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The Metal Gear Solid: Master Collection Vol. 2 is a collection that successfully brings together three very different experiences without making any of them feel out of place within the package. Metal Gear Solid 4 is naturally the main highlight, especially because it is finally available on modern platforms, but Peace Walker and Ghost Babel also have enough qualities to justify their inclusion. Beyond Ghost Babel itself, the collection offers an interesting amount of bonus content, ranging from additional camouflage options to a digital soundtrack, concept art, and complete digital books containing information about the story, characters, and other elements of the games. In the end, we have three different ways of telling stories within the same franchise, each with its own level of density and structure, yet all capable of entertaining and engaging players in different ways. It becomes clear that the purpose of the Master Collection Vol. 2 is much closer to preserving and adapting these experiences than rebuilding them according to modern standards. Improvements to resolution, performance, controls, and accessibility make the games more comfortable to play on modern platforms, but many older elements remain. Some of these characteristics are part of the games' identities and help preserve their original experience, while others could have received more careful treatment in this new version. Even considering that we are dealing with a remaster, there were opportunities to improve certain visual, technical, and presentation aspects, making the package even more consistent without necessarily changing the essence of the games. Regardless of which of the three titles you choose, there is a unique experience waiting for the player, and I find it particularly interesting how such different approaches can work so well when placed side by side. Metal Gear Solid 4 remains an extremely solid and dense experience, Peace Walker is particularly surprising thanks to its combination of short missions, management, and multiplayer, while Ghost Babel demonstrates how the essence of Metal Gear could be adapted even to hardware as limited as the Game Boy Color. The core experience of these games remains strong enough to deliver an extremely satisfying result and, above all, preserve three distinct moments from one of the most important franchises in video game history.
Captain Tsubasa 2: World Fighters is a soccer game developed by TAMSOFT CORPORATION and distributed by Bandai Namco Entertainment Inc. Following the events of the first game, we once again follow Tsubasa and other iconic characters from the anime, along with a customizable character for the player. Play matches that represent the games that take place in Captain Tsubasa and become part of the story. Improve your character, use incredible skills, and win all the soccer tournaments you participate in. I confess I expected more from Captain Tsubasa 2: World Fighters. Despite being visually stunning, with incredible effects and gameplay faithfully adapted from the anime, the gameplay doesn't quite live up to expectations. The pace isn't very fluid, especially towards the end of a match, where everyone starts unleashing their special moves and it becomes a general mess. The goal-scoring mechanics are uninspiring, as you have to keep shooting repeatedly, hoping the goalkeeper takes enough damage before you can score. The pauses in the middle of the match to tell the story really annoy me. In short, a game based on a soccer anime might not be as dynamic as I imagined.
Servant of the Lake is a point-and-click puzzle game developed and published by Rusty Lake. In another game in the Rusty Lake series, this time we take on the role of a new servant who is going to the remote Vanderboom family estate to help reunite the Vanderboom siblings. You will help with daily tasks, but you will also have some obscure tasks. What mysteries do the Vanderbooms have in store for us? I really enjoy the Rusty Lake series. Whenever I see that a new game is about to be released, I get excited to play it, since I know the quality the series has. Servant of the Lake was no different. They continue to deliver quality, a very intriguing story and peculiar situations, as well as very fun puzzles to solve. The developers continue to do an excellent job and always leave the player wanting more of this crazy universe that Rusty Lake presented to us. I'm already looking forward to what's to come and I hope that Servant of the Lake pleases new players and brings them to this incredible series.
Tomb Raider I-III Remastered manages to preserve an important part of video game history and offers a very complete way to revisit Lara Croft's early years. The visual improvements and modernized controls are welcome, but they do not completely solve problems that are deeply rooted in the games' original design. It is an experience that will probably resonate much more with players who already have an emotional connection to these titles. In my case, even though I had an enjoyable experience with these games when they were originally released, I felt that the concept does not work as well today. I understand the decision to preserve much of the original structure, but I believe these three games could have benefited from a much more modern approach. They could even have worked with a completely different presentation, including a pixel art aesthetic, as long as the experience itself had been adapted to modern expectations. Tomb Raider I-III Remastered is a competent collection for anyone who wants to revisit Lara Croft's early adventures, but it ultimately finds itself caught between preserving the past and trying to update it. The result is enough to bring back fond memories, but not necessarily enough to win over newcomers. For a collection of games that played such an important role in the character's history, I expected the modernization to go a little further.
Low-Budget Repairs is a highly entertaining game offering hours of gameplay, where players can tackle a wide variety of jobs—the kind they generally wouldn't do in real life. The music is engaging and evokes the game's setting, helping players maintain their rhythm (especially during repairs). Despite the great visuals, there are some issues—such as the camera, which lacks a free-look mode while using tools; this might leave some players feeling a bit dizzy, though it doesn't detract significantly from the overall experience. If you enjoy simulators, this game feels like a collection of them rolled into one, allowing you to perform a diverse range of repairs while offering a healthy dose of humor.
