it determines the pace of the adventure, influences which quests we can undertake, and constantly creates the feeling that putting something off until later could mean losing an opportunity forever. GAMEPLAY In control of Coen, the foundation of the combat is familiar to anyone who has played other medieval action RPGs, but there is one difference that particularly stood out to me: the direction of attacks and defenses. By moving the analog stick to the right or left, we also change the direction of our attack and block. This means that even a simple encounter requires much more attention than simply pressing the attack button repeatedly. There is also a universal block, which is less effective but useful when we need to react quickly. Dodging can also be directed, and together with the blocking system and parry timing, this creates a very enjoyable combat experience when facing a single opponent. The problem appears when multiple enemies enter the fight at the same time. The difficulty increases very sharply, mainly because the camera and aiming system do not always provide the precision needed to keep track of several opponents. The AI also has noticeable limitations in certain situations, such as when I attracted guards away from their positions and they simply stopped at a specific point, taunting me without advancing any further. The abilities expand this structure considerably. Coen has three main skill trees involving Swordmastery, Witchcraft, and Vampirism, along with passive and special abilities. Some abilities allow us to absorb blood and energy from enemies, while others completely change the way we explore and fight. Special attacks have activation charges and need time before they can be used again, with some requiring one or more charges. The animations for the attacks are excellent, especially the special abilities, and movement through vampiric powers also stands out. The ability to walk on walls was one of the things I liked most at the beginning of the adventure, especially because it completely changes our perspective on exploration. It consumes a significant amount of stamina, but opens up vertical routes through castles, cliffs, and other structures that would normally just be part of the scenery. The map is gigantic and features shrines, towers, merchants, doctors, haunted areas, bounty hunters, soldier camps, daytime and nighttime quests, and countless locations that can be discovered while traveling. There is also a very modern inspection system, similar to what we see in current games, allowing us to identify interactive objects and preventing important elements from being overlooked. The verticality adds even more possibilities, while shrines serve as fast travel points. At night, we can also take advantage of the wolf transformation to increase our mobility, while certain abilities, such as Haste, help Coen cover long distances during the day. Because of this, the absence of a mount bothered me much less than I expected. A horse would fit perfectly with the historical period and the scale of the map, but after unlocking these alternative movement options, its absence becomes far less relevant. The major element connecting exploration, quests, and progression is time. Almost everything needs to be carefully considered before being done. Helping an NPC can consume hours, removing rocks blocking a path can cost nearly half a day, and learning certain abilities also requires time at a shrine. There are activities exclusive to daytime and others that can only be performed at night. This creates an interesting sense of pressure, because accepting a quest at noon is completely different from accepting the same activity when nightfall is approaching. The side quests also carry a strong familiarity with The Witcher, ranging from searching for something that has been lost or finding someone's brother to more elaborate stories involving specific characters. There are also activities such as stealing, with the possibility of being spotted by NPCs, camps that increase our Infamy, and a Cutscene Tree that provides information about Brencis and his vassals, strongly reminiscent of the modern structure used in Assassin's Creed. The Infamy system also influences the world, eventually unlocking specific side quests when we reach higher levels. VISUALS AND SOUND Visually, The Blood of Dawnwalker is one of the most impressive aspects of the experience. The vampiric atmosphere works especially well at night, with full moons, church bells, medieval structures, forests, and areas consumed by darkness. Even in the darkest locations, there is clear attention to lighting and the composition of the landscapes. The physics also stand out in small details: a simple jump has a perceptible impact on the ground, accompanied by the corresponding sound, while Coen's movement during combat conveys weight and a convincing sense of physical contact. The cinematics are particularly well produced, with facial expressions and animations that help bring the game closer to a cinematic presentation. The soundscape also works well alongside the medieval setting and vampiric atmosphere. There is, however, one technical detail that slightly hurts the first impressions on PC: the excessive shader compilation