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The biggest problem with Marvel's Wolverine remains its pacing, especially during the first half. The excess of scenes, dialogue, and situations that interrupt the gameplay weighs heavily on an attempt to teach you how to play a simple game, and some missions, such as searching for a cellphone under the sofa or putting a record on the turntable to listen to the "perfect music," feel more like content created to increase the game's length than to develop the story or its mechanics. The voice acting is very competent in both the English and Brazilian Portuguese versions. Even so, I still disagree with the decision not to localize the characters' names for our language, an idea I have considered rather silly since Spider Man 2018. There are moments when the narrative could have been more ambitious, particularly in the development of the supporting characters and the relationship between Logan and Jean. The experience improves significantly once we reach Japan. By this point, the game has already introduced its main mechanics, the combat is more developed, the enemies offer greater variety, and the story begins moving toward its most important moments. The final battle is also a good way to close the campaign, especially because it brings together elements that were built throughout Logan's journey. The visual presentation remains one of the game's greatest strengths, and the depiction of Tokyo, despite its limited exploration, is among the most beautiful parts of the adventure. The portals, Rage system, adaptations, techniques, and the evolution of the combat itself make the second half work much better than the beginning, especially once the game starts letting go of the player's hand when introducing new features. Overall, I had a lot of fun with Marvel's Wolverine. It is a game that works very well when it simply lets Logan fight and use his abilities, and it also serves as a very effective entry point for anyone who wants to get to know the character better. The story is competent, but it is not extraordinary and could have developed its characters beyond Logan much more. The combat, visuals, some of the boss battles, and the evolution of the campaign after Japan were enough to greatly improve my perception of the game. If the experience had maintained the pace it reaches during its second half throughout the entire campaign, we would probably be looking at a very different score.
I'm not that used to playing horror games, but I don't avoid them either. When well-made, a game of this genre holds my attention because it's interesting, and Silent Hill: Townfall managed to do that for me. The tension created by the game is very good, so much so that I often found myself looking all around or even crouching, even though the CCTV hadn't indicated any danger nearby. The way the CCTV is used is very cool and creative, as are the clues to advance in the puzzles. Many times I felt that combat with the creatures wasn't even necessary, because the atmosphere of the game alone was enough to horrify. The stealth aspect of the game didn't appeal to me as much, as I mentioned before, and the mechanics themselves aren't that enjoyable, but nothing that detracts from the fun of the game. The game faces some optimization problems, with some FPS drops and visual stutters, but I believe that will be corrected in the future. Silent Hill: Townfall is a great entry point for new players to experience the Silent Hill series and is a great game to continue this franchise.
The main issue I had with NHL 27 comes from some of the small inconsistencies during matches. Puck pickup can still feel inaccurate, particularly in situations where you expect a more direct puck steal, and some AI decisions make you stop for a second and wonder why a player moved that way. The number of menus also makes some modes slower than they should be, especially Ultimate Team. These problems do not ruin the experience, but they are noticeable during gameplay and prevent everything from feeling as fluid as it could. I also really missed having a Brazilian Portuguese translation, especially to make it easier to dive deeper into modes that involve so many menus. On the other hand, the more time I spent playing, the more I enjoyed the possibilities offered by the mechanics. The initial accessibility of the controls combined with the difficulty of actually mastering every available tool creates a very interesting learning curve. Directional passing, plays involving the boards, teammate movement, and the variety of strategies can quickly turn a simple match into a sequence of decisions. The balance found in the movement of the AI controlled teammates was also one of the things I enjoyed the most, because there is a very satisfying feeling that the players are participating in the same play instead of simply following isolated commands. In the end, NHL 27 is an extremely fun game once you start mastering what it has to offer. The offline one on one experience was one of the things that stood out to me the most. The presentation is also at a very high level, with incredible looking arenas, an authentic atmosphere, a very well selected soundtrack, and a broadcast presentation that fits the sport. There is still a huge difference between knowing how to play and actually mastering NHL 27, but that depth is precisely one of the things that made me want to keep playing.
