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  • Review: METAL GEAR SOLID: MASTER COLLECTION Vol.2

    Take your cardboard box, it is time to infiltrate. The Master Collection Vol. 2 expands the franchise's preservation efforts by bringing together three very different moments from Metal Gear. The main highlight is naturally Metal Gear Solid 4: Guns of the Patriots, which finally leaves its PlayStation 3 exclusivity behind and arrives on modern platforms, but the collection also brings back Metal Gear Solid: Peace Walker and Metal Gear: Ghost Babel, originally released for the Game Boy Color. The package also includes additional materials such as screenplay books, master books, the Metal Gear Solid 4 Database, and a digital soundtrack, creating a compilation that goes beyond the games themselves. With improvements to resolution, performance, and accessibility, the goal is to preserve these experiences in a format better suited to modern hardware while maintaining a close relationship with what the games originally offered. METAL GEAR SOLID 4: Guns of the Patriots Metal Gear Solid 4: Guns of the Patriots arrives with the structure that defined its original PlayStation 3 release remaining almost entirely intact, something that becomes clear from the very beginning of the campaign. Even with the improvements to resolution, performance, and accessibility applied to this new version, there are still some characteristics that reveal the project's age. Enemy identification, for example, can be somewhat confusing in certain situations, while their visual behavior also feels dated by today's standards. These are elements that were already part of the original experience and remain present here, but they do not prevent the game from offering one of the most complete espionage experiences of its generation. The freedom to approach each situation also remains one of its greatest strengths, allowing players to advance by directly eliminating enemies or choosing a completely stealthy approach, which continues to be the most interesting way to experience the campaign. The improved graphical quality, higher resolution, performance of up to 60 frames per second on more powerful platforms, and several accessibility adjustments make the experience more comfortable, but there is a difference between modernizing a game and truly refining it. Metal Gear Solid 4 remains very close to the original material, and this means that some opportunities are left unexplored. There are sections featuring debris and certain visual elements that could have received better treatment, while some of the weapon sights still use that rounded design that feels somewhat out of place by modern standards. These are relatively small details, but they show how a few simple interventions could have made this version more consistent without changing what made the original game so memorable. Metal Gear Solid 4 is an experience built upon years of events within the franchise, and it constantly uses images and references to revisit previous moments from the story. These memories are presented very quickly in certain situations, often through only a few frames that appear in front of the player before the narrative moves forward almost like a QTE. Some of these images also appear distorted, making these brief moments more difficult to understand than they should be. Considering how important these memories are for providing context to Snake and the events that led to this point, it would have been interesting if the remaster had taken the opportunity to make these recollections slightly longer and clearer. The number of references to previous games could easily make the experience overly dependent on nostalgia, but here they are part of the construction of that universe and help give greater weight to the events taking place. The superior visual quality, improved performance, and modern features help present an experience that remained inaccessible on other platforms for many years, while issues with enemy identification, some aged visual elements, certain weapon sights, and small presentation choices remain largely unchanged. Even so, the core remains extremely solid. Metal Gear Solid 4 continues to be a game that offers freedom in how it can be played and a narrative that respects the player's ability to follow its own ideas, and perhaps it is precisely this combination that allows its structure to continue working even so many years after its original release. METAL GEAR SOLID: Peace Walker Metal Gear Solid: Peace Walker has an older structure, after all, it was originally designed for the PlayStation Portable (PSP), and this becomes evident in several moments. At the time, the PSP version also had the ability to transfer progress to the PlayStation 3 version through the Transfarring system, something that was quite unusual for that period. In the current version, some elements still reveal its portable origins, such as the animations of Snake walking between certain areas, which were used to mask loading times. Quick time events also appear quite frequently and, in some situations, are required to progress through certain scenes or perform specific actions. Another aspect that particularly caught my attention was the amount of cutscenes, especially during the early hours, which is genuinely high for a game with this structure. The menus have a more horizontal layout, something that I personally found quite charming and that reinforces some of the game's portable identity. Even so, when compared directly to Metal Gear Solid 4, it is clear that we are dealing with a technically simpler experience, both in terms of presentation and structure. This, however, does not take away from Peace Walker's appeal. In fact, I think it can work very well as an introduction to the series, especially because its mechanics are easier to understand than those of some other titles. The automatic aiming, when used, also helps considerably during combat and makes the experience more accessible, particularly for players who are not yet accustomed to the franchise's gameplay. The mission structure also contributes greatly to this feeling. Instead of large continuous areas, we have smaller maps and more direct objectives, making each mission relatively easy to understand. One of the parts I enjoy the most, however, is the Mother Base, because even though Peace Walker was originally released for the PSP, it already featured management systems that were quite close to what would later be expanded upon in The Phantom Pain. We can recruit soldiers, assign them to different roles, work on equipment development, and manage the growth of our organization. Considering the context of its original release, I find it particularly impressive to imagine how this system must have felt on the PSP, especially given the limitations of that platform. I also really like the pacing created by this structure. Missions can usually be completed in anywhere from five to twenty minutes, depending on the objective and the player's skill, creating an experience that is much easier to fit into shorter sessions between longer and more demanding games. In addition, Peace Walker features cooperative missions for up to four players and Versus Ops, which allows matches with up to six players, both of which represent some of the project's greatest strengths. For me, this combination of short missions, Mother Base management, and cooperative gameplay gives Peace Walker a very distinctive rhythm. METAL GEAR: Ghost Babel Metal Gear: Ghost Babel appears in the Master Collection Vol. 2 as bonus content, originally released for the Game Boy Color in 2000, and that is precisely why the quality it manages to deliver is so impressive. Despite coming from an extremely limited platform, the adventure reproduces the essence of Metal Gear remarkably well, relying on stealth gameplay and a surprising number of movements and possibilities for the hardware of its time. Here we have actions such as turning around, sneaking, crouching, running, attacking, and hiding, all functioning quite naturally and creating an experience that goes far beyond simply being a historical curiosity within the franchise. The adaptation to modern controls makes the version included in the collection even more interesting. The ability to customize the controls and use analog sticks makes the experience much more comfortable, preserving the original structure while adding a level of fluidity that makes Ghost Babel remain fun to play even today. It is impressive to see how many of the series' fundamental characteristics were condensed into a Game Boy Color game, maintaining Metal Gear's identity of espionage and stealth without feeling like merely a simplified version of the larger titles. ACHIEVEMENTS In Metal Gear Solid 4, the achievement list maintains practically the same foundation as the trophies from the original PlayStation 3 version, preserving objectives that were already part of that experience while adding achievements related to the new collection's additional materials, such as the Screenplay Book. Peace Walker follows a similar approach, building upon the structure of the previous version while making changes to the list and adding new objectives that better explore its mechanics and content. This combination of preservation and small adaptations works very well because the achievements do not feel like they exist merely to fill a checklist. Instead, they encourage players to experiment with different features of each game and discover possibilities that could easily go unnoticed during a conventional playthrough. There is, however, one detail that may bother anyone looking to complete all three games. Some achievements are missable and require specific actions during the campaign. This can mean starting a new playthrough if the player was unaware of certain requirements, something that becomes even more significant considering the length of the experience. Even so, the creativity behind the objectives deserves recognition. In a collection that brings together MGS4, Peace Walker, and Ghost Babel, each game has a very different structure, and the achievement lists manage to take advantage of these differences to encourage deeper exploration. The result is a selection that respects much of the legacy of the original lists while also finding room to add new objectives, making the pursuit of 100% completion an interesting extension of the experience itself rather than simply a parallel task. TRAILER OFFICIAL FINAL THOUGHTS The Metal Gear Solid: Master Collection Vol. 2 is a collection that successfully brings together three very different experiences without making any of them feel out of place within the package. Metal Gear Solid 4 is naturally the main highlight, especially because it is finally available on modern platforms, but Peace Walker and Ghost Babel also have enough qualities to justify their inclusion. Beyond Ghost Babel itself, the collection offers an interesting amount of bonus content, ranging from additional camouflage options to a digital soundtrack, concept art, and complete digital books containing information about the story, characters, and other elements of the games. In the end, we have three different ways of telling stories within the same franchise, each with its own level of density and structure, yet all capable of entertaining and engaging players in different ways. It becomes clear that the purpose of the Master Collection Vol. 2 is much closer to preserving and adapting these experiences than rebuilding them according to modern standards. Improvements to resolution, performance, controls, and accessibility make the games more comfortable to play on modern platforms, but many older elements remain. Some of these characteristics are part of the games' identities and help preserve their original experience, while others could have received more careful treatment in this new version. Even considering that we are dealing with a remaster, there were opportunities to improve certain visual, technical, and presentation aspects, making the package even more consistent without necessarily changing the essence of the games. Regardless of which of the three titles you choose, there is a unique experience waiting for the player, and I find it particularly interesting how such different approaches can work so well when placed side by side. Metal Gear Solid 4 remains an extremely solid and dense experience, Peace Walker is particularly surprising thanks to its combination of short missions, management, and multiplayer, while Ghost Babel demonstrates how the essence of Metal Gear could be adapted even to hardware as limited as the Game Boy Color. The core experience of these games remains strong enough to deliver an extremely satisfying result and, above all, preserve three distinct moments from one of the most important franchises in video game history. SCORE: 9.2/10 Review by Gamertag: SCOULZ

