mefisto_777
User Overview in Games
7.6Avg. User Score
User Score Distribution
positive
21(55%)
mixed
16(42%)
negative
1(3%)
Highest User Score
Lowest User Score
Games Scores
Sep 24, 2026
Mortal Shell II8
Sep 24, 2026
The evolution of the studio Cold Symmetry is evident in the maturity of this second installment. With the launch of *Mortal Shell 2* on August 20th, the studio reaffirms its passion for dark fantasy and tactical action, delivering one of the most ambitious and impactful sequels in the "Souls-like" genre. Openly inspired by the paradigm shift brought about by *Elden Ring*, this title embraces the scale of a massive, interconnected world without losing the oppressive, macabre identity that defined its **** *MS2*, the core gameplay remains anchored in the celebrated "shell" system. These bodies of fallen warriors serve not only as dynamic classes—allowing for instant switching between roles as diverse as a stealthy assassin and an impenetrable tank without the need to respec stats—but also act as vessels for emergent storytelling. Each shell reveals the history of its former occupant as you delve deeper into its abilities.Complementing this gameplay core is a significant evolution in combat fluidity, supported by movement, executions, and parries that demonstrate highly polished technical precision from the very start. An expanded roster of shells, combined with highly original weapon and summon designs, enriches the tactical options available in every encounter. Visually and artistically, the game is nothing short of spectacular, blending grim landscapes with a grotesque bestiary to create a top-tier, immersive atmosphere. Furthermore, unlike the rigidity of the first game, this sequel is far more forgiving; consumable items allow players to adjust the difficulty, making it an excellent entry point for newcomers to the **** *MS2*, the shift toward semi-open-world exploration breathes new life into the game's structure. The absence of direct on-screen indicators fosters curiosity, rewarding players with well-hidden secrets and ingeniously interconnected routes. However, this pursuit of grandeur also brings certain imbalances. The map's vastness causes the experience to feel drawn-out in certain sections, relying on repetitive patterns that sap the game's freshness midway through the adventure. Similarly, while the mid-bosses are memorable and varied, the final encounter fails to live up to the epic scale of the journey; its evident lack of balance demands a major redesign of its behavior and **** conclusion, despite the imperfections inherent in a project of this magnitude, Mortal Shell 2 delivers a solid, immersive, and deeply entertaining single-player experience. Cold Symmetry demonstrates admirable technical and artistic maturity with a title that far surpasses the original; although it is noticeably more accessible and easier than its predecessor, it firmly establishes itself as a standout entry in the subgenre for the year. With its nuanced balancing and bold innovations, venturing into its dark realms leaves players deeply satisfied and convinced that the studio is enjoying a brilliant creative period. RATING: 8.5/10
PlayStation 5
Sep 19, 2026
Marvel's Wolverine9
Sep 19, 2026
I find the treatment *Marvel's Wolverine* is receiving from the specialized press and certain social media "content creators" to be completely unfair. Insomniac Games has crafted a truly outstanding game in this new chapter, stepping away—for the moment—from *Spider-Man* to delve into a much more mature, impactful, and emotional Marvel story. The path Logan travels in this title conveys deep emotions and philosophical dilemmas that truly touch the heart. Although my main prior exposure to the character was the animated series, I must say the game impeccably respects that original **** is an absolutely brutal game. Being a linear experience suits it perfectly: the combat is fluid, the pacing of clearing corridors and facing waves works very well, and the collectibles never feel overwhelming. Furthermore, the secret challenge doors are brilliantly executed and contribute significantly to skill upgrades. I’ve noticed that even people unaccustomed to video games—those who usually stick to mainstream titles—are enjoying it immensely.That is why I believe the wave of destructive criticism comes from a segment of players who play too much, are jaded, or simply want to jump on an unjustified bandwagon driven by brand rivalries. It certainly doesn't deserve the poor ratings it has received. Visually, it is stunning; the score complements the action beautifully; and while some label the gameplay repetitive, the game gradually unlocks layers in the skill tree to add variety to your moves. You might feel a sense of repetition regarding enemies toward the end, but the narrative weight is so compelling that you constantly want to push **** story is key: it significantly expands Wolverine's lore and the future of the X-Men. It deeply explores the complex, heart-wrenching relationship between Logan and Jean Grey—a nuanced bond that ultimately breaks your heart. It is a narrative that absolutely cries out for a continuation. On my personal ranking of Insomniac’s superhero games, I would place this *Wolverine* title in a well-deserved second place—right behind *Miles Morales* (which, for me, is the best of the trilogy)—with *Spider-Man 1* and *Spider-Man 2* taking third and fourth place, respectively. While I consider all four to be outstanding, *Wolverine* holds special merit: it doesn't try to be an RPG or overwhelm you with unnecessary stats; instead, it simply aims to entertain and tell a complex story packed with references that die-hard fans will **** saddens me to see the lack of professionalism and maturity among certain members of the press who are supposed to be experts but prove themselves unworthy of the industry. They seem to struggle with evaluating games that simply aim to be accessible and fun. To me, *Wolverine* is a definite Game of the Year contender and a must-buy for this generation. It is a game for adults, crafted with incredible love for the source material.I recommend you don't wait for a price drop or a giveaway; it is worth every penny, and we need to support these kinds of genuine AAA experiences. In time, once the social media noise dies down, history will vindicate this game, and many will realize what a masterpiece they were missing out **** conclusion, *Marvel's Wolverine* is a worthy achievement—a standout title in an industry that often forgets the true purpose of video games. Amidst the noise, injustice, and cynicism of critics, this work stands undefeated—much like Logan himself—proving that a hero's true value lies not in pleasing the masses, but in the grit, heart, and soul poured into every battle. Time will dismantle the boycott and shatter prejudices, revealing the game for what it truly is: a mature, visceral masterpiece that deserves to be defended, celebrated, and remembered forever. Kudos, Insomniac. RATING: 9/10
PlayStation 5
Sep 13, 2026
Avatar: Frontiers of Pandora - From the Ashes7
Sep 13, 2026
I’ve spent several weeks immersed in Pandora, and the overall impression I’m left with is that of a bittersweet journey—a constant rollercoaster ride where the visuals impress, but the gameplay design ultimately takes its toll. If I had to sum it up in one sentence, I’d say *Avatar: Frontiers of Pandora* is a dazzling theme park that lacks soul in its **** initial impact is stunning. Walking in first-person as a Na’vi conveys an incredible sense of power, agility, and scale. Moving through the jungle, leaping across the vegetation, and gazing at the technical detail of the landscapes—especially the lighting contrasts at sunrise and the nighttime bioluminescence—represents some of the best work seen this generation. That is where the game truly **** problem arises when you scratch beneath the surface. The title suffers from a severe identity crisis by trying to shoehorn classic *Far Cry* gameplay into James Cameron’s universe. The narrative constantly stalls with hours of tedious conversations about local culture that do nothing for the pacing, and the gameplay loop becomes predictable very quickly. It all boils down to repeating generic tasks: bland hacking sequences, inconsequential investigation missions, and excessive resource farming for the clans—all of which feel like mere filler to pad out the **** make matters worse, the progression feels quite artificial. You run into difficulty spikes so abrupt that they force you to grind through boring side missions just to level up and proceed. Combat and stealth don't escape criticism either; enemy AI possesses such ridiculous accuracy and absurd detection capabilities that it frustrates any attempt at a stealthy **** you head into the final stretch, the experience falters. The lack of enemy variety—there are only four types in the entire game—makes the latter stages feel repetitive, while the final act suffers from cutscenes that drop sharply in quality and a conclusion that is frustrating due to poor combat design. In conclusion, *Avatar: Frontiers of Pandora* leaves one feeling that it deserved a game with more personality. It is an undeniable visual spectacle, but its technical flaws, poorly tuned combat, and reliance on filler content tarnish an adventure that could have been memorable. The side missions feel excessive and are undertaken merely out of obligation; none of them manage to truly hold your attention. The collectibles are overwhelming—the map is packed with activities, yet it feels empty at the same time. RATING: 7/10
PlayStation 5
Sep 7, 2026
Horizon Call of the Mountain9
Sep 7, 2026
Horizon Call of the Mountain stands not merely as a digital entertainment product, but as a cornerstone that defines the contemporary virtual reality experience with unquestionable authority. The work of Guerrilla Games and Firesprite transcends conventional two-dimensionality, positioning itself as a testament to technical fidelity regarding its source material. By adhering with almost devotional rigor to the aesthetic and mechanical precepts of the original franchise, the title achieves a perfect blend of user and environment, resulting in a level of immersion that is, at times, overwhelming.Visually, the game’s capabilities are superlative. The meticulous graphic detail is not mere ornamentation but an essential component of the environmental storytelling. Every texture, reflection, and airborne particle contributes to building an ecosystem that feels vibrant and organic. The implementation of control peripherals is equally praiseworthy; these devices capitalize on the hardware's technological strengths, translating every subtle gesture into precise interaction within the virtual world. This symbiosis between human and machine allows the scale of the design to reach magnificent heights, where the vastness of structures and the majesty of the flora compel the viewer to gaze in reverence.While the game approaches perfection in its presentation, it suffers from some inconsistencies regarding movement and aiming the bow. A fairly open space is essential, as the highly dynamic nature of the experience—including the combat—carries a risk of striking walls with your controllers. Furthermore, the combat system, while intense and visceral, suffers from a spatial limitation worth noting: a reliance on circular arenas. Confining the player to predefined movement during major confrontations sacrifices freedom of movement, which inevitably diminishes dramatic tension during exploration sequences. Even so, the title stands out as a magnificent experience that truly showcases the capabilities of the PSVR2 system.However, the game's verticality is both its greatest triumph and, paradoxically, its most divisive feature. Climbing—the central element that justifies the game's very title—is handled with such mastery that, far from becoming monotonous, it transforms into an exercise in tactile and visual exploration. This constant ascent allows us to appreciate a level design that is, simply put, a feat of artistic engineering. Although the "mura effect" may be noticeable on distant horizons, the richness of the biomes and the variety of enemies more than compensate for any visual limitations. Encounters with machines—especially the titanic bosses—take on an exhausting physical dimension; you compete not only with your intellect but with your own physical endurance, sweating after every victory in a cathartic release that only virtual reality can provide.While the game's narrative doesn't venture into paths of groundbreaking literary innovation, it remains a solid and coherent pillar of the experience. With a runtime ranging from eight to eleven hours, *Call of the Mountain* respects the player's time, offering a dense, epic journey enhanced by a breathtakingly atmospheric soundtrack. It is essential to disagree with those who dismiss this title as a mere "tech demo." This is a AAA-budget game with a distinct personality—imbued with a style that integrates organically into the lore established by Aloy and her predecessors, yet viewed through the eyes of a new protagonist who brings a welcome freshness to the **** conclusion, *HCotM* is not perfect, and there are areas where the developers could have been more ambitious. The lack of deeper RPG elements and somewhat limited replayability are aspects that could be refined in future titles. Nevertheless, in its current state, its greatest virtue is its accessibility. It is a game polished to perfection, from the user interface to the weapon physics. We are looking at the definitive argument for buying into the PSVR2 ecosystem. It is an essential title that not only captures the essence of a living, vibrant world but also sets a new standard of excellence for what virtual reality should aspire to be in this decade. Anyone who does not pause at its peaks to marvel in awe is unlikely to find anything else in this medium that truly moves them. RATING 9/10
PlayStation 5
Sep 4, 2026
Marvel Tokon: Fighting Souls8
Sep 4, 2026
It was inevitable that the announcement of this title would draw comparisons to the *Marvel vs. Capcom* games of the 90s and 2000s—titles that brought us so much joy with their highly vertical gameplay. Years later, we have *Marvel Tōkon: Fighting Souls*, a PlayStation 5 exclusive that brings a Japanese flair to the superheroes everyone knows and **** game’s beauty lies in its animation, which perfectly captures the comic book style. Its primary gameplay experience is found in the story mode—a narrative spanning five arcs centered on defeating "The Champion," an extraterrestrial being that destroys planets. Notably, the Latin American Spanish voice cast includes the actor who voices Frieza in *Dragon Ball*; the voice acting is outstanding, with palpable enthusiasm and passion in every line. It also features extensive character banter, making it fascinating to watch group dynamics unfold.Regarding mechanics, each character fills a specific role in your team composition. You must select a main fighter (or leader), followed by a ranged character, a vertical attacker, and an assault character. While this structure is familiar from the *Marvel vs. Capcom* series, *Marvel Tōkon* demands extreme strategic thinking to align team synergy with your personal playstyle. Arc System Works has done an excellent job balancing a title with high competitive potential—suitable for tournaments like EVO—while keeping it fun and accessible for beginners through mechanics that lower the barrier to entry for those new to the **** greatest strength is undoubtedly the competitive aspect. It features international lobbies where you can train for future tournaments—events the game itself invites you to join so you can test your skills on a global stage. The entry process is seamless, requiring a specific score accumulated through online victories. Furthermore, it offers a wide variety of modes: a Battle Royale mode, classic Versus, a free-for-all brawl, and a campaign that serves as the icing on the cake thanks to its comic-book-style narrative format. It is a game that easily provides over 25 hours of content without ever becoming dull.Visually and aurally, the game is spectacular. The animations, team-up attacks, and Ultimate moves are a feast for the eyes. The soundtrack complements the action perfectly with a blend of jazz, rock, and electronic music that sweetens the combat and imbues every fight with a constant sense of epic scale.Another reason to dive into *Marvel Tōkon: Fighting Souls* is that it is an incredibly solid game. That said, you should keep in mind that you will encounter Arc System Works' usual habits when designing titles for mass audiences: they stick to their proven formula, avoid taking too many risks, apply their core concepts, and get the job **** conclusion, *Marvel Tōkon: Fighting Souls* stands out as a resounding triumph in the fighting game genre, masterfully reviving the frenetic, vertical essence of classic titles and adapting it to modern standards. It is a rock-solid offering that shines thanks to its dazzling cel-shaded visual style—which literally makes you feel like you are playing inside the pages of a living comic book—and its impeccable audio, featuring top-tier Latin American voice acting and an electrifying jazz-rock soundtrack that heightens the epic feel of every **** greatest strength lies in the flawless balance of its mechanics: the role system and accessible special move execution welcome beginners, yet the real magic lies in the deep team-building strategy, which demands a high level of tactical skill designed for top-tier international competition. Coupled with a comic-book-style campaign that serves as the icing on the cake and a generous variety of game modes, the experience easily guarantees over 25 hours of pure fun without a hint of monotony. The only thing keeping it from absolute perfection is Arc System Works' decision to play it safe, sticking to their tried-and-true formulas rather than attempting to reinvent the genre. Even so, this takes nothing away from the game's achievements: it is a spectacular, addictive, and polished title that not only honors the legacy of superhero fighting games but also stands as an undeniable contender for Fighting Game of the Year. It is a must-buy for any enthusiast, whether they are looking to compete or simply enjoy a fantastic spectacle. RATING: 8.5/10
