Bruno de Souza Bom
Beast of Reincarnation was one of the biggest surprises I have experienced in recent years. Game Freak has delivered something completely different from what most players expect from the studio, demonstrating an ambition that few imagined they would see outside of Pokémon. The relationship between Emma and Ko is the game's greatest strength. Ko is far more than a gameplay mechanic, playing an essential role in combat, progression, and the narrative itself. It is rare to find a duo this well integrated, where one character influences both how you play and how you experience the journey. The combat system is equally rewarding once you understand its philosophy. Its emphasis on parrying, the strategic use of Ko's abilities, and the progression built around the Nushi's powers create a satisfying learning curve that rewards mastery rather than simple stat growth. There are still areas that keep the game from reaching perfection. PC optimization needs improvement, the Nushi encounters could offer greater variety, the skill tree could communicate its upgrades more clearly, and some invisible boundaries reduce the sense of freedom during exploration. Even so, Beast of Reincarnation stands out because of the strong identity it builds throughout the campaign. Its combination of precise combat, vertical exploration, memorable protagonists, and a richly detailed world allows it to stand out in an extremely competitive genre. Emma and Ko's journey is one of the most memorable gaming experiences I have had in 2026 and easily ranks among the year's most ambitious and surprising releases.
College Football 27 proves that the franchise is much more than a collegiate reskin of Madden NFL. Its heavy focus on recruiting, program management, and player development creates a distinct experience where strategy and planning hold as much weight as stick skills. Modes like Dynasty and Road to Glory are the clear highlights, while the presentation, complete with detailed stadiums, marching bands, and an atmosphere true to traditional American universities, makes every matchup deeply engaging. On the other hand, a steep learning curve and the lack of Brazilian Portuguese subtitles may make the onboarding process harder for new international players. Even so, anyone looking for a deep sports simulator will find in College Football 27 a comprehensive experience, one fully capable of carving out its own space without relying on comparisons to Madden NFL.
Halo: Campaign Evolved achieves something few remakes manage to accomplish. It completely respects the original material while finding room to expand the experience with new missions, weapons, vehicles, and additional modes without losing the essence of the campaign that defined a generation. The combat remains exceptional. Very few games make almost every weapon enjoyable to use, constantly encourage experimentation, and maintain engaging battles throughout the entire campaign. Combined with the impressive visuals, excellent art direction, high-quality cinematics, and outstanding audio work, the result is the best version of this story ever created.
CULTIC is a love letter to classic first-person shooters while confidently introducing plenty of ideas of its own. Its outstanding artistic direction, exceptionally clever level design, countless secrets, brutal combat, and survival horror atmosphere come together to create an experience that stands apart from most modern shooters. Anyone who plays it will almost certainly remember the "chainsaw guy," though probably not for friendly reasons. My biggest criticism remains the camera controls, which never felt completely comfortable to me despite trying several different sensitivity settings. Fortunately, this issue became much less noticeable after switching to Casual difficulty, which I believe is the best way to experience the campaign for the first time. I also loved the way the game rewards exploration. Finding secret passages, uncovering new routes, and revisiting older areas never feels like wasted time. Quite the opposite. That constant sense of curiosity is exactly what makes CULTIC feel so much like the genre's greatest classics. If you're looking for a modern FPS packed with cinematic storytelling, you'll probably find better options elsewhere. However, if you miss the creativity, exploration, and unapologetic brutality of 1990s shooters, CULTIC absolutely deserves a place on your list. It's one of those rare games that fully understands its inspirations and successfully transforms them into something that remains just as fun today.
One of The Alters' greatest strengths was leaving important questions unanswered even after the credits rolled. Last Variable builds directly on that idea by turning one of the possible endings from the main campaign into a brand-new story, following the scientist Jan, who chose to remain on the planet while the others managed to escape. The expansion can be started independently from the base game and even includes a recap of previous events to help newcomers understand the context, although being familiar with The Alters' mechanics and universe makes the experience considerably more rewarding. Rather than repeating the structure of the original campaign, the DLC completely shifts its perspective. Survival remains important, but it now shares the spotlight with a much deeper investigation into the planet's mysteries, the consequences of past decisions, and the fate of a Jan who spent years living with what the others left behind. The result is an expansion that meaningfully expands the universe created by 11 bit studios without feeling like simple bonus content, establishing its own identity through stronger character development, new mechanics, and, above all, its narrative.
