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  • Review: Mars Attracts

    A Human Zoo on Mars That Perfectly Understands the Franchise's Madness Mars Attracts is based on the Mars Attacks universe, a property that originally began with the famous trading cards released by Topps in the 1960s before becoming globally known through Tim Burton's 1996 film adaptation. Anyone who has seen the movie will immediately recognize many familiar elements. The Martians still have their oversized heads, exposed brains, cruel behavior, and completely twisted sense of humor. The difference is that there is no global invasion taking place this time. The war is already over, and the aliens have turned humans into a tourist attraction. This shift in perspective is the game's greatest strength. Mars Attracts understands exactly what makes the franchise entertaining and builds its entire concept around it. Humans are studied, observed, displayed to the public, and frequently subjected to absurd situations that fit perfectly within the signature humor of Mars Attacks. Turning a franchise known for alien invasions into a management simulator may sound like an odd idea at first. Nevertheless, Mars Attracts successfully finds its own identity by capturing the essence of Mars Attacks and adapting it into a surprisingly competent theme park management game. Instead of controlling humans trying to survive the Martian invasion, players take on the role of the invaders themselves and manage a park where human beings are treated as exotic attractions. Even for those unfamiliar with the franchise, the concept works remarkably well. The result is a game that combines management, research, dark humor, and a healthy dose of satire without relying solely on the strength of its license. GAMEPLAY The core gameplay revolves around building and managing Martian parks. Players must create habitats for different groups of humans, meet their specific needs, attract visitors, manage staff, and maintain the park's financial stability. The economic management systems offer a surprising amount of depth. Loans, pricing strategies, marketing campaigns, merchandise sales, donations, and multiple revenue streams all require constant attention. At the same time, human specimens feature various needs related to hunger, comfort, hygiene, social interaction, entertainment, and habitat quality. Another interesting aspect is the expedition system. These missions allow players to travel across different periods of human history to capture new specimens and gather resources. Vikings, Ancient Egyptians, Feudal Japanese, American Frontier settlers, and even Soviet citizens appear among the unlockable habitats, providing a diverse range of challenges and management opportunities. The game also maintains a strong sense of progression. Main and secondary objectives constantly guide players forward while new maps, mechanics, and systems are gradually introduced. My main criticism concerns the interface. The side-menu system works well during the opening hours when there are relatively few options available. However, as the park expands and new mechanics are introduced, a more traditional management HUD with bottom menus or additional shortcuts could make navigation significantly more efficient. It never becomes a major issue, but it is an area that could benefit from refinement. I also found myself wishing for a greater variety of game modes. The campaign and its various scenarios provide plenty of content, but additional options such as an endless sandbox mode could further increase replayability for players who enjoy building without objective-based restrictions. VISUALS AND SOUND Visually, Mars Attracts does an excellent job of representing the franchise's universe. The alien designs remain extremely faithful to the film, preserving the exaggerated proportions and cartoonish appearance that made the Martians so memorable. The same level of attention extends to the architecture, scientific equipment, and futuristic technology scattered throughout the park. The art direction also deserves praise for its creative portrayal of humans. The game constantly plays with the idea that humans are primitive creatures being observed by a superior civilization, and this concept is reflected through habitat design, animations, and character behavior. The arid Martian setting naturally limits environmental variety to some extent, but the developers make a noticeable effort to differentiate maps, structures, and research areas throughout the campaign. Another aspect worth highlighting is the game's commitment to its premise. Mars Attracts never attempts to soften the franchise's dark humor. Many situations involving humans can be considered brutal, yet they work precisely because they fit the satire established from the very beginning. In many cases, the exaggerated violence functions as a humorous commentary on the way humans themselves treat animals in zoos, reserves, and laboratories. The soundtrack and sound effects complement the retro science-fiction atmosphere very well, constantly reinforcing the feeling of being inside a production inspired by the classic B-movies that originally influenced Mars Attacks. ACHIEVEMENTS The achievement list provides a good indication of the game's overall scope. Objectives include unlocking new historical habitats, reaching advanced levels of human knowledge, hiring specialized staff members, expanding visitor numbers, and developing parks capable of achieving top-tier ratings. Some achievements clearly demonstrate that there is far more content beyond the opening hours. Attracting 500 simultaneous visitors, generating massive amounts of revenue, and earning a five-star park rating are goals that require a complete understanding of the game's management systems. There are also several amusing achievements, such as calling in a SWAT team or discovering a hidden dating simulator, reinforcing the sense of humor that remains present throughout the entire experience. TRAILER OFFICIAL FINAL THOUGHTS Mars Attracts is a solid management simulator that fully understands the franchise it represents. The combination of park management, scientific research, dark humor, and constant progression creates an enjoyable experience even for players with little or no connection to the original source material. The interface could be more efficient in certain situations, and the addition of extra game modes would certainly improve the title's long-term value. However, these shortcomings do little to diminish what remains a creative and highly original management game. Even though it uses a well-known license, Mars Attracts does not rely entirely on nostalgia. Its management systems are strong enough to stand on their own, while the franchise setting adds a unique layer of personality that makes progression even more entertaining. For management simulation fans, the game succeeds on its own merits. For those familiar with Tim Burton's film, the experience becomes even more enjoyable thanks to the many references and ideas successfully adapted into gameplay. It is the kind of game that can easily keep players engaged for hours as they expand their Martian park, conduct bizarre experiments, and turn humanity into a profitable tourist attraction. SCORE: 8.2/10 Review by Gamertag: Scoulz

  • Review: ZPF

    A 2D shooter with incredible art and challenging levels. A great return to the classics. Game ZPF is a retro-inspired 2D shooter game, originally released for the Mega Drive/Sega Genesis (yes! there are cartridge versions for it). Here, you can choose between 3 different playable "characters," from a spaceship to a warrior, each with their own shooting, melee, and special abilities. The game features several challenging levels and incredible art. The music is also very engaging and encourages you to keep playing for hours. 3 playable characters available It's also possible to find alternative paths, leading you to new places and achievements, giving the game a nice variety! After a run/level, with the points collected, you can buy buffs and/or tips for the levels and bosses, making the gameplay even more interesting. Well-crafted artwork and challenging levels. My impressions ZPF is a very challenging game, like most retro shooters we remember from the past, with levels full of enemies, often appearing simultaneously. With side-scrolling gameplay and a rich environment, we often lose track of our character, ending up being destroyed due to lack of attention (but nothing that diminishes the desire to keep playing more and more). The game's premise is simple, but fun, and largely follows the concepts of past games of the same style. But don't be fooled, the game can be quite challenging! We often have a large number of elements on the screen. At the end of each stage, we can discover treasures and unlock hidden secrets, which makes the game even more varied, preventing it from becoming monotonous and endlessly repeating each level. Since we're dealing with stages, your lives are limited to the stage you're currently on, meaning you don't need to beat the entire game in one go. Phew! Conclusions ZPF é um jogo que nos faz voltar as raízes dos clássicos shooters (até para quem não teve a oprtunidade de jogar em arcades por exemplo). Com uma mistura de arte maravilhosa e fases desafiadoras, o jogo é uma grande aposta, e que ainda por cima possui uma versão para MegaDrive/Sega Genesis, o que torna seu valor ainda maior! Achievements The game features a total of 28 achievements, including some basic tasks such as purchasing buffs from the shop and achieving the highest score. Others involve defeating specific bosses or completing the game with all three available characters. Score: 9.0/10.0

