Review: Atlas Fallen: Reign of Sand — A Hack & Slash worth your time

When Atlas Fallen first launched, it went largely unnoticed by many players. However, a year later, it returned with an update that replaced the voice actors, introduced a tutorial-style opening, improved the visuals, and added a significant amount of new content. With so many changes and its arrival on Game Pass, we finally decided to give it a try.

At its core, it’s an action-adventure game with hack & slash combat, but it stands out thanks to a brilliant mechanic: traversing a semi-open world by gliding over sand as if you were surfing. This ability is so addictive that whenever you can’t use it, you genuinely miss it to the point of feeling restricted. It’s not only useful for exploration but also integrates seamlessly into combat, delivering a mix of fluidity and chaotic fun.

The game offers three types of weapons, each customizable with special abilities. The system encourages an aggressive playstyle through an energy bar that increases your damage output the more it’s filled. Some abilities are unlocked through the main story, while others are obtained by completing side quests or collecting items scattered across the world.

The narrative, which previously lacked context, is now clearer and more engaging. You play as a custom-created character who acquires a magical gauntlet inhabited by a god. This god tasks you with repairing it while battling sand-based monsters. As the story unfolds, the villain’s motives and the god’s secrets are revealed, leading to a satisfying conclusion.

Not everything shines: enemy variety is limited, causing some repetitiveness over time, and NPC designs feel generic, with static faces that don’t match the voices you hear.

In summary, Atlas Fallen is a solid experience that hooks you with its combat system and a steady flow of new missions. Its narrative and visuals are appealing, even if they don’t break new ground in the genre.

Final Score: 4/5

Grounded 2 – A Survival Game turned RPG

Grounded 2 has arrived in Early Access, with content still limited compared to what the final release might offer. Judging by the development pace of the first title, we could be looking at roughly two years before it’s complete. Even so, what Obsidian Entertainment is proposing already gives us a clear idea of the direction they want to take.

One of the most notable changes is the move to Unreal Engine 5, removing the technical limitations of the original and greatly improving graphical fidelity. Effects like lighting, reflections, and textures look fantastic, and it’s now easier to distinguish objects that previously blended into the environment.

The game world has also expanded thanks to its new narrative: instead of a backyard, we now explore a recreational park, a larger and more varied setting that offers multiple threats and exploration opportunities. While many enemies return such as ants, spiders, ladybugs, larvae, and slugs also new creatures have been added, including praying mantises, butterflies, scorpions, and flying cockroaches. Standout locations include a hot coal field simulating a volcanic area and expanded ant caves redesigned to impress.

One of the most interesting additions is the class-based armor system, which allows you to take on roles like mage, warrior, or explorer, adding a more creative and strategic layer to gameplay. You can also raise insects to ride and use them for transportation or to carry resources—something that could even evolve into the ability to fly.

Equipment management has also improved. Previously, dying meant your armor broke and you lost your resources and weapons. Now you only lose easily recoverable resources; your armor can be repaired, and your favorite weapons always stay with you.

The story takes place some time after the first game: the company responsible for shrinking the children has moved to a park, and the original protagonists are miniaturized again without explanation. With prior experience, they’re more efficient at surviving. A new villain is introduced, posing as an ally and constantly assigning you missions. Unlike the first game, where the plot advanced every five hours of gameplay, here the narrative is more consistent and acts as the driving force of the experience.

Overall, Grounded 2 preserves the essence of the original but expands it in more efficient ways, delivering a more enjoyable experience both solo and in co-op. However, it’s still a work in progress: it lacks content and suffers from several bugs that can be annoying.

Final Score: 4/5

Drag X Drive — More Tech Demo Than Video Game

By now, we’re used to Nintendo selling us games that were originally created as tech demos, and Drag X Drive is without a doubt the most recent example of this trend. At its core, the game simply showcases one possible use for the mouse function built into the Switch 2’s Joy-Cons.

You won’t find a gripping story here, nor any memorable gameplay that keeps you coming back. The visuals are generic, limited to a single stage and three types of robots, each with progressively larger arms. Customization is minimal you can only change the robot’s secondary color or helmet style. There’s also no progression system, rewards, or clear incentives to keep playing.

Gameplay revolves around moving the Joy-Cons on a surface such as a table or your lap to control a robot in a wheelchair. Pushing both controllers forward or backward moves you in those directions; moving only the right Joy-Con turns you left, and vice versa. Adjusting to this control scheme is almost torture, and there’s no way to change it.

Once you get the hang of that, the game asks you to pull off tricks: shooting from the three-point line, from the two-point line, or simply dunking. Yes, Drag X Drive is essentially a wheelchair basketball game in a 3-on-3 format. Mastering all the mechanics might bring a bit of fun… until your hands start to hurt, thanks to the Joy-Cons’ lack of ergonomic design for long play sessions.

The main focus is online multiplayer with random players, but if you want to play with friends, you’ll have to gather a full team of six, as the game doesn’t allow filling empty slots with bots in private matches.