the first few times we access certain areas and visual elements. In addition, cinematics locked at 30 frames per second create a noticeable difference when transitioning back to normal gameplay. ACHIEVEMENTS The 46 achievements in The Blood of Dawnwalker are relatively creative and make good use of the game's different systems. There are objectives tied to combat, such as performing five Perfect Blocks in a row, making an enemy explode with an Active Ability, or using specific combinations of abilities, as well as achievements related to the three progression trees, exploration, Legendary equipment, Infamy, and even specific activities such as selling fish, destroying Vrakhiri transports, climbing every tower, and traveling a certain distance using vampiric abilities. The problem becomes apparent when looking at 100% completion. Some achievements require specific decisions during the campaign, while others are directly tied to the chosen difficulty and the different possible endings. There is, for example, an achievement for completing the entire game while saving the people of Laslea on the Duelist difficulty preset, as well as objectives related to defeating Brencis alongside different allies or facing him alone. This means that a single playthrough is not enough to obtain everything. Since several of these situations can also be missed depending on the choices made during the 30 days of the campaign, anyone aiming to complete all the achievements will need to plan carefully and inevitably replay important sections of the adventure. TRAILER OFFICIAL FINAL THOUGHTS The main issue that bothered me during my playthrough was combat against multiple enemies. The directional attack and blocking system works very well individually, but the camera and aiming system end up significantly hurting the experience when several opponents surround Coen. The stealth could also have been much more developed. For a game starring a vampire, with all the importance given to nighttime and hunting, I found the stealth possibilities far too simple. Basically, we crouch and try not to be detected, while certain actions, such as opening a door, can immediately alert enemies to our presence. The AI has some good moments during combat, but its limitations become obvious in certain chase situations. Even so, it is difficult to ignore how well the time structure works to create constant tension. Having only 30 days to save our family makes every decision feel important, even when we realize that there is enough time to build a very satisfying adventure. Before accepting a quest, I often found myself wondering whether that activity was really worth spending several hours of the calendar. Combined with the day and night cycle, activities exclusive to each period, vertical exploration, and the different skill trees, the system creates a dynamic that makes the world feel much more interesting than simply an open map filled with question marks. The ability to use a sword and vampiric claws, switch between different ability styles, and walk across walls also reinforces the feeling that Coen is becoming something different from a conventional medieval warrior. And it is precisely this combination that surprised me most about The Blood of Dawnwalker. The vertical exploration, vampiric movement, directional combat, dark atmosphere, and time-based quest structure create an experience I did not expect to find at this level in a vampire game. The influence of The Witcher is evident in several details, from the structure of certain quests to the presentation of characters and the object inspection system, but this did not bother me because there is a very natural evolution of these ideas within its own proposal. The combination of urgency in the story and the freedom to decide what to do creates a dynamic that works extremely well throughout the adventure. At any moment, there is a feeling that we could be doing something else, following another quest, or exploring a different path, and that uncertainty ends up being one of the most interesting and distinctive aspects of the experience. SCORE: 8.5/10
- Review: Friendly Steps
Going home after drinking too much has never been so complicated. THE GAME Friendly Steps is a cooperative comedy game developed by KORO.GAMES and distributed by Ytopia. You and your friends are drinking at a bar, but drinking a lot. Suddenly you receive a call demanding that you return home immediately. Unable to walk properly, you don't know what to do, but your friends have the solution: tie a rope around your bodies and walk together. The problem is that everyone is drunk, so this walk will be a great challenge. Controlling each step, you and your friends must overcome various obstacles to finally reach your goal. Friends united through the best and worst times. MY IMPRESSIONS Mix comedy with bizarre physics and controls, and you get Friendly Steps. Despite this, the idea is simple: control your steps, one at a time. So far, it seems complicated, but nothing impossible. But from the moment you have to do this while tied to other people, chaos ensues. Friendly Steps only works well when played with more people, even better if they are your friends. If you don't have friends, you can still find online