  • Review: Diablo IV: Lord of Hatred

    Sacrifice everything you believe in to bring an end to the saga of hatred. With Diablo’s mythology built across decades of games, books, and complementary materials, few villains carry as much narrative weight as Mephisto, the Lord of Hatred. A central figure behind many events that shaped Sanctuary, his influence has always been tied to manipulation, silent corruption, and the weakening of human alliances. Unlike enemies driven purely by destruction, Mephisto turns fear, distrust, and resentment into weapons every bit as dangerous as any demonic army. It is upon this foundation that Diablo IV: Lord of Hatred builds its new expansion, continuing unresolved conflicts while amplifying the threat looming over Sanctuary. The DLC introduces not only new challenges and unexplored regions, but also a much deeper dive into the consequences of Mephisto’s presence within the mortal world. Through intense battles, oppressive atmosphere, and expanded lore, the expansion reinforces everything that makes Diablo one of the most iconic franchises in the genre. This article explores several aspects of Diablo’s lore, diving into details that are not always presented explicitly in the games themselves. If the topics discussed here interest you, two essential books are highly recommended for expanding your understanding of this universe. The first is Book of Adria, narrated by the witch Adria herself. It is a physical book with roughly 140 pages, filled with illustrations and in-depth information about the mythology of the franchise, focusing especially on demons, monsters, and the horrors of Sanctuary. The second recommendation is Book of Cain, narrated by our beloved Deckard Cain. This title is far more familiar to the general audience and functions almost like an encyclopedia of the Diablo universe, explaining the origins of the world, its cosmic forces, and the events between the first two games, effectively serving as a bridge toward Diablo III. Before we begin, one important warning: this text contains spoilers for Diablo IV: Lord of Hatred. This review also does not come solely from someone who played the expansion at launch, but from someone who has followed the game’s evolution over the years, waiting for the moment it would finally feel complete. Because of that, this analysis carries not only a critical perspective, but also the weight of a long expectation finally being tested. WHO IS MEPHISTO? Mephisto is clearly inspired by Mephistopheles, the classic figure from European literature associated with the tempting devil. The character became immortalized mainly through Faust by Johann Wolfgang von Goethe, where he acts as a cunning entity offering power and knowledge in exchange for the human soul. You have likely seen him represented in many forms, including The Merry Wives of Windsor by William Shakespeare or even, if you remember well enough, in El Chapulín Colorado. adapted this concept to create a far more intellectually dangerous villain. Within Diablo lore, Mephisto emerged during the primordial creation of existence itself, when the original being Anu expelled all of his evil, giving birth to the seven-headed dragon Tathamet. After the battle between Anu and Tathamet, both were destroyed, and from Tathamet’s remains arose the Seven Great Evils, the most powerful demons of the Burning Hells. Among them stood the three supreme leaders known as the Prime Evils: Mephisto, Lord of Hatred; Diablo, Lord of Terror; and Baal, Lord of Destruction. In this sense, Mephisto was not “born” in any traditional way, but instead manifested as the cosmic embodiment of primordial hatred existing since the origin of the universe. In terms of family, Mephisto is considered the brother of Diablo and Baal, forming the central trinity of the Prime Evils. Mephisto is also the father of Lilith, the central antagonist of Diablo IV. Lilith later united with the angel Inarius, and from their relationship the nephalem race was born, ancestors of humanity itself. This indirectly makes Mephisto one of humanity’s dark progenitors within Diablo’s mythology. In Diablo II, Mephisto is defeated in Kurast. Following the battle, his Soulstone is taken to the Hellforge and destroyed in order to prevent his return. Although this represented his downfall at the time, he has now returned in Diablo IV. HOW IS MEPHISTO ALIVE? Yes, we defeated him in Diablo II. However, Mephisto remains alive in Diablo IV because he was never truly destroyed permanently. Prime Evils such as Mephisto are eternal entities of evil, meaning that when their physical forms are defeated, their essences merely return and slowly begin to reform. The original plan to stop this cycle involved the use of the Soulstones, but Adria sabotaged the process by marking the stones so that, once destroyed, the demons’ souls would be drawn into the Black Soulstone rather than banished into the void. Later, this stone gathered all evil together and was used to create the Prime Evil in Diablo III, before eventually being shattered by Malthael, releasing every malicious essence once again. As a result, Mephisto was freed and resumed his natural rebirth process. That is why in Diablo IV he appears weakened, manipulative, and still reconstructing his complete form. At the beginning of Diablo IV, Mephisto returns not in his full physical state, but as a fragmented and weakened essence trapped between planes after the events of previous games. Without a body, he acts through visions, manipulation, and psychological influence, orchestrating events from the shadows while using the crisis caused by Lilith to regain relevance within Sanctuary. Throughout the main campaign, he approaches Neyrelle and the protagonists as a calculated presence, always offering assistance whenever it benefits his own interests. At the end of the base story, Neyrelle uses the Soulstone to imprison Mephisto and departs alone, attempting to prevent him from corrupting the world again. VESSEL OF HATRED At the end of Diablo IV: Vessel of Hatred, the heroes temporarily stop one manifestation of Mephisto by defeating the Harbinger of Hatred, a partial wolf-like avatar of the Lord of Hatred inside his domain. However, victory comes at a terrible cost: the spirit of Akarat sacrifices itself to contain the threat, while Eru’s betrayal reveals that Mephisto had already set a much larger plan into motion. In the final scene, it is revealed that Akarat’s body and the Soulstone become a new vessel for Mephisto. Black corruption consumes the sacred corpse, and he awakens using that form as a host to return to the mortal world. Rather than ending the threat, the DLC concludes by showing that Mephisto is closer than ever to fully resurrecting, directly setting up the events of Lord of Hatred. This brings us to the current point in the story, with Mephisto’s threat once again emerging. Neyrelle, while searching for answers on how to defeat him, ultimately dies largely because of Mephisto’s direct influence and the looming danger of becoming a perfect new vessel for the Lord of Hatred. LORD OF HATRED The narrative leads us through an intense sequence of events involving iconic figures from the franchise, but perhaps the most impactful element is the unlikely alliance with Lilith herself. The story dives deeply into the relationship between her and her father, Mephisto, exploring themes of hatred, legacy, and manipulation. Amid this chaos, our mission becomes rebuilding the dagger originally granted to her son Rathma, a relic forged from Lilith’s own bones and carrying a unique power: the genuine ability to wound, or impose an even worse fate upon, a Prime Evil. Among all the characters in this DLC, however, one of the absolute highlights is undoubtedly Lorath Nahr. Throughout the campaign, we witness a man increasingly worn down, haunted by the feeling of always being one step behind the enemy. Even so, he persists, trying to gather allies and stop Mephisto from corrupting the Skovos Isles. At one point, already on the edge of emotional collapse, he seeks outside help while the protagonist continues onward. It is precisely during this atmosphere of total despair that the narrative delivers a moment of relief and perhaps one of the expansion’s most memorable scenes. Yes… finally, Tyrael makes his first appearance in Diablo IV. And it happens exactly when all hope seems lost and Lorath has been consumed by the failure of his own plans. Tyrael’s arrival is accompanied by a memorable soundtrack with a triumphant tone that sharply contrasts the overwhelming atmosphere of defeat until that moment. His presence is imposing, yet visibly changed. Unlike the figure we knew at the beginning of Diablo III, he is no longer an angel. Following previous events and his repeated interference in mortal affairs, Heaven rejected him, and Tyrael now walks the world as a mortal. At this moment, we discover that the message sent by Neyrelle during the opening scene was actually directed toward him, warning of Mephisto’s movements toward Skovos. As we gather the fragments of the dagger forged from Lilith’s bones, Tyrael and Lorath accompany us throughout the journey until the weapon is finally reforged in a sequence that also marks the return of the legendary Horadric Cube, one of the franchise’s most iconic artifacts. The inspiration here is almost impossible to ignore: there is a very clear parallel to The Lord of the Rings: The Fellowship of the Ring. If Gandalf had directly accompanied Frodo Baggins and Samwise Gamgee the way Tyrael does here, perhaps the journey across Middle-earth would have been far less painful. The Amazon storyline represents another major turning point. Seeing their queen corrupted by what she believed to be Akarat carries tremendous emotional weight, especially once we realize how closely faith and manipulation walk together in this universe. The sacrifices required to confront Mephisto are brutal, and the loss of allies reinforces the emotional impact of the conflict. During the climax, the confrontation against Mephisto becomes a spectacle in itself. Until the very last moment, he attempts to deceive us, manipulating perception and distorting reality. But with the dagger finally restored, we manage to banish him, at least for now, in a visually stunning sequence. By setting the Tree of Laments ablaze, we end not only the influence of hatred over that region, but also the curse haunting Lorath throughout his journey. It is a conclusion filled with meaning, delivering a genuine sense of closure while still making it clear that some debts may never truly be repaid. GAMEPLAY Skovos Lord of Hatred is an expansion that adds genuine density to Diablo IV, not only through content, but through the way the game itself becomes structured afterward. The centerpiece of this evolution is Skovos, a new region clearly designed to sustain the endgame. The island delivers a vast, dense map with extremely polished level design, concentrated activities, and smart routing that keeps everything relatively close together. In practice, Skovos functions as a true endgame sanctuary, naturally becoming the player’s main hub for nearly all post-campaign activities. Within Skovos, players can also unlock a brand-new mount: the Basilisk. Endgame Within progression systems, the expansion raises the maximum level to 70, expanding the evolution curve and enabling more complete builds for advanced content. Alongside this, every previous class received robust adjustments to their skill trees, including new passives, reorganized talents, and modernized synergies. The result is a refreshing sense of experimentation and far greater build diversity. The