  • Review: Captain Tsubasa 2 World Fighters

    Lace up your cleats and step onto the football field once more. THE GAME Captain Tsubasa 2: World Fighters is a soccer game developed by TAMSOFT CORPORATION and distributed by Bandai Namco Entertainment Inc. Following the events of the first game, we once again follow Tsubasa and other iconic characters from the anime, along with a customizable character for the player. Play matches that represent the games that take place in Captain Tsubasa and become part of the story. Improve your character, use incredible skills, and win all the soccer tournaments you participate in. Gather your team and be victorious. MY IMPRESSIONS As expected, Captain Tsubasa 2: World Fighters is not a simple soccer game. Special shots, acrobatic saves, and impossible dribbles are being unleashed at every moment in any match. The basic gameplay is quite simple, with buttons dedicated to the most used movements, such as shooting or stealing the ball. The pace of the game is frantic, since it's quite easy to steal the ball from the opponent and even easier to unleash special abilities, whether for attack or defense, which may seem cool at first, but becomes extremely irritating after a while. I know that when someone plays an anime game they expect something more flashy, but in Captain Tsubasa 2: World Fighters it's almost too much. In a world where players can make powerful shots, something must be done to help the goalkeepers. In this case, the goalkeeper has a health bar and, depending on how he intercepts a shot, this bar decreases, until the moment when he becomes more vulnerable and a goal is almost certain. There's a minigame when receiving an opponent's shot where you have to guess the side the ball was kicked from, causing the goalkeeper to take less damage to their health bar if you guess correctly. To kick the ball when attacking, there's also a minigame where you decide where to kick by positioning the directional pad where you want, always trying to make life difficult for the goalkeeper. All players, depending on their position on the field, have a special ability, whether it's to intercept an attacker, make a long pass, or shoot at the goal. These abilities are charged as players perform specific actions, such as dribbling past a player. Making precise touches and dribbling also charge a power chain, which improves the completion of the play. There comes a point in the match where all players have their special ability active for use, and that's when the chaos begins. Whether this is positive or not depends on the player's taste. The story of Captain Tsubasa 2: World Fighters continues from where the previous game left off, starting with a Japan vs. Brazil match. Here we create our own player, whom we carry throughout the story mode journey. Customization is simple, but quite fun to do. By default, your character will be a striker, but it's possible to change their position, as well as change their special abilities, which are acquired through main and side missions or by leveling up. There's also a shop where you can spend points earned in story mode and exchange them for new hairstyles, soundtracks, and balls, which isn't that interesting. Speaking of story mode, be prepared to see a lot of talking before you actually start a match. I understand they need to tell a story and fill the mode's time, but for those who just want to play quickly, it really breaks the rhythm. Even though the first match is against Brazil and the following arc is about Tsubasa's time in Brazilian football, unbelievably, the game isn't in Brazilian Portuguese. I'm impressed by the lack of tact in this regard. The storylines between matches, which already break the rhythm, are not yet translated, which completely removes the audience's interest in something that could easily appeal to players from a country. And speaking of breaking the rhythm, at specific moments in story mode, the game stops everything, cuts to a loading screen to show a scene from a specific moment in the story that has to happen there, in a very poor and nonsensical way. I know that, again, they need to tell the story, but this way is terrible and I don't know what a better way to do it would be. There are also secondary missions to be completed in story mode, which would be an incentive to return to previously played matches and try to complete them, but they aren't that exciting. The game's art and the animations of the kicks and abilities are impeccable, representing the anime very well and making everything incredible. It's really cool to recognize characters from the anime and, of course, controlling Tsubasa is simply awesome. Attacking is much more fun than defending, which creates an imbalance in the game, but that's natural, after all, performing Tsubasa's special shot is incomparable to defending a ball in the goal. Kicking the ball perfectly, to the point of tearing the goal net and the ball only stopping when embedded in a wall, is sensational. There's an online mode if you're interested in facing other players and testing your limits. To enjoy Captain Tsubasa 2: World Fighters, keep in mind that you won't be playing a regular soccer game, but a frenetic and extremely physical match, full of power-ups flying everywhere. Use the special abilities featured in the anime. ACHIEVEMENTS The achievements in Captain Tsubasa 2: World Fighters are quite simple. Generally, you'll have to perform at least one of the game's mechanics, whether it's a simple aerial goal or using a special ability, or something a bit more specific, like catching a perfect shot from the opponent or winning a match in overtime. Additionally, unlocking all the teams and cinematics in the game also unlocks achievements, but you should be able to do this simply by completing the story mode and side missions. And of course, completing the story mode itself and each arc will give you a new achievement. It won't be necessary to play online to complete any achievement, which is great, since achievements tied to online mode tend to be frustrating for more casual players. Captain Tsubasa 2: World Fighters is quite honest with its achievements, without forcing large objectives or overly complicated challenges on players, so getting 100% of the achievements should be easy to do. Relive anime rivalries. CONCLUSION I confess I expected more from Captain Tsubasa 2: World Fighters. Despite being visually stunning, with incredible effects and gameplay faithfully adapted from the anime, the gameplay doesn't quite live up to expectations. The pace isn't very fluid, especially towards the end of a match, where everyone starts unleashing their special moves and it becomes a general mess. The goal-scoring mechanics are uninspiring, as you have to keep shooting repeatedly, hoping the goalkeeper takes enough damage before you can score. The pauses in the middle of the match to tell the story really annoy me. In short, a game based on a soccer anime might not be as dynamic as I imagined. SCORE: 7.5/10

  • Review: Servant of the Lake

    What new revelation will we have about the Vanderbooms? THE GAME Servant of the Lake is a point-and-click puzzle game developed and published by Rusty Lake. In another game in the Rusty Lake series, this time we take on the role of a new servant who is going to the remote Vanderboom family estate to help reunite the Vanderboom siblings. You will help with daily tasks, but you will also have some obscure tasks. What mysteries do the Vanderbooms have in store for us? Take care of the Vanderboom residence. MY IMPRESSIONS The Rusty Lake series is packed with games, each with a story that evolves or is further refined with each new installment. Despite this, you don't need to have played all the previous games to enjoy Servant of the Lake. Of course, it's much more enriching to the story if you know what has already happened in the series, including understanding some things that may have been left open or unexplained in other games, but the game works very well nonetheless, as its gameplay combined with the story is more than enough to keep you interested. The game is in Brazilian Portuguese, making it easier for the player to follow and understand the story, as well as helping to understand certain puzzles. The characters are all voiced in English, which helps the player to become immersed in the game. The art, already classic to the Rusty Lake series, remains excellent and unique. The story revolves around the Vanderboom brothers and their hidden ambitions. I won't go into too much detail about the story, because I want to avoid spoilers since Rusty Lake relies heavily on them, but I must say that I really like how much more there is to tell. The puzzles have a balanced difficulty, are meticulously crafted, and are very fun to solve, always with the expected Rusty Lake quirks. You'll have a notebook, which can be used to write down patterns and passwords, helping the player with the puzzles without having to constantly revisit locations. Although the story takes place over only three days, you'll have many chapters to play, and it has an interesting replay factor, but I'll leave that point up for the player to discover for themselves. Servant of the Lake is another beautiful game in the series that makes you increasingly eager to know where it all leads. For those who already follow Rusty Lake, it will be a delight, but for those who are just discovering it now, it will be hard not to want to play everything that's already available. Some things can be bizarre. ACHIEVEMENTS Most chapters in Servant of the Lake will have secret interactions, meaning you can use items that normally solve puzzles in other places, thus unlocking new achievements. Additionally, completing each chapter unlocks an achievement, so basically, you'll have to complete the game and perform these different interactions in each chapter. Remember that you don't need to complete the game to perform these additional interactions; you can do them during gameplay, sometimes even unintentionally. Finally, there's a final objective after finishing the game that also unlocks an achievement, but I won't discuss that, as I said before, it's more fun if the player discovers it on their own. Completing 100% of the achievements in Servant of the Lake is extremely cool and satisfying. What secrets is this family hiding? CONCLUSION I really enjoy the Rusty Lake series. Whenever I see that a new game is about to be released, I get excited to play it, since I know the quality the series has. Servant of the Lake was no different. They continue to deliver quality, a very intriguing story and peculiar situations, as well as very fun puzzles to solve. The developers continue to do an excellent job and always leave the player wanting more of this crazy universe that Rusty Lake presented to us. I'm already looking forward to what's to come and I hope that Servant of the Lake pleases new players and brings them to this incredible series. SCORE: 9.0/10