PlayStation 5
Sep 2, 2026
Dragon Quest I & II HD-2D Remake8
Sep 2, 2026
This new *Dragon Quest I & II HD-2D Remake* is an instant feast for the eyes: the visuals look phenomenal, blending a nostalgic yet modern aesthetic with a simply beautiful soundtrack. I really appreciate the quality-of-life improvements—such as map markers, difficulty options, and autosaving—and I am deeply grateful for how fluid exploration and movement across the vast map feel. The second installment moves away from the "lone wolf" approach, allowing for more strategic and exciting combat as you join forces with the hero's cousins; while the first game suffers slightly from the lack of a party system, I think the various improvements make it just as enjoyable—if not more so—than the sequel, though I must admit both titles fall short when it comes to **** be completely honest, this remake was my very first experience with the *Dragon Quest* series; I never played the NES classics. Perhaps that is why the experience felt a bit flat and unremarkable to me. Without the lens of nostalgia, I found two games where exploration and combat were entertaining, but nothing that truly blew me away. I could appreciate the classic charm and understand why true fans hold the franchise so dear. The Legend of Erdrick is powerful, and continuing that saga imbues the game with an impeccable mystique—though, personally, it didn't quite strike a chord with me.What *did* deeply move me, however, was the spectacular music composed by the legendary Koichi Sugiyama. His compositions perfectly capture the heroism embodied by the characters; he is truly a symphonic pioneer who gave both games memorable melodies. His classic melodic style defined the work's unique personality—tracks like "Overture," "Unknown World," and my personal favorites, "Traveling with Friends" and "My Path, My Journey," offer the kind of spiritual resonance found only in the music ****. I honestly believe the game's greatest strength is its musical score. Another standout figure is the renowned Akira Toriyama—a titan of character and monster design—who imbued each creation with a distinct personality; his friendly, fantasy-oriented style helped align the JRPG’s reception with the aesthetic of anime. Toriyama created the "Slime," an icon that would become a lasting legacy of the series. He set the franchise on a path that would maintain the same style and direction forever. In conclusion, the remakes are the definitive way to experience both Dragon Quest titles today. Although the first game falters slightly by lacking a party of heroes—and both stories are admittedly simple—the beauty of their worlds, the challenging combat, and the joy of exploration make them well worth experiencing. These are works by giants of the Eastern gaming industry—something that cannot be overlooked, as they represent a piece of video game history. While the narrative arcs and endings didn't particularly move me—feeling rather cliché and lacking depth for the time—I still believe they are worth playing; simply for Toriyama’s artwork and Sugiyama’s music, they are essential experiences. RATING: 8/10
PlayStation 5
Aug 29, 2026
Star Fox8
Aug 29, 2026
There is a massive gap between visually rebuilding a game and understanding why it worked in the first place. My analysis points to the heart of a recurring issue in modern Nintendo remakes and revisions—evident in the *Star Fox* series and other N64-era adaptations alike: the substitution of technical polish for personality.Visually, the *Star Fox* remake leverages modern processing power, global illumination, and particle effects to emulate the "grand space epic" scale that *Super Mario Galaxy 2* exploited so effectively. However, in an arcade rail shooter, technical fidelity takes a back seat if the haptic feedback and the visual impact of shots feel lackluster. In the original 1997 *Star Fox 64*, every laser hit, polygonal explosion, and Rumble Pak-enabled maneuver carried a raw, gritty, and immediate weight. By smoothing everything out for contemporary audiences, the result feels flawless, yes, but strangely **** critical point where the game stumbles lies in audio design and localization; for instance,simply adding orchestral arrangements doesn't guarantee better music. If the soundtrack gets buried in a flat mix where sound effects fail to cut through the scene, the combat dynamics are lost. In the original, the MIDI/synthesized soundtrack left enough frequency space for lasers and voices to stand out aggressively. Changing the voice acting or reinterpreting original lines also alters the narrative energy. The original English voice acting (or the dub you grew up with) wasn't memorable merely due to nostalgia; it featured theatrical, unabashedly bold performances. Phrases like "Do a barrel roll!", "Follow me, Fox!", or the desperate screams of sector bosses upon destruction possessed a campy, space-opera tone. Neutral or lackluster performances turn iconic lines into cold script readings, stripping away the dynamic interplay between Fox, Falco, Peppy, and Slippy. In short, the Latin American Spanish voice acting lacked "punch."Reaching the true ending three times without feeling any emotional resonance is the definitive sign of a work disconnected from its essence. Returning to the Nintendo 64 version and seeing how much better it flows proves that the cohesion between mechanics, gritty audio, and gameplay pacing far outweighed its technical limitations.Ultimately, the *Star Fox* remakes are strictly about mechanics and aesthetics. These reinterpretations—both *Star Fox 64 3D* and the foundational structure reused in *Star Fox Zero*—are impressive. They successfully refine Arwing handling, drastically improve ship geometry, and deliver visually stunning boss battles; yet, one cannot ignore that the franchise is stuck in a cycle of conservative recycling. By remaking the same 1997 campaign over and over without taking narrative risks—while altering the original sound direction or control schemes—Nintendo delivers products that are technically polished but lack the emotional impact and sonic punch that made the N64 title a historic industry milestone. SCORE: 8.5/10
Nintendo Switch 2
Aug 29, 2026
The Sinking City 28
Aug 29, 2026
The development of *The Sinking City 2* by the Ukrainian studio Frogwares serves as a paradigmatic case study of operational resilience and technical efficiency in contemporary video game production. Conceived and produced amidst the highly adverse socio-political climate of the ongoing conflict in their home country, the title stands as a strong example of the "AA" category, demonstrating how budgetary constraints can be mitigated through rigorous art direction and outstanding spatial design.From an environmental design perspective, the title distinguishes itself through an architectural approach that fosters high-fidelity immersion. The layout of the environments creates an urban topography structured around a scheme of balanced linearity, cohesively organized to reinforce narrative continuity. Transitions between various locations—ranging from utility facilities to hotel complexes—serve as more than mere aesthetic backdrops; instead, they shape a dynamic ecosystem where the ludonarrative is solidified. This design is complemented by the commendable environmental and functional coherence of the adversaries, whose morphological variations directly reflect the conceptual and thematic identity of the zones they inhabit.However, the game is not without structural imbalances. A central issue lies in its scope and the handling of post-game content. Despite incorporating progression mechanics—such as skill optimization (perks) and a New Game Plus mode—the campaign's brevity (estimated at roughly 7 to 10 hours) leads to an abrupt conclusion that fails to fully capitalize on the potential of the developed combat and optimization systems. Furthermore, the protagonist’s characterization is dramatically flat; mechanically reduced to the role **** figure tasked with rescuing a threatened individual, he lacks the psychological complexity needed to drive the central conflict. Compounding this limitation is an austere sound and musical design that misses the opportunity to heighten the psychological tension inherent to the genre. Despite these shortcomings, *The Sinking City 2* succeeds as a survival horror game; its inspirations are evident, and it fully grasps the fundamental tenets of the genre's classic era. I consider the price point reasonable—$30 would be fair—though I must add that if you have the chance to support the studio, you won't regret chipping in that extra $10. It is a product made with heart, and the good intentions shine **** conclusion—and in all honesty—what Frogwares has achieved with *The Sinking City 2* strikes me as a genuine feat. Designing a survival horror game with such atmosphere, such exquisite map design, and such well-conceived spatial continuity (all set against a backdrop of a truly hostile war) demonstrates immense love and respect for the genre. Getting lost around every corner and watching how enemies adapt to the theme of each building is a real delight.Admittedly, the game has its flaws: the story cuts off too soon—just as you’re enjoying it most—the protagonist feels a bit too simple, the music leaves something to be desired, and its brevity diminishes the impact of the replayability and upgrade systems. Nevertheless, at a $40 price point, the experience was thoroughly enjoyable and stands as one of the year's most pleasant surprises. It is a "Double-A" title with huge personality, proving that the studio has tremendous potential to deliver something even more ambitious in the future. RATING: 8/10
PlayStation 5
Jul 27, 2026
Tekken7
Jul 27, 2026
Tekken's debut in 1994/1995 for the original PlayStation represented a new approach to fighting games; it was the genesis of polygonal fighting in homes. Today, contemplating that game is synonymous with a textured, rough, and beautiful nostalgia. In times when we are moving towards photorealism, which can become tiresome in its perfection, returning to the pixelated blocks of the first Iron Fist tournament is a bath of pure arcade purity that feels more alive than ever. Looking back, it's fascinating to understand the urgency of its creation. Sony was venturing into the 32-bit era with a promising console, but lacked a titan that could challenge Sega's revolutionary Virtua Fighter, the undisputed king of arcades in Japan. Namco's response was to assert its authority. Not only did it match the technical prowess, but it also imbued the game with a savage identity. That cinematic intro with CGI graphics, which seems prehistoric today, was the visual equivalent of seeing the future back in the **** true magic that keeps this classic a cult favorite today is its audacious control system. Instead of copying the traditional weak-hit-strong combo schemes inherited from 2D, Tekken boldly assigned a button to each of the fighter's limbs. Two for punches, two for kicks. This stroke of genius broke down barriers, as it was an intuitive title for the novice mashing buttons on the couch against a friend, but it also concealed a deep well of combos and timing for the most dedicated player.Added to this was an unprecedented generosity for the time. Unlocking the mid-bosses to reach the full roster of 16 characters was an odyssey. The arcade mode wasn't just a formality to watch the credits. It was the conduit to a fascinating mythology. The twisted and violent rivalry of the Mishima family, with Heihachi throwing his son Kazuya off a cliff, established a Shakespearean and villainous lore that elevated the narratives in fighting games. Reaching the end with each warrior and receiving as a reward a short film explaining their revenge or ambitions created a school of thought and a loyalty that the franchise continues to exploit in its modern installments. Viewed through a modern lens, the first Tekken transcends the need to compete in performance or refresh rates, shining instead for its historical value. It was the first PlayStation game to break the mythical million-copy sales barrier, paving the way for Sony's success. Its current roughness is not a flaw; it's the hallmark **** age where developers explored the uncharted territory of three dimensions through sheer instinct and genius. A foundational, gritty, and charismatic title that reminds us of our origins every time we hear its legendary synthesizer soundtrack. In conclusion, revisiting the first Tekken today is like taking a trip back to the exact moment the fighting genre changed forever. It's not nostalgia; it's recognizing a pioneer who knew how to combine the raw power of the arcade with the narrative ambition that home gaming demanded. With its polygonal characters and legendary control system, this title proved that fighting games could go beyond the "Game Over" screen, building a universe of family rivalries that became ingrained in pop culture. That milestone of the nineties not only helped solidify the PlayStation's dominance but also laid the foundation for a legacy that, more than three decades later, refuses to fade into oblivion. RATING 7.5/10
PlayStation 5
Jul 22, 2026
Code Violet4
Jul 22, 2026
Code Violet is one of the biggest interactive frauds in video game history. TeamKill Media's title isn't a video game at all, but a crude assemblage of generic resources from the graphics engine used, a heartless rip-off that invokes the corpse of Dino Crisis only to trample it. The gameplay is nonexistent; the dinosaurs possess such precarious and absurd artificial intelligence that they wander aimlessly, it's riddled with bugs, the game crashes, you can't pick up objects, the weapon jams, you get stuck, and a HUGE etcetera. I played it in July 2026 and they still haven't bothered to fix it, nor will they. Moving around the map is unreadable, a torture infested with savage technical errors where objects vanish into thin air. It ruins the entire experience at every **** narrative and dialogue reach cringe-worthy levels that would make any poorly produced game look masterful, and the game's development and writing are on par with a child's handwriting. The level design is a monument to incompetence, exemplified by the clunky antenna puzzle where two separate consoles ridiculously control the axes. To top it all off, the developers' moral contradiction is outrageous: they justified its console exclusivity to supposedly "prevent PC modders from sexualizing the protagonist," yet delivered a stale base product where Violet's outfit features clothing with textures reminiscent of the Spanish Inquisition. Finally, releasing this disaster to the public is simply a blatant rip-off; it's downright criminal. It's an absolute scam that doesn't deserve a single **** conclusion, Code Violet isn't just a bad video game; it's an insult to the consumer's intelligence and a parasite on any platform's catalog. Its existence is a blatant scam that combines broken gameplay, childish storytelling, stale sexism, and an absolute lack of respect for the buyer. An unsalvageable disaster that deserves to be completely forgotten. The worst game I've played in 2026, RATING 4/10.