major gameplay addition is the return of the Horadric Cube, now adapted into Diablo IV. It allows players to recycle bad items, transmute equipment, improve affixes, and transform mediocre drops into useful endgame gear. The endgame itself has been fully reworked. Post-campaign progression now presents clearer objectives, better-distributed rewards, and activities that connect far more efficiently with one another. To support this structure, new difficulty tiers have been added, ranging from Torment 4 all the way to Torment 12, providing scalable challenges for veteran players. Equipment systems also received improvements. Gems have been reworked with stronger late-game scaling, while the return of item Sets restores one of the franchise’s most beloved mechanics through bonuses that reinforce specific build identities. The current season follows a more traditional approach without introducing an extremely revolutionary seasonal mechanic, yet it still functions well overall. The Relicary/Battle Pass system remains split between free and premium tracks, progressing through favor currencies earned while playing. Premium cosmetic rewards stand out mainly through highly detailed armor designs, although the expansion’s focus clearly seems directed more toward structural improvements than monetization systems. Meanwhile, the free seasonal track remains valuable by offering crafting resources, blacksmith materials, and cosmetic rewards such as new character titles. Season Blessings also return in their familiar format, granting useful bonuses such as increased material drops from salvaging items, additional seasonal currency, and higher glyph upgrade chances, reinforcing constant progression throughout the journey. The Talisman System The Talisman system works as an additional progression and customization layer beyond traditional gear. Talismans are special items that provide passive bonuses and unique effects, often tied directly to specific class mechanics. For the Warlock, for example, they can amplify curse effects, summons, or interactions involving Soul Shards, reinforcing the class’ strategic identity even further. What makes the system interesting is that it goes far beyond simple stat increases. Many talismans directly modify the way abilities function, encouraging players to experiment with different combinations and synergies. This creates a much deeper level of buildcraft, since selecting the right talisman can completely alter the efficiency of a skill rotation or even unlock entirely new gameplay possibilities. Additionally, talismans are often tied to specific activities within the expansion, such as side quests, exploration objectives, or advanced challenges. This allows the system to function as a natural incentive for continuous progression, rewarding players who fully engage with all available content. Ultimately, it complements the game’s core gameplay loop extremely well, adding variety without overwhelming the overall experience. NEW CLASSES The expansion introduces two new classes that act as thematic opposites in both visuals and concept: the Warlock and the Paladin. The Paladin of Diablo IV emerges as a sacred frontline warrior wielding swords, flails, and shields empowered by the Light to confront Hell up close. Specifically regarding the Paladin, you can also check out the full review we published completely breaking down the class and all of its mechanics here: https://www.pressattack.com.br/en/post/review-diablo-iv-lord-of-hatred-an%C3%A1lise-especial-da-classe-paladino-1 The Warlock I always enjoy bringing some of my own experience into these analyses, and it is worth mentioning that my entire seasonal journey was played using the Warlock, following the build below: You can explore the build more deeply through this guide: https://mobalytics.gg/diablo-4/builds/dread-claws-warlock-leveling-guide After many hours with the class, I can confidently say it delivers some of the best animations among all the new classes introduced since Vessel of Hatred. Nearly every skill carries an enormous visual impact, constantly transmitting a feeling of dark power and controlled chaos. On top of that, the class is incredibly fun to play, especially because of its area-of-effect attacks and excellent mobility, two aspects that keep the gameplay fast-paced and engaging. Another mechanic that caught my attention was the Soul Shard system. The Warlock possesses its own dedicated progression tree built around this mechanic, functioning almost like an advanced layer of exclusive passive skills. Unlocking it requires completing an entirely optional side quest, but one that is highly recommended for players wanting to extract the class’ full potential. This type of progression-integrated content adds meaningful depth and rewards players willing to fully invest in mastering the character. Among the abilities, the one that impressed me most was Profane Sentinel. In practical terms, it strongly resembles the classic Hydra spell: a summoned structure placed on the ground in the form of a gigantic profane eye that automatically attacks enemies. Beyond being effective mechanically, it is visually striking and perfectly reinforces the Warlock’s dark identity. VISUALS AND SOUND The technical foundation of Diablo IV is built upon Blizzard Entertainment’s proprietary engine, developed specifically to sustain the open-world structure introduced for the first time in the franchise. Unlike previous titles, the game no longer relies on traditional loading screens between regions, requiring a robust world-streaming system capable of preserving immersion while players seamlessly transition between distinct biomes. Visually, the engine embraces a darker and more realistic direction, using dynamic lighting, volumetric shadows, and weather effects that directly impact atmosphere. Physics systems also received greater attention, particularly regarding environmental destruction and the interaction between abilities and scenery. This significantly reinforces the weight and brutality of combat, something essential to the denser tone the game pursues. Combat design itself also demonstrates clear evolution within the expansion. Certain enemies now feature far more aggressive and memorable attack patterns, including chain abilities that trap players within environmental structures or explosive charges that rapidly cross the screen. Small details like these make encounters far more dynamic and demand greater battlefield awareness. The campaign continues balancing two narrative formats extremely well: large-scale cinematic cutscenes with exceptional detail, especially during Neyrelle’s opening sequences, and smaller scenes rendered directly in-engine that still maintain remarkable quality throughout. The soundtrack of Diablo IV: Lord of Hatred adopts a much denser and more oppressive direction, functioning as a core element in sustaining the narrative atmosphere. With compositions by Ted Reedy and Ryan Amon, the result is an expansive audio experience carefully designed to convey the sensation of a world collapsing under emotional and spiritual weight. One of the soundtrack’s greatest strengths lies in the way it accompanies Mephisto’s presence through dark ambient layers, almost liturgical choirs, and selective orchestral crescendos. In regions like Skovos, the music blends spirituality with decay, reinforcing the idea of corrupted faith. During more intense sequences, the audio intentionally becomes uncomfortable, creating constant tension directly tied to the narrative events. Compared to classic Diablo soundtracks composed by Matt Uelmen, this expansion embraces a more cinematic and grandiose style, with heavier use of orchestral arrangements and choirs. Even so, it still preserves the melancholic soul of the series, now adapted to a much larger and more dramatic scale. The result is a soundtrack that may not always aim to be individually memorable, but stands out immensely through immersion and its precision in defining the emotional tone of the journey. ACHIEVEMENTS The achievement list of Diablo IV: Lord of Hatred makes it very clear that the expansion’s goal is to reinforce both natural campaign progression and engagement with the game’s side systems. There is a strong balance between direct objectives, such as completing the main story, and broader goals tied to exploration and map mastery, including fully completing Skovos. This suggests an expansion that does not simply want to be “finished,” but truly explored in depth, encouraging players to interact with multiple gameplay systems beyond the central narrative. Another major focus lies in buildcraft and endgame optimization. Achievements connected to talismans, transfigured gear, and high-level difficulty challenges indicate a substantial emphasis on experimentation and character refinement. Additionally, larger objectives involving elite enemies and bosses reinforce the longevity of the content and its appeal for players who enjoy grinding and long-term optimization. Overall, the achievement list reflects an expansion carefully designed both for players focused on the story and for those determined to fully master every gameplay mechanic available. TRAILER OFFICIAL FINAL THOUGHTS Diablo IV: Lord of Hatred absolutely deserves to be called an expansion in the most classic sense of the word. This is an enormous package filled with meaningful new mechanics and a deep narrative that finally ties together the loose ends left behind by the base game and previous content. Lord of Hatred delivers a conclusion to the saga of hatred with the scale and ambition the franchise has always promised, and it may very well represent one of the most significant additions in Diablo’s entire history. It is the kind of content that creates a genuine sense of completeness, elevating the game to a level that feels difficult to surpass. Of course, the launch was not flawless. There were reports of disconnects and several bugs, and I personally encountered an issue where enemies became invulnerable during a dialogue sequence, preventing progression until I restarted the game. I also experienced two connection drops during launch day. Even so, considering the franchise’s historical launches, especially the notoriously troubled beginning of Diablo III, the situation here was stabilized very quickly. Shortly after launch day, a patch had already corrected the major issues, and the experience continued smoothly afterward. From a systems perspective, I did miss some ideas from previous seasons. The mechanic involving enemy kill counts with combo rewards from the prior season added a fantastic sense of pacing and could have remained in a more balanced form. I also noticed certain map sections could benefit from additional fast-travel points, since a few areas feel slightly too spread apart. Still, these are relatively minor concerns within an otherwise extremely solid package, and many of them can easily be adjusted over time. In the end, the feeling is similar to watching Frieza reaching his final form. This expansion represents the most complete and refined version of Diablo to date. If early Diablo IV initially felt lacking in content compared to its predecessor, the situation has now completely reversed. The game firmly establishes itself as the definitive evolution of the franchise, supported by a robust endgame and seasonal activities that genuinely reward long-term player investment. With Diablo IV: Lord of Hatred, Blizzard Entertainment delivers a sustainable ecosystem, and decades from now this game will likely still stand as one of the defining pillars of the genre. Review by Gamertag: Scoulz SCORE: 9.7/10.0