  • Review: Tomb Raider I-III Remastered

    Three Adventures to Discover Where the Legend Really Began Tomb Raider I-III Remastered brings back the first three games in the franchise, along with their expansions, in a collection that attempts to preserve the original experience while introducing some necessary modernizations. Revisiting these adventures is still a very enjoyable experience, especially for those who played them in the past, and the collection manages to preserve the identity of each game. At the same time, it becomes clear that not everything has aged in the same way, and some limitations that were acceptable in the 90s can feel quite noticeable today. GAMEPLAY One of the most curious choices is finding the tank style movement enabled by default. It genuinely feels like controlling a small tank in the shape of a character, with Lara needing to turn before moving in certain directions. Fortunately, modern controls are available and make movement feel more familiar, but they cannot completely eliminate the original stiffness. Even across all three games, this remains a considerable issue. Despite the movement limitations, the gameplay foundation of all three games remains interesting. Exploration still encourages players to observe their surroundings, look for hidden paths and understand how each area works, while the puzzles give exploration a greater sense of purpose. The collection also benefits greatly from the variety between Tomb Raider I, II and III, as each game has its own environments, situations and challenges, preventing the experience from feeling exactly the same from beginning to end. The platforming is where this stiffness becomes most apparent. It is like trying to balance a potato on top of a jar while having to jump between several others without knocking everything over. Small positioning mistakes can turn a simple jump into a frustrating sequence, and I encountered similar problems even during underwater sections, with invisible walls getting in the way of movement. Despite the attempts at modernization, I also felt that some simpler changes were missing, such as an autosave system, which would have helped adapt such an old structure to modern standards. The collision issues and rigid movement show that not everything could be solved through a visual upgrade alone. VISUALS Visually, the remaster is an interesting way to revisit these games. The environments have received new models, textures, lighting and effects, while the ability to switch to the original graphics makes it immediately possible to see the scale of the changes. The collection also preserves all three complete campaigns and their expansions, offering a generous amount of content without abandoning the visual identity of the games that started the franchise. Players can also easily switch between the classic and modern visuals. ACHIEVEMENTS The achievement list for the remastered trilogy covers a wide range of challenges that go far beyond simply completing the main story and its expansions. The collection rewards players for thoroughly exploring each map in search of secrets and collectibles, performing specific acrobatics such as high jumps or stylish dives, and completing the games under extreme conditions. There are objectives focused on gameplay restrictions, such as completing an adventure using only the standard dual pistols, finishing campaigns within very tight time limits, conserving manual saves, or completing an entire journey without using any healing items. Beyond the broader objectives, the list stands out for its huge number of environmental challenges and humorous interactions with the world. Several achievements require manipulating enemy behavior to avoid taking damage, using vehicles to complete sections in record time, or interacting with level elements in unusual ways, such as the famous challenge of locking the butler inside the mansion's freezer. There are also achievements focused on the challenge mode, which introduces difficulty modifiers and requires players to complete objectives under even more restrictive rules, providing a comprehensive experience for anyone looking to master every technical detail of the game. TRAILER OFFICIAL FINAL THOUGHTS Tomb Raider I-III Remastered manages to preserve an important part of video game history and offers a very complete way to revisit Lara Croft's early years. The visual improvements and modernized controls are welcome, but they do not completely solve problems that are deeply rooted in the games' original design. It is an experience that will probably resonate much more with players who already have an emotional connection to these titles. In my case, even though I had an enjoyable experience with these games when they were originally released, I felt that the concept does not work as well today. I understand the decision to preserve much of the original structure, but I believe these three games could have benefited from a much more modern approach. They could even have worked with a completely different presentation, including a pixel art aesthetic, as long as the experience itself had been adapted to modern expectations. Tomb Raider I-III Remastered is a competent collection for anyone who wants to revisit Lara Croft's early adventures, but it ultimately finds itself caught between preserving the past and trying to update it. The result is enough to bring back fond memories, but not necessarily enough to win over newcomers. For a collection of games that played such an important role in the character's history, I expected the modernization to go a little further. SCORE: 6.9/10

  • Review: Darkest Dungeon: The Fire's Edge

    Embers and Blades Arrive in the Dungeon Darkest Dungeon: The Fire's Edge is the new DLC for the first Darkest Dungeon, bringing additional content to Red Hook Studios' strategic RPG. The main highlights are the arrival of two new characters, the Runaway and the Duelist, as well as new combat mechanics, Trinkets, Districts, and events for the Hamlet. It is an expansion arriving years after the original release, adding new possibilities for those who continue exploring the game's dungeons. CONTEÚDO The Runaway is one of the added characters and has a very interesting mechanic involving fire and embers. Her abilities allow her to create burning areas on the battlefield, making enemy positioning important to get the most out of her attacks. She primarily works as a damage-dealing character positioned toward the back of the formation, contributing to the party while using her fire-related abilities. The Duelist, on the other hand, has a different approach and makes heavy use of movement during combat. Her abilities allow her to constantly move forward and backward between the party's positions, switching between different stances and making the most of her counterattacks. She is a character who relies heavily on positioning, adding a different dynamic to team composition. In addition to the two characters, The Fire's Edge adds new customization options through Trinkets and three new Districts for the Hamlet. There are also new events that can appear throughout the campaign, providing additional rewards and benefits. The content was designed to integrate with the original game and also received special attention regarding compatibility with existing mods. MY IMPRESSIONS I really enjoyed the content added, especially the two new characters. The Runaway ended up being my favorite, mainly because of the ability to place fire and embers on the ground. It is a mechanic that I found quite different within the first Darkest Dungeon, especially considering how long the game has been available and the fact that it already has a sequel. The Runaway works very well as a damage dealer from the backline, although I still believe there are better alternatives when the goal is to maximize the party's damage output. The Duelist also caught my attention because of the way she works. She practically moves back and forth between the other characters during combat, creating an interesting mix between a short- and long-range character. The counterattack system is also one of the aspects I liked most about her, and I particularly think this mechanic could work very well on other characters in the game. She is a character who requires attention to positioning, but that is precisely what makes her so interesting to use. One aspect that could have been handled better is the way the DLC content is incorporated into the game. I think it is interesting to have the option to select which DLCs we want to use, especially for players starting a new campaign, but I felt that the content could have been integrated more naturally once it was available. In my case, I started the game without fully understanding how the new characters would be added. Once I started using the content, however, the experience was very positive. The new Trinkets and Districts also complement the experience well and help fit the new content into Darkest Dungeon's existing structure. TRAILER OFFICIAL FINAL THOUGHTS The Fire's Edge shows that there is still room to add new possibilities to the first Darkest Dungeon, even so many years after its release. I particularly enjoyed the two new characters, with the Runaway being the biggest highlight for me, and I also found the way the new systems complement the familiar experience quite interesting. The content is not particularly extensive, but it is quite meaningful for those who continue playing and enjoy experimenting with new combinations in Darkest Dungeon. SCORE: 7.9/10 Review by Gamertag: SCOULZ