PlayStation 5
Jul 20, 2026
SoulCalibur VI7
Jul 20, 2026
It's fascinating, and at the same time, deeply surprising, how a video game can approach excellence in its pure gameplay and, simultaneously, stumble so spectacularly in its single-player experience. Soulcalibur VI is a prime example of this contradiction. The transition of this franchise (which historically offered some of the best single-player experiences in the fighting genre) to what we have today is a case study in itself. The main problem lies in the modern obsession with padding the experience with extraneous mechanics: an unnecessary leveling system, weapon management with stats, and a morality bar that, far from adding depth, turn the main mode (Libra of Souls) into an extremely tedious, boring journey with an unnecessarily serious tone that drags the game's pacing down.Soulcalibur VI is a work trapped in a profound internal contradiction, where the brilliance of its core mechanics constantly competes against strange design choices. Despite the slow menus and a tedious, role-playing campaign, the game shines thanks to its impeccable technical foundation. At its core, the combat is superb, maintaining the characteristic fluidity of eight-way movement and perfect weapon weight responsiveness. Adding to this is the brilliant decision to reboot the timeline, an ideal narrative choice that allowed the return of the franchise's most beloved characters through well-crafted individual stories that recapture the saga's lost identity. For all these reasons, this installment feels like a large-scale homage that rescues and polishes the most memorable virtues of its predecessors, crowned by a limitless customization system. Creating your own fighter is a fantastic experience due to such a vast aesthetic range that allows you to recreate almost any pop culture character, something the community keeps active online today; I fought against Princess Peach and Bayonetta.However, not everything is perfect in this mythical quest for the cursed sword, as the title suffers from several vices common in the current industry and failed mechanical experiments that disrupt the game's flow. The clearest example is Reversal Edge, one of the most divisive additions to the game; this mechanic takes far too long to complete and drastically interrupts the flow of combat, transforming what should have been a simple, technical counterattack, similar to the style of the Dead or Alive series, into a cinematic based on the randomness of rock-paper-scissors that frustrates all types of players. The atmosphere also suffers from a flat soundtrack that lacks the orchestral epicness of yesteryear, and from a worrying scarcity of battle arenas which, although very detailed and attractive, fall short in number compared to the series' golden age.Beyond its main modes, the ecosystem of this title coexists with certain peculiarities that add a unique flavor, starting with the undeniable fanservice factor that has always characterized the franchise. In competitive play, the ranked online mode suffers from a unique problem: allowing the use of custom characters can create a slight disadvantage for those inexperienced with the **** conclusion, Soulcalibur VI is a work of contrasts that functions perfectly as a refined competitive fighting game, but fails in its attempt to transform into a single-player text RPG. Its outstanding combat system and brilliant customization mode demonstrate immense respect for the franchise's legacy, managing to convey a continuous sense of freshness. However, the inclusion of tedious mechanics like Reversal Edge, the scarcity of stages, and the questionable downloadable content policies prevent this installment from surpassing the golden age of its predecessors. Ultimately, it works as an essential title for fans of online combat and visual creativity, but disappointing for those seeking a fluid and organic single-player campaign. RATING 7.5/10
PlayStation 4
Jul 17, 2026
Warhammer 40,000: Space Marine II8
Jul 17, 2026
Warhammer 40,000: Space Marine II has established itself as one of the most pleasant and impactful surprises of my year, proving that you don't need in-depth or prior knowledge of its vast and complex literary universe to be captivated by its premise. Although the franchise's lore is famous for its immensity and can be intimidating or difficult to grasp at certain stages of life, the game manages to explain the core gameplay in an accessible way, allowing any player to immediately understand their mission without needing to fully understand the lore. It's a title that, despite a relatively quiet launch, possesses an overwhelming power capable of captivating a general audience with its devilishly engaging and honest **** a technical and visual level, the experience is flawless and comfortably ranks among the top graphics of the current generation. The story mode features spectacular cinematics and a dark and somber atmosphere that perfectly captures the essence of Warhammer. Although the environments and locations can feel somewhat repetitive throughout the adventure, the art design perfectly recreates the gothic and futuristic aesthetic of the saga. The third-person combat system is brutal, heavy, and extremely satisfying, evoking the adrenaline rush of the best examples of the genre. Encounters against massive hordes of aliens are directly reminiscent of the tech waves in World War Z, while the visceral violence of the fights, the executions, and the pacing of the action clearly draw inspiration from the Doom **** terms of structure, the main campaign adequately fulfills its purpose: it introduces the key mechanics, advances the story of the first game, and offers a powerful cinematic spectacle, even if the plot is short and relies on typical twists and turns of the genre. However, where the game truly shines and extends its lifespan is in the multiplayer mode, which runs extremely well from beginning to end with remarkable fluidity. The inclusion of a robust class system and customizable builds adds a deep layer of variety to the experience. The PvE operations modes, which integrate story within missions and a challenging wave-based survival mode, are extremely satisfying whether played solo or in a team. While the game would benefit significantly from a greater variety of enemies to avoid monotony, and the music is somewhat understated and doesn't quite live up to its potential, the arsenal of weapons and the diversity of modern threats more than **** conclusion, Warhammer 40,000: Space Marine II is a triumph of modern action that proves a great video game can transcend the complexity of its own lore. By combining top-notch graphics, visceral combat inspired by the best of the genre, and highly addictive cooperative gameplay, it has become one of this year's surprises for me. It's a highly recommended title that, without any frills or pretensions, more than fulfills its fundamental promise: to deliver hours of honest, brutal, and straightforward fun. RATING 8/10
PC
Jul 16, 2026
LEGO Horizon Adventures6
Jul 16, 2026
When the union between Guerrilla Games' post-apocalyptic universe and the charisma of the Danish bricks was announced, expectations soared. The idea of merging Aloy's rich mythology with LEGO's classic and irreverent gameplay formula seemed like a winning formula. However, after investing a dozen hours in LEGO Horizon Adventures, reality crashes headlong into a painful monotony. Despite being a visually stunning showcase, the game is utterly empty at its core.This experience boils down to a bitter paradox: it's a title that only becomes tolerable when played in local co-op, using company (in my case, my daughter's) as an emergency lifeline to avoid drowning in boredom. If you make the mistake of tackling it alone, the feeling of suffocation and linearity will consume you in a matter of **** historical magic of any LEGO video game developed by TT Games has always resided in the catharsis of destruction and subsequent reconstruction. The basic fun lies in entering a room, smashing the environment (tables, ships, scenery) to see a shower of studs fly out, and then using those same pieces to build mechanisms that allow you to progress.LEGO Horizon Adventures commits a cardinal sin: the environment is completely static and indestructible. The levels function as an inert plastic backdrop that is only good for looking at. By eliminating interaction with the environment, all exploration is instantly ruined. There are no bars of anything, no coin multipliers for breaking things, and, even worse, no Metroidvania-style areas. You can completely forget about the thrill of returning to previous levels with new characters to unlock secret paths; here, everything is a linear corridor that looks impeccable for the first 6 hours, but becomes unbearable afterward. The combat gameplay is another major disappointment. In an incomprehensible design choice, Aloy doesn't have her spear as her primary weapon for melee combat. The game forces you to keep your distance and limit yourself to repetitively firing arrows.Although the title attempts to inject some variety by allowing you to chaotically mix elements from LEGO City or Ninjago to alter the base or obtain temporary secondary weapons, the result feels artificial. It doesn't feel like an organic connection between crossover universes, but rather a desperate attempt to pad out a game that ran out of mechanical ideas halfway through the campaign. In the end, the loop boils down to repeating the same biomes over and over to complete bland and generic side quests.Classic LEGO games mastered the art of cinematic parody with a physical, silent, and brilliant humor that appealed to both children and adults. They assumed you already knew the story and mocked it brilliantly. LEGO Horizon Adventures does the exact opposite: it holds your hand in an overprotective and condescending **** game assumes you have absolutely no idea what Horizon is and bombards you with cinematics and narrated interludes that are tedious for both adults and children. This is a severe punishment for players. Let's be realistic: 90% of the people who buy this title are die-hard fans of Zero Dawn or Forbidden West, or enthusiasts who, like me, own the spectacular physical set of the original LEGO Tallneck. Forcing this audience to endure a hyper-simplified and spoon-fed narrative completely breaks the game's rhythm.Building the physical Tallneck set in real life is a magnificent experience that stimulates logic and imagination. Ironically, this video game does the exact opposite: it limits the player with invisible barriers, truncated mechanics, and a suffocating **** conclusion, LEGO Horizon Adventures seems like a product designed exclusively for very young children who have never touched a controller, completely forgetting about the traditional gamer and the fan of the saga. Graphically, it's impeccable and eye-catching, but as an interactive video game, it completely falls apart. RATING 6/10
PlayStation 5
Jul 7, 2026
Dead or Alive 6 Last Round7
Jul 7, 2026
This is, quite literally, the first time in my life I've encountered a fighting game belonging to this franchise. Having no prior experience with it, I must admit that the title surprised me in a very pleasant and positive way. The first thing that stands out is the extremely high level of difficulty the game imposes, especially when it comes to understanding and correctly executing special moves and combos. This is a video game that feels quite physical and is extremely complex to master from the moment you pick up the **** depth of its mechanics is evident when observing the variety of situations it offers in the arena: the management of fighting stances, the possibility of landing effective blows from behind the opponent's back, and, above all, that constant technical exchange of holds against holds. All of these elements make it a difficult title to fully understand and master.Furthermore, when it comes to putting theory into practice and executing strategies in real time, the game introduces a central system based on the dynamics of "rock, paper, scissors." This mechanic completely alters the rules of the game, making each match utterly unpredictable when facing other fighters, as the opponent's mindset is as crucial as the actual button presses.Considering this game has been around for many years, it's clear that a large portion of the active community has already mastered it. This creates a serious problem in the ranked mode, which unfortunately is far from balanced. The matchmaking system makes the mistake of pitting a novice against experienced players with streaks of ten or more fights without a single loss.Under this unfavorable circumstances, the most difficult trophy to obtain in the entire game was, without a doubt, winning five ranked matches in a row. This disparity in the online mode makes reaching for this achievement an even more arduous and frustrating experience. However, I must reiterate that, as my first experience with the intellectual property, the overall experience was quite good. I know perfectly well that the most die-hard fans of this franchise categorically state that this sixth installment is the worst of them all. I, frankly, having never played any other title in the series before, completely lack that point of comparison. However, evaluating it strictly from the perspective of a new user or a player just entering this universe, I can say with complete certainty that it is one of the most difficult fighting games to understand on the current market.Being an overly physical combat simulator, the movement of the characters across the arena often feels slow, sluggish, and heavy. In this game, the only real way to gain speed and dynamism is through the correct execution of combos; it is precisely there, when chaining together blows, that you feel the game truly flow and demonstrates its potential to offer much more fast-paced and exciting gameplay.Visually, the costumes of absolutely all the characters (including, quite rightly, the male fighters) are quite interesting and extremely well done. They boast a very attractive overall aesthetic, although it's undeniable that the true protagonists and center of attention of this game are the so-called waifus. The female designs are highly appealing and aesthetically perfect, to the point that it's practically impossible not to stare at them during the first few matches. Fortunately, as the hours pass, you get used to their presence and they cease to be a distraction from the gameplay. In conclusion, and although I never had the chance to try the original PlayStation 4 version, I must mention that Dead or Alive 6: The Last Round features a combat system that I find quite solid. While the gameplay can sometimes feel a bit stiff, with consistent practice it can be mastered quite well. The title offers a generous number of single-player modes, and I found the story mode to be well-structured, perfectly fulfilling its purpose for someone like me, who knew absolutely nothing about the lore or the characters' backstories. I think this is a game that fully delivers on its promise of entertainment, providing a great time in front of the screen and the ability to keep you hooked for hours. However, it does have one peculiarity: once you master a specific character, it's difficult to go back. RATE 7.5/10
PlayStation 5
Jun 25, 2026
Split Fiction9
Jun 25, 2026
If you've played It Takes Two, you already know exactly what to expect from Hazelight Studios. Split Fiction feels like a much more polished and refined version of the studio's formula. Considering they're still a relatively small team, the scale, hypnotic color, and grandeur of this project are a breath of fresh air for the ****'s a fantastic game to enjoy with your best friend; an incredibly fun cooperative experience with a fair level of difficulty that guarantees you'll never get bored. The gameplay is constantly changing, offering novel mechanics that never cease to surprise you and, at the same time, are extremely intuitive and clear. Furthermore, the game is full of references, nods, and subplots that pay homage to other video games. It's a delight for anyone who truly understands the industry.However, its enormous ambition also works against it somewhat when compared directly to the masterpiece that was It Takes Two.Firstly, Split Fiction feels too frenetic. It moves so fast that it barely gives you room to breathe or to stop and appreciate the meticulous design of its impressive environments. Also, in some sections (especially in the science fiction universe), I was left wanting more variety, as the reuse of certain concepts and visual elements is noticeable. Furthermore, it's not a game to finish in one or two sittings. It's a very long journey, and I feel it drags on too long in its final part. The story remains stagnant for a good stretch without progressing, which can become overwhelming. It would have greatly benefited from being a couple of hours **** terms of the script, I personally preferred the plot of It Takes Two because of the way it integrated relationship stereotypes into the gameplay. Here, much of the story feels like the fevered dream of an obsessive; But the way they tie absolutely everything together in the denouement is **** game's ending is truly perfect, flawlessly connecting all the pieces to deliver a powerful message and a great life lesson. Thanks to Josef Fares's unmistakable style, the work culminates with a golden touch that makes it an essential experience for any gamer's collection. An easy, enthusiastic, and mandatory **** conclusion, Split Fiction demonstrates that the true value of a cooperative game lies not in the perfection of its script or the fluidity of its pacing, but in its ability to create shared memories. Despite its excesses and a final stretch that demands more patience than expected, Josef Fares's genius once again reigns supreme in his ability to transform the controls into a bridge between two people. It's a reminder that, in an industry saturated with solitary experiences, sharing the journey with someone special remains the purest form of play. An ambitious work that, despite its stumbles, rightfully earns a place of honor on the shelf. RATING 9/10