Security 51 is an atmospheric horror security simulator developed and distributed by Alawar. Your job is simple, or at least it seems simple: ensure that no one who isn't authorized to enter does so. Whether it's simply checking if documents are correct or going deeper and detecting anomalies, you're given a different order every day. If everything is in order, allow the person to use the elevator, but if not, prohibit their entry or send them to a worse end. Progress through the days, gain new tools and responsibilities as you try to prevent the apocalypse. Security 51's inspiration from Papers, Please is quite obvious and has been explicitly stated by the developers themselves. The only problem is that Papers, Please is so well executed that any comparison is unfair. Security 51 tries to innovate, but ends up getting bogged down with so many mechanics, many of which have vague or confusing explanations. Managing everything other than freeing people is quite tedious and completely distracts the player from where it's most fun. Although Security 51 tries to simplify its gameplay in a certain way, it errs by trying to do more than it needs to in order to be more enjoyable. I hope improvements are made, because it's a game with a lot of potential.
The first few hours of ReStory: Chill Electronics Repairs captivated me so much that I didn't notice the time passing. Tinkering with the devices is very satisfying. Every connection, every screw removed, everything is an orchestra of sounds that hypnotize you, and you don't want to stop. Despite this, the following hours aren't as exciting, not in the sense of being bad, but rather that the game doesn't go much further than that. And that's not a bad thing, but it also doesn't surprise you. The tools that are introduced aren't exciting; I even preferred it when I didn't have access to them. I don't know if it's the way I'm playing, but it seems like the game drags on more than it should, even if I rushed just to advance the story; it seems like the game stretches out to have a slightly longer story. The fact that it has multiple paths also bothered me a bit, since I don't see myself having the urge to restart a game of this genre from scratch just to see other story paths, which clearly isn't what attracts the player. In the end, none of that matters, because ReStory: Chill Electronics Repairs is a game that manages to stand on its core, which is the fun and satisfaction of fixing electronic devices. And it does that very well.
The problems are difficult to ignore, especially when the game forces players to travel long distances again because an area remained locked or because certain enemies simply failed to appear. The AI of the allied characters could also be better, and their oversized presence area gets in the way of movement at times. Potions are almost useless since it is easier to die and be revived, while certain enemies have so much health that encounters that should be intense turn into prolonged battles. These problems did not ruin my experience, but they are exactly the areas where this version could have gone further than simply preserving the game. Still, the further I progressed, the easier it became to understand why War in the North found an audience at the time. The combat is heavy, the three classes have genuine differences, the skill trees have practical value, and the ability to switch between Farin, Andriel, and Eradan adds an interesting layer to the campaign. Exploration also rewards players who pay attention, whether by finding hidden chests, revealing secrets with Andriel, or using each character's unique abilities. Even Beleram, the Great Eagle, works as a powerful combat tool, allowing him to be summoned for aerial attacks against specific enemies. That is why I think it is unfair to describe War in the North as simply a bad game that somehow turns around and becomes good. It is a good game that ended up in a difficult position, surrounded by releases with similar mechanics. For anyone missing a new The Lord of the Rings game, especially after Shadow of War, this new opportunity to experience the adventure of Eradan, Farin, and Andriel makes a lot of sense. There are imperfections, moments where its age is clearly visible, and decisions I would change without hesitation, but there is also an enjoyable, challenging action RPG here with plenty of systems that still work very well.
Madden NFL 27 delivers a consistent evolution by improving different parts of the experience. The gameplay places greater emphasis on decision making, particularly in defensive and short yardage situations, while Franchise and Superstar offer strong options for players who enjoy following a career across multiple seasons. The presentation also helps considerably, with more dynamic weather, more natural player movements, and a soundtrack that blends different styles. The result is a Madden that maintains the series' identity while adding enough new elements to make the season feel fresh. There are still areas that could have received more attention. Franchise could require fewer menu confirmations and steps before games, while Ultimate Team keeps microtransactions highly visible and consistently encourages players to engage with its systems from the very beginning. Timing Based Catching could also offer a more flexible default configuration. The achievement list is another area that could have received more attention. With only 24 achievements and several ideas that closely resemble objectives found in previous editions, it feels like there was room for more creativity to take advantage of the variety of modes and mechanics available. These issues do not compromise the overall experience, but they show that Madden NFL 27 could still have been more ambitious in certain areas. The edition does not reinvent the franchise, but it evolves it consistently and delivers a complete season. For longtime Madden players, it is a solid and enjoyable experience that can justify another season in the NFL.