  • Review: BETA CALL OF DUTY®: MODERN WARFARE® 4

    A return to its roots that still needs to prove it can evolve without losing control The opportunity to review the Beta of Call of Duty: Modern Warfare 4 came at a time when I was already on the twelfth page of the fifth season of Black Ops 7 and, to be honest, I was still having a great time with it. There is, however, one characteristic of the franchise that has always pushed me slightly away from the Black Ops games: their themes. I have always been much more drawn to Modern Warfare, probably because this was where I first learned to enjoy Call of Duty. Because of that, experiencing a Beta for a new chapter in the series that has had the greatest impact on me naturally created a different kind of expectation, especially considering that Infinity Ward promises a return to more precise combat, with greater control over movement and every confrontation. It is important to make it clear from the beginning that this review is based exclusively on the experience provided by the Modern Warfare 4 Beta. The available content is still limited compared to the full game, which arrives on October 23, so some of the points discussed here may naturally change before launch. The Beta serves precisely as an opportunity to test systems, gather feedback and identify problems before the final version. DETAILS The Modern Warfare 4 Beta is essentially divided between a small sample of the campaign and multiplayer, which naturally contains the majority of the content available at this stage. The first weekend offers early access to those who preordered the game, while the second will be open to all players, including those playing on Nintendo Switch 2. The full game will launch on Xbox Series X|S, PlayStation 5, PC and Nintendo Switch 2, with no previous generation versions. On PC, the experience begins with a characteristic that, although familiar to anyone who follows the franchise, remains difficult to ignore. Before even entering a match, I had to wait several minutes for the shaders to compile. Even on a high speed SSD, this remains a rather annoying step, especially because small changes or updates can cause the process to be repeated. Beenox is specifically working on optimizing the PC experience, something Activision itself has already presented as one of the development priorities for Modern Warfare 4. I also noticed an important change in the game's structure. The lobby feels more detached from the large launcher that previously concentrated several Call of Duty games and modes. In practice, it feels like a lighter and more straightforward interface, something that was missing from previous titles. And speaking of the interface, this is one of the changes that caught my attention the most during the Beta. The elements are larger, more prominent and organized in a way that feels much more modern to me. The Quick Play option and popular modes are highlighted right away, while the filters are easier to identify. The main change, however, is the side menu, which brings together different areas of the game much more clearly, such as playing, ranking, store and progression. It was something I felt was missing from the previous interface, and it now works in a much more natural way. Daily challenges are still present, maintaining a structure we already know, but the navigation as a whole seems less concerned with putting as much information as possible on the same screen. Even class selection has been reorganized. Instead of a predominantly vertical presentation, we now have a side based structure that makes it easier to find the different options. The match loading screen, on the other hand, remains quite familiar. CAMPAIGN The campaign available in the Beta represents only a small sample of the full game and begins in South Korea, amid battles against North Korean soldiers. There are five difficulty levels, in addition to Realism, which is unlocked after completing the campaign on another difficulty. The game will also be fully dubbed in Brazilian Portuguese. The opening in the snow covered trenches works very well to establish the tone of the conflict. Some armored enemies feel like damage sponges when hit in the body, but accurate headshots make these encounters much more efficient. The lighting and shading are generally good, although some indoor environments are too dark. At one point, we take control of a tank, with the ability to destroy cars, structures and even larger elements of the environment. The explosions are well executed and give the battles considerable weight, although friendly fire can be somewhat annoying during these sequences. I also really liked the transitions between combat and first person moments, which happen quite naturally. The artistic direction manages to balance tension and storytelling, especially during underwater sequences, where the lighting and sound create a genuine sense of distress. Even though it is a short sample, this part of the Beta leaves a good impression and presents a campaign with a very defined artistic direction, focused on a modern military conflict that begins on the Korean Peninsula. MULTIPLAYER Multiplayer is where I spent most of my time, and the changes are much more noticeable. Movement is more controlled and, most importantly, less exaggerated than in Black Ops 7. The character is still fast, but there is a greater sense of weight, while sliding has a more natural presentation. For me, this was one of the best changes in the Beta. The initial grenade configuration, however, bothered me. The default throw feels more like a short drop in front of the character rather than the traditional throw I am used to, and it took me a while to understand how the new system worked. It is an interesting idea, but I would like to have an alternative configuration. Combat has also gained more impact. Gunshots feel stronger and certainly managed to deliver some of the best shotgun gunplay I have experienced here. We can now also better visualize the points that were hit when we die. I really liked the change to assists. Now, when we contribute to an elimination without being responsible for it, the game actually registers an assist, which I consider much more consistent for competitive players. Another very positive point was the speed at which matches begin. In my experience, the process was almost three times faster than in Black Ops 7, significantly reducing the time between matches. Small destruction effects also help bring more life to the maps, although it is still too early to know how much impact they will have on lower end machines. Not everything works perfectly. Team balance still seems inconsistent, with matches where one team completely dominates the other. The respawn system also needs adjustments, as on several occasions I spawned very close to enemies or even on top of a grenade. The Gunsmith interface was one of the few visual changes that I did not like. The weapon is centered and surrounded by attachments, but I consider the previous design simpler and more functional. Class organization, on the other hand, has improved considerably with the new side menu. I was also pleased with the removal of the exaggerated movement from Black Ops. I even tried to reproduce some parkour and wall running movements, but they simply are not part of the experience in the same way. Modern Warfare 4 seems much more interested in giving the player control than turning every match into a sequence of acrobatics. There is still plenty to test. The Beta includes different modes and maps, while the second weekend will add content such as Ground War and other experiences. Kill Block is also one of the multiplayer's main bets, changing the structure of maps through different combinations of areas. Overall, multiplayer left me with a very positive impression. There are still issues with balance, respawns and some interface choices, but the more controlled movement, more impactful combat and faster match times make Modern Warfare 4 feel much closer to the experience I expected from a new Modern Warfare. TRAILER OFFICIAL CONSIDERAÇÕES FINAIS My initial impression of Modern Warfare 4 is quite positive. I entered the Beta coming directly from Black Ops 7, which I was still enjoying quite a lot, but which represents a side of the franchise that I feel less connected to. Returning to Modern Warfare brought back that familiar feeling that has always made me enjoy Call of Duty. The Beta still has some issues. The recurring shader compilation on PC remains annoying, some spawns are questionable, team balancing needs improvement, and certain interface choices could be simpler. I also think the aim assist needs to be revisited to better level the playing field between mouse-and-keyboard players and the raw skill of those who use this option. On the other hand, there are changes that genuinely work. Movement feels more controlled, which to me is a win for players who prefer a more measured pace. Combat feels more impactful, the interface is more organized, matches start quickly, and the campaign features a more grounded artistic direction that left me quite curious to see the rest. It is important to emphasize that we are evaluating a Beta, not the final product. The content is still limited, and several systems may receive adjustments before launch. Even so, Modern Warfare 4 managed to achieve something I did not necessarily expect to feel this early: the desire to keep playing and discover just how far this new approach can go. If the final version can maintain these strengths, address the issues found in the Beta, and deliver the promised content, Modern Warfare 4 could represent a very interesting return for one of the sides of Call of Duty that I enjoy the most. Nota: 8.0/10 Review by Gamertag: SCOULZ

  • Review: Low-Budget Repairs

    Make repairs (not-so-good ones), earn money (not much), and have fun. Game Low Budget Repairs is a game developed by Gray2RGB in which the player takes on the role of a nephew who has moved into his aunt's old house (in Russia?). Upon arrival, he discovers the place is falling apart, filthy, and overrun by squatters. To fix things up (and earn some cash), his aunt suggests he look up Zbishek to learn the ropes, get some help, and try to land a job. Zbishek offers some initial pointers, but right at the start of the game, a mishap with a power outlet leads to him getting electrocuted and passing away... For some reason, you are the only one who can still see and communicate with him—a twist that adds both a touch of shock and a dose of comedy to the game. Even in death, Zbishek teaches you the trade of a *Majster* (akin to a handyman), enabling you to renovate various spaces—from plastering walls to repairing furniture and painting. Over time, you acquire the necessary tools—provided by Zbishek himself (though where he gets them or how he grabs them remains a mystery). And there goes Mr. Zbishek As time goes on—beyond just learning new techniques—a story unfolds in the background involving a competition among "Majsters" (handymen) to determine who is the best; for every major job completed, you earn a different trophy for your shelf (which you had to tidy up yourself to make room for them). After each job, if anything is broken or dirty, you receive a breakdown of your earnings and losses when trying to wrap things up. To maximize your payout, you need to do some cleaning (and if possible... TRY NOT TO BREAK THINGS). My Impressions The game features very smooth movement and camera controls regarding the character itself. However, performing certain tasks—such as painting walls—might make some players feel slightly dizzy; this happens because moving the mouse to carry out the task shifts the entire screen rather than just the character's hand or arm (it would actually be great to have a separate setting for this, similar to the option found in *PowerWash Simulator*). As for the music, the tracks lean towards a Russian style—reminiscent of the 90s, judging by some in-game imagery—yet they feel fun and energizing while you work (which adds a touch of humor to the game). Many situations and storylines tend to be comedic in nature, or even offer social commentary, which keeps the game's atmosphere lighthearted. Who hasn't wanted to slide down one of those at a fire station? As for the graphics, they are quite beautiful and well-crafted, though there are some minor glitches here and there (which is somewhat common in 3D games where you can interact with almost every object). The game features various storylines and moments where you have to make repairs... You always try to do the best job possible, but things don't always go right, often resulting in a rather "sloppy" finish (getting the wall tiles right, for instance, is actually quite tricky). Some repairs are simple and straightforward... others require a bit of patience and precision to avoid knocking something over or breaking it (it’s very easy to break a window or shatter a bunch of tiles...). Try to align all the tiles without wanting to run away. Conclusions Low-Budget Repairs is a highly entertaining game offering hours of gameplay, where players can tackle a wide variety of jobs—the kind they generally wouldn't do in real life. The music is engaging and evokes the game's setting, helping players maintain their rhythm (especially during repairs). Despite the great visuals, there are some issues—such as the camera, which lacks a free-look mode while using tools; this might leave some players feeling a bit dizzy, though it doesn't detract significantly from the overall experience. If you enjoy simulators, this game feels like a collection of them rolled into one, allowing you to perform a diverse range of repairs while offering a healthy dose of humor. Achievements The game features a total of 49 achievements; many are tied to the story, while others relate to specific actions—such as delivering a job to a dissatisfied client, for instance. Rating: 8.0/10.0