PlayStation 5
Jun 12, 2026
Final Fantasy VII Rebirth9
Jun 12, 2026
Wow, what an adventure! After completing a game that took over 200 hours, seeing the credits roll is simply amazing. Looking back and remembering the feats accomplished within the game and appreciating a world design capable of captivating and holding your attention is incredible. Final Fantasy VII Rebirth takes on the difficult task of succeeding the acclaimed 2020 title (my personal Game of the Year). Historically, the specialized press has shown a certain shortsightedness or lack of perspective in appreciating the complexity and scope of this franchise's installments upon release. Despite this, the longevity and emotional impact on those of us who love the franchise ultimately grant the game its rightful **** transition from the oppressive walls of Midgar to the vastness of the outside world is executed masterfully. Rebirth doesn't simply replicate the map of the 1997 PS1 game; it expands its world. Each continent introduces unique mechanics, regional tasks, and an environmental narrative that gives meaning to exploration. The journey across continents doesn't feel repetitive; on the contrary, it's like a profound reconstruction of the planet's geography, where each area concludes with a well-justified narrative and gameplay **** battle system represents the definitive evolution of the Action-RPG genre. It far surpasses its predecessor, delivering absolute fluidity that eliminates any sense of pause or rigidity, achieving constant dynamism. The strategic depth also generates a new framework of materia, allowing for superior synergies. This transforms pre-battle preparation into a fascinating tactical puzzle, where a single boss can demand hours of customization. And last but not least, there's synchronization, which adds synchronized attacks with companions, creating visual spectacle and developing essential mechanical tools that reward team management and strengthen party **** main Achilles' heel of Rebirth lies in the overexploitation of its minigames. While quests like Blood of the Queen and Fort Condor are brilliant, addictive, and of exceptional quality (with side quests that enrich the lore), their overall integration becomes overwhelming. The design makes the mistake of making the discovery of secret areas and the expansion of the story contingent on the mandatory completion of these activities. Investing 10 to 15 consecutive hours in side quests dilutes the urgency of the main plot and completely halts the flow of an epic adventure.Chadley's simulation ecosystem and the summoning challenges impose a significant barrier of frustration. By raising the difficulty to the series' highest level, the game abandons flexibility and demands ultra-specific character and materia compositions for each enemy. This rigidity, coupled with an unavoidable element of luck in later battles, breaks the organic connection with the game and punishes the player with hours of trial and error. Likewise, Hard Mode redefines the challenge to an extreme degree compared to the scaling seen in the **** conclusion, and despite its mechanical excesses, Final Fantasy VII Rebirth stands as an unforgettable experience that stays with you. The beauty of its soundtrack, which respects the original nostalgia through monumental arrangements, and the impact of chapters like the Gold Saucer or the Loveless scene are so virtuosic that they manage to erase the moments of frustration caused by Chadley or the minigames. This RPG boasts a high level of production quality, AAA budget, and graphical ambition that are very rare in Japanese RPGs. The ending, by intertwining the destinies and worlds of Zack, Cloud, and Sephiroth, is a surprising stroke of genius that perfectly sets the stage for the eagerly awaited conclusion in the third installment. RATING 9.5/10
PlayStation 5
May 28, 2026
Borderlands 47
May 28, 2026
The transition to this fourth installment has resulted in an unprecedented erosion of the narrative fabric that defined the saga. The almost complete absence of Claptrap, relegated to a mere tutorial role, symbolizes the abandonment of the satirical humor that gave the franchise its soul. The new protagonists, designed with a novice aesthetic devoid of psychological nuance, fail to establish an empathetic connection. The story is not only poorly executed, but its script is insufficient to expand a lore that, while rich in potential, ends up wasted on a two-dimensional plot and an antagonist lacking any real substance, leaving the impression of a product devoid of **** implementation of a unified open world in place of the interplanetary jumps that provided freshness and biomic diversity in the previous installment has proven to be a catastrophic design flaw. This new paradigm is sabotaged by a restrictive architecture, riddled with invisible walls, inaccessible caves, and closed buildings that invalidate any attempt at organic exploration. This phenomenon devalues the rarity of legendary items, turning looting into a tedious and unrewarding task. Simultaneously, the game's currency is in a state of technical collapse, losing its function as a progression engine, while death penalties remain excessively abusive, hindering the flow of the **** technical and artistic aspects reinforce the perception of a rushed and unpolished development. The soundtrack, traditionally vibrant in the series, is conspicuously absent, limited to gunfire and failing to contribute to an immersive atmosphere. The level design is chaotic, and the fast travel system, far from streamlining gameplay, is lengthy and frustrating. Despite months having passed since its release, the persistence of bugs suggests negligence in post-launch support and a lack of commitment to the standards of a full-priced ($70 USD) **** comparison to Borderlands 3 is undeniable, a game that remains solid and popular to this day. However, here are the differences in the architecture of both games, which are mainly based on the following: In Borderlands 3, the skill trees were designed under a branching specialization concept. Each Seeker (like Zane or Amara) possessed action skills that drastically altered the gameplay loop, allowing for clearly differentiated "elemental damage," "tanking," or "crowd control" builds. In Borderlands 4, there is a homogenization of talents. The passive abilities of the new characters are mostly flat stat increases (e.g., +5% critical damage) rather than mechanical behavior modifiers, resulting in generic characters that feel interchangeable. A technical analysis of the skill trees also reveals that while in BL3 mechanical synergy defined the hero's identity, in BL4 we find a structural simplification that strips combat of its strategic **** complexity of theorycrafting has been replaced by a disappointing linearity. In previous installments, you could consult platforms like the Official Gearbox Forum to discover complex combinations of weapons and talents. In the current installment, the lack of imagination in the skill tree design prevents the already deficient legendary gear from interacting with skills in unique ways. This makes leveling up a tedious process, as there are no "moments of power" where a specific build changes the difficulty scale. Borderlands 3 introduced the ability to equip multiple skills or action modifiers that changed cooldowns and visual/mechanical effects. However, Borderlands 4 has reverted to a rigid model where action skills have poor visual impact and limited situational utility. The grappling hook isn't integrated into the skill trees as a combat tool (for example, to pull enemies in or perform aerial takedowns), relegating it to a sterile movement mechanic.BL4 boasts the most difficult platinum trophy, a difficulty that doesn't stem from a sophisticated learning curve, but rather from a deficiency in enemy scaling. Lacking skill trees that offer creative survival tools, you rely exclusively on base stats. This creates a sense of technical injustice: you die not from a lack of skill, but because the character design doesn't provide the necessary defensive layers to face a poorly balanced open-world **** conclusion, Borderlands 4 is held together solely by solid gunplay, a mechanical legacy that isn't enough to save a game riddled with inconsistencies. The technical realities experienced underscore a crisis of confidence in the industry. The game not only feels unfinished and unimaginative, but also casts a shadow over a genre that seems to have exhausted its strategies for retaining players, making this the most difficult "platinum" in the series not because of its intellectual challenge, but because of the technical frustration and weariness generated by its repetition. RATING 7/10
PlayStation 5
May 27, 2026
Mortal Kombat: Legacy Kollection9
May 27, 2026
For me, playing this collection has been like opening a time capsule straight back to my childhood in the arcades, with all the excitement and frustration that comes with it. Digital Eclipse has managed to create a true love letter to those of us who grew up trying to memorize the Fatality combos. Entering documentary mode and watching the behind-the-scenes videos, the interviews with Ed Boon, and the secrets of the digitized actors gave me goosebumps; it's a brutal nostalgic trip that completely justifies having this collection in my library. Furthermore, finally getting to play legendary rarities like the WaveNet version or reliving a Mortal Kombat 4 that runs better than ever at home is a real treat for the fan in me.However, the spell of nostalgia is somewhat broken when you pick up the controller with more competitive intentions. In the first few matches, there's a really annoying delay when pressing the buttons, that damn input lag that ruins the rhythm in a game as fast-paced as Ultimate Mortal Kombat 3. But what really broke my heart was the online mode: I went in with the excitement of fighting against people from all over the world thanks to the promised rollback, but the disconnections and stuttering turned the experience into something frustrating. On top of that, in trying to cram absolutely everything in, you end up with unplayable experiments like Special Forces, which these days feel more like a punishment than fun. It's a beautiful package for reliving the story and getting lost in its cutscenes, but if your goal is to compete online, prepare for a rather bitter pill to swallow. That duality between amazement and frustration made me reflect a lot on how our standards as gamers have aged. Rediscovering the early 3D catalog, especially the leap of faith it took to go from digitized sprites to the clunky polygons of the late nineties, is a culture shock in itself. Playing Mortal Kombat 4 in this collection today evokes a strange mix of fondness and respect. Visually, it's a product of its time (blocks of pixels dancing on the screen with stiff animations), but the technical fluidity that Digital Eclipse managed to salvage allows you to appreciate the courage Midway had back then. It wasn't easy competing against the Japanese 3D giants, and although the game was always the black sheep of the saga's evolution, having it here, accessible and running perfectly on modern hardware, feels like doing justice to an underappreciated gem of **** the other hand, the collection forces you to confront your own memories without filters or mercy. We all fondly remember afternoons spent playing on 16-bit consoles, but revisiting the Super Nintendo version of Mortal Kombat, with its infamous censorship of gray sweat instead of blood, brings a wry smile to your face. It's fascinating to see how today's online gaming exposes the flaws in mechanics we accepted without question back in the nineties, like the ruthless and cheating AI of arcade machines, originally designed to unfairly devour our coins. It reminds you that nostalgia sometimes sugarcoats games that were veritable design **** conclusion, MKLK represents the true triumph of this anthology, not so much for its lack of competitive online gaming, but for its value as a piece of entertainment heritage. It's a physical reminder of a time when video games felt more rebellious, dangerous, and mysterious; a pre-internet era where fatalities were passed down like urban legends around the schoolyard. For those of us who lived through that era, seeing the care with which the development menus and concept art have been preserved more than makes up for any technical hiccups on the servers. It's not just a compilation to pass the time on a weekend; it's an interactive historical archive that invites you to sit back, look back, and understand why that word spelled with a "K" changed the rules of pop culture forever. RATING 9/10 See less
PlayStation 5
May 22, 2026
Mixtape6
May 22, 2026
Developed by Beethoven & Dinosaur and published by Annapurna Interactive, Mixtape is a short, three-hour experience that constantly shifts between interactive adventure, visual novel, and contemplative simulator. The story revolves around three friends (Stacey, Cassandra, and Slater) during their last night together in a small town, just before their paths diverge **** developers' intention is to focus on a simple and relatable premise, steering clear of grandiose narratives or spectacular plot twists in favor of something more human and concrete. Here, the game finds its strongest identity: it functions as a collection of memories encapsulated within songs. Each significant moment in this friendship becomes a short interactive sequence, presented as if it were part of a carefully curated playlist for that final night. Music becomes the primary language of an aesthetic that constantly breaks the fourth wall, transporting you to an old hand-recorded tape in a teenage bedroom filled with posters, records, and photographs.Despite its remarkable artistic and technical polish, Mixtape suffers from a fundamental problem: it's a game localized for the population of a developed country, which creates an inevitable barrier to empathy. The game is designed by and for people who experienced adolescence in the first world (specifically, under the American model). For those who grew up in Latin America, the experience of youth in the 1990s was radically different. The dynamics of living with friends, the social environment, and even the weight of goodbyes unfold along very different paths than in the North American suburbs that the game idealizes.This distance is evident even in the technological and format gap. While the protagonist moves with complete ease in the CD era, the reality of the 1990s in Latin America was marked by a much slower transition, where cassettes and recorded radio persisted for much longer due to economic factors. While one might personally identify with the habit of wearing headphones everywhere (first with the Walkman and then the Discman), the context surrounding the characters in Mixtape feels **** game's sound design creates a similar conflict. Music is the vehicle of memory, but the selection of tracks leans towards obscure melodies and B-sides that are completely unfamiliar to the vast majority of those who try to explore the game. Although the protagonist praises these hidden gems of musical history, for the listener this can lead to a mood drop and an emotional ****'s very likely that the lack of more conventional or commercial music is due to budgetary constraints to avoid the high cost of copyrights. However, if the studio had opted for more recognizable songs from the era, the game would have acquired a much more ambitious dimension, attracting a general audience with a truly universal soundtrack that would boost sales. In the end, the emotional tone they try to create doesn't achieve the universality they intend. Visually, the title presents a curious identity conflict. Although the story is chronologically set among teenagers in the 1990s, the aesthetic approach relies heavily on distinctly 1980s iconography. This clash of neon lights and synthesizers reveals that we are dealing with a superficial, nostalgic idealization of the era, rather than a faithful recreation of the time.This same superficiality damages the plot. Lacking profound dilemmas, the story is reduced to the insignificant and predictable problems of privileged young people in a small town. Having to tolerate these adolescent behaviors so often seen in American cinema, without any exploration of more human or heartbreaking nuances, makes the story one of the most basic, bland, and mediocre ever seen in the interactive **** conclusion, Mixtape leaves me with a bittersweet taste. It's an artistically successful work; it's beautiful, unpretentious in its format, and executed with impeccable visual design. However, its effort falls short. It lacks the substance and spirit necessary to move those of us who don't share that inherited nostalgia from the developed world, demonstrating that great visual packaging can't compensate for a story lacking soul and depth. RATING 6.5/10
