Player Feedback
Honest takes from real players: no sponsored nonsense, no review-bombing. Browse the latest across every game in the catalogue, or dive into a title to read the full ledger and write your own.

Let’s Rock and Ride! with Konami
Biker Mice from Mars was a 90s animated series that had three seasons and about 64 episodes. The first one premiered in 1993 and the last one in 1996. Like many cartoons of the time, it was more focused on selling toys than anything else and followed a formula very similar to Teenage Mutant Ninja Turtles: anthropomorphic animals who fought crime and lived in a hideout, but in this case they were mice who rode motorcycles. As a kid I remember watching an episode or two on TV but I never paid much attention to it, nor did it manage to hook me, even though I loved cartoons. Outside of my personal experience, the truth is that the series was well received by the public, especially when it came to selling toys, and obviously, being the 90s, if there was an animated series making money, a video game couldn’t be missing to squeeze even more money out of parents’ pockets. That’s why Konami got to work and in 1994 developed and published an adaptation of the series in cartridge format for Super Nintendo. Luckily, the Japanese were clever and instead of making an action-platformer or a beat’em up, as usually happened in these cases, they opted for a racing game, which makes perfect sense considering the source material. Specifically, they went for the combat racer genre, a kind of racing game with vehicular combat mechanics, in this case from an isometric perspective. Very similar to the classic Rock N’Roll Racing but set in the Biker Mice from Mars universe. The game in question was released in 1994 in the United States and Europe, and although there are no official sales figures to know how it performed, it was very well received by the press; most reviews of the time gave it very high scores. For example, the Italian magazine Consolemania in issue nº 37 gave it 91 points, Superjuegos in issue 33 gave it 88 points, and the American magazine Video Games in issue nº 72 gave it 8 out of 10. All these reviews were published in January 1995. Port for SEGA Mega Drive (Cancelled) Some media outlets of the time announced a future port for Mega Drive, at least in the European market, but it never materialized. Specifically, Computer and Videogames in issue 146 from January 1994 and Mega Power in issue 16 from November 1994, both from the United Kingdom. This cancelled port is also referenced in the LinkedIn profile of John “Turbo” Brandstetter, who worked at SEGA for several years. In the end, SEGA users were not able to enjoy this title on their consoles. Mechanics This game can be defined within the combat racer genre, which as its name indicates is a combination of racing with vehicular combat, something popularized by Mario Kart, but in this case more similar to Rock’n Roll Racing both for its isometric perspective and for its progression elements through purchasing upgrades between races. Basic Controls We accelerate with B, activate items with A, use our ability with X, brake with Y, and with L and R we can slide to the sides or jump depending on our character, and if we hold them during a turn we perform a power slide; not all characters execute it the same way. Obviously, with the D-pad we control the bike’s direction left and right, and we can also lift or lower the bike like in Excitebike. Although these controls are the same for the 6 available characters, each one has their own variations. For example, the 3 mice and one of the villains can do a wheelie and the other two cannot. Not all of them move sideways with L or R; the scientist, for example, is the only one who throws a hook to grab onto surfaces. Vinnie doesn’t slide but instead spins his bike doing a wheelie; Modo jumps instead of sliding. Additionally, each one has their own abilities: Throttle fires a projectile that stops rivals, and if we hold back while firing, he leaves it on the ground as a trap. Vinnie doesn’t shoot projectiles; instead, he performs a big jump that can be used to overtake or land on enemies to damage them. He can also leave a trap by holding back. Modo activates a turbo and lifts the bike, hitting anything in his path and clearing ground traps; he can also leave traps like the others. Grease Pit fires a grease projectile that temporarily melts targets and also leaves it on the ground as a trap. Limburger is the only pilot who can shoot both forward and backward, since pressing down makes him turn around instead of doing a wheelie, making his attacks impossible to dodge if aimed well. Dr. Karbunkle fires an energy ball that temporarily turns enemies into a small mutant that can still move but much slower. If during the race we hit an enemy trap on the ground, we can avoid it by doing a wheelie. Projectiles, however, cannot be deflected; we either dodge them or get hit. In the upper-right corner of the screen we have a counter with red circles representing our armor; if it reaches zero, our bike is destroyed and we lose several seconds before returning to the race. Items Each time we complete a lap, we automatically obtain an item. The manual says the item type is random, but there is surely a hidden system based on our race position, since if we are in first place we never get the most powerful ones. There are only 5 items in the entire game: the classic nitro, a star that makes us faster and invulnerable for a short time, an earthquake that slows all rival racers (especially useful on uphill sections), a clock that stops time for everyone except the user, and finally a money bag that gives extra cash to spend between races. If we are in first place, we almost always get this or, with luck, a nitro. Shop / Upgrades After finishing a race and before starting the next one, we can enter the shop and invest our money in upgrades for our vehicles. We can improve our engine (increasing top speed and acceleration), armor (increasing our health counter), tires (improving grip), and increase our ammo capacity. Each upgrade can be leveled up to 5 times and becomes more expensive each time. Game Modes Biker Mice from Mars features two very different game modes plus a training mode, offering good variety in gameplay. Main Race The first game mode, and according to the title the “main” one, is the typical tournament divided into races, each with 5 circuits. We earn points depending on our position, and at the end of the last circuit we must finish in the top 3 to advance to the next level. On normal difficulty, circuits have 5 laps and there are 5 levels total; on hard difficulty, races have 6 laps and there is an extra level with the hardest circuits in the game. Battle Race This mode focuses more on combat than driving. All participants start with max ammo, and if our bike is destroyed, we are eliminated directly with no respawn. The main objective is to survive; if we are the last one standing or finish in the top 3, we advance to the next phase. If we are eliminated or fail to reach the podium, we get the continue screen. According to the manual, we can continue from the race where we left off keeping our upgrades, but this is not true; if we lose, even if we press continue, we must start from scratch. Practice As expected, this mode is for testing the different circuits; all are unlocked from the beginning. It is the only game mode that does not allow multiplayer. Since we are the only racer on the track, abilities and lap items are disabled, and traps do not affect us. It is good for learning the tracks, but it would have been nice to include an option to enable traps and scenario modifiers. Versus Finally, we have the option to compete against a friend in a one-on-one split-screen match. It works similarly to a normal race but only two players compete and there are no lap items. At the end of the race, the loser can choose to retry or change characters or track. Dynamics Regardless of the mode we play, at the start of the race none of the racers have ammo or items; these always unlock after completing the first lap. Another similarity is being able to buy upgrades in the shop between races; here the only difference is that in battle mode we start with max ammo. Other than that, upgrades and their prices are the same in both modes. The main difference between game modes is the gameplay focus: the main mode centers on driving regardless of how much we use our weapons; whoever completes all laps first wins. The higher our position, the more points and money we earn for upgrades. Although this remains true in battle mode, there it is much more important to manage our armor and ammo well than to be the fastest. In this mode, if our bike is destroyed, we not only lose the race but must start from scratch with no upgrades, making it a much greater challenge. Additionally, there are no passwords in this mode, so it is a total game over. In fact, driving is so secondary here that if we are in first place, it is better to stop on the side of the road, let rivals pass, and shoot them from behind to weaken them. If we manage our projectiles well, we can eliminate all rivals before they finish all laps and ensure we stay alive, since if we are in front we are an easy target for enemy projectiles. Gameplay One of the game’s strongest points is the variety in driving styles of its characters. Although a roster of only 6 racers may sound limited, each one plays differently and it shows. And I don’t just mean differences in stats: speed, acceleration, and grip. Between this and the different types of sliding, drifting, and more, each racer plays differently from the rest. For example, in the good guys’ team, each one has their strategies: Throttle and Modo handle similarly, relying heavily on drifting, but the former is a bit safer since he has projectiles to knock down rivals in front of him, while Modo must be close to run them over with his turbo. Vinnie, for example, is the slowest in the entire game and his drifts are very hard to control, but his jumping ability gives him a huge advantage that compensates for his drawbacks. The villains’ team is even more diverse. For example: Grease Pit is the racer with the highest top speed but the worst acceleration, and his grip is terrible, making him extremely difficult to control and in certain situations especially vulnerable to circuit obstacles, especially water currents in sewer sections. Additionally, his trap is the hardest to execute in the entire game; you must hold back and maintain the wheelie, but it is quite difficult to predict the exact