Brazilian Drug Dealer Before 4 Review: Quake on Brazilian Acid

BRAZILIAN DRUG DEALER BEFORE 4 and-five-more-sentences-that-are-part-of-the-title is one of those games where explaining what happens probably makes it sound less believable than simply playing it. So, please, if you’re into over the top, beyond weird FPS old school action that celebrates Brazilian culture to an absurdly insane level, then it’s best to stop reading this and start playing the game immediately.

You run around Brazil, Hell and Heaven shooting demons, zombies and various things that probably shouldn’t have been allowed anywhere near a game engine. You collect keys to open doors, search for secrets and move at ridiculous speed. You can jump, double jump and dash, with the latter abilities becoming available after, well… fireworks are inserted where fireworks really shouldn’t be inserted.

It feels like old-school Doom and Quake made a very strange trip to Brazil and came back with no intention of explaining what happened.

The basic FPS formula is still here. Find keys, open doors, shoot everything in your way and keep moving. The difference is that almost everything surrounding those mechanics looks like somebody’s fever dream.

Someone needs to take the level editor away

The maps look like they were designed by a football fan on drugs who was given unlimited access to a level editor and told that geometry was merely a suggestion.

You run through streets and corridors that somehow fit together despite having absolutely no business doing so. Staircases stick out of buildings and lead nowhere. Huge screens float above areas without anything holding them up. Towers are filled with red light. There are walls made of water that appear to be suspended in mid-air, and walking into them turns them into swimming areas.

Then you go looking for a key and discover an upside-down cross with flames burning at several points and a Brazilian flag sitting right in the middle.

Why?

We have no idea.

We also don’t want to know.

But, we sure as hell wanted to keep on playing.

As we mentioned, the level design can feel completely senseless. There doesn’t seem to be any architectural logic behind anything, and trying to figure out how one area connects to another is pointless. So we did the only logical thing that we could do and we stopped stop looking at the maps as actual places and start treating them as giant combat arenas.

The game has plenty of secrets, and the movement abilities give you good reasons to go back and check places you couldn’t reach before. Some areas are built specifically around double jumps and rocket jumps, so completing a level once doesn’t necessarily mean you’ve seen everything it has to offer.

There is also something about these maps that make us think they could be particularly fun to tear through while trying to find the fastest possible route. They are messy, but they give plenty of room to experiment.

Just keep moving

You move quickly, and you have plenty of ways to avoid incoming fire. Jumping, double jumping and dashing let you constantly change direction, and the game rewards you for keeping your feet moving rather than standing in one place and carefully picking enemies apart.

The enemies aren’t exactly tactical geniuses, though. Most of them are perfectly happy to shoot at you while you run around them, and as long as you keep moving, avoiding their attacks isn’t particularly difficult. There isn’t much enemy behaviour here that will force you to completely rethink how you’re playing.

Is that really a problem? We didn’t think so and were happy to run into an area, start shooting, jump over something, dash across the room, turn around, shoot something else and keep going. It’s all about maintaining momentum in a world that defies all logic.

The weapons are completely ridiculous

There are guns based on objects and bits of Brazilian culture that make very little sense as weapons, including things like a payphone that shoots coconuts and a money paper-airplane gun. New additions include a feijoada bowl with a slingshot and a chimarrão flamethrower.

Even copy-pasting those names feels slightly ridiculous.

There are also weapons like the Uzi variant that looks like two bottles of some kind of juice brand. Everything has that same homemade, bootleg quality that gives the game so much of its personality.

You can’t go wrong with picking weapons, fawing over them and immediately using them to shoot a demon in the face.

The soundtrack might be even crazier

The music deserves its own mention because it adds a lot to the experience.

It’s loud. Very loud.

Some of the tracks sound like classic game music collided with Brazilian rap, and there were several moments when we caught ourselves paying more attention to the music than I expected. It’s catchy, strange and unlike the soundtrack of pretty much anything else we’ve played recently.

That is true of the entire presentation, really. The game doesn’t seem particularly interested in making any of its individual parts fit neatly together. It just throws Brazilian music, bizarre weapons, demons, football references, impossible buildings and completely ridiculous humour into the same pot and lets us deal with it.

You never know what is coming next

There are armed demons and zombies, but also Brazilian truck clowns, possessed singers, two guys on a motorcycle, angry TV mice and possessed football mascots. Some enemies are funny because of what they are. Others are funny because you simply weren’t expecting to see them standing in the middle of the next room.

They aren’t particularly sophisticated opponents, but they don’t need to be. There are enough of them, and the movement is fast enough, that encounters can still become entertaining when the screen fills up with things trying to kill you.

Instead of looking for conventional medical supplies, you can find things like pastel and sugarcane juice scattered around the maps. Because obviously.

A proper old-school FPS underneath all the nonsense

You have 18 campaign stages taking you through different parts of Brazil, Hell and Heaven, with 32 maps in total when the additional maps are taken into account. You collect keys, search for secrets, find health and ammunition and work your way through each area. Yup, for all the ridiculousness, there is a very traditional shooter underneath it.

That simplicity is a big part of why the game works. The movement and level design provide enough variety without adding systems that would slow everything down. There is also co-op and Deathmatch across the campaign maps, which gives you another excuse to revisit some of these completely broken-looking places with friends.

A beautiful mess

BRAZILIAN DRUG DEALER BEFORE 4 and-the-rest-of-the-long-weird-title is a very refreshing game. It’s not a particularly deep shooter, and the enemy AI leaves plenty to be desired. But if what you’re after is an old-school FPS with fast movement, ridiculous weapons, loud music and levels that look like they were designed during the strangest night of someone’s life, there isn’t much else like it.

Please don’t expect Brazil to look anything like this when you visit. :)


Game: BRAZILIAN DRUG DEALER BEFORE 4: DEMONS FROM THE PORTAL TO HELL I OPENED ARE STILL IN THE FAVELA AND NOW I HAVE TO SAVE MAMADAS FROM RONALDO
Developer: Joeveno
Publisher: Joeveno, NoQuarter
Genre: Old-school FPS / Boomer Shooter
Engine: id Tech 2
Campaign: 18 stages
Total Maps: 32
Weapons: 13
Multiplayer: Co-op and Deathmatch
Release Date: September 16, 2026
Platform: PC


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