PlayStation 5
May 14, 2026
Sonic Racing: CrossWorlds9
May 14, 2026
Wow, what a knockout punch SEGA has delivered, giving a masterclass in exactly how to build a next-generation racing game. This title doesn't just compete with, it blows away everything I've seen in Mario Kart so far! Sonic Racing: CrossWorlds is a true masterclass in pure speed. Compared to this, any other kart game you find on the market today looks like it's just cruising around a schoolyard with the handbrake on and the engine sputtering. Sega has finally hit the nail on the head, focusing on what made this franchise legendary since the nineties: that visceral, unfiltered drive, but amplifying it tenfold thanks to a multidimensional track system that's absolutely insane. Here, you don't win by getting lucky with an item box on the last lap; you win because your reflexes are out of this world.What I loved most is how the environments change. It's not just a pretty visual effect for a photo. Going from racing through a futuristic city, with its dirty, rain-slicked asphalt where you feel every skid, to suddenly jumping into ancient, gravity-defying ruins mid-race, completely changes the game. The physics transform, forcing you to master drift lines if you don't want to end up smashed into a wall while trying to keep up. The sense of scale is simply astonishing. Each character feels unique, with a weight and responsiveness specifically tuned for high-performance gameplay. When you floor it through a tight corner at 300 kilometers per hour and the soundtrack explodes with that energetic synth-rock, the adrenaline rush is so real you won't find it anywhere ****'s greatly appreciated that they didn't waste time filling the game with an empty and boring "open world" that's only good for wandering around. Here, the tracks are so packed with content, impossible shortcuts, hidden paths, and breathtaking verticality, that even after ten hours you're still discovering new routes you didn't even know existed. It has that classic arcade feel, that rebellious "attitude" the genre had lost long ago. It proves that you don't need to play it safe or be politically correct in your design to succeed. It's not a corporate tech demo designed in a drab office to be "meditative" or so "accessible" that it ends up being bland. It's a celebration of skill and top speed.What's more, the game is incredibly comprehensive. Vehicle customization is incredibly deep, allowing you to tweak every detail so your car suits your style. And get this: the online mode is fantastic. I've played in lobbies full of twenty people, and the fluidity is incredible, with no trace of lag, something that puts the direct competition to shame. If you're truly passionate about the thrill of the chase and looking for a title that respects your talent for handling breakneck speeds, this is the only game that will matter in 2026.I myself started playing expecting just a fun time with karts, and I found myself with one of the most exciting experiences of the year, without a doubt. The speed perfectly captures the essence of Sonic: fast, chaotic, and vibrant. The tracks are a showcase of creativity, constantly throwing surprises your way. Just when you think you've mastered a circuit, the game teleports you to another world or changes the mechanics, and you have to learn to play all over again. It's so addictive that you log in for a quick race, and before you know it, it's three in the morning because you're obsessed with shaving a second off your best time or finding that secret shortcut. The presentation is the icing on the cake: colorful graphics, tons of personality, and music that gets you pumped up from the very first **** conclusion, SRCW is an arcade racing extravaganza that reminded me why I love video games: for the challenge, the joy of improving, and that rush of winning an impossible race at the last second. Although the drifting system is demanding and requires practice, and sometimes bad luck can play tricks on you with a multi-car crash that sends you to the back of the pack, the fun is so immense that you forgive everything. The inclusion of other iconic characters from the gaming world spices up the experience, and its soundtrack is one that will burn into your brain—it's a perfect 10, even mixing songs from Persona 5 and Yakuza in a single race; you're in control, you decide, and you program your melodic path. SEGA is finally at its peak, and this game is, quite simply, a gem that no one should miss. RATING 9/10
PlayStation 5
May 10, 2026
SAROS9
May 10, 2026
After dedicating a considerable number of hours to it, I can say that SAROS is an undisputed Game of the Year contender. It's a title that holds nothing back: it takes full advantage of the PS5 Pro's hardware and showcases the full potential of the console and the DualSense controller. Graphically, it's a stunning visual spectacle, but it's the sound design and atmosphere that truly captivate you, contributing to a total immersion that few games achieve. It's definitely a AAA title in every sense of the word.I had the opportunity to get the platinum trophy for Returnal (a task that took me about 70 hours due to the random collectibles), so my expectations for SAROS were incredibly high. After 42 hours of gameplay, I've also achieved the platinum here, and the experience has been a beautiful journey with addictive combat that keeps you **** combat in SAROS is impeccable. It's clear that the developers have taken the solid foundation of Returnal and perfected it to unimaginable levels. Although the learning curve is steep, once you get the hang of it, the satisfaction is absolute. The game offers an excellent risk/reward system that adds an extra layer of strategy when planning your routes. And while it's a challenging title, each playthrough leaves you feeling stronger and better prepared; you never feel like you've wasted your time if you die, because the permanent progression is so well integrated.A key difference from its predecessor is the usability of the arsenal. In Returnal, I used to stick to the starting pistol or a couple of other weapons. In SAROS, every weapon is viable and feels great. You quickly get used to half-pressing L2 for the secondary fire and you're ready for action. There are weapons, like the Eruptor Launcher, whose secondary fire simply melts enemies. The encounters with the eight bosses are epic, with more spectacular and interesting attacks to dodge, elevating the overall quality of the **** haptic feedback and 3D audio in this game are unmatched by other PlayStation titles. They intensify every sensation, from the graze of a projectile to the impact of your abilities. Activating your reflexes is a constant, pushing you to your physical limits.I loved the new mechanics like the Corruption Shield, vital in boss fights when your health is low. But what truly changes the game is blocking. Unlike Returnal, which sometimes forced you to retreat and dodge, here you can practically pass through any enemy attack and always stay on the offensive. It's an addictive cycle: you absorb attacks, accumulate power, and unleash it, inflicting massive damage. It feels like playing Doom Eternal because of the number of systems you have to manage, but the game is very clear and never **** everything is perfect in Saros. Arjun's story in Carcosa is interesting, and the cinematic scenes are magnificent, but the additional characters seem completely unnecessary to me. They are bland, generic, and seem to be there only to deliver dialogue that forces the plot forward. Returnal handled narrative much better through the environment and silence. If they removed the NPCs and their dialogue, the game would probably improve; they feel like an obstacle to getting back to the gameplay.Also, I think it lacked an area in the central base to help you test your weapons and secondary attacks, to get in tune before venturing into the hostile world. There are so many weapons, and you can create different combinations; a training area wouldn't have been a bad **** conclusion, SAROS is a bold evolution for Housemarque. It's repetitive by nature, like any roguelike, but the ability to jump to different biomes once you've mastered them prevents it from becoming tedious. However, casual players shouldn't be fooled: the game isn't "accessible." It's still incredibly difficult. You'll spend 30 to 40 minutes on a level only to die to a boss and return to the starting point. There are no checkpoints, and that lack of margin for error is the essence of the experience. If you didn't enjoy that cycle in the past, SAROS won't change your mind, but if you're looking for a polished and exciting challenge, this is your game. My verdict is that it's a game only for those seeking a true challenge. RATING 9/10
PlayStation 5
Apr 13, 2026
Fatal Frame II: Crimson Butterfly REMAKE9
Apr 13, 2026
The long-awaited return of a cult classic has finally arrived. Fatal Frame 2: Crimson Butterfly (or Project Zero 2 for those in the know) is more than just a video game; it's a survival horror experience that draws its purest essence from the depths of Japanese folklore. The story immerses us in the tragedy of twin sisters Mio and Mayu Amakura, who, while visiting a forest from their childhood destined to disappear beneath the waters of a dam, become trapped in a temporal limbo. Mayu, whose limp is a constant reminder of a past accident and the guilt that gnaws at Mio, is seduced by a mysterious crimson butterfly. This leads them to Minakami Village, a town erased from the map that survives in an eternal **** highlight of this installment is undoubtedly its atmosphere. Fatal Frame 2 reigns supreme as the "master of atmosphere," orchestrating scenarios that are not only oppressive but also possess a hierarchical structure that builds toward extreme terror. It's not just about seeing the darkness, but about feeling that the darkness is watching you. The Lost Village feels oppressive, claustrophobic, and charged with a festering energy.This formula is perfected with masterful sound. The use of 3D audio in this remake makes headsets a contractual obligation: the whispers that brush against your neck and the creaking of old wood are tools designed to shatter the player's mental stability. It is, undeniably, the best title of the original PS2 trilogy, elevating the tragic and poetic story of the twins to a plane that borders on the macabre and satanic from a Western perspective. The ghosts here are not mere obstacles; they are vessels of harrowing lore, specters whose disturbing designs tell their own agony before you can even frame them with your lens.This remake goes far beyond a simple visual facelift. The implementation of the third-person, over-the-shoulder camera revolutionizes immersion, allowing us to experience every corner of the abandoned houses more viscerally. A key improvement is the mechanic of holding Mayu's hand; besides being a gesture laden with symbolism, it solves the AI problems of the original game, making escape sequences fluid and tense, eliminating unnecessary **** narrative is strengthened by the inclusion of new endings, bringing the total to six. These new routes add real substance to the true ending, offering answers that fans have sought for decades. However, not everything is perfect in modern times. There is a legitimate complaint regarding the visuals: although the graphics are powerful, the current facial expressions lack the poignant emotion conveyed by the PS2 models. The absence of facial scanning of real actresses makes the protagonists feel, at times, more lifeless than their counterparts from twenty years ago, diminishing the player's emotional connection during moments of greatest **** can't talk about Fatal Frame without its heart: the Camera Obscura. This device is the definitive differentiating element within the genre. Performing exorcisms through photography is a mechanic that forces you to confront directly what you wish to flee from. Mastering the technical terminology (framing, shutter release timing, film types) is vital to surviving bosses and enemies in general. It's a mechanic that can't be explained in words; it's a dance of panic and precision that must be **** conclusion, Fatal Frame 2: Crimson Butterfly is the pinnacle of psychological horror. It's the perfect balance between tense gameplay and a narrative that grips you and doesn't let go. The Crimson Ritual and the Fate of the Twins manage to terrify and move in equal measure, setting the gold standard for modern Japanese horror. It's an essential experience where atmosphere dominates over action, creating a product with a seductive darkness and a 100% emotional universe unlike any other work. RATING 9.5/10
PlayStation 5
Apr 10, 2026
Wo Long: Fallen Dynasty7
Apr 10, 2026
Wo Long: Fallen Dynasty is a game that delivers a frenetic action experience. While it manages to capture an electric immediacy in its combat, it falls dangerously short in its attempt to offer a solid structure. What I found can be summarized as a work that shines on the surface thanks to its pace, but lacks the necessary depth to stand the test of time as a benchmark of the **** core of the experience is undoubtedly its parry-based combat system. It's fast, visually stimulating, and, at times, satisfying. However, by focusing almost all the gameplay on this single mechanic, the system loses the weight, precision, and technical depth one would expect from a great action RPG. The game's potential has been sacrificed to simplification: the flow of battles is reduced to a monotonous cycle of deflecting attacks to accumulate spirit, executing martial arts, and delivering a fatal blow. The lack of true combos, transformations, or the ability to freely reassign skills to weapons drastically limits creative **** of the most serious problems is its structural stagnation. Exploration, which should be a source of wonder, quickly becomes predictable due to overly conservative level design and an enemy variety that runs out long before the campaign. The atmosphere of mystery and intricate mythology that usually envelops these worlds is almost nonexistent. The narrative is merely utilitarian, a backdrop populated by characters who appear and disappear without generating an ounce of empathy or emotional connection, existing only to drive the gameplay.This lack of refinement reaches its lowest point in the design of the main antagonist, who stands out as one of the worst-developed villains I've ever seen in the genre. His construction is frustrating and artificial: the constant use of teleportation and the ability to inflict chaotic damage within the narrative in the blink of an eye break the flow of the storyline, leaving a profound sense of disappointment at the story's climax.Paradoxically, while the combat system can be more entertaining and dynamic than other, slower-paced titles, the game conveys a sense of emptiness, a lack of ambition. From the bland user interface to the sound effects and the limited enemy variety, everything seems a step below other games, although graphically it's adequate, with a very acceptable visual presentation. It is, in essence, a surprisingly accessible title; once you master the timing of the dodge, the challenge vanishes, allowing you to defeat most bosses on your first **** conclusion, Wo Long: Fallen Dynasty is a straightforward and functional action experience, ideal for those looking for simple combat or to enjoy the campaign. However, for someone more demanding, or looking for progression with real layers of customization and a world that invites you to get lost in its story, the game falls short of its potential: fun, but far from exceptional. RATING 7/10
PlayStation 5
Mar 17, 2026
Code Vein II7
Mar 17, 2026