moment it will come out, and many times we end up shooting forward by accident. Then there is Limburger, who has more acceleration than anyone but less grip than anyone, although in practice he is much easier to control than Grease Pit. He cannot do a wheelie, which prevents him from avoiding traps, but instead he turns around, making him the only character in the game who can shoot backward. And this is not like leaving a trap, because those can be nullified by lifting the bike, but projectiles cannot. Additionally, since his vehicle floats, he is not slowed down when driving over water like the rest of the racers. Finally, we have Doctor Karbunkle, who has the best grip, good acceleration but low top speed. He is very easy to maneuver, and instead of sliding with L or R, he throws a robotic arm in the selected direction that can both hit rivals and grab onto surfaces to launch himself in that direction. This makes it much easier to dodge projectiles, and since he can also lift the vehicle to repel traps, he is a fairly safe option, although overtaking rivals becomes more difficult. Racing Circuits There are 30 different tracks in the entire game (the last 6 only available if we play on hard). These are grouped into 5 types of circuits, which become more complex as we progress and begin to include particular traps and obstacles. We always start in city circuits, then beach circuits, sewers, off-road style tracks, and finally space fortresses. Each type of circuit differs not only in appearance but also in the obstacles they contain. City circuits, for example, have potholes in the asphalt that slow us down when passing over them, and then add other obstacles like hydrants, signs that make us bounce if we hit them, and even ventilation ducts that lift the bike. Beach circuits have water sections that slow us down (except Limburger), and if we go too far and fall into deep water, we sink and must wait for a hook to lower from the sky to put us back on the track. These are the levels I hate the most by far. Sewer levels, on the other hand, are my favorites. They have parts where there are flamethrowers on the ground that can damage us, sections where water currents make us much faster or slower depending on the direction of the flow, and even make us fall into the void or crash into spike walls. Off-road circuits are full of jumps and tight curves like real-life motocross tracks; personally, I find them quite difficult to interpret, but they are entertaining and offer a lot of gameplay since they are very long and give time to recover. Finally, there are the space fortresses, which start on the Moon and end on Mars. Here almost all curves are straight or U-shaped, and they usually have electric traps, jumps, fans that push us, and sections without edges where we can fall into the void. Aesthetics Graphics One of the most important aspects of a video game based on a cartoon series is undoubtedly its graphics and how similar it is to the source material. And in this regard, I think Konami did an excellent job. Although the sprites are not very large, each character and even the vehicles they drive are perfectly recognizable. Everything is drawn very well, including the circuits, and it gives the impression of watching an episode of the series in pixel art. The environments are very well done, and the color palette helps effectively represent different times of day in the city circuits, which are the only ones that vary chromatically. Additionally, details like signage, destroyed track sections, and other decorative elements make the environments feel alive, which is quite remarkable in a racing game. Outside of gameplay, both the racers’ portraits and the interface in general are of very good quality, and the opening cinematic, while nothing extraordinary, is attractive enough to encourage us to try the game. Differences Between Versions When publishing the game in the European market, Konami sought collaborators and found one of the most interesting (and unexpected): Snickers, the famous chocolate bar brand partnered with the Japanese company to place advertisements inside the game. Thus, when starting the game in the PAL version of the cartridge, after the Konami intro, a screen appears telling us that the game is brought to us in association with Snickers. Additionally, advertising signs with the brand’s logo appear in all circuits except city and beach ones, also on the podium floor in the end-of-round cinematic and in the character selection screen. Along with the appearances in the environments, now all racers hold a Snickers bar in their respective portraits, which were modified from the original version, and to further emphasize it, at the end of each race an image appears of the winner holding a Snickers and saying: “Even winners need something to satisfy their appetite.” Another detail is that when going to the shop to buy upgrades, armor is replaced with “food” and, of course, the protective plates with the sponsor’s logo. But the most notable change was undoubtedly the replacement of the star that makes us invulnerable with, obviously, a Snickers. At first, everything seems normal; it is what one would expect. The truly bizarre thing is that when using the item, in addition to becoming invincible for a moment, the Snickers logo appears in the middle of the screen flashing for a few seconds, which besides being ridiculous can be annoying in certain situations. Music and Sound Talking about Konami is talking about good music, and this is no exception. Although the game does not have a long list of songs, all the ones it includes are very well composed, with a rock vibe and aggressive riffs that add their dose of adrenaline to each race. Each circuit has its own track of just over a minute, and although we will hear the same tracks over and over again, instead of getting tired of them (which would be the most likely), they end up stuck in our heads. Full of high-quality sampled instruments for the time and with very well-crafted compositions, they perfectly capture the essence of the game: frantic races full of action and very cool characters. The sound effects, for their part, are fine; they fulfill their function and I haven’t found any particularly bad ones. I find it very remarkable how well they configured the balance of the effects, especially being a racing game, since at that time engine noise would usually end up frying our brains after a while. But not here; everything is well balanced in that regard. We can hear the sound of our engine, the rivals’ tires drifting, someone activating an earthquake, or someone shooting at us, all together with the music playing and without anything overlapping or cutting out. This attention to the levels of each type of effect is something to appreciate, especially considering that as an unwritten rule of that era, games usually did not have the option to increase or decrease the volume of music and effects independently, much less each type of effect. Conclusion Although the vast majority of licensed videogames from the 90s tended to be bad or mediocre, Konami did know how to mark the exception to the rule, and this is one of the cases that proves it. Biker Mice from Mars for Super Nintendo not only plays well and is entertaining, but also leaves aside the Beat’em Up genre, which used to be the standard for licensed games, and adopts the combat racer genre, doing justice to it’s base material. With a very good level in the graphic and gameplay department, a well‑adjusted difficulty that takes some time to master and that at its highest level becomes truly demanding but with a well‑adjusted difficulty curve. It is an entertaining and highly recommended game, both for fans of the animated series and for those who have not seen even one episode in their life.

Re-playable shooter
I first discovered Deadzone Rogue when looking for free demo’s of games coming out soon. I installed it and played it with a couple of friends. Bearing it mind it was a demo, I spent thirty hours playing it so, when it launched fully, I felt they deserved my money. I now have 345 hours in the full game! So, let me tell you something about it and less about how sad I am. Deadzone Rogue is a Co-Op PvE shooter with four zones that you unlock as you progress. Each zone has a couple of ‘Story’ missions and then a series of themed missions like Uniform Enemies or special missions to unlock new weapons. As you progress you unlock more items and weapons, as well as recovering ‘tech’ to upgrade your character stats, so you are a little stronger every round until you have maxed everything out. But don’t worry, when you open the next zone, you get a new attribute to upgrade and make yourself stronger. I think I am making this sound terribly complicated; its not when you actually play it. When you have selected a mission, and ideally got your two mates to join you, you proceed through the levels and at the end of each get an upgrade, whether that be a new gun, an elemental power or something else. There are six different elements to get randomly so every round is a different experience, throwing you in to create a build that suits the weapons you have picked up and the element you have chosen. Ice is popular for new players as it freezes enemies and stops them advancing on you but all the elements have their place and fit various styles. You can, of course, play solo but it is harder. With friends, if one of you makes it to the end of the round, you all respawn to collect the loot. Solo, it’s game over, man! With so many combinations to try out, no run is the same, add to that there are five difficulties on most missions, which you unlock as you complete the previous difficulty, there is plenty of room for replaying the game, as my 345 hours can attest. There is a Deadzone Rogue 2 on the horizon too. Some have complained that the original should have been developed further, but I am of the opinion that the original game is spot on as it is. A second game allows them the finance all the work they have put in to create this masterpiece and continue the story. I am looking forward to it.
It's so bloody hard!
Cuphead · 1 min readI wanted to love Cuphead more than I actually did. The art is glorious, hand drawn 1930s cartoon mischief with a jazzy swagger that honestly belongs in a gallery. But blimey, it is punishing. This is not a game you casually pick up after a long day. It demands your full attention and a few choice words muttered at the telly. I admire it enormously and respect every single pixel, yet I rarely felt the pull to load it back up. Gorgeous to look at, brutal to live with.