  • Review: Twisted Tower

    Are you prepared for what the tower has in store for you? THE GAME Twisted Tower is a horror FPS developed by Atmos Games and published by 3D Realms. After his beloved Charlotte is kidnapped, our protagonist Vincent is invited to visit the Twisted Tower Resort to rescue her. There, he finds an abandoned, gloomy, and themed place, full of creatures trying to prevent him from rescuing his beloved from the clutches of Mr. Twister, the mastermind behind all this trouble. Armed with weapons, Vincent must then advance and find Charlotte, overcoming many dangers within this macabre tower. What does this bizarre tower have in store for you? MY IMPRESSIONS Upon arriving at the abandoned resort, you immediately sense the tone of Twisted Tower. A ghostly place, but one where you feel something is watching you or lurking in the shadows. It's a very oppressive feeling that makes you careful with every step. This intensifies the more you play, as you'll realize that Twisted Tower uses many jumpscares to frighten the player. I, personally, don't have a problem with jumpscares when they're well done; the problem is that in Twisted Tower this resource is used exhaustively and often in not-so-interesting ways, placing enemies to appear as soon as you turn a corner, for example, leaving the player exposed to damage that, in my opinion, isn't very fair. The atmosphere is very well done, giving a macabre tone to each scenario and its respective theme within the resort. The soundtrack, however, didn't appeal to me as much because at times, since it plays on a loop, the high point of the soundtrack played several times when nothing was happening, confusing me into thinking something was about to happen. The enemies, despite being simple, are quite challenging, as you'll often be caught off guard by them. They are very accurate, but if you apply the right type of damage, they won't react while being hit, making things a bit easier. Despite being a relatively short game, there's a wide range of weapons available to the player. Visually, they are all very creative, using the game's theme to give them a lot of personality, but they are still just basic shooting game weapons. All can be upgraded and can have a secondary fire, which gives new uses to the basic weapons. At times, you'll feel like you're running out of ammo, but as soon as the frenetic action begins, you'll realize you'll need to rotate between weapons many times. The game is not in Brazilian Portuguese, making it difficult for the player to understand the story, which is the driving force of the adventure. And speaking of the story, initially it's quite intriguing, reading the letters found along the way, trying to understand what's happening. Despite all the mystery, you can sense what's coming next, and even with a shocking ending, it doesn't surprise as much as it could. As mentioned before, Twisted Tower has a relatively short duration, which is great, since it gets straight to the point without holding the player hostage for hours on end without anything new happening. Despite this, the game encourages you to play again after finishing the story the first time, unlocking an alternative path for the player to experience a new journey. I don't know if this is enough to excite someone after already seeing the game's ending, but it's a different and creative way to get people to play a little longer with a new experience. Twisted Tower offers something simple, but with purpose and a good atmosphere. Even though it stumbles in some aspects, it's an interesting game for those who like this type of theme. Face bizarre and bloodthirsty enemies. ACHIEVEMENTS Despite their simplicity, the achievements in Twisted Tower are quite challenging. Generally, you'll be able to complete a little over half of the achievements on your first playthrough of the game's story. Some require a bit more attention, such as accumulating 2000 tickets, upgrading all weapons to the maximum, and accessing all secret areas in a single save. The real work will be in the remaining achievements, which require the player to play the game several more times from beginning to end, such as finishing the game in under four hours or finishing the game without dying even once. Although it's a relatively short game, it can demand a bit more skill from the player to achieve these achievements in the fewest possible attempts. As I said initially, getting 100% of the achievements in Twisted Tower is simple, but not easy. The tower can also be your enemy. CONCLUSION Despite being an interesting game, Twisted Tower lost its appeal as I progressed. The plot starts out interesting, but you soon realize there's something at the end that won't satisfy you. The constant jumpscares, as mentioned before, bothered me a lot, to the point that I had to change my playstyle just to avoid taking damage without being able to react, which made the experience very slow, since I had to be cautious at every turn. If that was the game's intention, it would be fine, but it doesn't have that kind of movement rhythm, so it feels like something in between. Aside from that, it's a good experience, even if it's nothing new, but it does the basics well, even if it falters in key gameplay aspects. SCORE: 7.5/10