rooms to play with strangers. The game provides voice chat to facilitate interaction. As the game itself announces, it has intentionally irritating gameplay to generate funny or extremely frustrating moments. The paths to be taken are truly challenging, as you need to focus on both your movement and that of your companions, because if you stray too far from the person tied to you, the rope stretches too much and causes you or your friends to fall. Coordination is the key to success in Friendly Steps. The game is in Brazilian Portuguese, which makes it easier to follow the story and understand the jokes in the game. Speaking of jokes, Friendly Steps is full of humorous references. In addition, you can interact with items scattered around the map, such as bottles of alcoholic beverages, mushrooms, and hamburgers, which will have some temporary side effects. You can do some side missions along the way if you want to add an extra challenge. Your character is customizable, and during your journey, you can find new elements to unlock in the customization. Friendly Steps gives you a lot of freedom to explore. With side missions and some alternative paths, it's interesting to explore the map, however difficult it may be to coordinate the movement. It's that typical game made to play without commitment, to laugh and get annoyed in a fun way, but that fun depends much more on playing with your friends than with random people. Each step must be meticulously calculated to avoid accidents. ACHIEVEMENTS The achievements in Friendly Steps are, by far, the game's biggest challenge. Starting with the simple ones, some achievements are unlocked by completing areas of the map, i.e., progressing through the game. There are also achievements related to in-game interactions, from simple ones like slipping on a banana peel and drinking 50 bottles of alcohol, to more complicated ones involving delivering items to characters on the map. However, the real challenge lies in three achievements: unlocking all customizable visuals, completing the game falling only 50 times, and completing the game in hardcore mode. These three achievements alone make achieving 100% of the achievements a very difficult task. How did we end up here? CONCLUSION Friendly Steps will appeal to both casual players and those looking for a real challenge. Its simple controls and intentionally irritating gameplay are the formula for funny situations, even if they can generate moments of extreme anger. Although it has an online mode for those who don't have friends or friends who don't own the game, the player misses much of the fun experience if they don't play with their group of friends. The jokes are everywhere and dictate the tone of the game: a light and relaxed experience to spend some fun time with your friends. SCORE: 7.5/10
- Review: SpeedRunners 2 King of Speed
The most frantic race of all is back! THE GAME SpeedRunners 2: King of Speed is a racing game developed by Fair Play Labs and published by tinyBuild. The classic SpeedRunners is back, now with its sequel, adding new power-ups, new runners, new maps, and an 8-player mode for complete chaos. Gather your friends and compete to see who is the fastest and most skilled runner. Run as fast as you can. MY IMPRESSIONS Ten years after the release of SpeedRunners, SpeedRunners 2: King of Speed is released to revive the classic series. This sequel has a difficult task, as its predecessor was always a success and beloved by many. Inevitably, comparisons will be made, both by me and by any SpeedRunners fan, but let's take it one step at a time. The gameplay remains the same, and it couldn't be otherwise, since that's the reason for the series' success. Running, using the grappling hook to swing, collecting and using power-ups on your rivals, a very fast pace—in short, all these elements are still there. Visually speaking, the entire design, both of the characters and the maps and effects, has been revamped. A modernization, going from flat 2D characters to something with more volume and depth, and from basic maps to maps with much more lighting and effects. Everything is very beautiful, until you start playing. Unfortunately, all this redesign and implementation of more effects clutters the player's screen too much. The clarity of things is compromised; even with various indicators about the character, you still get confused, since even these indicators clutter the view and aren't very useful, as the indicator's color doesn't match your character's color, for example. The first game, due to its visual simplicity, allowed for better clarity for the player. Although the game's idea is to be a chaotic race, the chaos should be created by the players and not visually bothersome. The variety, both of maps and characters, is much smaller than in the first game. Some classic characters remain, and some new ones have been added. I imagine it wouldn't be possible to transfer all the characters here; this isn't so bothersome, since the coolest ones are back. You can acquire and customize your character, playing with them, overcoming challenges, and unlocking new cosmetics. As for the maps, there's been a decrease in their quantity, but each one has a hidden side. Some new maps are extremely confusing