Co-Op Perfection
You should all know this by now, but it needs repeating. This is an excellent co-op experience. I use that work because it is an experience. Multiple genres in one package, that demands you pay attention and work with your second player to get the job done. Again I played this with my daughter, and she and I absolutely loved it. To quote her, "I wish I could go back to not having played Split Fiction so I could play it again like new". If that isn't a recommendation then I do not know what is.

One of the Best
I started playing this with my wife, but she is not a gamer. So I finished it with my daughter. What a great dad gaming experience, she and I working together to solve puzzles and finish the game. The story is not really suitable for her, at least I am not sure I want her understanding the themes just yet. But the game itself is a delight. It looks great, plays amazingly well and is a joy to experience. Not a lot of replayability though. Hight recommended
Ninjas assemble
Aragami 2 · 2 min readI never played the original, I was introduced to this game while it was available on the Xbox Game pass, specifically because it can be played co-op with up to three players. Given that criteria we thought we would give it a try and I am glad we did. The game is mission based rather than open world; you are set in a small hidden village where you are set tasks from and follow the story. Basically, you’re a ninja with mystical powers that you upgrade with experience. There are multiple options to choose from meaning the three of us had differing skill sets. I expected the game to be relatively short and bearing in mind I replayed a few missions; I sank over thirty hours into the game before completing the story which just seemed to go on for ages. I don’t mean that in a bad way; it was long enough to progress through the upgrades tree and feel badass without out leveling the ever-strengthening enemies. Can you play it Solo? Absolutely! If anything, you can achieve more solo because you can dictate the fighting style more but like with most things, the game is more entertaining with more than one ‘player’. As you progress the story introduces more powerful and varied opponents and there are collectibles and money to find on each level so there is plenty to keep you going. You need money to buy the usable items like healing potions and smoke bombs (you’ll use those a lot) and to unlock different weapon and armour styles, including colours all of which are purely cosmetic. I had a lot of fun playing this game, so much so that I purchased it when it left the game pass. Multiplayer connectivity is about the smoothest experience in online gaming I have seen, although you can only join when in the village before a mission; there is no mid-game drop in option. Originally published on 15 September 2022.

If only I wasn't such a scaredy cat!
After recently taking up archery in real life I decided I wanted to take it up in virtual life also and found this game. After going through the tutorial (which is great!) I was super excited to play. I moved along the different platforms shooting the enemies in the distance feeling like Link, as I entered the first castle a knight appeared a few metres in front of me and my heart started racing! I shot several badly aimed arrows at him panicking then heard something in my ear, swung round to find 2 zombie type creatures right behind me, flung the headseat off and nearly cried in fear. I felt slightly disheartened after this, too scared to give it another go, and was tempted to take oculus up on their no quibble refund policy. HOWEVER, after a bit of researching I found a DLC level designed for people like me. Scaredy cats! (and fun for brave peeps too!!) Siege of heavens, which lets you stay atop a platform for away from all the scary creatures and enjoy perfecting your aim and trick shots. I've played this same level over and over again and because it is procedurally generated, it feels different every time. Although my back and shoulders absolutely hate me for it, ive decided to keep it in my collection and can see it becoming a regular in my VR sessions. Originally published on 10 February 2022.
weirdly fun sim-style challenge
Extreme Forklifting 3 · 1 min readI received Extreme Forklifting 3 from DEVM Games, the developer, and it turned out to be a quirky little Steam game that takes a simple idea and turns it into something surprisingly entertaining. It leans into forklift driving, awkward physics, and a bit of controlled chaos, which gives it a lot more personality than you might expect from a game with this premise. What I liked most is that it knows exactly what kind of game it is. It doesn’t try to be a huge cinematic experience or overcomplicate things — it just gives you a weirdly fun sim-style challenge and lets the gameplay speak for itself. That makes it easy to appreciate if you enjoy unusual indie games with a sense of humor and a bit of jank in the mix. If you’re into oddball simulation games, or just want something different from the usual Steam fare, Extreme Forklifting 3 is worth checking out. My video review: Extreme Forklifting 3 review on YouTube https://www.youtube.com/watch?v=oxbkpe1mYus&t=1055s

A brutal, gritty urban action immersive experience
Samson is a solo indie game that puts you into a story-driven experience where you really feel like the main character. What stood out to me most was how centered it felt around your character’s journey, which gave it a strong and personal vibe while playing alone. NOTE: I did get it free fro mthe publisher /developer. One thing I especially liked was how naturally my character’s semi-long hair flowed during movement. It added a lot to the presentation and made the character feel more alive and cinematic. It may have been helped by some of the NVIDIA RTX features, but either way, it looked great and added to the overall immersion. As a solo game, that made it more engaging for me. It felt less like just moving through gameplay systems and more like following a character-led experience that keeps you involved from start to finish. That sense of being the person the camera follows gave the game a lot of identity. The game has a clear indie style and a strong sense of direction, which I appreciated. It doesn’t feel generic, and that helped make it memorable. If you enjoy solo games with personality and a strong focus on the player’s journey, Samson is worth checking out. My Youtube First impressions video here: https://www.youtube.com/watch?v=7HgCHq8Er5o
A Fantasy RPG That Feels Like Skyrim’s Spirit Lives On
Fatekeeper · 2 min readI got Fatekeeper for free from the publisher THQ Nordic, and after spending time with it on PC through Steam, I can say it really gives off that classic fantasy RPG vibe. The first thing that stood out to me was how much it reminded me of Skyrim and The Elder Scrolls games in general, with that familiar mix of exploration, atmosphere, and adventure. It has a really strong fantasy feel, and I liked how it made me want to keep moving forward just to see what was around the next corner. There’s a nice sense of mystery to it, and the world has that sort of old-school RPG charm that fans of the genre will probably click with right away. It’s not trying to be something totally new, and honestly, that’s part of the appeal. Fatekeeper feels like one of those games you play because you want a solid fantasy adventure that scratches that Skyrim-style itch. If that’s the kind of game you enjoy, this is definitely one worth keeping an eye on. Overall, I thought it was a fun one to check out, and if you’re into fantasy RPGs with exploration, atmosphere, and that classic Elder Scrolls feel, Fatekeeper is probably going to land well with you. My full first impression video is here : https://www.youtube.com/watch?v=tZAiN8yHm7E&t=1751s

Competitive Teamwork
As the name of this game suggests, this game can only be played by two players. As I understand it, only one of you needs to own it and the second player can download the game to play for free. In my case, we played It Takes Two through the Xbox Game Pass so were able to both download it and not find out the intricacies of one not having immediate access. From the Xbox app it opens into the EA app, so I was never quite sure if it was up to date or not but complications on installation and where it was running aside, let me get the important part, gameplay end entertainment. The start of the game sets the scene and there is a fair amount of cut scenes to do that. Ultimately though, you play a married couple who no longer get on and want a divorce, only somehow your daughter accidentally curses you into doll-like figures and, with the aid of an animated ‘Book of Love’ you must rediscover why you married and work through a series of challenges and varying landscapes to figure this out. You play Code (Clay man) and May (Wooden doll) and are equipped with various attachments along the way to complete each section which flow into each other well with no obvious loading screens; it’s sleek. Sure, it’s loading in the cut scenes but its good enough to make it feel like a fluid game. The odd thing at the start of the game is that you play on a vertically split screen which seems odd when you are not in the same room. But this becomes more useful as the game progresses and you can view your partner’s screen to figure out what you need to do as you often have different skills or powers. Dotted around the levels are various mini games where you compete against each other; some are fun, some are tedious and some just downright odd! There were all entertaining in some ways. The style of the game is quite beautiful, Toy Story style in animation and it makes for some gorgeous interactive scenery along the way. The story also seems to have a darker side to it as you see two supposedly loving parents do some questionable things to an elephant to make their daughter cry. Overall, this game is a lot of fun, assuming you get on with your game partner. Much like with Portal 2 you can have some fun killing each other, I mean, it is hilarious for a short time, but this game always comes back to teamwork, and you need to work together and trust your partner otherwise it will become frustrating, and you will never finish. The content was far greater than I had imagined; that said, we played it for about 15 hours to complete the story. 15 hours of thinking, cursing, and laughing, so well worth it. Originally published on 28 August 2022.
