AILA: An Intelligent and Disturbing Brazilian Horror | Review
The game that brings Samuel, a game beta tester, mainly in virtual reality, ends up receiving a new demonstration, from an AI that creates horror games based on the fears, likes, and desires of the player. Of course, so that AILA (the AI's name) can make the right choices, she ends up integrating into Samuel's house, which is a smart home and everything is connected, making the AI increasingly dangerous.
With that in mind, we will have to go through various scenarios that AILA will create for us, until the point where the artificial intelligence puts us at risk within our own home, confusing the virtual with the real.
The proposal is interesting, mainly because it questions the use of AI in the current times, which has been increasingly used to meet important needs of society and also the most useless ones.
The Brazilian studio nailed the theme and the approach, making each level of the game unique!

Samuel and AILA: An increasingly dangerous connection
The game doesn't have many characters, focusing more on Samuel and his relationship with AILA. Even though the integration of AILA with the character's house initially bothers Samuel, in the following moments he feels that AILA works much better with the house than the native AI, which gives meaning to the story and Samuel's tolerance with the new entity that is watching over you.
Obviously, the story progresses slowly, despite being a horror game. We don't have many details about Samuel's life in that somewhat cyberpunk future, he doesn't seem to have friends or relatives, which leaves a bit to be desired. However, the character's personality is not very different from the personality of a horror game player, who has his preferences.
At some points, we will have the possibility to choose the dialogue that will be spoken, and it won't be anything too deep that changes the game's ending completely, but it's still interesting to see some responses we can give.
The most interesting dialogue I had was right at the beginning, where AILA questioned Samuel about him picking up a gun that was never actually used to protect himself at any point.
Obviously, the character said that, in a situation like that, no one wants to pay to see what will happen, and that if he has the possibility of having a gun in hand, he will go after it. However, the point was that the gun I picked up was in a cage, which could only be accessed from below, and it was full, very full of thorns, and the character ended up getting quite injured because of it.

Mechanics that test adaptation and instinct
The game features simple gameplay and if I were to give an example of another similar game, it would be Resident Evil 7, which comes with a first-person camera. However, the game transitions between styles, putting you in scenarios and situations that will remind you of other games, like Silent Hill, Outlast, and others.
The point of the gameplay is to make you adapt to situations, find items, solve puzzles, escape, or eliminate your enemies when you have the opportunity to do so.
We can run, attack, crouch, jump over obstacles, but of course, all within what the level allows you to do.
What bothered me a little was the way weapons are used, you can't use the closest aim, but that's just a habit of mine, and as I said, the game is more similar to Resident Evil 7.
The boss battles aren't that many, and when they happen, it will be in a basic way, inside an arena where you won't be able to leave until the enemy is dead.
All aspects of the gameplay are interesting, which makes the game very good, and few times I found any negative points in the gameplay, even though I was lost at some points.

Visual quality and surprising optimization
The game has good graphic quality and can also run on older video cards. I tested this in the most complicated way possible, playing the game on a third-generation i5 and a GTX 760, which was quite risky, but I managed to go from start to finish, playing on the lowest settings, and still the game showed an interesting quality that some games don't even come close to. The game's optimization was really taken seriously, even though the minimum requirements for the game are so high.
Regarding the graphics themselves, set to the maximum, they are simply beautiful, showing more and more that the Unreal Engine can indeed be a graphics engine that brings unique games, of course, this depends on the studio developing it, and Pulsatrix did something wonderful and unique here.
The only thing that bothered me a little was the character modeling part, for me, there is a slight issue, but it's not something terrible, it's just a matter of time for Pulsatrix to overcome this and bring more and more wonderful graphics.
We thank Pulsatrix Studios for sending the key of A.I.L.A for this review.
Score
About the game
A.I.L.A
- Release date: November 25, 2025
- Developer(s):
- Publisher(s):
- Game mode(s): Single player
- Platform(s): PC (Microsoft Windows)
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