Duskfade has some clear problems. The map design could have been better, especially in the earlier regions, where the lack of a map can make exploration confusing. The camera also has issues during combat, and the target lock does not always select the enemy we want. Regular combat is also quite simple, especially at the beginning, with limited variety in enemy attacks, while progression takes a while to unlock the tools that actually make the gameplay more interesting. To top it all off, the PC version reviewed here offers very few graphics options, almost none, and a port that leaves something to be desired in several technical aspects. Still, it is difficult to ignore the number of things I enjoyed during the campaign. Zirian’s movement is precise and becomes increasingly fun as new abilities are unlocked. The projectile parry mechanic, Chrono Shot, Pendulum, and different devices help transform the experience as we progress, while the bosses make good use of what we have learned throughout the journey. Exploration also has plenty to offer, with collectibles, secrets, upgrades, and areas that encourage players to return after acquiring new abilities. Visually, Duskfade is also very impressive. Its environments are detailed, colorful, and full of personality, while the characters have great animations and expressions. The soundtrack fits the adventure very well, and the voice acting helps make the cast more charismatic. The story is simple, but it works within the game’s premise, especially because of the personalities of Zirian, Allira, Tristan, Cuco, and the various characters we encounter along the way. In the end, Duskfade is an enjoyable adventure that takes a while to show everything it has to offer. It modernizes several characteristics of classic 3D platformers, while also repeating some familiar problems from the genre. I would have liked some systems to be more refined and for the PC version to have received more attention, but the precise movement, bosses, exploration, characters, and art direction make the journey worthwhile. I would mainly recommend it to players who enjoy 3D platformers and do not mind exploring a world that, at times, demands a strong sense of direction.
Doloc Town is a casual farming game developed by RedSaw Games Studio and distributed by Logoi Games and Pathea Games. In a post-apocalyptic world, our young protagonist finds Doloc, a small village facing difficulties. It is in this situation that our protagonist settles in the town and starts her own farm, helping Doloc to prosper again. Besides farming, you can raise animals and collect resources, as well as control drones that will help you both in battle and in tending to your crops. Help Doloc and its inhabitants so that everyone can live better in a devastated world. I had fun and continue to have fun with Doloc Town. Each game session is light, in the sense that I don't notice the time passing and I don't feel pressured to rush things, even though there's a lot to do and I end up losing focus several times. However, this doesn't get in the way, and the game itself allows you to tackle larger goals in stages. The game's story falters a bit by trying to explain too much, in a very tiring and unappealing way. It won't excite you, but it doesn't bother you either. It's amazing how you can't stay still in Doloc Town; you'll always have something to do, and I think that's great because it keeps the game alive at all times. Even though things get a little easier as the game progresses, it's rewarding to see things gradually evolving. I was missing a good farming game in my life, and Doloc Town managed to fill that void.
Company of Heroes 3: Final Stand offers a different approach within the franchise and successfully adapts some of the series' strongest elements into a survival-focused experience. Building an effective defense, choosing technologies, and constantly reacting to enemy attacks creates intense moments, especially when stronger enemies appear and every decision starts to matter. However, the biggest issue lies in its limited scope. Final Stand is a much smaller experience than a full Company of Heroes game, functioning almost like a separate mode that is restricted by the amount of available content. Despite having a strong strategic foundation, the lack of variety and some systems that encourage replaying the same battles repeatedly make the sense of discovery disappear faster than it should. The randomness of technologies can also create unfair situations, while the lack of saving options and some camera issues show that there was still room for more improvements. It is an experience with good ideas that can provide enjoyable matches, especially for players who like testing different strategies or playing cooperatively, but it leaves the impression that Final Stand could have gone much further. With more maps, a greater variety of events, deeper progression, and additional quality-of-life improvements, it could have become a much more memorable addition to the franchise.
Verde delivers exactly what it promises. Its streamlined management systems, cozy atmosphere, and freedom to grow a small community make for a satisfying experience for anyone looking for a relaxing city builder. There are improvements that could make the experience even more enjoyable, such as a more practical building customization system, proper controller support, and slightly faster progression during certain sections. Additionally, the Portuguese localization contains a few translation issues. Even so, none of these shortcomings undermine the game's core appeal. If you're looking for a relaxing city builder without unnecessary complexity, Verde accomplishes its goal very well.
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.
I started Quarantine Zone: The Last Check having a lot of fun, with new mechanics being introduced each day that began in the game. Simple and quick mechanics that made the game enjoyable to play. As time passed and many more mechanics were introduced, the game became tiring. The final equipment is unnecessarily tedious to handle. Each day of the game became more drawn out and time-consuming to finish. And so I slowed down the pace of the game and it gradually lost me. I really liked Quarantine Zone: The Last Check, but it loses much of its freshness after the beginning. Still, it's a fun game that brings very interesting elements to the genre.
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.