New Year, Same Game
EA Sports FC 26 · 1 min readI've got this game on PC, PS4, PS5 and Xbox Series X. My son has it on Switch. Every year I say I am not going to buy it again, because I know that fundamentally it's the same game regardless of platform. Of course on the Switch it's a 10 year old game that's the same every year, but that's a different bone of contention for me. Realistically, you've already bought this if you like Football / Soccer, as it is really the only way to play a decent game of it on your device. Graphically it does the job, the sound is forgettable to the point where I just turn it off and put on an audio book when I play. I have no interest in the virtual football card version of the game (Ultimate Team) that my son loves, especially since it seems to be pay to win. That EA make more than $1billion per year in selling those cards staggers me. For all of this though, will I buy next years game? Yes Why? Well because it's fun making someone rage quit when beating them on Seasons.

Old Person Gaming
Good lord I'm old now, but at least I have MS Solitaire to keep my brain going Don't start playing this though please, it's a little too addicitive...
Spaceman starts with nothing
Icarus · 6 min readWhat is Icarus? - Well firstly it’s a survival game. It’s not the same as most survival games though as the premise is a little odd. The world of Icarus below your space station has been terraformed but it’s not ready for habitation yet; there are frequent storms and some work needs to be done to pacify the environment before large-scale settlement can be started or something like that. Anyway, it’s a little odd because despite wearing a space suit and deploying from a space station you arrive with nothing on the planet. You land in a drop pod and step out into the very beautiful landscape and the first thing you must do is make the tools with which to survive… usual Survival Game antics right? So, you harvest the local fawner and wildlife to make tools and weapons, you build a base and everything you do counts as experience to allow you to level up. When you level up you get a Talent Point and three Blueprint point. Talents - This is a personal skill tree which allows you to develop your character to suit your style of play. On recommendation from TheTokenGeek, I put many points into Bow skills and this meant I was able to craft better bows, became more accurate and eventually got the highly effective and not at all cheat-like, auto aim which basically means ‘head-shot’ if you fire it anywhere in the general area of the animal. One friend of mine went all in on pick-axes and he gets to make those cheap and extracts more ore and another went for wood axe bonuses so he doesn’t have to actually collect wood anymore, he auto-picks it up as he chops away. You stop earning Talent points at level 40 so plan your point spend carefully. Blueprints - Blueprints allow you to unlock recipes of items to make. In the early levels you cannot unlock everything you need so playing with an adaptive friend will help but you can Solo it, it just takes a bit more daring do. Missions / Prospects - When you start a game, you choose a Prospect, this is the mission and there are many to choose from. They all have a different Mission Time ranging from 6 hours to 30 days. The time listed is real-world time, not in game time and you need to make sure you jump back in your pod and leave the planet before the timer runs out. This is because the premise is that you have to return to rendezvous with the space station as it orbits the planet and if you miss that window your character is lost on the planet presumed dead. If this happens, you lose access to that character until the devs decide to revive everyone as they did at Christmas 2021. Every time you drop on to the planet you start with nothing, although this is not strictly true as you progress. For a successfully completed mission you earn credits that can be spent in the space station Load out tree. This allows you to bring to the planet a 3D printed item that you have unlocked. I currently take a new Enviro-suit that gives me a Food slot, a Water slot and an Oxide slot (Oxide allows you to breath the air on Icarus, or it filters it in your helmet…). I also take an MXC Knife, Pick axe and Wood Axe. These are great starter tools/weapons but you must make sure you take them with you when you leave, so pop them in the Pod storage when they are replaced on mission or you have to repurchase them. The game is Session based so you can start a game and have up to seven friends join you, all playing on your session. When you leave, they will all have to leave but anyone can then continue the mission and become the new host and you can then join them. The mission can be progressed by other players when you are offline. Just make sure to leave before the mission timer runs out. Base Building - Certainly in the early missions this is optional. You can drop on to the planet, build the basics and go off to do the mission. As the missions get harder or you open up other areas you are going to need a base and a wooden one will not be good enough. Chances are it will get damaged in a storm or even set on fire and while you can research the Fire Whacker for such events, who spends that point early on? You’re going to need a stone base but for that you need iron nails so you’re going to need to find iron. This can be found in caves. Spelunking - Caves are where all the Ores you need to progress are found. Some are just big open entrances in the side of cliffs and some are covered in stone and you will need to ‘mine’ your way in. Once in there are dangers inside so it’s not for the feint hearted. Take a couple of cloth torches and drop them to light areas of interest. So Many Skills - There are so many things you can do in Icarus. You can learn how to make potions on the herbalist bench, you can learn masonry, learn animal skinning, make a machine bench to gear up, there is so much to keep you occupied. The game play evolves as you level up. At the beginning you start by making stone implements, dying to wolves and bears and then later, you arrive with the knowledge to progress quickly, breaking out shotguns and rifles. I still prefer the bow, whether it be the trusty long bow, the wonderful Recurve bow or the magnificent Compound bow but there are plenty of offensive options as long as you can find the resources. If you like survival games, you will probably enjoy Icarus. Like most games it is better with friends but you must work together. Originally published on 9 January 2022.
Well Hello Again
Mass Effect Legendary Edition · 7 min readMy Mass Effect History Originally I played ME2 first and loved it. The suicide mission at the end really affected me when my team didn't all survive. I went back and replayed it, with all the DLC and loved it even more (though Shadow Broker is not enough Liara in that game). I bought ME1 and all the DLC, played that and while the game is ace, the inventory management sucks. So I played it once and then used the interactive comic if I wanted to set up a specific ME2 set of character decisions. When ME3 came out, of course, I was a day one purchaser. I bought all the single-player DLC as it came out (I can't bring myself to pay for multi-player DLC content). That you had to play the multi-player to get a decent war score was a bit of a fudge, but at least it gave me a reason to. Turns out it's a good multiplayer. Even the ending didn't bother me that much, as I could only imagine how hard it would be to get all of those potential decisions whittled down to something that gave every player the end they hoped for or wanted. I have also played (and completed) Andromeda... In summary, though, the Mass Effect universe is - for me - up there with Star Wars. I know this is a common comparison, but I think it a worthy one. The depth of the world creation, the different races and politics involved. The little intrigues and the quality of the writing give it all the depth that science-fiction needs to be epic. Of course, it's very gamey in its delivery. But, like Star Wars, the Mass Effect world is a fully-featured and rich one. It is a creation that will always stick with me, no matter how old I am, and these are games I would always keep playing again and again. Anyone that knows me knows that Mass Effect 2 is pretty much my favourite game ever. The Remaster Suffice to say I have played a lot of Mass Effect over the years, and when a remaster was announced I was both excited and slightly apprehensive at the same time. The idea that my favourite game, and therefore favourite game franchise was going to subject to a possibly phoned-in, purely for money remaster was quite an unpleasant one. There is a reason why We The Players wrote a blog about remasters. So what did we end up with the release of the Mass Effect Legendary Edition? Well, personally, I would compare it to getting your house professionally redecorated. Still the same house you know and love, but everything is new and bright and shiny. Your decorator also took the time to clear up some of the issues you had too, they fixed that squeaky step on the stairs, and made that door close properly. In this remaster. everything is pristine and how you remembered it at the time but brought up to date. Previously when I played Mass Effect 2, I would have to install mods like the ALOT graphical enhancements to make graphics look the way I wanted them to. Now I don't have to go through that faff, and have to worry about Origin overwriting the game files when I installed the mod, even if I installed the game through Steam... That all the DLC for all the games (bar Pinnacle Station in ME1) is available is an excellent addition too. The gameplay is mostly unchanged, but when the games are this good that is ok. It really is a graphical overhaul, that is what most people will notice, but that is no bad thing. There are some quality of life improvements, mostly those are limited to Mass Effect 1. The comedy that can be driving the Mako is now less comical, it's definitely harder to crash and need to flip the thing. The female Shepard has now got a consistent default face through the trilogy, something I for one welcome. Personally, I find the fem-shep voice to be the better option. I think the acting involved is better, and fem-shep is always my first choice. I will be using man-shep for my renegade run through though for sure. Mass Effect 1 definitely benefits from the most obvious graphics updates. Mass Effect 1 was first released in 2007, Mass Effect 2 in 2010 and Mass Effect 3 in 2012. The first game was one of the early major releases on UE3, so had access to fewer features released in the subsequent enhancements. With the remaster, ME1 is now an even more beautiful game. The colour palette used is slightly darker and colder than I remember, so maybe there has been a change to the colour balance used as well. That the textures have been uplifted to look good at the higher resolutions we now play at is a great thing. It is in the first game that you will see the most obvious graphical enhancements, assuming you're old enough to remember your original playthrough... Mass Effect 2 was always a pretty game, but again the enhancements are clear to see. The textures again look lovely, but again there seems to be a slight colour palette change. I struggled in some of the Collector missions to see some of the enemies, the combination of brown collector models on a dark brown or black ship backdrop made it difficult sometimes. Still such a good looking game though. Mass Effect 3, which I am still playing through, is the one game where the graphical enhancements are not immediately obvious. Of course, everything looks sharp and lovely, but being the newest game, I am not convinced there has been much updated here. Now, across all games, there has been one important addition. An addition that makes me at least incredibly happy about. An addition that normally wouldn't bother me, but now it does. We now have a photo mode. Not just a phoned-in one, but an actually fully featured one. A photo mode with all the camera controls that I don't really understand, but have a lot of fun playing with. Of course, the natural question is, for those that have already played (and hopefully) loved the original trilogy, is this remaster something to consider buying? Summary If you've never played the trilogy, yes you should buy this. The games are so good that to be able to play them on modern hardware in one package, with all the DLC you could want and all the newly flashy visuals should make this an easy purchase. If you've already played and completed the trilogy, then perhaps the answer is slightly harder. For me, it was a no-brainer. If you like the Mass Effect games, then I think the answer is yes. The fact that in one package you get all the games, all the DLC and all the enhancements, there is value there for sure. This is one remaster that has had some actual effort put into it. Or I could be blinkered by my love of all things Mass Effect. But since this is my review, I'll end it there and just declare this trilogy and remaster wonderful, and fully recommend it as a buy.