or lack a good dynamic for players who might be starting this game. New powers have also been added, but they are very uncreative and quite bland. The game is in Brazilian Portuguese, helping players who want to follow the story mode, which tells the story of New Rush City and its heroes. I don't know if the story mode is what attracts players to SpeedRunners 2: King of Speed, but it tries to do something different, like a challenge for the player. There are boss battles in the story mode, which slightly changes the basic dynamics of the game itself. You also have access to online and ranked mode, if you want to compete against players around the world. Given all that has been said, you must be thinking: Is SpeedRunners 2: King of Speed bad then? And the answer is: no! Quite the opposite, it's very fun. The formula that SpeedRunners created is so good that, in 10 years, nobody has done anything equal or close to it. SpeedRunners 2: King of Speed suffers from the legacy of its predecessor, which was perfect. Still, it's quite competent at bringing back something so fun with fresh ideas, even if it could have inherited the simplicity of its predecessor. Choose from a wide variety of runners. ACHIEVEMENTS The achievements in SpeedRunners 2: King of Speed are mostly easier to obtain simply by playing numerous matches without focusing on them, as a large portion of the achievements are tied to interactions between powers and players. Additionally, beating bots on all difficulty levels and completing tutorials also unlocks achievements. Playing ranked or online matches also unlocks achievements, but don't worry, you won't have to play thousands of matches or achieve a high ranking to get them. Finally, there are some secret paths hidden in certain maps that will grant you achievements. Completing 100% of SpeedRunners 2: King of Speed will be quite easy for those who play hundreds of matches, which isn't difficult to achieve. Use your powers to defeat your opponents. CONCLUSION SpeedRunners 2: King of Speed brings back a great game idea, but falls short visually. While the new maps aren't particularly cool and the new powers aren't fun, this would all go unnoticed because the game's concept itself is already very entertaining. However, the lack of visual clarity in several aspects affects the gameplay. SpeedRunners did everything well through its simplicity, making everything clear and unconventional. In SpeedRunners 2: King of Speed, the need to replicate the effects, brightness, and colors of the game's elements makes the experience somewhat worse. Unfortunately, it's impossible not to compare the games. As I said before, it's still a very fun game, but in trying to modernize the visuals, it's clear that less is more. SCORE: 8.0/10
- Review: 1666 Amsterdam
Magic and cats, a powerful combination. THE GAME 1666: Amsterdam is an action-adventure game developed and published by Panache Digital Games. The character Clio seeks to understand a letter and an amulet her father left her. With the help of Professor Lucas, they discover something magical about these objects, which reveal an ancient story about Aaron, Clio's father. We are then transported into the story, showing what Aaron wants to tell his daughter. This is the story of how Aaron, in 1999, was forced to help Noa, a witch living in the year 1666 who needs to prevent a great evil. After undergoing a ritual, Aaron is transported from 1999 to 1666 and transformed into a cat. In this form, he is essential to helping Noa in 1666. Despite his reluctance, he agrees to help. The opposite also happens: in 1999, still human, he is helped by Noa in cat form. Using a lot of magic, the two help each other, whether investigating or in battle. Many mysteries surround this world, and it's up to you to help in the past so that a future may still exist. A game with a macabre aura. MY IMPRESSIONS First, it's important to note that at the time of this review, the game is in early access. Therefore, it's clear that the game still needs a lot of polishing, both aesthetically and in terms of gameplay. However, we'll start with the interesting part of 1666: Amsterdam: the idea. The whole story about witches and sorceresses, dark creatures, and everything surrounding this premise is very cool, as is the use of different time periods, showing different eras that are somehow connected. Exploring the environments is very interesting, both as a witch and as a cat, but especially as a cat. These moments where the interactions between the two characters are used to advance and solve problems are really cool. However, for some reason, they needed to add combat to the game, and thus it loses much of what makes it interesting. Even though the game's overall controls are still quite clunky and strange, exploration is the best part of the game. The combat is terrible and repetitive, with enemy encounters that appear out of nowhere and don't add anything positive. This is the biggest sin of 1666: Amsterdam, which should have invested in a game without this type of combat. Casting spells has a certain bureaucracy that's hard to understand, even though it might be part of the immersion, it's not very fluid. Clearly, the game needs more polish in these aspects. Following