  • Review: Controle XBOX Elite Wireless Controller Series 2

    Does the Perfect Controller Exist? What Kept the Series 2 from Reaching That Level? The Xbox Elite Wireless Controller Series 2 is one of those products that I made a point of using for a long time before reviewing. I wanted to have a truly thorough and complete experience with it, especially because, since its launch, several other premium controllers have entered the market trying to compete in the same space. Before writing this review, I used the Elite Series 2 for approximately five years. Before that, I also owned the first Elite and went through several models from Razer, 8BitDo, Thrustmaster, and other manufacturers, as well as multiple versions of the standard Xbox 360, Xbox One, and Xbox Series controllers. The Elite Series 2 was built around a very clear proposition: to provide a more sophisticated experience than the standard Xbox controller, offering a premium build, interchangeable components, adjustable-tension thumbsticks, rear paddles, hair-trigger locks, and a long-lasting internal battery. After so many years using the product, however, it becomes easier to recognize not only what it does extremely well, but also what could have been better. The result is a controller that I still consider excellent, but one that also has some design choices that, when viewed against today's market, are beginning to feel outdated. TECHNICAL SPECIFICATIONS The Xbox Elite Wireless Controller Series 2 uses an internal rechargeable lithium-ion battery. Microsoft's official documentation lists one battery cell per product, with the battery weighing 40 g and having an energy capacity of 7.79 Wh. Microsoft rates the battery for up to 40 hours per charge, although the company notes that actual battery life varies depending on usage and other factors. The controller officially weighs 345 g, with a 15 g tolerance, when equipped with the four paddles, the faceted D-pad, and the standard thumbsticks. This makes it considerably heavier than the standard Xbox controller, which also contributes to its solid feel during use. In terms of connectivity, the Elite Series 2 uses Xbox Wireless on Xbox consoles and offers Bluetooth connectivity for compatible Windows PCs, tablets, and Android and iOS devices. It can also be used via USB-C and comes with an approximately 2.7-meter-long cable of very high quality. The thumbsticks feature three levels of mechanically adjustable tension, using the included adjustment tool. Through the Xbox Accessories app, it is also possible to configure sensitivity curves and even swap the thumbstick assignments, allowing the left thumbstick to control the right stick's input and vice versa. The controller also features impulse triggers, vibration motors, a 3.5 mm audio jack, four rear paddles, and a wide range of assignable commands. Microsoft allows you to remap A, B, X, Y, all four D-pad directions, LB, RB, LT, RT, both thumbstick clicks, and the four paddles. The Elite Series 2 can also store up to three custom profiles and one default profile directly on the controller, with profiles switched using the Profile button. The Xbox Accessories app is used to configure profiles, button mappings, thumbstick curves, and motor settings. The complete package includes the controller itself, the thumbstick adjustment tool, charging dock, USB-C cable, four paddles, two additional classic thumbsticks, one domed thumbstick, one tall thumbstick, a standard D-pad, and a carrying case. MY IMPRESSIONS Build Quality, Finish, and Ergonomics After approximately five years of using the Elite Series 2, I can say that the first thing that continues to stand out is its construction. It is a heavy, sturdy controller that immediately feels like a premium product when you pick it up. It is somewhat heavier than the standard Xbox controller, but for me, that is not necessarily a problem. Quite the opposite: it contributes to a sense of solidity that I find very pleasant. The metallic finish on the top is also one of my favorite details of the controller. It helps visually distinguish the Elite Series 2 from a conventional controller and gives it a much more sophisticated appearance. The rubberized grips also represent a significant improvement over the first Elite and, especially, over the standard Xbox controllers. A, B, X, and Y Buttons The A, B, X, and Y buttons use a traditional membrane-based structure. And I have no problem saying that they work well. The click feels pleasant and comfortable, especially during long gaming sessions. The problem is that, when compared to what other premium controllers currently offer, this solution is starting to feel outdated. The actuation has that softer, more rubbery feeling characteristic of membrane buttons and does not provide the level of responsiveness I would expect from a controller positioned as an option for demanding players. I would much rather see Microsoft adopt a mechanical solution for these buttons. Razer, for example, uses an approach that feels much closer to an actual mouse click, with an extremely short actuation distance. This is a feature I find very interesting and would like to see adopted in premium controllers. Controllers in the G7 Pro lineup also use a mechanical solution, although with a different feel from Razer's controllers. In the case of the Elite Series 2, therefore, the buttons work well and are comfortable, but they could be significantly more responsive. D Pad The D-pad is an interesting part of my experience with the Elite Series 2 because my preference is very clear. I cannot comfortably use the faceted D-pad, the round design that comes with the controller. When this shape is integrated directly into the controller's body, as it is on the standard Xbox controller, I can use it very comfortably. On the Elite Series 2, however, because it is a removable magnetic component, the feel is different for me, and I have quite a bit of difficulty using it. Because of this, I end up preferring the traditional cross-shaped D-pad. For me, it is more comfortable, more predictable, and does not produce imprecise inputs. In this regard, I consider the Elite Series 2 to have a very clear advantage over the standard Xbox controller, precisely because it allows you to choose which D-pad you want to use. Thumbsticks The thumbsticks are one of the most interesting parts of the Elite Series 2, but also one of the areas that leave me with mixed feelings. The ability to mechanically adjust stick tension is a very interesting feature and allows you to adapt the controller's feel to your personal preference. Microsoft offers three levels of tension and also allows you to adjust sensitivity curves through the software. However, in my experience, certain behaviors become more noticeable when using a taller thumbstick. In some situations, when releasing the stick, I can feel as though the mechanism's return force causes it to move slightly in the opposite direction. This is a behavior that may require a very specific dead-zone configuration to compensate for. And there is an even harder issue to ignore when looking at the current market: the Elite Series 2 does not feature an anti-drift sensor technology such as Hall Effect or TMR. For a controller in this category, that omission has become increasingly difficult to justify. When the controller was released, other solutions were already available on the market, and today Hall Effect and TMR have become something of a reference when it comes to resistance against thumbstick sensor wear. There are modifications that allow this type of technology to be installed in the Elite Series 2, but doing so requires altering the original hardware. For users who do not want to modify their controller, the alternative is essentially limited to managing dead zones through software, which can compensate for certain behaviors but does not replace a hardware-based solution. Rear Paddles The four rear paddles are one of the most distinctive features of the Elite Series 2. They can be configured through the app and allow important commands to be placed directly on the back of the controller. Microsoft allows a wide range of different commands to be assigned to the paddles. However, there is a very personal aspect to this. As soon as my Elite Series 2 arrived, I removed the metal paddles. I think they look great and I also consider their construction excellent. The problem is that, for my playstyle, they get in the way. I am a player who prefers the experience of a conventional controller, and I ended up feeling that the paddles interfered with the way I hold the controller. So, while I recognize that they are an excellent tool for players who actually use this type of configuration, personally, I prefer playing without them. Rear Paddles The adjustable trigger locks are another important feature of the Elite Series 2. They physically reduce the amount of travel required to activate LT and RT, which is particularly useful in competitive games. In my experience, the feel is excellent, and the metallic finish of the mechanisms also contributes to the perception of quality. The small details on the surface help provide better finger grip and make actuation very comfortable. Vibration The Elite Series 2's vibration is pleasant, and the impulse triggers are also an important part of the overall package. Microsoft even allows you to control the motors through the Xbox Accessories app. Still, I would like to see this aspect evolve in a future generation. After so many years, and considering the product's premium positioning, I believe the vibration system could offer a more sophisticated experience. Carrying Case, Charging Dock, and Connectivity One of the most interesting aspects of the Elite Series 2 is the set of accessories that comes with the controller. The carrying case is much more than simple protection for storing the product. It was designed to accommodate the controller itself, the different thumbsticks, the paddles, the thumbstick tension adjustment tool, the additional D-pad, and the charging dock. Everything is very well organized and gives you the feeling that Microsoft genuinely thought about how users would interact with all of these components on a daily basis. The charging dock is another detail that I consider very well designed. It can be used normally outside the case, but it can also remain inside it, allowing the controller to charge even with the case closed. The dock is also removable, so you do not necessarily have to keep it attached to the case. This opens up some interesting possibilities for people who like customizing their setup or even creating their own stands using 3D printing. And, if preferred, the controller can also be charged directly through the USB-C cable. The adoption of USB-C was a very welcome improvement over the first Elite, which used Micro USB. The Elite Series 2 comes with an approximately 2.7-meter cable, providing plenty of freedom to use the controller wired or simply charge it while continuing to play. The combination of USB-C, a long-lasting internal battery, and the charging dock makes the charging experience extremely convenient. Nothing feels like it was included simply to increase the number of items in the box. The case protects and organizes the controller, the dock makes charging easier and can be used in different ways, while USB-C provides a simple and universal alternative. These are the kinds of details that, after five years of using the controller, still make a difference in the overall experience. Battery The battery is one of the biggest strengths of the Elite Series 2. Microsoft claims up to 40 hours of battery life per charge, and in my experience, this is a feature that genuinely makes a difference. It is the kind of controller you charge and then use for so long that you end up forgetting when you last had to plug it in. The experience reminds me a lot of the convenience found in some of Nintendo's Pro controllers. I would really like to see the same philosophy applied to standard Xbox controllers. Even if a controller has few additional features, a long-lasting internal battery is something I consider much more convenient than relying on batteries. Software The Elite Series 2's software is good, but I believe it could be much better integrated into Windows. Through the Xbox Accessories app, you can make a wide range of useful configurations, such as changing button mappings, configuring sensitivity curves, adjusting dead zones, inverting inputs, and controlling other aspects of the controller's behavior. You can also save profiles directly to the device. The problem is that, in my experience, you practically only think about the software when you need to fix something or when you actually want to customize the controller. If everything is working perfectly and you do not intend to use different profiles, you simply connect the controller and forget that the app exists. Because of this, I would like to see this experience much more deeply integrated into Windows. Currently, you have to find the app in the Microsoft Store, install it, and then configure everything. To me, this process could be much more automatic. It is one of those small things that may seem trivial but can make a difference in the experience of a premium product. I would like to see Windows automatically recognize this type of device and present its configuration options in a much more integrated way. The Elite Series 2 allows you to store up to three custom profiles and one default profile directly on the controller. Despite that, I have to be quite honest: I barely used this feature during my time with the controller. It is useful for people who frequently switch between different configurations or games, but it was not a feature that became part of my routine. THE BEST THINGS The build quality remains one of the Elite Series 2's biggest highlights. Its weight, metallic finish, and rubberized grips make it feel like a truly premium product. The battery is also excellent. The claimed 40 hours of battery life are one of the controller's biggest advantages and, in practice, provide an extremely convenient experience. The ability to swap the thumbsticks, D-pad, and paddles is also very well implemented. Users can physically adapt the controller to their own playstyle, while the software expands that customization even further. The adjustable-tension thumbsticks, adjustable trigger locks, four paddles, impulse triggers, and 3.5 mm audio jack complete a very robust package. The carrying case and charging dock are also excellent additions. They do not feel like accessories included simply to increase the contents of the box. They are part of a much more complete product experience. THE WORST THINGS The rubber detachment issue was also not completely eliminated compared to the first Elite. The situation is much better, but I still experienced the rubber separating around the LB and RB buttons and had to resort to replacement parts. The lack of more modern technology in the thumbsticks also works against the controller today. The Elite Series 2 still uses a solution that can suffer from wear and drift, while the market has moved toward alternatives such as Hall Effect and TMR. The A, B, X, and Y buttons could also be more responsive. The membrane-based feel is comfortable and works well, but for a premium controller, I would expect a faster and more precise mechanical solution. The software could also be better integrated into Windows. Having a separate application works, but the experience could be much more transparent and automatic. Finally, I miss having a Share button, an integrated microphone, and a more significant evolution in the vibration system. The Big New Problem The most important issue with the Elite Series 2 is its LB and RB buttons. After so many years with the controller, this was probably the mechanical failure that bothered me the most. There is a small translucent piece associated with the button mechanism, and when contact in this area does not work properly, the result is an LB or RB button that requires significantly more pressure to register an input. On my unit, this meant that on some occasions I had to open the controller and clean it using compressed air. After cleaning it, the buttons would return to normal operation for a considerable amount of time. It is particularly frustrating because we are talking about a premium controller and a component that should provide a consistent experience for many years. The fact that I had to open the controller several times because of this issue is, without a doubt, one of the biggest drawbacks of my experience with the Elite Series 2. The Rubber and the Problem Inherited from the First Elite One of my biggest concerns when the Elite Series 2 was released was precisely a chronic problem with the first model. Virtually every original Elite unit experienced issues with its rubberized coating, whose adhesive would eventually lose its grip completely. In some cases, the rubber would begin separating so severely that the controller became extremely unpleasant to use. I really liked the design and grip of the first Elite, but this issue led me to prefer using standard Xbox controllers for quite some time. Because of that, when the Elite Series 2 arrived, there was a great expectation that this problem had been completely solved. The situation improved significantly, but in my experience, it was not completely resolved. The rubber on the Elite Series 2 has a much stronger grip and its placement is also more favorable, which greatly reduces the likelihood of the previous problem occurring again. However, around the LB and RB buttons, precisely where the rubber ends, it began separating over time. This issue did not come close to the scale of what I experienced with the first Elite, but it still happened. On more than one occasion, I had to replace the part with replacement components. After some time, the problem returned and once again I had to resort to a replacement part. Therefore, I consider it a major improvement over the first generation, but I do not believe the issue was completely eliminated. TRAILER OFFICIAL FINAL THOUGHTS After approximately five years of using the Xbox Elite Wireless Controller Series 2 and after going through so many other premium controllers, I can confidently say that it remains one of the best controllers I have ever used. When everything is working perfectly, the combination of weight, ergonomics, finish, rubberized grips, battery life, interchangeable components, and customization options creates an extremely enjoyable experience. It is somewhat heavier than the standard Xbox controller, but I consider that weight appropriate and believe it contributes to the product's sense of solidity. The biggest problem is that time has also made some of its limitations more apparent. The lack of Hall Effect or TMR technology in the thumbsticks, the issues I experienced with LB and RB, the rubber detachment, the membrane-based A, B, X, and Y buttons, and the limited software integration with Windows make it difficult to consider the Elite Series 2 perfect. Even so, when I weigh everything together, it remains one of my favorite controllers. Microsoft got a lot right with the build quality, ergonomics, customization, and especially the battery life. What I hope to see from a next generation is not necessarily a revolution, but an evolution of these fundamentals: thumbsticks with more drift-resistant technology, mechanical buttons, more reliable LB and RB mechanisms, much better Windows integration, a Share button, and improvements to the vibration system. The Elite Series 2 remains an excellent controller. However, after so many years, what once seemed extremely advanced now needs a new generation to return to the top without so many caveats. SCORE: 8.5/10