Following the huge surprise that was the first Code Vein, we now have the new title, Code Vein II, presented as a standalone sequel that not only expands the universe of its predecessor but also introduces a complete overhaul of its core gameplay through time travel mechanics. From a design perspective, the title attempts an ambitious synthesis: maintaining Bandai Namco's anime aesthetic while transitioning from the linear corridors of the first game to an open-world structure inspired by the architecture of Elden Ring. The result is a polarizing experience, capable of both dazzling with its narrative expansion and infuriating purists of the first **** of the first things that stands out is the depth of customization; you have many tools to make your character the ideal person with whom you want to embark on this adventure. Code Vein 2 has achieved a quantitative and qualitative evolution in its progression system, diversifying the arsenal more rigorously with light, heavy, and alternative weapons, and featuring attack patterns that surpass the technical complexity of the first installment. This, in turn, presupposes a clear tension in the combat philosophy. For less experienced players, the game positions itself as one of the most accessible Souls games, provided a technically viable build is managed. However, for veterans of the first Code Vein, this openness will represent a shift towards the Western market, sacrificing technical rigor for a style closer to open-world hack and **** transition to an open world has demanded poor graphical compromises. Frankly, it's a game with PS3-level graphics, but in HD. The developers' work is very poor; in fact, the cel-shading tries to blend seamlessly into real-world environments, resulting in a sense of a lack of integration between the two planes. Where they have significantly improved compared to the first game is in the writing. The characters are endearing and well-written, avoiding empty clichés. The use of time travel cleverly expands the universe, and the "True Ending" remains an epic challenge that perfectly concludes the narrative arc. Regarding fan service: it's still present but more restrained, a point some will appreciate for its maturity and others will criticize for feeling the influence of a "woke" fanbase softening the anime style. The title presents a substantial challenge for all of us who love the open world of Elden Ring, as it has an estimated 50 hours to reach the credits. The narrative structure relies on multiple endings, with the "True Ending" being the most demanding and satisfying, culminating in a final confrontation that coherently concludes the protagonist's **** music of Code Vein 2 is a true reflection of its identity crisis: brilliant in its narrative but diluted in its gameplay. In the cutscenes, the score reaches its peak, employing anime-gothic compositions that masterfully underscore the emotional weight of well-written characters, making the climax of the "true ending" an epic sonic experience.However, this brilliance fades in the open world. The transition to vaster environments has brought with it ambient music that feels generic and repetitive, losing the atmospheric oppression that defined the first game. This problem is exacerbated by the reuse of bosses, conveying that fighting the same enemy for the third time with the same musical theme reinforces the feeling of a lack of technical polish. In the end, the soundtrack feels tame, sacrificing the aggression of its roots as a God Eater spin-off in favor of a more conventional epic that, while functional, lacks the soul and risk of the **** conclusion, Code Vein II is a work of stark contrasts. While its narrative, characters, and build variety surpass the first installment, its technical execution and shift towards more generic action have created a rift among its most loyal fans. It's a game that shines in its world-building, but still requires systemic refinement to reach the excellence its universe promises. It's a brave but uneven sequel; its well-crafted cinematics and deep systems are positive aspects, but it stumbles in its graphics and suffers from an identity crisis that could alienate those seeking the rigor of pure Souls gameplay. It's a worthwhile 50-hour journey, but one that demands patience and an open mind to change. The game's greatest strength lies in its writing, with memorable and well-developed characters, and a highly satisfying ending. RATING 7.5/10
PlayStation 5
Mar 17, 2026
Venba6
Mar 17, 2026
I want to emphasize that Venba is not just a cooking simulator; it's a portrait of a family trying to stay together as they cross oceans. The game immerses us in a nostalgic loop where recreating Indian recipes is the only way to preserve a cultural heritage that seems to be fading with each time jump. Although the experience barely exceeds an hour, it manages to convey a raw and unique perspective on migration: the conflict of parents who fear losing their children's language and a son struggling to find his place between two **** heart of the game lies in its damaged recipe book. Here, cooking is an emotional puzzle; you have to deduce and think for yourself, which is a brilliant metaphor for how an immigrant must rebuild their identity from missing pieces. However, this connection feels disrupted by overly abrupt narrative ellipses. We jump from youth to old age in the blink of an eye, leaving the feeling that the story is somewhat superficial and that we lack the time to deeply empathize with the characters before the clock ticks **** conclusion, Venba is a game that feels sincere, and despite its charming visual aesthetic, the balance between gameplay and story is questionable. With 80% narrative and barely 20% interactivity, it sometimes feels like a visual novel with random clicks as filler. The language barrier (conversational English is key) and a very specific soundtrack might put some players off, but the message about miscommunication and the importance of calling home resonates powerfully. It's a short title, perhaps too short, that only scratches the surface of what could have been a masterpiece about displacement, but it still manages to leave you with a lump in your throat... and a huge hunger. RATING 6.5/10
PlayStation 5
Mar 12, 2026
Resident Evil Requiem9
Mar 12, 2026
I've followed the evolution of this franchise since the 90s, how could I forget? When I was a teenager venturing into Raccoon City in the terrifying RE2, my first encounter with Leon was so human that his character was forever etched in my memory. Undoubtedly, it fills me with pride to have evolved alongside this franchise for 30 years, which seem to fly by. Each new installment offers the possibility of new ideas, unique moments, and the continuation of the characters' stories and a world that fans have adored for so long. The ninth installment of the Resident Evil saga is finally here, and narratively, it sets a historically significant precedent, achieving the organic unification of the various facets that the franchise has given us. Through a structure that alternates atmospheric vulnerability with tactical action, the title proposes a significant evolution of the genre, modifying the action presented in the fifth and sixth installments into one that transports you to more agonizing sensations, without abandoning progression as its systematic epicenter. The initial section in Rhodes Hill, starring Grace, recaptures the essence of early survival horror; the level design encourages meticulous exploration where tension arises from resource scarcity and the resolution of complex puzzles, establishing a perfect correlation with the character's biological **** game's dynamism reaches its peak with the introduction of Leon S. Kennedy, whose gameplay represents the definitive technical refinement of the standards established in the fourth installment, or at least emulates Remake 2. This system not only increases the pace but also introduces mechanics of unprecedented tactical depth that transform combat into a performance of precision. The parry system, executed with a repairable axe, transcends its function as an emergency resource to become a strategic management tool. Unlike its predecessors, where parrying could be perceived as a contingency plan, here a durability limit is implemented to prevent abuse of the mechanic, requiring you to retreat for repairs. The inclusion of variations such as the hidden weapon block (a contextual finisher with high execution) and the perfect block, which can enable critical finishers against high-resistance enemies, rewards technical skill. While in previous installments certain transformable enemies were tedious due to their passive resistance, Resident Evil 9's design offers skill-based solutions, allowing you to defeat threats in a single blow if you master the timing of your counterattack.From a technical and aesthetic perspective, the game represents the absolute maturity of the RE Engine. The implementation of a semi-open world structure in Raccoon City constitutes a functional act of nostalgia; The depiction of a post-bombing city, characterized by a desolate color palette of grays and browns, is enhanced by the maximum level of detail, thanks to the high resolution. Likewise, the flexibility of the dual perspective (allowing switching between first and third person with indistinguishable implementation quality) ensures an experience tailored to each player's preference without sacrificing visual coherence. The animations, especially the shotgun reload sequences, reach levels of photorealism comparable to the industry's leading titles (The Last of Us Part II or Red Dead Redemption 2). Surprisingly, this visual impact does not compromise performance; the optimized code allows for exceptional frame rate stability, eliminating chronic issues of the series such as shader stuttering and screen **** conclusion, RE Requiem narratively opts for an intimate approach by focusing on a small cast, which facilitates greater depth of characterization. The actress's portrayal of Grace imbues the story with a unique essence, shedding the franchise's usual conventions to deliver a raw and organic performance. The script masterfully balances Grace's development with Leon's mentor role, who, while maintaining his iconic personality and witty one-liners, serves as the necessary anchor for solving the mystery of the Elpis virus. The resolution of a classic character arc and the tying up of long-standing mysteries act as catalysts that redefine the saga's universe. Resident Evil 9 is not only a celebration of its own legacy across three decades, but also a benchmark of technical and design excellence that guarantees the future relevance of the intellectual property. Highly recommended. RATING 9.5/10
PlayStation 5
Mar 10, 2026
Neva6
Mar 10, 2026
My experience with Neva has been somewhat disappointing. This game, Nomada Studio's second work, confronts me with a phenomenon of aesthetic overwhelm: a saturation of visual beauty that, paradoxically, ends up stripping the title of its experimental weight. While its predecessor, GRIS, operated under a concept of abstraction that allowed you to project your own grief, Neva attempts to expand its language by adding combat systems and a more explicit narrative, resulting in what we could call a dissonance between cinematic intention and mechanical execution. It excessively borrows from, and I dare say plagiarizes, the works of Hayao Miyazaki, specifically Spirited Away and Princess Mononoke, using the Faceless Ones as common enemies throughout the **** of the pillars of discontent lies in the handling of the camera angle. Often, the "art" resides in the director's or developer's ability to orchestrate the framing as if it were a manga or a film. In Neva, the use of zoom is not only an aesthetic tool but also a device of power; however, by introducing abundant combat mechanics, this auteur camera is forced to sacrifice the intimacy of detail for the functionality of the arena. The focus is lost on the protagonist's facial expression or shoulder in favor of a perspective that must encompass the threat, breaking the immersion in that personal mini-movie you expect to **** Neva, the implementation of combat feels like an unnecessary intrusion. By giving the protagonist a basic moveset (a three-hit combo, a dodge, and using the wolf as a projectile), the game shifts its center of gravity from contemplation to generic action. The criticism here is clear: when the number of encounters exceeds the depth of the gameplay system, the pacing becomes stale. The lack of a real learning curve or a sense of tangible progress (given the parallel evolution of the enemies) turns what should be an epic struggle for survival into a monotonous task that diminishes the grandeur of the environments.From a narrative standpoint, Neva fails to imbue its images with meaning. While the world is presented as a snapshot of natural decay corrupted by a grim plague, the lack of semiotic anchors prevents you from drawing parallels with reality (be it industrialization, disease, or the life cycle). The enemies, humanoid beings who pray to incomprehensible deities, exist in an interpretive limbo where evil is simply something that harms nature because the script dictates it. This thematic vagueness culminates in a circular epilogue where the death of the deity lacks cathartic weight, leaving a feeling of emptiness: beauty is present, but the soul of the work has been diluted in a superficial interpretation of "nature good, plague bad."In conclusion, Neva presents itself as an impeccable work of art, but one lacking emotional resonance. Beauty alone cannot sustain a short experience if it conveys alienation through simplistic mechanics and diffuse symbolism. It's a clash between a studio that has mastered the aesthetics of the image and one that still struggles to integrate interactivity as a profound narrative language. A sense of boredom is ever-present during the first hour, a tedious repetition that, while simultaneously acknowledging the notes and characters of Hayao Miyazaki's aforementioned works, intruded upon a feeling of unoriginality. RATING: 6/10
PlayStation 5
Mar 6, 2026
Battlefield 69
Mar 6, 2026
After years of uncertainty, Battlefield 6 has finally arrived. It's the definitive answer for those of us seeking an immersive military action experience that moves away from overly rigid simulation, while maintaining the tactical depth that only DICE can deliver. This is the most solid and cohesive installment in the series in over a decade, surpassing the bar set by Battlefield 1 and restoring the franchise's lost **** of the most astonishing aspects of this release is its technical optimization. This is a product that doesn't come broken or lacking in content; Battlefield 6 shines with its stability and its ability to render massive environments with impeccable fluidity. Visually, it's a next-generation powerhouse: the lighting is sublime, and the ambient effects create a cinematic atmosphere that, combined with phenomenal sound design (winner of Game of the Year 2025), gives every explosion and every dropped shell casing a unique sensory richness. The gunplay is, quite simply, the best it's been in years: precise, satisfying, and with a rewarding progression that isn't intrusive for **** return to the series' roots is palpable in the class system and customization, but it reaches a new dimension with the expansive battles. This scale allows "Battlefield moments" (those instants of dynamic destruction and vehicular chaos) to occur with organic frequency. Vehicle handling feels expert, seamlessly integrating into the battlefield without disrupting the infantry experience. Furthermore, the emphasis on teamwork through a polished squad system ensures that every victory feels like a collective achievement, not just a sum of individual efforts. Even the inclusion of modes like Battle Royale (under the name RedSec) and the Portal platform demonstrates an ambition to offer content for all types of players, from the veteran who longs for the past to the modern gamer seeking new ways to compete.However, the technical excellence doesn't mask certain questionable decisions. It's difficult to ignore the blatant attempt at monetization in a title that already costs $70; a constant source of friction for the consumer, only mitigated by a generous roadmap of free quarterly content. On the other hand, map design remains the game's Achilles' heel. While scenarios like Firestorm and Liberation Peak are masterpieces of verticality and combat flow, the rest of the catalog feels mediocre and lacking in character. The intensity of iconic maps like Operation Metro or Scar of San Quentin is sorely missed, as they would have been a perfect fit for this game. Finally, the campaign fulfills its purpose of providing a break from multiplayer. Its narrative, which adheres to the game's overall events, helps create an explosive and spectacular effect when completing each mission. It works quite well, serving as an extended tutorial that evokes all the knowledge acquired from multiplayer and expands upon it if you haven't yet discovered it. It's a cinematic experience, very well told, with moments that will be remembered for years to **** conclusion, Battlefield 6 is a spectacular shooter that has listened to its community. Ignoring the external noise and cynicism of certain sectors, the game positions itself as the gold standard for large-scale warfare. It's brutal, it's technical, and above all, it's fun. If DICE continues to nurture this solid foundation with better maps and refine tools like the server browser, there's no doubt that this will be remembered as the turning point that saved the franchise. RATING 9/10