Man buys Xbox Series X
Boom Boom Rocket · 1 min readMan then remembers playing this game on his xbox 360. Man then remembers buying said xbox while on a year secondment in Bangalore, India. Man remembers that xbox fondly, it surviving a red ring of death. Maybe man should see if it still works? Man is impressed his new Series X remembers he owns this and allows it to be played. Man then realises it is a great time wasting game and he likes it a lot. Finally, man realises that he is old now and should put away such childish games, but man doesn't want to and you can't make him... Besides, man now has kids and they will love it (that or Minecraft I guess, thanks Xbox Game Pass Ultimate).

Yummy crunchy humans
*Played for "Free" thanks to the MS Xbox PC Pass You are the blob, you have to escape the nasty humans holding you captive. Along the way, predictably, you get more abilities to help you to solve the relatively simple but growing number of puzzles that you face. These new abilities also help you to navigate to parts of the map you couldn't access. Pixel graphics, sort of Prince of Persia movement from the humans (the original rotoscoped one) and forgettable sound apart from when you munch the puny humans. So here we have a sort of rogue-like, but with you playing the monster rather than slaying them (well unless the humans are the monsters I suppose). All in all, it won't live long in the memory, but I will play it to the finish for a couple of reasons: 1) It's good fun 2) The sound of terrified humans, and then the sounds of your monster munching on them
Crush your enemies and see them driven before you!
Conan Exiles · 4 min readThis review is based on playing Conan Exiles PvE because it’s a challenging and brutal world that adding the complication of PvP is not for me. You start with nothing, crucified and dying until Conan rocks up, frees you and then leaves you to your own devices. As with most survival crafting games you start gathering grass fibres, sticks and stones and then make your first simple stone tools and weapons. Everything you do earns you XP and there is a guide in the form of milestones to achieve which boost that and provide the basics of what you need. Build a grass fibre bed, make some grass fibre clothes etc. Nearly everything you meet will try and kill you except deer, they just run away if you hit them. As you earn XP you get points for Attributes and Feats. Attributes are your ability scores so these can be tailored to suit your play style. Things like Strength, Encumbrance, Vitality, Agility etc. Feats are your recipes for how to make things. Early on, you will want to learn how to build a base and then how to build various work benches to make new things. Once you are established you will need iron, lots of it and so on in the grand grind for resources that all of these games require. Once you have decent weapons and armour and are not being mauled by the local wildlife every time you leave the safety of your base you can start to look to acquiring Thralls at the NPC camps. It’s very Flintstones, Bash ‘em on the head until they pass out, then drag them back to your Wheel of pain where they’ll learn the meaning of calling you Master. Once done, they can follow you into battle or work at one of the crafting benches depending on what type you acquired. You can also tame the local wildlife although you cannot knock them out; you need to find a young version of the animal you want and snatch it away from its parents to add it to your Taming building where it too will grow up to growl you Master and follow you into battle or be a pack animal for your harvesting trips. On the original map, you must be mindful of the Sandstorm that rips through the air from time to time; it will kill you if you are caught out in the open while your minions don’t seem affected by it oddly. And then there’s The Purge! The Purge is an attack on one of your bases by some powerful NPC’s and their goal is just to annoy you to give up the game or rage quit until the purge is done. Seriously, they are a good source of resources if you can defeat them. The Purge does not just happen like the Sandstorm, it is directed by the Purge Meter that you can see in your inventory, it is a reflection of how much activity there is on the server; the more progressed you are, the sooner a Purge will arrive. You get a ten-minute warning (as standard) of the Purge coming and where it is going on the map. Nearly everything is adjustable in the server options; you can turn the purge off, make it so it only happens when x number of players are online or between certain times of the day. You can adjust the resource rates, the difficulty of the NPC’s the day/night cycle or, you can let someone else sort that out and join their server. You can even play on your own local version of the game to try it out before venturing out with other people. There is loads of paid DLC for the game but most of it is cosmetic, the only paid for you may need is the expansion map Isle of Siptah. This was launched last year but was a disaster. Taking into consideration feedback from the player-base, the makers have re=populated the map and it is now much more playable. Conan Exiles is an entertaining survival game were you can even charge into battle mounted on a horse or Rhino. On the former, you can even wield a lance and perhaps even joust with your mates. Originally published on 31 March 2021.
Get FORZA
The Crew Motorfest · 1 min readI know this is a bit old now, but it's on playstation plus so I thought I'd give it a bash. 97gb download later and I wish I hadn't bothered. Couldn't get past the prologue. Controls feel squishy, no real physics or handling to speak of and just doesn't compare to FH5 (or 6 for that matter). If you're a playstation player xget FH5. It might be similarly old, but it's night and day better.