Some games stand out because of their technology, others because of their gameplay, and some simply because of their personality. Geppy-X certainly belongs to the latter. Originally released in 1999 for the original PlayStation as a Japan-exclusive title, it remained a hidden gem for more than two decades, known mostly among retro gaming enthusiasts and fans of giant robot anime. Thanks to this new HD remaster, players around the world finally have the chance to officially experience one of the most unique releases of its era. It is important to point out that this is not a remake. The original campaign, stages, and animated sequences have all been preserved. Instead, this release focuses on restoring and modernizing the experience through higher resolution, quality-of-life features such as Quick Save, Rewind, image filters, achievements, and a wide range of customization options, making the game much more approachable for modern audiences. What truly makes Geppy-X special goes far beyond its retro appeal. From the very beginning, it becomes clear that the developers never intended to create just another shoot 'em up. Playing it feels like discovering a forgotten anime from the 1970s or 1980s, complete with comedy, over-the-top action, giant robots, catchy vocal themes, and an atmosphere that proudly celebrates classics like Mazinger Z and Getter Robo.
The Brazilian game industry continues to gain recognition with projects that embrace a strong sense of identity, and Hell Clock is one of those games whose personality shines from the very first minutes. Instead of simply taking inspiration from the biggest names in the genre, Rogue Snail builds an experience that borrows familiar ideas while giving them its own distinctive signature. It was a pleasant surprise to discover a game that blends elements of Diablo and Hades so naturally, automating several actions to make combat feel even smoother while using one of the most significant events in Brazilian history as the backdrop for its adventure. More than just an excellent roguelike, Hell Clock demonstrates remarkable attention to its setting. Brazilian culture is present in the voice acting, expressions, dialogue, characters, and the way the entire narrative is constructed. These details bring players closer to the world being portrayed and give the adventure a personality that is difficult to find even in major international productions. It quickly became clear that this was exactly the kind of game I never realized I had been missing.
It only took a few minutes to realize that Ascend to ZERO wasn't trying to be just another roguelike inspired by Vampire Survivors. The core structure certainly resembles other games in the genre, featuring hundreds of enemies filling the screen, constant upgrades, and that addictive "just one more run" loop. The difference lies in one mechanic that completely changes how every run is approached: time. Here, the clock is much more than a survival timer. It represents almost everything. The duration of each run depends on it, your progress through each stage is directly tied to the remaining seconds, and every decision has to be made quickly to avoid wasting a resource that is just as valuable as your own life. The story follows Chrono Child, a young girl sent through time after a scientific experiment leads to humanity's destruction at the hands of a machine invasion. Alone in a devastated future, her mission is to return to the past and prevent that catastrophe from ever happening. While the narrative provides an interesting backdrop, its primary role is to support the game's time manipulation mechanics, which ultimately become the true centerpiece of the experience.
Sword Art Online has always had a premise that seemed perfect for video games: living inside an MMORPG where every battle, level gained, and decision becomes part of a fight for survival. Echoes of Aincrad embraces that concept by placing players directly into the world of Aincrad, allowing them to create their own character and experience the early events of the series from a fresh perspective. Unlike previous adaptations, the adventure is not centered solely on Kirito. Familiar characters such as Asuna, Argo, and Kirito himself remain part of the story, but players take on the role of another survivor trapped inside the game, struggling to grow stronger and find their own path through that world. The opening hours, however, take a while to reveal the game's full potential. The prologue keeps players confined to enclosed environments for an extended period, functioning almost entirely as a lengthy tutorial while introducing the core mechanics. This approach fits the initial feeling of being trapped inside Aincrad, but it also delays the moment when the game begins to showcase its strongest qualities. Once that introductory section is finally over and players begin exploring the open areas, towns, and landscapes, it becomes much easier to understand what Echoes of Aincrad is trying to accomplish: transforming one of anime's most iconic settings into a world where players can truly forge their own adventure.