  • Review: Abathor

    Pixel Art, Giant Bosses, and an Adventure That Respects the Past In an industry constantly trying to reinvent formulas, few games manage to look back at the past without feeling like an empty tribute. Abathor is one of those rare cases. Developed by the Spanish studio Pow Pixel Games, the title combines action, platforming, and classic fantasy to deliver an experience that feels straight out of the golden age of arcades, while adding enough refinement to appeal to modern players. Inspired by classics such as Golden Axe, Rastan, Castlevania, and even Metal Slug in certain aspects of its presentation, Abathor places players on a journey through Atlantis as they face monsters, colossal creatures, and challenges spread across more than 50 stages. The result is an adventure that understands its inspirations remarkably well and successfully transforms them into something of its own. GAMEPLAY Abathor's greatest strength lies in its gameplay. From the very first minutes, it becomes clear that the developers had a very specific goal: recreating the frantic feeling of old-school arcade games. Fortunately, that vision works extremely well. Combat is fast, responsive, and highly satisfying. Every encounter demands attention not only to enemies but also to the environment, creating situations where attacking and movement are equally important. The game successfully captures the classic feel of titles from the 1990s and early 2000s, where each stage introduces new obstacles and constantly requires players to adapt. The four main characters travel through a variety of maps while collecting resources and purchasing upgrades that increase attributes such as strength, health, and other characteristics that directly influence the experience. This progression system creates a constant sense of growth without compromising the fast-paced nature of the adventure. Another aspect that deserves praise is the game's variety. The environments are highly diverse and consistently introduce new ideas, preventing the experience from becoming repetitive even after several hours of play. The same can be said for the bosses, which are far more than simple barriers between stages. Abathor uses the legend of Atlantis as the foundation for its universe. The civilization stands on the brink of destruction while monstrous forces and supernatural entities threaten the continent. Although the story is not the central focus of the experience, it provides enough motivation to keep players engaged throughout the campaign. The universe created by the developers features surprisingly rich lore, with information scattered throughout the game that helps players better understand its characters, creatures, and events. The bosses play an important role in this narrative framework. Rather than appearing as isolated challenges, they are integrated into the adventure's context and help reinforce the identity of each region visited. Another interesting aspect is the presence of multiple endings, encouraging exploration and extending the campaign's longevity for those who wish to uncover everything the game has to offer. VISUALS AND SOUND Visually, Abathor impresses with the quality of its pixel art. The environments are beautifully crafted, full of personality, and supported by an artistic direction that directly recalls the great fantasy classics of the 1980s and 1990s. The variety of locations is one of the production's highlights. Each new area introduces distinct visual elements, constantly reinforcing the feeling of progression and adventure. The bosses also deserve special recognition, both for their designs and for the impressive sense of scale showcased throughout the campaign. The soundtrack perfectly complements this retro-inspired approach. The music enhances the epic atmosphere of the journey and matches the fast-paced gameplay exceptionally well. The sound effects also help recreate the feeling of classic arcade games without ever feeling outdated. ACHIEVEMENTS Abathor offers a considerable amount of content for players who enjoy exploring beyond the main campaign. The achievements encourage different playstyles, rewarding everything from natural progression milestones to more specific objectives involving characters, exploration, and skill-based challenges. In addition, the game features treasures, resources, upgrades, enhancement items, lore entries, and numerous secrets hidden throughout its stages. This structure ensures that the adventure maintains a strong sense of discovery from beginning to end. For completionists, there is a significant amount of optional content capable of substantially extending the total playtime. TRAILER OFFICIAL FINAL THOUGHTS Abathor is an excellent example of how to modernize a classic genre without abandoning its roots. Its enjoyable gameplay, well-designed combat, wide variety of environments, memorable bosses, and strong inspiration from the arcade era's greatest titles come together to create a remarkably consistent experience. The game executes all of its fundamentals very well without attempting to overreach, which works perfectly for a title of this style. However, it still feels as though it lacks a truly new element that could elevate it to an even higher level. The game understands exactly what made titles such as Golden Axe, Rastan, and Castlevania so memorable, but it avoids relying solely on nostalgia. By combining those influences with progression systems, exploration, multiple endings, and a setting based on the fall of Atlantis, Abathor delivers an adventure that feels familiar to veterans while remaining engaging for newcomers. For fans of 2D action games, pixel art, and old-school challenges, Abathor is an easy recommendation. Score: 8.9/10 Review by Gamertag: Scoulz