Granblue Fantasy Versus: Rising came at the perfect time for me. I was looking for a fighting game to start learning and really get into. I was happy to find such a fun and enjoyable game as Granblue Fantasy Versus: Rising. All the characters are really cool, you want to learn to play with all of them because each one has a unique characteristic that makes their gameplay interesting. The story mode does its job well as an introduction to both the world of Granblue Fantasy and the world of fighting games, albeit in a simple way. The training mode is so interesting that it makes you want to stay there testing everything with various characters. I can't wait to train more and learn more combos to improve my gameplay. Granblue Fantasy Versus: Rising is a good example of why Arc System Works is so good at making fighting games.
RuneScape: Dragonwilds is designed to draw you in and make you lose track of time. The freedom the game offers leaves you with many options, and you'll want to do them all. Progression happens at the player's own pace, and they must explore and discover for themselves. And the world is large enough to have plenty to see. I didn't have the opportunity to experience the game in multiplayer mode; my adventure was solo, but I imagine playing with a group of friends is like being in a tabletop RPG session. Base building is addictive; I was planning constructions that wouldn't even be useful, but I wanted to build a small town just for fun. The developers of RuneScape: Dragonwilds seem to listen to their players a lot to make decisions about the game, and I think that's really cool. RuneScape: Dragonwilds has the potential to become as vibrant as the classic RuneScape.
The Walking Dead: Streets of Survival delivers exactly what it promises. Whether you are a fan of the comics, the TV series, or classic Beat 'em Up games, this title is an easy recommendation. With a frantic pace from start to finish and finely tuned mechanics, the game offers a fun and enjoyable experience.
Despite many criticisms, Graveyard Keeper 2 is extremely fun and addictive. The bureaucracy created to keep you constantly moving in the game is understandable, but it's done in a not very fun way. I'm sure that by the end of the game, with everything practically automated, these bureaucracies will be trivial, but some players might quit before reaching that point. I encountered many bugs, mainly in the zombie mechanics, which get stuck or don't seem to be working as they should, but this should be fixed quickly. Graveyard Keeper 2 inherits the lack of rhythm and clarity of its predecessor, but also brings the fun of the first, leaving a more positive than negative impression for those who invest time in it.
The main issue that bothered me during my playthrough was combat against multiple enemies. The directional attack and blocking system works very well individually, but the camera and aiming system end up significantly hurting the experience when several opponents surround Coen. The stealth could also have been much more developed. For a game starring a vampire, with all the importance given to nighttime and hunting, I found the stealth possibilities far too simple. Basically, we crouch and try not to be detected, while certain actions, such as opening a door, can immediately alert enemies to our presence. The AI has some good moments during combat, but its limitations become obvious in certain chase situations. Even so, it is difficult to ignore how well the time structure works to create constant tension. Having only 30 days to save our family makes every decision feel important, even when we realize that there is enough time to build a very satisfying adventure. Before accepting a quest, I often found myself wondering whether that activity was really worth spending several hours of the calendar. Combined with the day and night cycle, activities exclusive to each period, vertical exploration, and the different skill trees, the system creates a dynamic that makes the world feel much more interesting than simply an open map filled with question marks. The ability to use a sword and vampiric claws, switch between different ability styles, and walk across walls also reinforces the feeling that Coen is becoming something different from a conventional medieval warrior. And it is precisely this combination that surprised me most about The Blood of Dawnwalker. The vertical exploration, vampiric movement, directional combat, dark atmosphere, and time-based quest structure create an experience I did not expect to find at this level in a vampire game. The influence of The Witcher is evident in several details, from the structure of certain quests to the presentation of characters and the object inspection system, but this did not bother me because there is a very natural evolution of these ideas within its own proposal. The combination of urgency in the story and the freedom to decide what to do creates a dynamic that works extremely well throughout the adventure. At any moment, there is a feeling that we could be doing something else, following another quest, or exploring a different path, and that uncertainty ends up being one of the most interesting and distinctive aspects of the experience.
SpeedRunners 2: King of Speed brings back a great game idea, but falls short visually. While the new maps aren't particularly cool and the new powers aren't fun, this would all go unnoticed because the game's concept itself is already very entertaining. However, the lack of visual clarity in several aspects affects the gameplay. SpeedRunners did everything well through its simplicity, making everything clear and unconventional. In SpeedRunners 2: King of Speed, the need to replicate the effects, brightness, and colors of the game's elements makes the experience somewhat worse. Unfortunately, it's impossible not to compare the games. As I said before, it's still a very fun game, but in trying to modernize the visuals, it's clear that less is more.
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.