Land of the Rising Revs
tl;dr - Playground Games has gone and done it. Japan, in all its neon-soaked, mountain-carved, cherry-blossom-strewn glory, is the open-world racing setting we've all been dreaming about for the best part of a decade. And bloody hell, does it deliver. "Captures the essence of the place in a smoother, condensed reality." Torben Ellert, Design Director, Playground Games. Let me open with a confession. I've been waiting for a Forza Horizon set in Japan since roughly the moment I finished Forza Horizon 3. Every time a new entry was announced, I'd hold my breath, scan the reveal trailer for a hint of Mt Fuji or a neon-lit Shibuya crossing, and every time I'd be left disappointed. Australia, Britain, Mexico, all stunning in their own right, but never quite that. So when Playground Games finally pulled the trigger and confirmed Japan as the destination for Forza Horizon 6, I'd already mentally pencilled the 10/10 onto the scoreboard before I'd even pressed start. I mean I pretty much did the same for Assassin's Creed: Shadows. A Setting That Slaps You In The Face With Beauty Within about thirty seconds of starting the game, you're sent careening through the Japanese Alps in a 2025 GR GT Prototype, racing alongside a Shinkansen bullet train, before plunging headfirst into the Horizon Festival proper. It's pure Playground showboating, and I loved every single second of it. But the real magic kicks in once you stop chasing objectives and just cruise. Tokyo at night, with rain-slicked streets reflecting every neon kanji and convenience store sign, is some of the prettiest driving I've ever experienced in a video game. The ray-tracing reflections off your bonnet in the city are genuinely show-stopping. Then you climb out of the city, find yourself winding up a Touge mountain pass with cherry blossom petals scattering across your windscreen, and you realise Playground hasn't just built a map. They've built a love letter. Five times the size of Guanajuato. Five times. And it never once feels empty. Tokyo alone, according to the studio, is roughly five times larger than the biggest built-up area in Forza Horizon 5. And they've actually filled it. Layered highways, tunnels, industrial districts, tight urban corners. You can spend hours just exploring one district before remembering there are six more regions waiting for you. The world is dense without ever feeling cluttered, varied without ever feeling like a theme park. Touge, Time Attack, and Living Out Your Initial D Fantasy Now, let's talk about what's actually new, because this isn't just Forza Horizon 5 with a Japanese coat of paint slapped on top. Touge Battles are 1v1 races on famous Japanese mountain roads, including Hakone, Mount Haruna, Bandai Azuma, the Norikura Skyline, and Arahiyama Takao Parkway. If you grew up watching Initial D and wishing you could pelt down a mountain pass at silly speeds with a rival glued to your bumper, congratulations, your dreams have arrived. These battles are tense, technical, and properly thrilling. I've been having recurring dreams about the Akina downhill, send help. Time Attack events are scattered seamlessly across the map. Just hit a dedicated stretch of road and you're suddenly setting times against your friends, with leaderboards plastered across in-game billboards as you drive. It's a genius little touch that turns the entire open world into a competitive playground without ever shoving you into a menu. Horizon Rush events are like Showcases but unscripted. You get behind the wheel of a preselected car and have to earn three stars on your own merits. Less Hollywood, more proper driving. Drag Meets now feature actual launch control management. The game no longer holds you on the line automatically. You pick your grid slot, watch a realistic countdown, and manage your own launch. Touch the throttle a millisecond early and you jump-start. No more cheesing it. You bring your purpose-built monster, you sit on the grid, you sweat. It's wonderful. ANNA, The Auto-Driving Co-Pilot I Didn't Know I Needed I'll admit, I rolled my eyes when I first heard about Auto Drive. Why would I let the game drive itself? Then I tried cinematic mode, where the entire UI vanishes and you get a film-style view of your car cruising through the Japanese countryside at sunset. It's strangely meditative. I've spent more time than I'd care to admit just sat watching my Land Cruiser wind through a forest road at golden hour while I sip a brew. Don't judge me. The Cars. Oh, The Cars. Over 550 vehicles at launch, with a heavy and very welcome emphasis on JDM heroes. Nissan Silvias, Toyota Celicas, Mazda RX-7s, GR Yarises, kei vans (yes, properly slow, properly hilarious kei vans), the lot. The cover stars, the 2025 GR GT Prototype and the 2025 Toyota Land Cruiser, tell you everything you need to know about Playground's mission statement. This is a celebration of Japanese car culture, and it shows in every menu, every engine note, every paint option. Engine audio has had a serious overhaul, and the new 540-degree steering animations make every car feel that much more tactile. If you've got a wheel like a Logitech G29 collecting dust in a cupboard, this is the game to drag it back out for. Niggles? A Couple, If I'm Being Properly Honest I'd be lying if I said it was flawless. The AI does that classic Forza Horizon rubberbanding thing, especially on the trickier Touge runs. One minute you're miles ahead, the next there's a Honda Civic on your boot like it teleported in from the Upside Down. The cutscene dialogue is still as bland as a motorway service station sandwich, a complaint that's followed the series since Australia and apparently isn't going anywhere. And Mt Fuji, the most iconic mountain in all of Japan, is essentially a background prop. You can stare at it, you can photograph it, but you cannot drive it. Heartbreaking. But honestly? These are minor scratches on an otherwise gleaming bonnet. They're not enough to knock a single point off any of the scores above. Verdict Forza Horizon 6 is the best Forza Horizon ever made. The Japan setting was always going to be the headline, and Playground hasn't squandered it. They've doubled down, building the most ambitious, most varied, most beautiful open world the series has ever seen. Every drive feels like an event. Every screenshot looks like a desktop wallpaper waiting to happen. I'm thirty-odd hours in, my screenshot folder is on its knees begging for mercy, and I've got absolutely no intention of stopping anytime soon. If you've got Game Pass, you've got no excuse. If you don't, this is the game that justifies buying it. The wait was worth it. Konnichiwa, perfection.
Very Addictive Viking Survival
Valheim · 3 min readValheim is an open world crafting survival game set in Viking mythology. It is a PvE Co-op environment for the most part but you can individually enable PvP and fight others who have set the same; I guess to see who is the best fighter? Most of the game is PvE though, and just as well for it’s a cruel world. As with most survival games you rely heavily on your heath pool and stamina. These are increased with food consumed and boosted if you can maintain a balanced diet. Sure, you can survive on cooked meat but if you eat berries and mushrooms (early game) then you improve your overall health and therefore combat effectiveness, or at least your ability to run away! You can run the game on your own PC and invite friends or you can get a dedicated server so that the world continues when you are offline. You start with creating basic stone weapons that you then try to upgrade to flint-based weapons and tools. You’ll need a base and a Workbench allows you to build within its area of influence. Building a base is easy-ish; you should make sure your wood poles are connected to the ground, ensure you have a proper roof (not more floor tiles) and ensure the walls are complete, otherwise your building will decay when it rains. You’ll need a fire inside but on the ground, so you’ll have to have a gap in your floor for that… and a chimney/vent above it for the smoke to escape, but that also needs to be covered by a roof angle to prevent the fire going out on a damp day. It is all logically complicated! In order to progress to the next tech level you will need to harvest tributes and present them at a boss alter where you will summon the boss to fight. Each person attending will need to get the reward from the boss so if there are 4 of you, you’ll need to fight it four times! There’s no cool down so it’s relatively straight forward; if you can beat the boss. After the first boss you gain the access to a pick axe and can start harvesting Copper and Tin to make Bronze which will then need for everything, including a boat. The more of you on the server the quicker those glorious resource nodes will evaporate and you’ll need to travel further to find more. You can sail to another island but beware, if you sail to close to the edge of the world…. Well, you’ll find out! There are Dungeons called Burial Sites and Troll Caves which you can clear out to get the cores you will need for the Bronze production and Portals which allow you to travel any distance point to point as long as you have a matched pair of portals. These are a game changer when you get them but you can’t carry metal through them which is by design. The game has so much going on and so many requirements and recipes and yet it is thoroughly addictive; I just can’t put this game down. As with so many games this is better in a group; a small group. Too many people on the server and the resource bun fight can get… interesting. Overall, the game is brilliant and I cannot recommend it enough. It’s less than 1GB in size which these days is unusual; it runs well and looks good enough for the game it is presenting. Originally published on 15 February 2021.