PlayStation 5
Feb 16, 2026
Tormented Souls7
Feb 16, 2026
Tormented Souls, the work of the Chilean studio Dual Effect, presents itself as a video game, adding a new dimension to digital archaeology. Analyzing the diverse perspectives of those of us who have walked its halls, a clear conclusion emerges: the game is a love letter, sometimes excessively faithful, to the golden age of survival horror (1996-2002).Before beginning this review, it is imperative to recognize the value of this Latin American production. Under Chilean direction, the studio has achieved what many higher-budget projects fail to accomplish: the capture of an atmosphere. The game not only imitates the fixed camera angles and chiaroscuro lighting of references like Resident Evil or Silent Hill, but uses them to evoke a sense of childlike vulnerability and primal terror. The music and level design are not mere coincidence; These are narrative elements that transport the player to an era where fear stemmed from the unseen.Tormented Souls begins with its protagonist, Caroline Walker, who receives a mysterious envelope containing a photograph of twin girls (Anna and Emma). A connection to these girls triggers a migraine, and after some initial cinematic events, you awaken in a bathtub, naked and connected to a medical machine. Looking in a mirror, you discover that one of your eyes has been removed. Thus begins the macabre game.Tormented Souls unfolds and its controls emulate the early Resident Evil games, with a fixed camera and fixed points that cannot be manipulated. This can lead to highly complex puzzles to solve. While the difficulty is an incentive that encourages "deep conceptualization," there is a fine line between intellectual challenge and logical ambiguity. There are mathematical and conceptual puzzles reminiscent of the density of classic games, and other puzzles that lack a coherent structure, forcing you to resort to external solutions that, even after being revealed, feel arbitrary. This "lack of experience" in game design can diminish the fluidity of the narrative. Tormented Souls, drawing inspiration from Silent Hill, features clunky melee combat, and the animations of the protagonist, Caroline Walker, also suddenly leave much to be desired. However, within the context of spiritual survival horror, this rigidity (including the tank controls) is a deliberate design choice. The wandering breaks the visual immersion and reinforces the avatar's vulnerability. Nevertheless, it's undeniable that the mediocre dialogue and the scarcity of final cutscenes detract emotionally from a story that, while interesting, feels constrained by its own reverential respect for the **** biggest point of friction lies in the save system, limited by consumables. Here, a battle rages between two philosophies: The purist vision, resulting from limited saves that generate real tension and consequences for mistakes; and the modern vision, representing an anachronistic system that adds no strategic difficulty but punishes external factors (lack of time, technical failures) and alienates the contemporary player. I believe the lack of a minimal autosave system or more balanced ammunition management suggests that the balance between "homage" and "frustration" isn't always successfully **** conclusion, Tormented Souls is an impeccable yet imperfect ode. It triumphs masterfully in recreating a lost atmosphere but stumbles by inheriting design flaws that the industry has already overcome. It's a must-play for genre enthusiasts seeking a "spiritual" experience, provided they're willing to sacrifice modern conveniences on the altar of nostalgia. RATING 7/10
PlayStation 5
Feb 15, 2026
Donkey Kong Bananza8
Feb 15, 2026
I've finally finished the highly acclaimed Donkey Kong Bananza for the Nintendo Switch 2, and the feeling after reaching the credits is one of internal conflict. DKB presents itself not only as a return, but as a 3D platformer with a sandbox identity that desperately seeks to fill the void left by Super Mario Odyssey. At first glance, the game is an undeniable technical triumph: the controls are intuitive, immediate, and perfectly legible, allowing any player to immerse themselves in the action seamlessly from the very first second.Visually, the generational leap is not just a promise, but a palpable reality. The fur textures in 4K resolution and a top-notch global illumination system create an immersive atmosphere. This graphical power, combined with an exceptional soundtrack of remixed classics that appeal to Rare's nostalgia, offers an initial immersion that's hard to match. Despite the considerable effort, it has two noticeable weaknesses: the first is performance, with frequent framerate drops due to the saturation of elements on screen; the second is the camera. While you're destroying the level's subterranean surface, you often lose your bearings, the camera goes haywire, and you won't return to "normal" until you leave that area. They tried to address this issue by adding a "wormhole" layer, but it frequently becomes misaligned, creating confusion about time and space. What is commendable, however, is the minimalist HUD, which doesn't obstruct the view of the lush **** star mechanic, "Banana Mode," is the heart of the show. By collecting enough bananas, DK enters a visually stunning state of speed and invincibility, transforming the stage into a whirlwind of particle effects and motion blur. For the first 45 minutes, this frenetic pace captivates everyone, giving the impression that the platforming genre has evolved. Even Donkey Kong's new design—more stylized, expressive, and "less animalistic"—feels refreshing, moving away from the clunkiness of previous installments and transforming him into a modern action hero.However, beneath this gleaming layer of technical polish, the experience begins to fade alarmingly. Despite boasting an excellent moveset, including well-calculated momentum and precision jumps, the level design offers no real opportunities to exploit it. Where Odyssey shone with ingenious 2D sections that broke the monotony, Bananza offers segments that feel like soulless, impromptu demos. The spaces are vast but empty, and interaction with the environment is often limited to aesthetic destruction with no gameplay consequences.Progression is severely hampered by a poorly balanced internal economy. There are so many bananas that the skill tree becomes irrelevant within a couple of hours. Since almost everything can be unlocked from the start, the sense of progression disappears, and the player's decisions lose their strategic weight. The same goes for the collectibles; the idea of linking fossils to useful tools is good in theory, but the execution becomes predictable and repetitive. You end up collecting items not out of curiosity or challenge, but out of an almost mechanical **** veteran players coming from Retro Studios' gems, the game can feel aggressively monotonous. Unlike the overflowing creativity and "living" levels of Tropical Freeze, here the design seems to have fallen victim to "copy and paste." Enemy patterns are identical, and platforming challenges are constantly recycled under different visual skins, but with the same logical **** narrative also fails to elevate the whole. While functional for a younger audience, more demanding players will find the story flat and lacking the nuances of the SNES era. The inclusion of characters like "Little Pauline" is inexplicable and, for many, genuinely annoying due to her constant tutorial interruptions. The decision to set the game in a "Hollow Earth" filled with generic biomes feels like a missed opportunity: a linear structure disguised as an open world that lacks momentum and interesting puzzles, where the difficulty is mostly low and forgiving, only to jump to an exasperating and artificial difficulty spike in the final boss fight. CALIF. 8/10
Nintendo Switch 2
Feb 14, 2026
Granblue Fantasy Versus: Rising8
Feb 14, 2026
Ever since I experienced Granblue Fantasy Relink, this fighting game has always intrigued me, and it certainly wasn't a disappointment. It was a total success on my part, as it expands the lore I knew from the base game and also helped introduce me to the DNA of Arc System Works, established masters of the fighting game genre. Here is my analysis of Granblue Fantasy Versus: Rising. This game can be categorized as a conceptual dichotomy: presenting itself as a sequel, although its intrinsic characteristics suggest a definitive version or incremental update. This leads to the game's continued existence for many years, since the decision basically rests on adapting it for the current generation of consoles. GBFVR stands out primarily for its audiovisual excellence. The character design, art direction, and soundtrack maintain the high-quality standard characteristic of the franchise. A significant investment in the sound design is evident, given the depth of the voice acting and the overall quality that the game exudes. One could point out an excess of detail in the cosmetic customization and daily loyalty mechanics, which makes the product's shell highly recommendable from the **** progression system is quite satisfying, as it offers daily and weekly missions that you complete relatively easily and that help you acquire experience and currency (rupees) to buy various colors, weapon skins, photos, music, and much more. This keeps you hooked on the game while simultaneously pushing you out of your comfort zone and thus progressively improving your combat **** narrative of GBFVR, although it has a sophisticated visual presentation, conveys its drama through a drama-like style, lacking expressiveness. It would have been ideal to include fragments of the original anime and offer a more interesting and conventional plot. Therefore, the story mode is relegated to something acceptable, but its density and added cinematics would have enhanced the overall experience. The combat in GBFVR is the game's strongest aspect. The controls are easy to understand but difficult to master, pushing players to unleash their full potential to achieve victory, especially in online mode. At this stage of the game, 90% of players are at the Master level or higher, making it rare to find fighters of a lower level or equivalent to yours. You need to reach level 50 for one of the trophies, making it a task requiring perseverance, discipline, and optimal learning to win these matches. Along my journey, I encountered ridiculously powerful (overpowered) players whom I had no chance against. However, I also met a Korean player who used random characters to avoid choosing his master character, since everyone has their "master" character and never changes it. I feel privileged to have met this player, and we had epic ranked matches where many people came to watch. This provided valuable feedback and energized the game. The battles were incredibly improvisational, and the wins and losses they generated kept the balance even. I learned a lot from **** the battles, there are powers that are charged with the classic bars, called Celestial Arcana. These attacks are the icing on the cake, spectacular, followed by a cinematic that leaves everyone speechless, the final blow that everyone wants to land on their **** conclusion, Granblue Fantasy Versus: Rising is a work of great technical quality, with impeccable art direction and breathtaking combat cinematics. It is highly recommended for players looking for an accessible combat system and refined aesthetics. The online mode is highly competitive and requires a decent level of experience to win. It has a friendly community that exudes good vibes and where respect and cordiality are always present. However, as with any game with a global online presence, it has the classic bully who has no mercy on you. I consider this game an essential fighting game. If you think that playing Street Fighter, King of Fighters, or Mortal Kombat has seen and felt everything, let me tell you, you're mistaken and you urgently need to play this game. Rating: 8.5/10
PlayStation 5
Feb 5, 2026
Sonic Origins Plus8
Feb 5, 2026
The video game industry constantly faces the dilemma of digital preservation versus commercial profitability. Sonic Origins is a compilation of retro titles that seeks to recreate the pure retro experience, adding the gameplay of the 16-bit era to contemporary hardware. Through the Retro Engine, this collection transcends conventional emulation to offer a native interpretation of the **** of the most significant achievements of this release is the implementation of Anniversary Mode. Unlike previous re-releases that forced the image or used side borders to maintain the 4:3 aspect ratio, Origins reconstructs the levels to allow for an expanded peripheral view. Another achievement is the impact on gameplay, modifying not only the aesthetics but also altering the game's mechanics, allowing you to anticipate obstacles at high speeds, thus mitigating the "leap of faith" that characterized the original **** replacement of the "Lives" system with a token-based economy represents a necessary evolution towards casual gaming without sacrificing challenge. The ability to use medals to replay Chaos Emerald levels eliminates the punitive frustration of the 90s. This transforms the experience into a continuous learning flow, where mistakes are a stepping stone to mastery, not a reason for a complete **** inclusion of previously unseen animation sequences produced by Powerhouse Animation acts as a connective tissue, lending narrative coherence to a chronology that was originally fragmented. Furthermore, the Digital Museum serves as a historical archive, preserving digitized manuals from all regions where the blue hedgehog was released, scores and concept art from the creative process, and sound material that allows for a comparative study of the evolution of audio ****'s worth mentioning that there are some changes to the soundtrack; these changes seem to indicate copyright issues, however, the sacrifice is accepted in order to ensure the work's permanence. Furthermore, the integration of the Game Gear versions into the Plus edition broadens the scope of the catalog, offering a holistic view of Sonic's presence on portable **** conclusion, Sonic Origins positions itself as the definitive edition for an in-depth introduction to and enjoyment of the 2D platformer. Despite the initial friction I experienced regarding its monetization model, I eventually understood that its purpose is to provide a complete experience for anyone embarking on the hedgehog's initial journey without frustration. Moreover, the robustness of the technical engine and the quality-of-life improvements definitely justify its status as an essential collector's item. It's a game that not only appeals to nostalgia but also elevates the classic gameplay experience for new generations. RATING 8.5/10
PlayStation 5
Jan 24, 2026
Mystic Gate7
Jan 24, 2026
Mystic Gate, developed by ZAKU Games, stands out as a solid example of the top-down roguelike shooter genre (twin-stick shooter). The game immerses you in a fantasy world where you must explore procedurally generated dungeons, facing hordes of enemies to reach the mythical "Mystic Gate," which promises to grant any wish to whoever manages to cross it.Mystic Gate's gameplay is frenetic and technical. The combat system is based on constant movement and precision. Unlike other titles in the genre that saturate the screen with projectiles (bullet hell style), this game balances the difficulty through enemy attack patterns that require prior learning. The progression system is the heart of the experience: as you advance, you can acquire a vast variety of weapons and artifacts that modify the character's stats and abilities, allowing you to create unique builds in each playthrough.Visually, Mystic Gate opts for a detailed and vibrant pixel art style reminiscent of the 16-bit era, but with modern lighting and particle effects that lend it fluidity. The levels, while following a classic dungeon structure, manage to differentiate themselves visually to avoid monotony. The soundtrack complements the action with electronic and cinematic rhythms that heighten the tension during boss fights, which are the highlight of each level due to their creative design and challenging **** game's greatest achievement is its accessibility without sacrificing depth. Although death is permanent (permadeath), the sense of progress is maintained thanks to permanent upgrades that can be unlocked between attempts. While it doesn't reinvent the wheel in a saturated genre, its execution is impeccable. It's a must-play for fans of the **** conclusion, Mystic Gate is a rewarding experience that rewards skill and perseverance. Its blend of fast-paced action, random elements, and charming aesthetics make it a highly replayable title. However, it can cause frustration for players who aren't used to this type of game, so you'll definitely face a challenge. RATING 7/10