  • Review: REPTERRA

    The dream of commanding an armed army against endless hordes of dinosaurs has finally become a reality in Repterra. Real-time strategy mixed with dinosaurs sounds like such a simple idea that it is surprising more games have not embraced it. Repterra takes that concept and places it in a world where human colonies struggle to survive in a land dominated by prehistoric creatures, combining base building, resource management, technological research, and battles against gigantic waves of enemies. The premise is clear from the very beginning: build a functional base, expand your economy, and prepare your defenses before increasingly larger dinosaur attacks reduce everything to rubble. Thankfully, beneath its unusual premise lies a game that understands the foundations of the RTS genre and delivers a genuinely enjoyable experience, even if some aspects of its presentation still need refinement. GAMEPLAY The core structure revolves around survival. Each match places players against a series of enemy waves attacking from multiple directions while the colony must continue growing to sustain troop production and technological development. Building a colony feels intuitive. Houses increase population, specialized structures provide resources such as wood and energy, while research centers unlock important upgrades needed to keep up with the rising difficulty. There is a constant sense of progression as the small starting settlement gradually evolves into a heavily fortified stronghold protected by walls and defensive towers. The biggest differentiating factor is, of course, the dinosaurs. The combination of modern technology and prehistoric creatures gives the game a unique identity. Watching armed soldiers fight alongside massive tamed beasts helps Repterra stand out within a genre that often follows familiar formulas. One of my favorite mechanics is the ability for soldiers to deploy barricades directly on the battlefield. It is a simple feature, but it adds meaningful tactical options during combat and allows players to establish improvised defensive positions during critical moments. The unit progression system is also quite enjoyable. Constant upgrades make the army feel increasingly powerful, creating a satisfying sense of growth throughout the match. At the same time, there is a noticeable power curve that can feel mandatory. In many situations, keeping up with upgrades feels less like a strategic choice and more like a requirement to remain competitive against stronger threats. Another major strength is the scale of the battles. The number of creatures that can appear on screen at once is simply staggering. Watching walls come under pressure from enormous hordes while dozens of units desperately hold defensive lines creates some of the game's most exciting moments. It is exactly the kind of spectacle that makes you want to jump straight into another match after finishing the last one. Despite its strengths, the user interface is probably the area most in need of improvement. The menus do not match the quality of the gameplay itself, and some information could be presented more effectively. Throughout much of my time with the game, I felt that important resources would be easier to track if they were positioned at the top of the screen, allowing for faster reading during intense situations. VISUALS AND SOUND Visually, Repterra manages to establish an interesting identity. The art direction sells the concept of a war taking place in an alternate version of the Cretaceous period. Advanced technology exists alongside giant dinosaurs, futuristic soldiers, and defensive structures spread across the battlefield. The animations are solid and help give weight to combat encounters. The game also benefits from the sheer number of units that can be present simultaneously, creating scenes that genuinely feel like large-scale warfare. The sound effects do their job well during battles, reinforcing gunfire, attacks, and creature movements. The soundtrack does not steal the spotlight, but it complements the military survival theme effectively throughout the campaign. ACHIEVEMENTS Repterra currently features 23 achievements, many of them tied to map progression and difficulty levels. Early achievements unlock naturally through regular play, including Garrison, Dino Rider, and the initial faction victory achievements. The rarer achievements demand complete mastery of the game's systems. Ultimate Victory, Electric Dominion Victory, and Volcano Victory are among the least earned achievements in the community, showing that there is still plenty of content available for players looking to tackle every challenge. The achievement list also encourages experimentation with different maps, factions, and difficulty settings, providing a solid incentive to extend the game's longevity. TRAILER OFFICIAL FINAL THOUGHTS Repterra delivers a highly entertaining combination of base building, survival mechanics, and dinosaurs. The concept of constructing massive fortresses while enormous hordes attack from every direction works remarkably well, largely thanks to the game's rewarding economic progression, research systems, and constant sense of army development. The interface could certainly feel more modern, and some presentation choices come across as outdated, but these shortcomings never undermine the strength of the core experience. When dozens of soldiers, defensive towers, and giant creatures are fighting simultaneously to protect your base, it becomes easy to understand the game's appeal. The pause menu, in particular, feels noticeably dated. For a game built around such a creative concept, this aspect of the presentation stands out as one of its weakest elements. For fans of RTS games, base defense, and large-scale battles, Repterra offers a distinctive experience that successfully turns its blend of technology and dinosaurs into something genuinely fun to play. SCORE: 8.0/10 Review by Gamertag: Scoulz

  • Review: Warhammer 40,000: Mechanicus II

    Among ancient dynasties and mechanical faith, a war that understands the weight of its own choices Warhammer 40,000: Mechanicus II builds on an extremely solid foundation from the first game and takes an interesting path forward. Instead of completely transforming its identity or chasing genre trends, this sequel expands the scale of the conflict and adds new layers around its tactical combat. Players now choose between two complete campaigns, taking the side of either the Adeptus Mechanicus or the Necrons, each with their own characters, progression structures and perspectives on the conflict. At the center of this dispute is Hekateus IV, a planet that stops being just a setting and becomes an active piece of the campaign. The war does not happen only inside missions. It happens between them as well. The result is a game that tries to turn every territorial advance, every completed mission and every chosen unit into something connected to a larger structure. GAMEPLAY After selecting our campaign, we unlock the world map where we can direct our choices, routes, recruited units and evaluate what the best path will be for the next mission. This system ended up being one of the aspects that impressed me the most. The map works almost like a constant framework for territorial conquest and war management. It is not simply a sequence of battles placed one after another. There is territory reading, risk assessment and understanding what is or is not worth attacking at a given moment. Within the Cohort we can fully manage our units and that adds a very strong layer between missions. There are mandatory critical missions spread throughout progression as well as rewards that directly influence campaign development, such as augmentation points and archeotech fragments. The feeling is that you are constantly feeding a larger structure instead of simply increasing numbers. The game also forces interesting decisions because each mission requires an available leader, so it is not enough to always choose your strongest character. There is a strategic limitation in assembling operations. Part of this structure also ties into territory and resource management, which the game uses as the global layer of war. In battle itself, Mechanicus II remains a turn based tactical RPG that feels extremely aware of what it wants to deliver. For a large part of my time with the game, I felt that it avoids excess. It does not try to completely reinvent turn based combat, it does not constantly stack secondary mechanics and it also does not turn every encounter into an overly complex puzzle. There is clear care in maintaining pacing. Battles are easy to read, abilities have clear purposes and there is a constant cycle between movement, positioning and resource management. The gamification surrounding the main battles adds a lot of value because every encounter feels like part of a larger context rather than an isolated stage. It may not emerge as a new defining benchmark for the genre, but it delivers something I consider equally valuable: consistency. Everything it sets out to do, it does well. VISUALS AND SOUND Visually, the game conveys this mixture of monumentality and ritualistic technology extremely well. The arenas constantly feel like ancient architecture reused by civilizations that have existed for far too long. The interface remains highly distinctive and the game makes excellent use of visual identity to differentiate factions and maintain combat readability. Guillaume David returns as composer and once again delivers a soundtrack that feels positioned exactly at the intersection between religious ceremony, industrial noise and science fiction. The official soundtrack features ten new compositions and continues expanding the sonic identity created in the first Mechanicus. What has always stood out to me in his work is that the music rarely tries to function as something purely epic. Instead of accompanying battles with constant explosive moments, it relies much more on atmosphere building. ACHIEVEMENTS Warhammer 40,000: Mechanicus II achievements almost work like a silent summary of everything the game values throughout the campaign. There is traditional narrative progression with milestones for completing the prologue and acts of both campaigns, but what stood out to me most was how many of them push the player to understand systems rather than simply finish content. Some encourage experimenting with squad composition and managing simultaneous effects, while others reward smart environmental usage, positioning and clean mission execution. There are also goals tied to extreme survival, territory building, fully developing leaders and exploring upgrade trees. Some achievements clearly reward mastery of specific characters and encourage discovering your own skill combinations, while others show that the game expects you to genuinely engage with mechanics such as vigilance, cognition, rituals, reanimation and global faction progression. I especially liked that very few of them feel like an artificial checklist. Most seem to happen naturally as you begin mastering systems and discovering possibilities you may not have considered during the first hours. For players who enjoy going for 100%, there is plenty of room to experiment with different playstyles without feeling like you are repeating the exact same campaign. TRAILER OFFICIAL FINAL THOUGHTS Warhammer 40,000: Mechanicus II understands very well the space it wants to occupy. It expands scale, adds management layers, places territory as an important part of progression and creates campaigns that attempt to give each faction its own identity. The result is a turn based tactical RPG that rarely loses control of its own pacing. There is enough depth for players who enjoy building strategies and enough clarity to keep every battle enjoyable. It may not be the game that redefines the genre, but it delivers something that ends up being just as valuable: consistency, clear direction and the constant feeling that every mission is building toward something larger. It is unfortunate that, at least for now, the game does not include Brazilian Portuguese subtitles. SCORE: 8.3/10 Review by Gamertag: Scoulz