the story is irritating because, while you're free to advance, lines of dialogue keep appearing, and there are many of them, forcing you to choose between stopping and paying attention to what's being said or simply ignoring it and trying to understand what's happening through fragments of what you can read. The game is in Brazilian Portuguese, but at many points, the subtitles switch to English for no apparent reason, but it's forgivable since it's in early access. The story's pacing is unappealing, as if nothing is clicking. The environments feel strange, which may be intentional, but some sections seem completely lifeless or just a repetition that doesn't make sense in that part. Many times I couldn't understand what my objective was or what I was actually supposed to do, since everything looks very similar visually. Collision with other characters is nonexistent, which completely ruins the immersion of blending in with the crowd. When you walk alongside a character, for example, the two of you stick together, with unnatural movement. Another example is how the cat moves; it can't jump freely and has to "aim" where it wants (or can) jump, only doing so when the button to perform the action appears. These are things that, while planned to keep the game controllable, should be done better. It's noticeable that the game is still very raw. Early access will serve precisely to identify problems and improvements. As I said before, the premise is very good, but it's lacking in execution. Despite this, perhaps with the opening of early access, many things can change and not all will be lost. If the developers focus on what is good and polish the game further, we can see a great evolution from what is currently being offered. A game for cat lovers. ACHIEVEMENTS 1666: Amsterdam doesn't have any achievements at the moment, but since it's in early access, we can expect them to be implemented in the future, which is natural and usually happens with games that open for early access. Cast spells for both attacking and utility purposes. CONCLUSION A good idea, a poor execution. 1666: Amsterdam needs a lot of improvement, a lot indeed. Early access will be a double-edged sword, because it might alienate those who were excited about the game, but it could also use the criticism to significantly improve it. For me, if this game didn't have combat the way it is, it would be perfect. The exploration aspect, although simple and somewhat hampered by the gameplay, is much more fun than any battle section I experienced. The developers have a great idea on the table, and I hope they can polish the game and make the gameplay as interesting as the premise of 1666: Amsterdam. SCORE: NA/10
- Review: Orc Incremental
Recruit your horde, raise your totems and prepare to start over Orc Incremental mixes elements from idle games that have been gaining popularity in recent years with army building systems that make progression much more interesting than simply watching numbers go up on their own. The idea starts out relatively simple: we recruit our orcs, position our units on the field, defeat enemies to earn coins and use those resources to strengthen our army while unlocking new possibilities. The experience also embraces a characteristic that is quite common in the genre: leaving the game running in the background while progression takes place. Even so, there are important decisions to make along the way, especially once we start dealing with different units, abilities, positioning and permanent progression systems. It is when these elements begin to come together that Orc Incremental finds its strongest form. GAMEPLAY The initial progression is a little slow, especially when recruiting the first orcs if we rely solely on the game's automatic progression system. As we defeat enemies, we receive coins that can be used to purchase upgrades, recruit new units and gradually increase the strength of our army. Each orc has its own abilities and roles on the battlefield, so composition becomes increasingly important as more options become available. Combat is constant and happens automatically, but there is still a surprisingly engaging level of active participation through the abilities we can use with the mouse. The system that caught my attention the most was precisely the positioning of units. We use the Portal to recruit new members of our army, and each new unit works similarly to a card that can be freely positioned at certain points on the battlefield. This makes army building a much more interesting decision, since we can determine where each orc will stand and think about the best way to organize our formation. There is also a limit to how many units we can have on the field, called Max Power, but this limit can be expanded as we progress. Once we have more than one unit fighting, the pace also becomes considerably faster and more enjoyable. Another detail that helps a lot during battles is the presence of units with very specific roles. In my case, having Demon Exactors automatically collect the coins scattered across the field made progression much more comfortable, while some units can take on completely different offensive roles. The Catapult was one of the best examples for me, being one of the strongest