PlayStation 5
Jan 23, 2026
White Shadows7
Jan 23, 2026
White Shadows is not just a video game; it's a visual manifesto that inherits the tradition of German Expressionism and 20th-century industrial aesthetics. From the very first moment, the player is thrown into "The White City," a vertical megastructure that seems to have no beginning or end. The masterful use of black and white is not merely an artistic choice, but a narrative tool: the extreme contrast hides the grime of oppression beneath a clinical and blinding **** art direction draws directly from cinematic classics like Fritz Lang's Metropolis. The architecture is brutalist, oppressive, and designed to dwarf the individual. Like the small "Daughter of Light" (our protagonist), it makes you feel like an anomaly in a system of gigantic gears. The scale is, perhaps, the game's greatest achievement; cinematic cameras pull back to reveal endless bridges and billboards dripping with propaganda, reminding us that we are insignificant before the machinery of the **** soundtrack deserves special mention. By using classical music pieces (such as "The Blue Danube" or fragments of Wagner) in contexts of violence or labor exploitation, the game generates a powerful cognitive dissonance. This technique, popularized by Kubrick, serves here to underscore the hypocrisy of a "civilized" society built on barbarity.While titles like Limbo or Inside (its most obvious influences) favor ambiguity, White Shadows is direct and aggressive in its message. The game is a biting satire on systemic racism, speciesism, and late capitalism. In this world, society is stratified by species: birds are at the top, while pigs and other animals are the disposable workforce, kept in check by the myth that "the light protects us all."The visual narrative uses propaganda as its primary engine of world-building. The posters proclaiming that "all animals are equal" (a direct reference to Orwell's Animal Farm) stand in stark contrast to the reality of slaughterhouses and human-powered factories. The protagonist, a small crow, is seen as a carrier of the "plague," a thinly veiled but effective metaphor for how those in power demonize minorities to justify their **** game doesn't shy away from unsettling the viewer. It presents scenes of conceptual starkness that force the player to question their role in consumerism and the current social structure. The "White City" is a utopia for the few, built upon the silent genocide of the many. This thematic clarity is its greatest strength, elevating the title from a simple platformer to a work of contemporary social critique.From a mechanical standpoint, White Shadows is a traditional cinematic puzzle-platformer. The control scheme is minimalist: jump, pull levers, and hide. It doesn't attempt to innovate within the platforming genre, which may be a drawback for those seeking a technical challenge. However, the simplicity of the mechanics serves a purpose: to maintain the narrative **** puzzles are mostly environmental and rhythm-based. Some segments require you to move in sync with the city's machinery, reinforcing the idea that the protagonist must "fit" into the system to survive or, conversely, sabotage it from within. There are moments of real tension, especially in the chase sequences, where the character's vulnerability is laid bare by the guards' brute force.Despite its short length (approximately 3 to 4 hours), the game doesn't feel incomplete. Its brevity ensures that the message isn't diluted by unnecessary filler. It's a focused experience that culminates in a provocative ending that leaves more questions than answers about the nature of social **** conclusion, White Shadows is a bold and visually stunning work. While its mechanics may feel familiar to veterans of Inside, its political satire and art direction give it a distinct identity. It's a necessary critique of the darkness lurking behind the bright lights of modernity and a reminder that, in a black-and-white world, resistance often emerges from the shadows. The journey it offers is well worth it, and I believe it will leave no one indifferent. RATING 7.5/10
PlayStation 5
Jan 23, 2026
Metroid Prime 4: Beyond6
Jan 23, 2026
There was a time when Samus Aran's silence was a language in itself. A time when descending into the depths of an unknown planet wasn't an act of discovery, but a ritual of communion with solitude. Today, after 18 years of what felt like an eternity, that silence has been desecrated by the noise of mediocrity. Metroid Prime 4: Beyond isn't the return of a legend; it's the simulacrum of an identity lost in the dunes of **** great desert, that vast expanse of nothingness intended as a modern exploration zone, is in reality the graveyard of curiosity. It feels like a design dictated by algorithms and market trends, not by the artistic vision of what Retro Studios once was. It's a dead space, a blank canvas where exploration has been replaced by tedious traversal. The motorcycle, that artifact that **** the aesthetic of the lone hunter, isn't a tool for discovery, but a necessary crutch to traverse a map design that has nothing to say. It's an "open world" that paradoxically feels smaller than the claustrophobic galleries of Tallon IV, because in its vastness there are no secrets, no surprises, only an emptiness that justifies the padding.This lack of depth is compensated for by one of the game's most insulting mechanics: the mandatory collection of green crystals. What in other times would have been an organic quest for artifacts laden with history, here becomes a space-based errand. Arbitrarily scattered to force players through the same empty areas again and again, these crystals are nothing more than an artificial time barrier. It's a cleaning task that halts the game's rhythm, and while they are essential for a deeper understanding of the lore and unlocking other abilities, they represent a waste of hours of the player's life, designed solely to inflate the length of a title that runs out of ideas far too quickly. Progression, that sacred pillar where each equipment upgrade was a triumph of willpower over the environment, has been degraded to an administrative formality. There are no more puzzles to challenge your intellect, nor an interconnectedness that forces you to memorize every corner of a living ecosystem. In Beyond, upgrades are delivered by the power of the script. Gone is the pleasure of the "aha!" moment, that instant when the map expanded in your mind as you grasped a new mechanic. Here, the map is a straight line disguised as **** most painful aspect of this installment is the loss of solitude. Metroid was always about the individual against the cosmos, human intelligence confronting the incomprehensible. But in this one, Retro Studios has decided that Samus needs company. The inclusion **** Federation squad is the final nail in the coffin of the atmosphere. Seeing those soldiers, designed with the generic aesthetic of any contemporary military shooter, is jarring. They don't belong in this universe; they are intruders who shatter the mystique of the environmental **** constant dialogue, radio commands, and uncharismatic NPCs transform a space odyssey into a routine space marine mission. The writing is clumsy, a desperate attempt to inject a "humanity" that Samus never needed to be Nintendo's most profound character. The music, once an amalgamation of atmospheric synthesizers and alien choirs, has become forgettable, background noise that fails to salvage a single moment of tension or wonder.Even the environments, which should be the visual heart of the game, suffer from an alarming lack of imagination. They aren't interconnected biomes, but rather stagnant compartments that repeat the same structure over and over. It's a "copy and paste" design that insults the player's intelligence. Entering a new area no longer produces awe, but a bittersweet sense of repetition. There are three locations where you're up, go down to complete a trivial objective, and then go back up. There's no level design; there's filler **** then there's Sylux. The main antagonist, the bounty hunter who had been lurking in the shadows since the end of Hunters, has been wasted in an execution that lacks narrative weight. His presence is fleeting, his motives are vague, and his final confrontation is a playable mess that fails to deliver the catharsis we've been waiting decades for. The ending is pathetic: a rushed cinematic where questions are left hanging not out of mystery, but out of sheer apathy, culminating in an open ending that feels less like a promise of the future and more like narrative cowardice, an inability to close a story with the dignity it deserves. It's insulting that, after all this time, the original Metroid Prime from 2002 still feels more advanced, more cohesive, and bolder than this Beyond. That game understood that Samus is a force of nature, a figure of silent power... I had more, but it won't let me add any more words.
Nintendo Switch
Jan 23, 2026
Mario Kart World7
Jan 23, 2026
It's almost poetic, not to say tragic, that after decades of burning virtual rubber since that 1992 Super Nintendo, the reward for our loyalty is a shiny, empty package. I've lost count of the laps I've done in this franchise; if there were a stopwatch that recorded every drift since the 16-bit era, a million laps would be a milestone I'd earned. That's why receiving the Nintendo Switch 2 along with the brand-new Mario Kart World wasn't a cause for celebration, but rather the beginning of a clinical autopsy. After two weeks of postponing the inevitable, the disappointment isn't just real, it's palpable. Now I understand the deathly silence of the honest press and the freefall of the hype that once sustained this brand. Nintendo has sold us a luxury mausoleum, a wax museum where everything looks immaculate, but nothing **** first slap of reality comes with the absence of the number. That "9" we were all expecting has been replaced by a "World" that reeks of cheap marketing and creative laziness. There's no number because there's no progress; it's a tacit admission that innovation has died at the hands of comfort. The game is an endless procession of ghosts, a reinterpretation of tracks we've already ridden to death. For those of us with Mario Kart DNA in our blood, this title isn't a new experience, it's a constant déjà vu, a facelift for tracks we already know by heart before the developers of this game were even born. It's the triumph of the graphic filter over the architecture of the design. It looks better, yes, with the visual maturity afforded by the new hardware, but what good is a silk suit on a lifeless body?The sacrilege continues with the character roster and the absolute simplification of the mechanics. In its eagerness to please everyone, Nintendo has ended up respecting no one. We can drive anything from a cow to a dolphin, in a parade of absurdities that feels more like an identity crisis than a range of options. The depth that made Mario Kart 8 a game with more variety—from choosing the chassis and wheels to the hang glider, which defined your destiny on the track—has been eradicated. Now it's all skins. Everything is cosmetic. They've turned a fun arcade racing game into a Mario Odyssey-style costume **** don't even get me started on the track structure. The supposed "connection" between circuits that gives the game its name is a failed experiment that feels forced and artificial. Moving from track one to track two and so on doesn't flow like an organic journey; it's a poorly executed, blobbed-out nostalgia, accompanied by classic musical arrangements that, while adequate, lack the necessary emotional core to make you feel like you're experiencing something epic. I simply didn't connect with this **** there's one thing to applaud, it's that Nintendo has decided that playing well is no longer a requirement. The inclusion of automatic items behind the vehicle is the final proof that this game wasn't designed for us, those of us who grew up holding down the L button until our fingers went numb to protect our position with a banana or a shell. Now, the game does it for you. It's "easy mode" made standard. It's the democratization of success for those who can't (or won't) learn the basic rules of survival on the track. Add to that the fact that the penalty for being in first place has been reduced, with fewer blue shells hitting the leader, and you're left with a tame and tension-free **** conclusion, Mario Kart World is a monument to greed and the law of least effort. It's a disguised remake, a reinterpretation for a generation that didn't experience the glory of the previous games. The only track that seems to attempt something new is the Donkey Kong circuit in the Mushroom Cup, an oasis of creativity in an otherwise repetitive desert. For those of us who grew up in the nineties, this title is a disappointment. It's functional, it's pretty, and it's massive, but it lacks the authenticity that only comes from a desire to experiment and remain true to the brand's identity. RATING 7/10
Nintendo Switch 2
Jan 23, 2026
Dispatch8
Jan 23, 2026
The landscape of contemporary narrative video games has undergone a significant metamorphosis with the emergence of AdHoc Studio. Composed of the creative core that defined the golden age of Telltale Games, the release of Dispatch represents not only a new commercial product, but also a testament to the maturation of the genre. If Telltale established the foundations of the modern episodic adventure, AdHoc proposes a break with mechanical conventions to prioritize a visual aesthetic and thematic depth that until now were considered **** premise of Dispatch consists of the "hero's journey" by positioning the player not as the executor, but as the logistical operator. This design decision is fundamental: by embodying an individual without superpowers tasked with managing a team of antiheroes, the game establishes a dialogue about responsibility and risk. The gameplay shifts from direct action to a system of strategic probability and skill management. Through minigames that simulate decision-making under pressure, you must optimize your subordinates' skills, transforming the narrative into an exercise in tactical efficiency where each choice dynamically reconfigures the **** of the strongest pillars of this work is its commitment to a 100% adult narrative. Unlike its predecessors, which often toned down content for wider audiences, Dispatch embraces undeniable rawness. The inclusion of taboo subjects, uninhibited vernacular, and explicit depictions of sexuality (including scenes of female **** and full-frontal nudity) serve as tools of verisimilitude that transport you to a state of emotional maturity. This natural evolution sacrifices physical exploration in favor of cutting-edge animation that achieves an emotional connection with the viewer, raising the industry standard in terms of facial expressiveness and art direction.However, not everything is perfect in this work; another detail lies in this transition to interactive minimalism, which comes at a fundamental cost to the medium. The game falls into what I would call "cinematic hypertrophy." By eliminating free movement through the environments (a feature present in Telltale games), Dispatch risks minimizing control. The experience, at times, resembles a high-quality animated series where human participation is reduced to making binary or multiple decisions. This restriction of physical movement within the building and the limitation of dialogue to predetermined points create a feeling of confinement, where the game seems to waver between being a video game and a purely contemplative audiovisual **** conclusion, Dispatch establishes itself as an essential experience for enthusiasts of systemic narrative. Although its inspiration from works like The Boys and Invincible is evident in its deconstruction of the superhero myth, the title achieves enviable conceptual autonomy. The richness of its mythology and the complexity of its endearing characters suggest that we are witnessing the birth of an original franchise. Despite the friction caused by the rigidity of its control scheme, AdHoc Studio's work stands as a benchmark for how interactive storytelling can and should evolve into more complex, darker, and, fundamentally, human territory. RATING 8/10
PlayStation 5