  • Review: Into The Dead Our Darkest Days

    Fight for your survival in a city infested with zombies. THE GAME Into The Dead: Our Darkest Days is a zombie-infested survival game developed by PikPok and published by Boltray Games (China) and PikPok. In 1980, Walton City, Texas, has been overrun by zombies. The government tells citizens to protect themselves and wait for help, but a voice on the radio contradicts this, saying that no one will come to help. It is up to the survivors of this city to take shelter and stay alive until they can find a way out. Search for resources, recruit new survivors, and escape this hell alive. Secure resources to keep your shelter healthy. MY IMPRESSIONS Surviving a zombie apocalypse is already a difficult task, but when you have to manage the resources and mental health of several people at the same time, things can get complicated. When starting a game, you choose between several pairs who have a backstory behind their relationship. Every character will have a positive and a negative trait; it's up to the player to decide which one they will have to deal with during the game. The characters evolve, leveling up and acquiring new skills that will facilitate some aspects of their journey. Your team of survivors can grow, as you can find people on your expeditions and choose whether or not to bring that survivor to your shelter. Generally, they will have some negative condition, such as illness, grief, or nightmares, which are conditions that affect their hunger, fatigue, or morale stats. These stats are crucial for maintaining your characters, as they affect their performance in the shelter and can cause problems for all survivors. Each character has a unique story, unlocking specific missions linked to their stories. The game is in Brazilian Portuguese, which makes it much easier to follow the stories and understand the game mechanics. The side-scrolling perspective gives the game a unique charm; despite being played in only one dimension, it features many background elements that are part of the interaction, whether it's hiding behind an object, climbing stairs, or even zombies that have been alerted and are now coming after you. The game's art is quite beautiful and creates a realistic atmosphere, both in the characters and the various urban environments explored. Your shelter is your fortress, and therefore it must be well protected. A barricade prevents zombies from invading your shelter, and you should always keep this barricade reinforced, sending one of your survivors to repair it from time to time, provided you have the necessary resources. This barricade takes damage from time to time, so it is highly recommended to find new shelters to move to constantly. When moving to another shelter, all the improvements made in the previous shelter move along, so don't worry about having to make all the improvements again in the new shelter. Creating a kitchen or a first aid station are some of these improvements mentioned and are extremely important for people's survival. Crafting items or weapons is also possible, using resources found on your expeditions. Into The Dead: Our Darkest Days goes beyond just managing a survivor shelter. The action takes place in expeditions to locations on the map, where you will search for resources and potential new survivors for your shelter. Stealth is essential, as prolonged combat with a zombie will alert other zombies in the area, potentially putting the player in a difficult situation. Various melee and blunt weapons can be found and used, but remember that they break after a certain number of uses. Firearms can also be used, but as mentioned before, stealth is highly recommended. Your backpack has a limited capacity, so think carefully about what you take on the expedition and what you bring back. You can always revisit looted locations if you left something important behind. In Into The Dead: Our Darkest Days, death is permanent. If a survivor dies on an expedition, there's no going back; the game continues without that character. Therefore, the tension during expeditions is very high, being the highlight of the game. Into The Dead: Our Darkest Days is still in early access at the time of this review, but if you play without knowing this, you might not even notice, as the game is already very good. It's a very fun game that offers many attempts, since you can always start with new characters and the map is always randomly generated. For those who enjoy a good zombie game with consequences for the characters, Into The Dead: Our Darkest Days will be very appealing. Using firearms can be a double-edged sword. ACHIEVEMENTS Unfortunately, the game doesn't have achievements, but as mentioned before, the game is still in early access, so in the future we may see the addition of achievements to the game, which could add another layer of challenge depending on what is required of the player. Stealth is essential for the success of an exploration. CONCLUSION Although the premise isn't groundbreaking in the zombie genre, Into The Dead: Our Darkest Days is very competent at creating a fun and easy-to-play game. Everything is easy to understand and do, especially managing the shelter. The game's atmosphere is excellent, and juggling the advantages and disadvantages of each character is a well-executed balancing act, emulating the difficulty of surviving a zombie apocalypse. I don't know what else the developers intend to add or improve, given that it's in early access, but if it's already a great game as it is, anything more will be a wonderful addition to such a fun game. SCORE: 8.5/10

  • Review: Gangs of Asia

    A game of territorial conquest and lots of fighting Game Gangs of Asia is an action RTS beat 'em up game where you control one of four available characters, all martial arts practitioners. The game involves controlling your character and defeating enemies (in beat 'em up style), including main bosses (like your character) as well as other NPCs, while simultaneously conquering territories on the map. To conquer a territory, the player needs to be in front of the building for a certain amount of time, while also defeating the enemies that emerge from it. Conquer territories and beat the crap out of your enemies! Once you've conquered the building, you can upgrade it, and you also have the option to buy/upgrade more NPCs to help you defeat other enemies. With this, you can also upgrade these NPCs, as well as yourself, improving their health and attacks, and you can also buy some special moves that can be used (like a dragon that sweeps across almost the entire screen). Why not just send a dragon across the entire screen, right? It's also possible to build small structures to help earn money (which can be used to hire more NPCs or acquire more power). My Impressions The game itself is quite frantic, requiring the player to constantly be attentive to their resources and conquered territories, as opponents can quickly reclaim them if they aren't paying attention. The game's aesthetic harks back to the classics, with its incredible pixel art. However, at certain points, and because the screen is full of resources, it becomes a little difficult to find them, especially with multiple opponents. A lot is happening at the same time Conquering all territories and unlocking all buildings and powers is quite a challenge, requiring some practice and patience, even in the tutorial (yes... I got a game over in the tutorial...), which might discourage some more casual players. Conclusions Gangs of Asis is a great game for those who enjoy the territorial conquest genre, and it also offers a bit of beat 'em up (so it's not just the same old point-and-click). Despite this, the game proves to be quite challenging, especially in its mid-game, where things can get quite complicated. The game is still in Early Access, but it's already possible to enjoy it. Achievements Because it's an Early Access game, there are no achievements listed yet. Score: 7.0/10.0