DLC Blood on Crystal - The Final Stand Delivers Everything You Need to Finish the Fight
Atomic Heart · 5 min readAtomic Heart: Blood on Crystal—The Final Stand Delivers Everything You Need to Finish the Fight I got early access to Atomic Heart's final DLC, Blood on Crystal, via Keymailer, and I've spent considerable time diving back into Facility 3826 for what Mundfish is positioning as the conclusion to P-3's story. The DLC launched on April 16, 2026, and after 55+ minutes of gameplay, boss encounters, and combat exploration, I can confirm: this is how you end a story DLC. The Setup: Time to Face CHAR-les Blood on Crystal picks up where DLC 3 left off. P-3, the Twins, and the crew are making their final push against CHAR-les—a traitor who's seized control of Kollective 2.0 and is conducting horrific experiments. The stakes are existential: save humanity or watch it get consumed by KHRAZ, the polymeric entity CHAR-les created. No more running. No more escape routes. This is it. The DLC drops you into two new zones within Facility 3826: the Wave Platform (a deadly transition point where technology and annihilation collide) and the Crystal Complex (Sechenov's greatest secret, as massive as the base game's Vavilov Complex). The atmosphere immediately signals that this isn't another side-quest DLC—this is a capstone. Combat: Evolved and Unforgiving The combat in Blood on Crystal feels tighter and more demanding than the base game. Mundfish has added a new enemy type called the Polymorphs—mysterious beings spawned from CHAR-les' experiments that force you to adapt on the fly. These aren't reskins. They have distinct movesets, elemental properties, and tactics that make you actually think about your approach. Your arsenal gets meaningful upgrades too. The glove abilities feel more powerful, and weapon variety has expanded—old weapons return alongside new options. The polymer mechanics are fully exploited here; you'll spend time manipulating polymeric properties and switching between elemental forms to handle encounters. It's not just "shoot more"—it's "understand the system and exploit it." The boss encounters are legitimately wild. I spent considerable time on several fights, and they demand you master glove timing, weapon swaps, and arena awareness simultaneously. These aren't difficulty spikes; they're encounters designed to test everything you've learned across four DLCs. The Crystal Complex: Scale and Secrets Mundfish wasn't kidding when they said the Crystal Complex rivals the Vavilov Complex in length. This isn't a small pocket DLC. You're exploring vast interconnected spaces filled with environmental storytelling, lore details, and that signature Atomic Heart blend of retro-Soviet aesthetic meets technological horror. Every room has purpose. Every corridor tells part of CHAR-les' plan. The art direction is meticulous—cold, clinical architecture mixed with organic horror. Walking through the Crystal Complex, you feel the weight of Sechenov's secrets. The environment itself is a character. Storytelling: The Deep Dive Where Blood on Crystal shines is in narrative depth. Mundfish doesn't rush the ending. The DLC explores the "science fiction storytelling" it promises—explaining how everything works in great detail. You're not just fighting CHAR-les; you're understanding what he is, why he did what he did, and what it means for the future. The story respects the investment players have made across four DLCs and the base game. It answers questions, closes loops, and provides genuine emotional weight to the conclusion. P-3's journey feels earned. Katya's arc reaches a meaningful resolution. The scope of what you've been fighting makes sense. This is 6–8 hours of pure story-driven action. It's not padded. Every hour counts. Pacing: Explosive Without Feeling Rushed The DLC knows it's the finale, and it plays with that energy. Encounters escalate. The difficulty curve is steep but fair. Setpieces feel cinematic without sacrificing gameplay. You're never sitting through cutscenes wishing they'd end—the story moves with intent. That said, the difficulty spike is real. If you're coming in without fully upgraded gear from earlier DLCs or without solid glove mastery, you'll hit walls. Mundfish assumes you know how to play Atomic Heart by now. Adapt or get punished. The Honest Take What works: Combat feels evolved and genuinely challenging Story delivers emotional and narrative payoff Environmental design and atmosphere are top-tier Boss encounters are memorable and creative Scale matches the promise of a "final chapter" Where it can feel rough: Difficulty isn't forgiving to newcomers—base game + DLC 1-3 are practically prerequisites Some mid-DLC encounters can feel cheap if you're not running optimal builds Performance can dip on lower-end hardware during dense combat (nothing game-breaking, but noticeable) If you were hoping for more multiplayer/endgame content, this is story-only Who Should Play This For fans of Atomic Heart: Absolutely. This closes the book on P-3's story with respect and payoff. Skip it and you'll feel the absence. For action-RPG enthusiasts: If you love FPS mechanics blended with upgrade systems and boss encounters that demand mastery, Blood on Crystal is exactly what you want. For casual players: Only if you've finished the base game + previous DLCs and don't mind challenging boss fights. This isn't forgiving. The Verdict Mundfish went out with a bang. Blood on Crystal is a confident, well-crafted conclusion that doesn't apologize for being a finale. It's demanding, meaty, and narratively complete. The DLC respects your time and your investment in P-3's journey. At $9.99, you're getting 6–8 hours of story-driven action with production values that match the base game. That's solid value for a final DLC chapter. If you care about closure and want to finish what you started, this is essential. Facility 3826 has been a fascinating place to explore. Blood on Crystal is a satisfying way to leave it behind. Atomic Heart: Blood on Crystal Developer: Mundfish Publisher: Focus Entertainment Release: April 16, 2026 Price: $9.99 standalone / Included in Atomic Pass ($39.99) Platforms: PS4, PS5, Xbox One, Xbox Series X|S, PC Content Length: 1 x DLC 6–8 hours Best For: Atomic Heart fans, action-RPG players, story-focused gamers Difficulty: Hard (assumes mastery of base game mechanics) Received early access via Keymailer. All impressions are my own based on extensive gameplay.
A Solo Adventure with Friends
Dune: Awakening · 8 min readI've Played 300+ Hours of Dune: Awakening Solo The first time I stepped into Arrakis, I wasn't sure what I was getting into. I'd heard Dune: Awakening was an MMO, and MMOs aren't usually my scene. I work solo. I play solo. The idea of being forced to group up or get steamrolled by guilds sounded like a nightmare. But something about the Dune universe pulled me in anyway. Now, after over 300 hours of playing entirely by myself, I can tell you something that might surprise you: Dune: Awakening is genuinely one of the best solo experiences I've had in years.I also played with casual group of friends for the non campaign contentsuch as the Deep Desert on a quiet private server. I recently returned fro ma break to play solo on a public server. I dont mind the campaign grind again. I'm finding it different in some ways, trying different ways to gain XP. I even installed the The Hidden Gaming Lair windows app for ingame map and data overlay. Still use AI tools like the Game Bar Edge Copilot game browser feature to lookup dune map and mission info . When I Started: The PvP Problem When I started in summer 2025, Dune: Awakening had a real problem for solo players like me. The game is brilliant for the first 60 or so hours—pure survival, exploration, crafting, base building. No stress. Just you versus the desert. After that, the real depth emerges. You hit levels where you're expanding your base, working through more complex crafting chains, exploring deeper into the story. But somewhere in the 80–120 hour range, you start thinking about progression past mid-game—and that's when endgame loomed as a problem. Suddenly, the Deep Desert was this terrifying gauntlet where PvP was basically mandatory. You wanted the best resources? The exotic schematics? The high-tier loot? You had to venture into a zone where roaming bands of players could absolutely wreck you. The design was supposed to reward guild organization and risky expeditions. Instead, it just locked solo players out of the good stuff. I remember reading threads where people complained about being ambushed, losing hours of gathered spice to some organized group, and feeling like the endgame wasn't built for them. And honestly? They were right. The disconnect between "peaceful survival game" and "mandatory PvP arena" was jarring as hell. So I did what a lot of solo players did: I stopped pushing aggressively toward hardcore endgame and just... settled into the mid-game and late-game loops. Base building. Exploration. Helping lost NPCs. Refining my systems. And you know what? I had a blast anyway. 