Few games in the Assassin’s Creed franchise carry a legacy as strong as Black Flag. More than a decade after its original release, returning to the Caribbean in the shoes of Edward Kenway would already be special on its own. What’s interesting is that I began my journey in Black Flag Resynced in the middle of Assassin’s Creed Shadows’ campaign, which ended up offering an interesting perspective on this remake and on the series’ own identity. After spending dozens of hours in one of the franchise’s more recent entries, revisiting Black Flag rebuilt for the new generation served almost as a reminder of what made Assassin’s Creed so popular during its golden era. And the surprise is realizing that Resynced not only modernizes a classic, but also brings enough new additions to justify its existence. We return to the golden age of piracy and once again take on the role of Edward Kenway, a privateer driven by an unrelenting pursuit of wealth, fame, and freedom. In a Caribbean ruled by greed, we follow his journey alongside legendary figures such as Blackbeard, Charles Vane, Jack Rackham, and Stede Bonnet while sailing through paradisiacal islands, colonial forts, and deadly waters filled with enemy frigates. But the remake also seeks to expand the original narrative. The new arc “A World Without Gold” adds an inédit epilogue composed of eight missions that further deepen some of the campaign’s central themes, especially the relationship between ambition and freedom. The phrase “In a world without gold, perhaps we would have been heroes” perfectly summarizes this new approach. After all, much of the tragedy experienced by pirates comes precisely from the inability to abandon the pursuit of power and riches.
Froggy Hates Snow is one of those games that manages to deceive you within the first few minutes. With charming characters, lighthearted visuals, and an almost cozy art direction, the initial impression is that of a relaxing adventure. It only takes a short while to realize that the reality is very different. Inspired by the formula popularized by Vampire Survivors, the game embraces a roguelike structure that blends survival, exploration, permanent progression, and increasingly intense combat encounters. Taking control of a lovable frog and his unlockable companions, players are thrown into frozen landscapes where the goal is to gather resources, upgrade abilities, uncover secrets, and most importantly, survive. The formula works remarkably well because the game does not rely solely on enemy hordes to create tension. There is a constant sense of urgency. The clock is always ticking, enemies become increasingly dangerous, and the search for keys and exits turns every run into a race against time.
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.
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.
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.
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.
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.
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.
There is something very special when a game manages to transform small everyday problems into great stories of survival. Space Haven understands this remarkably well. Instead of delivering a cinematic space adventure full of explosions and heroism, it bets on something much quieter and, at the same time, far more immersive: survival. Here, you are not playing the role of a galaxy-saving hero, but rather someone trying to keep a small crew alive aboard an improvised ship lost in the emptiness of space. The premise is relatively simple. After the collapse of civilization on Earth, groups of survivors wander through space searching for resources, shelter, and a new beginning. What sets Space Haven apart is that it does not try to tell this story in a traditional way. Do not expect lengthy dialogues, cinematic cutscenes, or heavily scripted characters. The true narrative emerges naturally from the situations created during gameplay. Every abandoned ship explored, every medical emergency, every unexpected loss, and every bad decision gradually forms deeply personal stories. That atmosphere was precisely what hooked me the most during the experience. There is a constant feeling of isolation and vulnerability that the game conveys naturally. Everything feels fragile. Your ship is fragile, your resources are limited, and your crew is always just one problem away from disaster.
There is something very special when a management game manages to make you laugh while you desperately try to stop your own administration from collapsing. Sintopia understands this from the very first moments. Instead of relying only on numbers, spreadsheets and cold systems, it builds an incredibly creative universe where hell works almost like a bureaucratic company, filled with peculiar employees, unexpected crises and decisions that can quickly spiral out of control. Humor is one of the strongest aspects of the experience. The simple idea of calling Lucifer “Lu” already sets the tone of the adventure, creating a world that does not take itself too seriously while still maintaining a very strong identity of its own. The campaign becomes practically mandatory, not only to understand the mechanics, but because there is genuine pleasure in discovering new worlds, dealing with the Humus and managing each regional hell while chaos slowly organizes itself… or gets even worse.