  • Review: Security 51

    Being a security guard in a restricted area is more complicated than it seems. THE GAME Security 51 is an atmospheric horror security simulator developed and distributed by Alawar. Your job is simple, or at least it seems simple: ensure that no one who isn't authorized to enter does so. Whether it's simply checking if documents are correct or going deeper and detecting anomalies, you're given a different order every day. If everything is in order, allow the person to use the elevator, but if not, prohibit their entry or send them to a worse end. Progress through the days, gain new tools and responsibilities as you try to prevent the apocalypse. You'll have to deal with a lot of paperwork and equipment. MY IMPRESSIONS The biggest inspiration for Security 51 is quite clear. Checking documents, searching people, and trying to survive day after day is a very popular mechanic, even though there aren't many games that dare to explore this genre. Security 51 tries to innovate by having a completely different set of rules each day, without needing to use a mechanic from the previous day, for example. In trying to do new and different things, perhaps the developers got a little carried away, including many mechanics that, for the most part, aren't very exciting and are sometimes poorly explained. You'll have a sanity and hunger bar, which will be consumed each day, but can be replenished by buying consumables, acquired with money you earn at the end of each day. You can also upgrade your equipment, but the upgrades are so uninteresting that you can survive without them. The money you earn depends on your success on the workday. The game is in Brazilian Portuguese, which makes it easier for the player to understand the daily tasks and also helps to understand the dozens of different mechanics introduced throughout the game. The art in Security 51 is quite beautiful, with fun and graphically pleasing animations. In addition to checking documents, you must also control the elevator, sending it down with those who have been released and returning with those already inside. These people going up in the elevator may also pose threats, so you must decide whether to eliminate them or take them into isolation. If you take these people into isolation, you can test them, which helps you in your attempt to stop the apocalypse. And speaking of the apocalypse, you can spend sanity points to conduct research and slow down the progress of the end of the world. As you can see, Security 51 is packed with activities and mechanics. The game proceeds at this pace, with the addition of mechanics and advancements in the story, which can lead you down different paths. It's a game that demands a lot of the player's attention and resource management, but it can seem a bit confusing in some aspects. Experiments must be conducted to prevent the apocalypse. ACHIEVEMENTS The achievements in Security 51 are quite varied. And when I say quite varied, I'm not kidding. With several different endings and encounters, it's no surprise that there are achievements for each one. Furthermore, some basic mechanics and actions that will be repeated several times also unlock new achievements. There are also achievements that I don't like, which are basically the ones where you have to fail. I don't think absurd failures should reward the player with achievements, but okay. In short, Security 51 will require the player to play a lot, consequently exploring all the mechanics and reaching different endings. Getting 100% of the achievements can be quite laborious. The surface is chaotic. CONCLUSION Security 51's inspiration from Papers, Please is quite obvious and has been explicitly stated by the developers themselves. The only problem is that Papers, Please is so well executed that any comparison is unfair. Security 51 tries to innovate, but ends up getting bogged down with so many mechanics, many of which have vague or confusing explanations. Managing everything other than freeing people is quite tedious and completely distracts the player from where it's most fun. Although Security 51 tries to simplify its gameplay in a certain way, it errs by trying to do more than it needs to in order to be more enjoyable. I hope improvements are made, because it's a game with a lot of potential. SCORE: 7.5/10

  • Review: Madden NFL 27

    Ready for Another Season of Franchise? Every new Madden NFL release brings the same question: how far has EA managed to evolve the experience without abandoning the foundation that has supported the series for so many years? After a period in which changes often felt more incremental than truly significant, Madden NFL 27 arrives with the responsibility of giving the season more personality and making the NFL feel less like a collection of isolated games and more like a league that is constantly evolving. That was the expectation I had when I started playing. Across games and different modes, Madden NFL 27 feels more focused on decision making, both on and off the field. This is not an edition that attempts to completely reinvent the series, but rather one that improves different parts of the experience to make the season more engaging. GAMEPLAY The foundation remains familiar, but several changes make games demand more attention to the decisions made before and after the snap. Coach suggestions help find an appropriate play call, but as we better understand each situation, we naturally begin making our own adjustments. What matters is that these choices have consequences, especially on defense. This is where I noticed the biggest difference. Choosing the wrong coverage or leaving a defender out of position can create enough space for the quarterback to break down an entire play. The new coverage tools, alignment adjustments, and interactions between WRs and DBs provide greater control over the process and make it even more important to read what is happening on the field. On offense, one of my favorite things is still making a perfectly timed pass. Positioning the quarterback, following receiver movement, and releasing the ball at the right moment already require attention, but Timing Based Catching adds another decision at the exact point where a play can be decided. I would still like to see a more flexible default setting, particularly regarding the minimum distance required to execute the system. The running game also remains important, with stiff arms and other moves helping players escape defenders, while short yardage situations receive special attention. The Tush Push, for example, has been incorporated alongside a new QB Sneak system that takes strength, weight, blocking, positioning, and the timing of the command into account. One of the areas that received the most attention is short yardage football. Fourth down situations, goal line plays, and situations where only a few yards are needed for a first down now feature more elaborate physical interactions, with improvements to player battles and formation movement. This is where the famous Tush Push, popularized by the Philadelphia Eagles, comes into play. The quarterback takes the snap while the players positioned behind him help push him forward, trying to gain those final few yards. It is a simple situation to understand, but it represents the kind of detail Madden attempts to recreate. When you need one or two yards, every inch matters. Ultimately, Madden NFL 27 does not rely on a single new feature to change the way games are played. It takes a foundation that already works, adds new tools, and makes certain situations more demanding. For me, that balance between learning new mechanics and simply feeling like I am playing an NFL game is one of the best aspects of this edition. FRANCHISE MODE Franchise remains one of the biggest reasons to keep playing Madden NFL 27 for a long time. It may be the most enjoyable mode in the game, especially for players who like following a team across multiple seasons. We can start a campaign by choosing our coaches, and for those who also played College Football 27, there is even the option to bring the same coach created in Dynasty into the NFL. Here, we take control of a franchise and can manage virtually every aspect of the season. We play games, sign and release players, negotiate salaries and contracts, make trades, develop young players, build our coaching staff, establish strategies, adjust lineups, deal with injuries and wear, and try to build a team capable of reaching the Super Bowl. For example, in certain situations, some of my players inherited personality traits such as Ambitious, causing them to pursue development at all costs. This is where the Persona Engine comes into play. It is not a graphics engine, but a behavioral system that gives athletes different personality traits and motivations. EA explains that there are more than 65 types of Persona DNA, along with temporary DNAs that can emerge in response to events within the franchise. This helps create a stronger sense that we are managing people rather than simply numbers. Player performance and the decisions made throughout the season gain more context within team building, reinforcing the idea of turning Franchise into something closer to a league that is constantly evolving. We can also choose between playing games or simply following what is happening through a graphical simulation. That freedom is interesting, but the process could be more streamlined. There are moments when we have to go through menus, confirmations, and several different steps before finally reaching a game. Making more of this management optional would make the mode more enjoyable for players who prefer switching between management and gameplay without having to navigate so many steps. ULTIMATE TEAM Ultimate Team is one of the most prominent modes in Madden NFL 27 and, fortunately, it starts in a fairly accessible way. The game explains objectives, presents rewards, and provides packs to build an initial roster, while progression allows players to develop their athletes in different directions. The cards also have their own appeal, since finding a specific player to fill a position you need can be more valuable than simply looking for the highest Overall. The automatic lineup feature is useful, but it does not necessarily build the team that best matches the style of play you want to use. On the other hand, Ultimate Team can feel almost like a separate layer of Madden itself. Between opening packs, completing objectives, reorganizing the roster, searching for specific players, and developing cards with Skill Points and Evos, there always seems to be something demanding attention. For players who enjoy this routine, there is plenty of content to follow, but for those who simply want to build a team and play, the number of systems can become overwhelming. What I enjoyed most, however, was realizing that building a strong roster is not only about the numbers. Finding players who actually fit the team's needs makes roster building much more interesting. SUPERSTAR Superstar is the mode where we create our own player, choose a position, and follow their development as we try to reach the top of the NFL. In Madden NFL 27, this journey expands with the G.O.A.T. Career Journey, which follows the athlete from high school to the NFL and eventually toward a place in the Hall of Fame. This edition also expands the available possibilities with positions such as Tight End, Edge Rusher, and Free Safety, along with a skill tree divided into categories such as Core, Mental, Physical, Specialty, and X-Factor. Progression is also more integrated into the player's daily routine. The HUD displays objectives, Wear & Tear, Gameday Beat conditions, Sphere of Influence, and ability status throughout the career, making development about more than simply increasing attributes after games. The goal is to create a journey in which performance, decisions, and development are always present. This makes the pursuit of the top of the NFL easier to follow and helps Superstar work better as a career experience rather than simply a series of games with a player created by the user. VISUALS AND SOUND Players feature more secondary movements, but it is the game conditions where Madden NFL 27 shows a more interesting evolution. Dynamic Weather allows rain and snow to change during a game, while the field progressively reacts to what is happening on the field. Snow, for example, can accumulate and deform as players move across it, leaving marks and trails on the surface, while rain, dirt, sweat, and wear also become visible on uniforms. More than a visual change, field degradation can affect movement, stamina, and even ball security, meaning a game that begins under normal conditions can require a completely different approach in its final minutes. On the audio side, the soundtrack stands out for its variety. The game combines classic rock names such as Motörhead, Audioslave, Ozzy Osbourne, Mötley Crüe, Lenny Kravitz, and Paramore with more contemporary artists such as Bad Bunny. This combination works precisely because it is not tied to a single generation. It is a varied selection that maintains Madden's energetic identity as we navigate its menus and different game modes. ACHIEVEMENTS Madden NFL 27's list of 24 achievements is interesting because it covers different modes and aspects of the game. There are objectives related to Franchise, such as Fantasy Draft, relocating teams, signing players, and developing rookies, along with achievements focused on Superstar, online leagues, and specific situations during games. There are also challenges that encourage players to explore different gameplay possibilities, such as recording an interception after correctly predicting a route, performing specific defensive plays, or reaching certain offensive milestones. On the other hand, the list leaves a feeling of limited creativity compared to the previous game. Some objectives follow very similar formulas or appear to reuse ideas we have already seen throughout the series. With only 24 achievements, there is also room for a longer and more varied list, including objectives focused on smaller and more specific situations that would encourage players to experiment with different mechanics. TRAILER OFFICIAL FINAL THOUGHTS Madden NFL 27 delivers a consistent evolution by improving different parts of the experience. The gameplay places greater emphasis on decision making, particularly in defensive and short yardage situations, while Franchise and Superstar offer strong options for players who enjoy following a career across multiple seasons. The presentation also helps considerably, with more dynamic weather, more natural player movements, and a soundtrack that blends different styles. The result is a Madden that maintains the series' identity while adding enough new elements to make the season feel fresh. There are still areas that could have received more attention. Franchise could require fewer menu confirmations and steps before games, while Ultimate Team keeps microtransactions highly visible and consistently encourages players to engage with its systems from the very beginning. Timing Based Catching could also offer a more flexible default configuration. The achievement list is another area that could have received more attention. With only 24 achievements and several ideas that closely resemble objectives found in previous editions, it feels like there was room for more creativity to take advantage of the variety of modes and mechanics available. These issues do not compromise the overall experience, but they show that Madden NFL 27 could still have been more ambitious in certain areas. The edition does not reinvent the franchise, but it evolves it consistently and delivers a complete season. For longtime Madden players, it is a solid and enjoyable experience that can justify another season in the NFL. SCORE: 8.3/10 Review by Gamertag: SCOULZ