  • Review: iRacing Arcade

    A very casual, beautiful, and challenging racing game. Game iRacing Arcade is a racing and "management" game developed by iRacing. Derived from the original iRacing game, iRacing Arcade blends classic championship racing with a minimalist aesthetic, where the cars look almost like toys, with a campus management system where you can create structures like garages, engineering facilities, etc., to gain boosts, upgrades for your cars in terms of engine and damage, as well as other adjustments. You have the option of having some AI racers, as well as acquiring new cars, colors, helmets, and outfits for your driver. Amazing aesthetics and great gameplay After each race week (usually one race), we can manage our campus (using in-game currency, which is earned after each race). My Impressions The game has an incredible aesthetic, with beautiful graphics and captivating music. The somewhat minimalist style, with cars that look like toys, creates a whole new atmosphere, moving beyond the classic overpowered cars that take damage or have a whole range of features for each part of the car. We can indeed improve our cars, gain boosts and everything else, but it's much more contained, and in my opinion, much more fun, making us focus more on the races themselves than trying to be a car mechanic. By creating structures, as mentioned before, it's possible to improve the cars, gaining more engine power, as well as taking advantage of features like slipstreaming and track grip, which makes the game increasingly competitive. Build and upgrade your campus, and become a master racer! As we progress through the competitions, we unlock cars from different categories, allowing us to compete in different ways. We start with a simple FIAT 500. We also have the option, for each race, to choose the difficulty level, ranging from Amateur to Master, each returning a different amount of in-game currency at the end of the race (and of course, depending on your placement). Become a champion in iRacing Arcade During races, we don't have the option to destroy the car by crashing (which in my opinion is MUCH more fun), allowing us to be quite aggressive in races (especially at the beginning, where this can be very useful for achieving good positions). However, like all games in this category, it quickly becomes somewhat repetitive, as what sets it apart is the management aspect and the difficulty selection, despite also having an online mode to compete in Conclusions As a spin-off of the well-known iRacing, iRacing Arcade is a simple, beautiful game that delivers on its promise: fast races without many terms or concerns about the state of the car, and it can be very entertaining for those looking for a more casual racing game. To further engage the audience, it features a campus management system to access new features. Achievements The game features a total of 25 achievements, most of which are focused on finishing championships or accumulating, for example, X amount of in-game currency, making them relatively easy achievements to unlock. SCORE: 9.0/10.0

  • Review: FORENSIC - M.E. Protocol

    Closer to an investigative laboratory than a police thriller, FORENSIC - M.E. Protocol embraces a slow pace and patient observation. Investigation games usually follow relatively predictable paths. Many rely on cinematic storytelling, lengthy dialogue, or highly guided sequences where following markers is enough to trigger the next discovery. FORENSIC - M.E. Protocol attempts something a little different. Here, the goal is to place the player in the role of a forensic investigator who must observe, collect evidence, interpret crime scenes, and gradually build a logical sequence of what may have happened. The structure revolves around nine standalone cases, each presenting different situations ranging from crimes of passion to kidnappings and scenarios that attempt to deliver small narrative twists. The intention is clearly not to create a spectacle-driven police thriller, but rather a contemplative experience where the player dictates the rhythm of the investigation. The result is a game that finds its own identity precisely because it understands its limitations and works within them. GAMEPLAY The first thing that stands out in FORENSIC - M.E. Protocol is how it manages to create a surprisingly comfortable atmosphere despite its heavy subject matter. Investigating crime scenes could easily become an overly stressful or fast-paced experience, but the game moves in the opposite direction. You are given as much time as needed to analyze clues, inspect environments, use tools, and piece together events without artificial pressure. The absence of a timer works extremely well within the game’s proposal. There is no constant sense of urgency that many simulators try to impose unnecessarily. The pacing is slow and almost meditative, encouraging observation over reflexes. Crime scenes are generally organized in a very clear way. There is a visual logic that helps players understand environments and prevents them from feeling completely lost. However, there are moments where you need to suspend disbelief a little to accept some of the forensic simplifications. At times, it becomes difficult to ignore the feeling that fingerprints would realistically be scattered almost everywhere, rather than appearing only on the objects the game considers relevant. Even so, this simplification appears to exist in order to avoid making the experience overly bureaucratic or frustrating. The investigation system involves specialized tools, evidence analysis, marking important elements, and reconstructing parts of the crime. There are also devices such as drones and small robots used to access difficult locations, adding variety to the process without turning everything into excessive minigames. On the other hand, some interactions require a short adjustment period. The game demands specific movements and, in certain moments, the interface can feel slightly rigid or unintuitive. It never fully compromises the experience, but it does require patience while learning how the game expects certain actions to be performed. This reinforces a constant feeling throughout the experience: FORENSIC - M.E. Protocol is far more focused on contemplation than on immediate gameplay gratification. Anyone expecting something fast or action-oriented will likely find a much more methodical rhythm than anticipated. At the same time, it is clear that the game knows exactly what it wants to be. There is confidence in its vision, even when technical limitations do not entirely match the ambition of the concept. Narratively, the game functions in a relatively simple manner. The nine cases are independent and attempt to tell their own stories, each exploring a different context. These range from crimes of passion to investigations involving disappearances and more elaborate scenarios. The narrative creativity exists, but within obvious limits. Dialogue between characters is limited and there is little room to deepen interrogations or ask truly meaningful questions to those involved. At times, it feels like certain cases could have become significantly stronger if there had been more space for deeper social investigation. That does not mean the game fails in this area. It simply makes its priorities very clear. The story serves the investigation, not the other way around. The overall impression is that the developers chose to focus their efforts on the investigative process itself, even if that results in simpler characters and more restrained interactions. VISUALS AND SOUND Visually, FORENSIC - M.E. Protocol delivers exactly what you would expect from a smaller-scale production. Environments fulfill their purpose by communicating crime scenes clearly and facilitating observation, though without major technical showcases. The focus appears to be much more on investigative functionality than visual spectacle. The atmosphere manages to maintain a coherent identity, largely thanks to the organized way environments are presented. There is clear care taken to make spaces readable for analysis, something essential in a game where paying attention to details is central to the experience. On the audio side, the game follows a restrained approach without exaggerated dramatic moments. This works well with the contemplative tone, helping create a relatively comfortable experience despite the naturally heavy themes. ACHIEVEMENTS Right from the start, players receive basic objectives tied to the tutorial and first case, establishing a very straightforward progression system. Each investigation includes a ranking system, encouraging stronger performances by completing cases with a B rank or higher. Mission names also help communicate the variety of investigative settings, including neighborhoods, roads, rooftops, forests, public bathrooms, and even a kidnapping case. There is also an extra incentive for dedicated players through the “Forensic Master” achievement, unlocked by obtaining an S rank, suggesting an optimization layer for those interested in replaying cases and improving performance. This structure works well because it offers a clear sense of progression without overwhelming players with excessively complex systems. TRAILER OFFICIAL FINAL THOUGHTS FORENSIC - M.E. Protocol will probably not appeal to everyone, though it may not be trying to. The game finds a very specific niche by focusing on slow investigation, observation, and method, leaving action, urgency, and spectacle aside. There are clear limitations, particularly in its simplified storytelling, less intuitive interactions, and certain realism compromises that require some goodwill from the player. Even so, it is difficult to ignore the merit of a game that understands its own proposal so well. It delivers exactly what it promises, without major technical excesses or trying to present itself as something bigger than it actually is. For players who enjoy more contemplative investigative experiences and want something close to an accessible forensic simulator, there is value here. Review by Gamertag: Scoulz SCORE: 8.4/10