In the end, Drag X Drive is a mediocre experience that only succeeds in showing off the Joy-Cons’ potential. As a video game, it offers a novel idea with poor execution.

Final Score: 2/5

Tekken X Street Fighter is not dead but is not going over its 30% of development anytime soon

Hope in fighting games is a funny kind of currency. We save it, hoard it, spend it on timelines and teaser lines, and then pretend we’re not bothered when another dream slips back into limbo. Katsuhiro Harada says Tekken X Street Fighter isn’t dead, but also that it isn’t getting past roughly 30% development anytime soon. For fans, that lands like a double K.O.: the crossover still exists in the vault, and the odds of Tekken Tag Tournament 3 getting the greenlight shrink by the day.

The long road to Tekken X Street Fighter

In 2010, the industry got a rare, audacious two-way promise: Capcom would make Street Fighter X Tekken, and Bandai Namco would make Tekken X Street Fighter. One shipped, one didn’t. Capcom delivered in 2012 with a 2D fighter dressed in gem systems and tag mechanics. Bandai Namco’s take — a 3D, Tekken-native interpretation of the World Warriors — became a legend of panels, tweets, and “we’re still thinking about it” updates.

Tekken never completely abandoned the idea, though. Tekken 7 absorbed pieces of the dream: Akuma entered canon, Geese Howard crashed the party, and 2D mechanics like meters and unique cancels arrived in a 3D arena. It was a fascinating proof of concept — technically impressive and thematically bold — that also made a quiet point: this fusion is possible, but it’s expensive, risky, and hard to scale to a full roster.

Why 30% can feel like zero

A 3D engine that respects Street Fighter’s identity isn’t just a roster import; it’s a physics and philosophy rewrite. Every Hadoken, Flash Kick, and Tiger Knee has to make sense in a space defined by sidesteps, wall pressure, and throw breaks.

  • Mechanical translation:
    Reconciling projectiles, invincible reversals, and meter with Tekken’s movement, frames, and okizeme without creating degenerate matchups is a balancing nightmare.
  • Roster parity:
    Doing justice to both universes implies a big, headline roster — but every additional character multiplies animation, VFX, voice, balance, and QA costs.
  • Pipeline priorities:
    Live-service Tekken 8, esports, seasonal drops, and platform parity already stretch teams. A crossover eats the same specialists a Tag sequel would need.
  • Business risk:
    Crossovers sell hype; mainlines sell longevity. If you must choose, you feed the engine that sustains the scene, not the one-off spectacle.

So 30% isn’t nothing — it’s a prototype that works well enough to haunt its creators. It’s playable in slices, persuasive in rooms, but not robust enough to survive the realities of release windows and roadmaps. That’s how a project can be alive for years and still feel out of reach.


The Tekken Tag lineage and why a third entry keeps slipping away

Tekken Tag Tournament has always been Tekken’s love letter to itself: non-canon “dream match” rosters, high expression, and tag-tech labs that spawn communities within communities. The first Tag on PS2 turned a generation of arcade nostalgia into a console legend. Tag 2 doubled down with a maximalist roster and a lab monster’s paradise.

But Tag games thrive when the mainline takes a breather. They rely on broad rosters and fresh team interactions — the exact things a live, expanding Tekken 8 is already delivering in a different form. From a resource standpoint, Tag 3 competes with the same artists, animators, balance designers, online engineers, and tournament ops that Tekken 8 depends on. As long as Tekken X Street Fighter remains a living “what if,” it likely occupies the conceptual slot Tag 3 would fill: the celebratory, systems-forward side project. Two such passion projects won’t run in parallel without cannibalizing the flagship.

If you’re waiting on TxSF, you’re really waiting on the market to hand Bandai Namco a quiet season — the kind of lull where a platform transition or a post-arc finale opens space for experimentation. In the meantime, Tekken proper will continue borrowing crossover DNA. Expect more mechanical boldness, guest character cameos with bespoke systems, and a competitive calendar that needs stability, not upheaval.

For Tag loyalists, the soul of Tag — team creativity, setplay depth, and character expression — survives in spirit through evolving systems, modes, and custom lobbies, even if the “Tag” logo isn’t on the box. That’s not a substitute; it’s a coping mechanism. But it’s also how fighting games have preserved identity through eras: by smuggling the feeling forward when the title can’t.

If it ever happens: the pillars a modern Tekken X Street Fighter must nail

  • Identity parity:
    Both sides must feel native, not compromised — Tekken’s movement and pressure; Street Fighter’s space control and meter mind games.
  • Meter economy that matters:
    A unified resource tying 2D reversals, cancels, and 3D pressure into readable, tournament-proof rules.
  • Projectile ethics in 3D:
    Real counterplay to fireballs via movement and system mechanics without deleting their strategic purpose.
  • Role-based roster curation:
    Pick characters for archetypal coverage, not just popularity — zoners, grapplers, stance monsters, footsies fiends, vortex artists.
  • Online built for labs and leagues:
    Delay-proof netcode, replay labs with frame data overlays, and creator-friendly tools to fuel discovery and content.