units I encountered during my playthrough thanks to its massive area damage. This variety means that recruiting a new unit is not simply about increasing a number, but also about discovering how it can fit into the formation we are already using. There is also Dark Rebirth, a system that works as a sort of progression reset. When we perform one, we lose gold, upgrades, units and Totems, but receive Rot, a currency used to unlock permanent upgrades in the skill tree connected to the Cursed Elf. Through it, we can increase the amount of gold earned, improve specific attributes, unlock new Totems and acquire other powers. The first reset requires some planning, since the more Rot we accumulate before performing it, the more options we have to strengthen our next attempt. From that point onward, progression becomes heavily dependent on these rebirths, which genuinely make a difference in the strength of our units and allow us to reach further each time. VISUALS AND SOUND Visually, this ended up being my favorite part of Orc Incremental. The orcs are well designed and the enemies also have plenty of personality, but what caught my attention the most was the perspective used. The camera is even more vertical than a traditional isometric view, showing basically the tops of the characters' heads with only a slight inclination. The map also follows an art direction inspired by Warcraft 2, and bringing this kind of aesthetic back into a strategy game was a decision I found particularly successful. It is a very different visual style from what we normally see in modern games, and it was one of the aspects I enjoyed experiencing the most during my playthrough. The sound, on the other hand, bothered me a little during the first few hours. Since combat is practically constant, some sound effects end up being heard repeatedly for long periods, especially considering that this is the kind of game that naturally stays open in a second window while we do other things. The version I played also already featured Brazilian Portuguese in the interface, although the localization was still incomplete. Some abilities were translated, while certain cards remained in English, which is understandable considering how early the version I played still was. ACHIEVEMENTS The achievements in Orc Incremental follow the natural progression of the experience quite well and do not necessarily require the player to follow an external checklist from the beginning. There are objectives tied to the first battles and bosses, as well as challenges involving the use of abilities, defeating specific types of enemies, reaching certain levels and exploring different possibilities offered by the combat system. There are also achievements related to using Totems, positioning and managing the army, and meeting specific conditions during battles. For those looking to unlock them all, the list also includes more specific objectives, such as winning battles within certain time limits, completing special challenges, keeping all units alive in certain situations and progressing through the game's various systems. There are also achievements related to Dark Rebirths. Overall, the list combines objectives that naturally appear throughout progression with some challenges that require paying attention to the mechanics and experimenting with different ways to play, without requiring major detours from the main experience. TRAILER OFFICIAL FINAL THOUGHTS Orc Incremental still has some issues that need to be addressed. The repetitive sound bothered me mainly during the first few hours, and the initial progression can feel slow. I also encountered some problems during progression, such as around level 70, when some units had trouble crossing the screen and attacking certain catapults. I had to resort to a few tricks to defeat them normally, which ended up disrupting the pace of the battle a little. The Brazilian Portuguese localization was also still incomplete in the version I played, although the abilities were already translated. On the other hand, unit positioning was one of the coolest mechanics I found in the game. The ability to pick up a new unit through the Portal and decide exactly where to place it on the field gives army building an unexpected level of importance, especially once we start combining different roles. Units such as the Catapult also show how a specific choice can completely change the way we approach certain groups of enemies. The Demon Exactors, meanwhile, were another example of how a unit designed around a specific role can make progression much more convenient. Dark Rebirth also adds an important layer to the experience, especially because the reset feels less like simply starting over and more like a way to build permanent progression through Rot. The skill tree connected to the Cursed Elf offers new ways to strengthen the army, unlock Totems and expand the possibilities of future attempts. Combined with the Warcraft 2 inspired visuals, which I consider one of the most interesting aspects of the presentation, Orc Incremental brought together a combination of systems that left me genuinely interested in continuing to progress and discovering new ways to build my army. SCORE: 7.7/10 Review by Gamertag: SCOULZ