  • Review: Better Than Dead

    Hong Kong Has Never Felt So Suffocating Better Than Dead is one of those games that knows exactly the kind of feeling it wants to create in the player. From the very first minutes, it becomes clear that the goal here is not to deliver a comfortable, clean, or traditional experience. The game heavily relies on visual filters, distortions, and especially an exaggerated FOV to create an extremely aggressive sense of immersion. At several moments, it feels less like playing an FPS and more like watching recovered bodycam footage during a chaotic police operation. What is interesting is how the game avoids certain technical limitations. Instead of trying to deliver ultra-realistic faces and ending up in that uncanny “almost real” territory, Better Than Dead prefers to censor, blur, or hide almost everything involving detailed facial expressions. This ultimately works in favor of its aesthetic direction. Discomfort becomes part of the visual design. The campaign follows a survivor of human trafficking seeking revenge against a criminal organization in Hong Kong. The narrative exists more as fuel for violence than as the central focus, but the context significantly enhances the game’s brutal atmosphere. The city’s hidden corners, decaying buildings, and narrow hallways constantly reinforce the idea that we are exploring a rotten and forgotten side of that world. GAMEPLAY Better Than Dead maintains an intense pace almost from beginning to end. The game rarely slows down, which greatly helps build a constant sense of adrenaline throughout the campaign. The stages are relatively short, but they manage to sustain strong momentum without offering much room to breathe. Combat is clearly inspired by more aggressive cinematic shooters. There is a heavy focus on fast movement, violent room entries, and extremely direct confrontations. The bullet time mechanic strengthens this stylized and exaggerated identity, especially when combined with the shaky camera and extremely wide FOV. At the same time, this visual style can easily divide opinions. The degree to which the FOV is used here is not merely exaggerated, it becomes a core part of the experience. In some moments, it genuinely increases immersion and urgency, but in others, it may cause considerable discomfort. Players who are more sensitive to intense camera movement will likely struggle, and even those accustomed to fast-paced FPS games may experience visual fatigue after longer sessions. The lack of a fixed crosshair and the focus on a bodycam-style perspective rather than a traditional first-person camera can feel unusual, especially during the initial movement. Even so, the game manages to carve out its own identity precisely by fully embracing these excesses without hesitation. VISUALS AND SOUND Visually, Better Than Dead fully commits to the bodycam aesthetic. The heavy use of motion blur, lens distortion, image noise, and exaggerated lighting creates moments where the game almost resembles real footage. There is a clear attempt to make the camera part of the narrative, rather than merely a gameplay tool. The environments are one of the strongest aspects of the experience. Hong Kong is portrayed here as suffocating and brutal, with cramped apartments, dark corridors, rundown nightclubs, and hidden buildings constantly conveying a sense of danger. The game frequently tries to shock the player, mainly through its atmosphere and explicit violence. The sound design also contributes heavily to the tension. Gunshots feel impactful, environments carry muffled echoes, and the entire audio mix helps sell the claustrophobic sensation the game relentlessly pursues. The ambient music also fits perfectly with everything shown on screen. ACHIEVEMENTS At the time of this review, Better Than Dead still does not have officially listed Steam achievements. Considering its arcade-style gameplay and relatively short mission structure, there is plenty of potential for challenges tied to speed, precision, and specific ways of completing missions if they are added in the future. TRAILER OFFICIAL FINAL THOUGHTS Better Than Dead is an FPS that clearly understands its niche. It does not try to appeal to everyone, nor does it make any effort to soften its visual choices or violence. Excess is part of the game’s identity, for better and for worse. The experience stands out precisely because it transforms discomfort into a design element. The exaggerated filters, extreme FOV, cramped environments, and relentless brutality create a very distinct atmosphere within the bodycam shooter genre. I believe the trailers portrayed a very different game from the one I actually played — it looks far better when watched than when experienced firsthand, often giving the impression of being a simpler game than it initially appears. At the same time, this approach comes at a cost. In some moments, the visual impact seems to overshadow gameplay readability, and more sensitive players will likely struggle with the intense camera movement. Even with these limitations, Better Than Dead delivers something difficult to ignore. It may not be a comfortable or traditional FPS, but it certainly succeeds in building a unique personality among so many similar shooters on the market. Review by Gamertag: Scoulz SCORE: 7.4/10

  • Review: Necrophosis: Full Consciousness

    An atmospheric nightmare built from flesh and sand There are horror games that rely on cheap scares, constant chases, and excessive action to keep players under pressure. Necrophosis follows the exact opposite path. Its focus lies in contemplation, atmosphere, and especially in the way the world communicates its own decay through exploration. From the very first moments, it becomes clear that the goal here is not to deliver fast-paced gameplay. Movement is slow, heavy, and extremely methodical. Every organic corridor, colossal structure, and deformed creature exists to be observed carefully. The game constantly invites the player to stop, look around, and absorb the grotesque details of its universe. The narrative follows a world consumed by Necrophosis, a curse tied to the deterioration of existence and the gradual loss of consciousness. Throughout the journey, the player crosses regions that blend ancient civilizations, living flesh, and ritualistic structures while trying to understand the cycles of death, rebirth, and corruption that dominate this universe. The story is told far more through the environment than through direct exposition. Bodies fused into walls, living monuments, scattered inscriptions, and grotesque creatures slowly help shape the player’s interpretation of what happened in this place. It is a game that clearly prefers suggestion over explanation. GAMEPLAY Necrophosis revolves mainly around interacting with the environment. Much of the experience consists of exploring grotesque areas, discovering organic mechanisms, activating structures, and completing small environmental objectives that unlock new regions. This makes the pacing highly contemplative. Do not expect frantic action or complex combat systems. The focus is entirely on atmosphere, discovery, and the constant feeling of discomfort during exploration. The level design does an excellent job of rewarding curiosity. Collectibles are scattered throughout nearly every area, including lore items, profane currency, and primordial inscriptions that expand the mythology of this decaying world. Players who enjoy careful exploration will constantly be rewarded for paying attention to every corner of the map. At the same time, the extremely slow pacing may push some players away. In certain moments, progression becomes deliberately dragged out, and the game clearly prioritizes atmosphere over fluidity. Even so, this decision feels completely intentional within the experience it wants to create. The most interesting aspect is how the world itself functions almost like the true protagonist of the game. The player is not there to conquer the environment, but to survive inside it while attempting to understand its grotesque logic. VISUALS AND SOUND Necrophosis’ greatest strength is probably its audiovisual direction. Visually, the game builds an incredibly grotesque yet fascinating universe. Everything appears to be made from bones, dried flesh, organic structures, and living monuments. The environments combine golden deserts, damp corridors, walls formed by distorted bodies, and creatures that seem to exist somewhere between the biological and the ritualistic. There is a very strong emphasis on scale and visual composition. The player frequently feels insignificant in front of gigantic structures and monstrous entities spread throughout the world. This constantly reinforces the feeling of vulnerability. The gore here is extremely graphic. Mutilated bodies, grotesque deformations, and visceral imagery appear throughout nearly the entire experience. This is definitely not a game recommended for players sensitive to body horror. The sound design may be the most impressive element of the entire experience. The audio has a deliberately aged, muffled, and uncomfortable quality that amplifies the game’s oppressive atmosphere. Distant metallic noises, organic sounds, hollow echoes, and ambient tracks create a constant sense of unease. This is one of those cases where sound is not simply a complement, but a central pillar of the experience. In several moments, the audio alone creates more tension than the creatures themselves. ACHIEVEMENTS The achievement list does a great job of reinforcing the game’s core themes. Many objectives emphasize exploration and environmental interpretation. Achievements such as “Oppressive Intellect,” tied to collecting lore items, and “Titan's Desire,” connected to primordial inscriptions, encourage players to pay attention to details hidden throughout the world. Others directly reinforce the game’s ritualistic and existential tone, such as “Lost Cycles,” “Will of Chaos,” and “The Divine Execution.” Even simpler achievements carry a strong sense of identity that helps strengthen the disturbing atmosphere of the journey. It is also interesting how many achievements are tied to discovery and environmental interaction rather than purely mechanical challenges. This fits perfectly with the game’s slower and more contemplative nature. TRAILER OFFICIAL FINAL THOUGHTS Necrophosis is an extremely specific experience that clearly does not attempt to appeal to every type of player. Its slow pacing, contemplative exploration, and obsession with atmosphere place it far away from most modern horror titles. Players looking for constant action will probably struggle to connect with its design. However, for those who value strong artistic direction, environmental storytelling, and psychological horror built around atmosphere, the game offers a very unique identity. Even with relatively simple gameplay systems, the combination of grotesque visuals, oppressive world-building, and exceptional sound design makes the experience memorable for most of its runtime. Necrophosis successfully transforms discomfort, silence, and decay into its defining identity, creating a rare form of contemplative horror within the genre. Review by Gamertag: Scoulz SCORE: 78/100

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