  • Review: The Lord of the Rings: War in the North™ - Legacy Edition

    A Forgotten War in Middle-earth Finally Gets a Second Chance It is interesting to return to The Lord of the Rings: War in the North so many years later and realize that it remains one of those games that seems to have been overshadowed by much bigger releases. The campaign follows Eradan, the Dúnedain Ranger, Farin, the dwarf of Erebor, and Andriel, a Loremaster of Rivendell, as they face the forces of Agandaûr in the north of Middle-earth, in a story that takes place alongside the events surrounding Frodo and the Fellowship of the Ring. Aragorn, Gandalf, Elrond, and Frodo appear at important moments, but the story does not simply try to repeat what we already know. While the One Ring continues its journey south, our characters fight a different war, traveling through regions such as Fornost, the Trollshaws, Rivendell, and Mirkwood. It is an adventure that was never a major release, but it has an identity of its own and, so many years later, shows that it perhaps deserved more attention at the time. GAMEPLAY The gameplay retains much of the identity of an older action game, particularly in its combat structure. Eradan is the character who uses a sword and bow, Andriel is the elf with magical abilities, while Farin takes on the role of the warrior dwarf. Each character has their own traits and abilities, allowing players to choose who to control depending on the situation. The mage can reveal secrets, while the dwarf can destroy certain walls, and this variety works very well during exploration. Combat is one of the biggest highlights and also one of the most challenging aspects of the game. There are moments when dozens of enemies appear simultaneously, some of them extremely resistant, making it so that simply charging forward and attacking is not always the best strategy. In some situations, I had to explore the environment, look for less direct ways to deal with enemies, and even take advantage of the small amount of health recovered passively to defeat one or two remaining enemies. The difficulty can certainly be frustrating at times, but it also makes encounters more tense and satisfying compared to many modern games, especially when we need to keep the characters together to survive. Each character has their own skill tree, with different progression paths and abilities with their respective cooldowns. We also need to manage certain resources, such as the arrows used by Eradan. By performing several attacks without taking damage, we can also activate Hero Mode, progressively increasing our offensive power. The system works well and provides a good sense of progression, although I would have liked to see some enemies receive a reduction in their durability, as some of them end up feeling like complete damage sponges. Exploration also rewards players who stray from the main path. There are chests hidden throughout the environments, side quests, and secrets that can be discovered by using each character's unique abilities. We also have purchasing and saving points, as well as a small village where we can interact with NPCs, repair equipment, and buy items. Potions, however, are quite expensive, making resource management even more important throughout the adventure. Even with some enemies being far too resilient, the high difficulty is one of the elements that contributes most to the game's personality, especially for those who enjoy more intense combat that requires attention to the resources available. VISUALS AND SOUND Visually, War in the North shows its age quite clearly, but the remaster makes the experience more pleasant without taking away from the original game's identity. We are obviously not looking at a current-generation title, but the environments, characters, and effects still do a good job of capturing the visual identity inspired by the films. I particularly enjoyed the parallax effects during loading screens, which add some life to these moments, while the cinematic sequences are well made and feature characters such as Aragorn and Gandalf. The frame rate also remains very stable at around 60 frames per second, which suits the game's fast-paced combat particularly well. On the audio side, the production maintains the atmosphere of the franchise with the sound effects of weapons, attacks, and abilities helping to give the battles more weight. Most interestingly, these visual and audio elements work together with the narrative to reinforce the feeling that we are following a story taking place alongside the events of the films. Meeting familiar characters, visiting places such as Rivendell, and realizing that our campaign is unfolding at the same time as the Fellowship's journey is one of the best ways the game connects itself to the trilogy without simply retelling its story. ACHIEVEMENTS The achievement list is one of the things I liked most about War in the North. It does not simply ask players to finish the campaign and reach a certain level. There are objectives that genuinely encourage players to use the game's mechanics, such as Sudden Fury, which requires three critical hits within ten seconds, and Relentless, which asks for a 50-hit streak while in Hero Mode. There are also achievements related to exploration, such as Seeker, which requires discovering 25 secrets, as well as objectives involving equipment, skill trees, potions, melee attacks, ranged attacks, and different ways of eliminating enemies. This encourages players to experiment with systems that could otherwise go unnoticed during a normal playthrough. The variety continues with objectives tied directly to the adventure. There are achievements for freeing Beleram, defeating bosses such as Tharzog, Bargrisar, Wulfrun, Saenathra, and Agandaûr, completing quests, using war machines, equipping complete armor sets, and reaching specific levels. Unfortunately, there are also challenges tied to the Normal, Heroic, and Legendary difficulties, including Against All Odds, which requires completing the campaign on Legendary difficulty. For players who enjoy completing games, there is plenty to do beyond the first playthrough, and several achievements directly complement the mechanics that make the gameplay interesting, such as the skill trees, exploration, and management of the different characters. TRAILER OFFICIAL FINAL THOUGHTS The problems are difficult to ignore, especially when the game forces players to travel long distances again because an area remained locked or because certain enemies simply failed to appear. The AI of the allied characters could also be better, and their oversized presence area gets in the way of movement at times. Potions are almost useless since it is easier to die and be revived, while certain enemies have so much health that encounters that should be intense turn into prolonged battles. These problems did not ruin my experience, but they are exactly the areas where this version could have gone further than simply preserving the game. Still, the further I progressed, the easier it became to understand why War in the North found an audience at the time. The combat is heavy, the three classes have genuine differences, the skill trees have practical value, and the ability to switch between Farin, Andriel, and Eradan adds an interesting layer to the campaign. Exploration also rewards players who pay attention, whether by finding hidden chests, revealing secrets with Andriel, or using each character's unique abilities. Even Beleram, the Great Eagle, works as a powerful combat tool, allowing him to be summoned for aerial attacks against specific enemies. That is why I think it is unfair to describe War in the North as simply a bad game that somehow turns around and becomes good. It is a good game that ended up in a difficult position, surrounded by releases with similar mechanics. For anyone missing a new The Lord of the Rings game, especially after Shadow of War, this new opportunity to experience the adventure of Eradan, Farin, and Andriel makes a lot of sense. There are imperfections, moments where its age is clearly visible, and decisions I would change without hesitation, but there is also an enjoyable, challenging action RPG here with plenty of systems that still work very well. SCORE: 7.8/10 Review by Gamertag: SCOULZ

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