300 hours worth of blast. The Plot Twist: Funcom Listened Here's where it gets good. Last month, Funcom released patch 1.3.20.0, and buried in the patch notes was a statement that made me actually smile: over 80% of their lifetime players exclusively engaged with PvE content. Eighty percent. That's not a niche—that's the actual core audience of the game. The Creative Director's message was refreshingly honest about the situation. They tried half-measures for months. They split the Deep Desert, made portions PvE-only, adjusted mechanics. But the core problem remained: solo players were still effectively locked out of optimal progression. So Funcom did something bold. They rethought the entire approach. Now, here's what changed: Deep Desert: Your Choice, Your Instance All official worlds now have separate PvE and PvP instances of the Deep Desert. When you enter, you choose: PvE or PvP. If you want PvE? You're golden. No player combat anywhere, including the shipwrecks. You can hunt for spice, explore the Imperial Testing Stations, gather exotic resources—all without someone in a flying ornithopter snipping you from a kilometer away. If you want PvP for that extra thrill (and reward)? The PvP instance offers a 2.5x yield multiplier on resources compared to PvE areas. The risk matches the reward. You're not forced to do it; you choose it because the payoff makes sense. For a solo player like me? This is transformative. I can now fully progress through endgame content on my own terms. No forced conflict. No gatekeeping. Hagga Basin: Fully PvE Hagga Basin is now fully PvE across the entire map, including the Shipwrecks. This entire zone—your main exploration and farming area—is yours alone. No hostile player interference, period. As someone who loves exploration and wants to fully experience the world without worrying about getting ambushed, this is perfect. The Future: Self-Hosted Servers There's more coming, and it's big: self-hosted servers. Imagine hosting your own private version of Arrakis for you and a few friends (or just yourself, if you want). Funcom will allow players to host servers for friends or communities, with customizable settings for harvesting rates, item and base durability, and more. No cost to you, though your ISP might care about the bandwidth. What's this mean for solo players? Complete control. Want harvesting rates doubled so you don't spend hours grinding for basic supplies? Done. Want to slow down decay so your base doesn't crumble if you take a week off? Set it yourself. Want to experience the Dune universe at your own pace with your own rules? You can literally do that. You can transfer existing characters to private servers, though there won't be an option to transfer them back to official servers. That's a one-way trip, which makes sense—preserves server integrity. But knowing I could create my own Arrakis if I wanted to? That's empowering. Testing hasn't started yet, but it's coming soon. What This Means for You (the Casual Solo Player) If you've been on the fence about Dune: Awakening because you heard it wasn't "solo-friendly," it's time to reconsider. For PvE lovers: You now have a full, complete path through endgame. No compromise. No mandatory PvP. You can reach level 100, unlock exotic schematics, explore every corner of the Deep Desert, and do it all peacefully. For players who want some risk: The PvP instances are there, but optional. Dip in for the 2.5x rewards if you're feeling spicy. Play it safe if you want. For players who crave total customization: Self-hosted servers are coming. Your rules. Your Arrakis. The Real MVP: The Crafting and Base Building Loop Don't get me wrong—the massive structural changes are great. But what actually keeps me playing is something simpler: the core survival loop is so good. I've spent entire evenings just gathering resources, refining materials, planning my next base expansion. There's a meditative quality to it. No rush. No meta to chase. Just me, the desert, and the satisfaction of slowly building something sustainable in a hostile world. The combat is serviceable. The story is interesting. But it's the crafting that has me playing for hours without noticing. The Honest Bit: It's Still a Grind I'd be lying if I said Dune: Awakening is fast. It's not. Progression is deliberate. Some activities that take a group 3 hours will take you 30 hours solo. That's just the nature of survival games. If you need dopamine hits every five minutes and instant gratification, this isn't your game. If you want to rush to endgame and min-max in a week, look elsewhere. But if you're someone who plays games to exist in a world, to build, to explore at your own pace, to feel the weight of survival in an alien desert? Dune: Awakening is calling you. The Verdict: This Is My Game Now Funcom took a game that had real issues for solo players and listened. They made structural changes. They're investing in features like self-hosted servers that show they actually care about different playstyles. Do I think this should have been the design at launch? Maybe. But I also respect that they adapted when the data screamed at them that 80% of players wanted a different experience. That's not always common in live service games. I've put 300+ hours into Arrakis. I'm not stopping anytime soon. With patch 1.3.20.0, I'm finally excited about endgame content again—as a solo player, on my own terms. If you love the Dune universe, survival games, crafting, or just want to get away from the competitive multiplayer grind for a while? Stop reading reviews and go play it. Arrakis is waiting. And it's finally a place where solo adventurers belong. Currently Playing: Dune: Awakening (300+ hours, solo, PvE focus) Best For: Dune fans, survival game enthusiasts, solo explorers, crafters, base builders Worth Your Time: Absolutely, especially if you like taking your time and building something Current Status: Patch 1.3.20.0 live (April 28, 2026); self-hosted servers coming soon Have you played Dune: Awakening solo? What's kept you hooked? Hit me up in the comments—I'd love to hear your Arrakis stories. NOTE - I did receive the original game for Free form FUNOCN, and made content on my Youtube channel. I Later paid for upgrade to top tier edition and the extra content and cosmetics.
I like big guns...
World of Warships · 4 min readWorld of Warships is a ‘Free to Pay’, sorry, ‘free to play’ game from Wargaming who also make World of Tanks and Wold of Warplanes. While you can play it for free in theory, in reality it is going to cost you if you want to progress and have fun in the game. You start the game with a tier 1 ship from each nation. You can only access the Co-op arena games to begin with where you learn to play the game at a basic level and should learn about not shooting your own team, although this seems somewhat lost on a lot of players. As you earn XP on a ship you can unlock new modules and then new ships. There are many famous ships in the game, most are premiums though (you have to buy them for real money) but there are some in the actual Tech Tree like the might Yamato at tier 10 in the Japanese Battleship (BB) line. So, there are Battleships, there are also Cruisers, Destroyers and Aircraft Carriers although Submarines are on the horizon, so to speak. The original idea of balance in this game was this: Battleships (BB) hunt Battleships and Cruisers Cruisers (CA*) hunt Cruisers and Destroyers Destroyers (DD) hunt Destroyers and Battleships And everyone ignores the irritating planes from aircraft. However much has changed since the early days of this game; there have been new ships lines introduced that alter the dynamic somewhat. The Russian heavy cruisers for example are virtually battleships and hunt everything! Then there’s the re-worked Aircraft Carriers (CV) or as I like to call them “Sky Cancer”. In the old days of this game, cruisers tended to have good Anti-Aircraft guns (AA) and if they worked together and stayed with their BB’s or DD’s they could protect them with withering AA fire but since the rework, CV’s can direct their aircraft much more effectively and render much of the AA they encounter as insignificant, even directly bombing a CA that is fully build to defend against air power. I should not have mentioned the Sky Cancer; I knew this would happen. Let me move on… Note: * Cruisers are designated CA for heavy cruisers and CL for light cruisers. When you first start the game it will take you through the basics and introduce new game features as you gain experience so as not to bombard you with information at the start. Like with most multiplayer games WOWS is much more fun when you can group with friends so if you don’t have any that play this, your best bet is to join a clan and make new friends. There are plenty of casual clans that just want regular players rather than really good players. Playing with others is also a good way to learn the tricks of the game. Here’s a tip. Never launch torpedoes if you have friendlies ahead of you. If they sail into your torps, it’s still your fault and you will be punished by the game and most likely ridiculed by your team. Team killers are turned pink for a few games. If it’s a one off, it is just that. If you continue doing it, you will eventually get banned. Mistakes happen, repeat offenders are not welcome however. If you ever wanted to sail the legends of WWII and fire big guns then this is the game for you. A match typically lasts up to 20 minutes so you can easily play 1 round and come back later or you can play a whole day. I mentioned starting in Co-op, this is against AI bot ships which are stupid! When you’ve learned how to play, the game will let you into random battles against other players, although at the low levels you may find it is still against bots and 1 or 2 other real people. The bots are identified by a : at the start and end of their name. There are also ‘Operations’ that are unlocked as you progress. These are usually for tier 6 or 7 ships (depending on the mission) and are cooperative events based on a specific scenario like the evacuation of Dunkirk or rescuing a stricken Aircraft Carrier. In these operations the bots are still stupid but there tend to have overwhelming numbers. There really is lots to do in this game but if you do decide to download it make sure you sign up to and get the right version for your geographical location. If you are UK/Europe, you do not want to sign up on the North American servers or your gaming experience will be somewhat laggy. Originally published on 27 January 2021.
Simply put, a masterpiece
The Artful Escape · 1 min readIt won't resonant with everyone, and some would say it's not a game. But they're wrong. It's genius and the soundtrack is a banger. It tells a good story of self discovery and acceptance, and it's just great. The soundtrack is a banger (yes I said that before, but it needs repeating)

Too much effort for me
I really like survival games. On Ark, 7 Days to Die and Conan Exiles I have over 3000 hours and that’s not counting games like The Forest so it’s fair to say I like my crafting survival games. Green Hell appeared to be similar to The Forest but with better graphics and possibly an amazing ecosystem. I wouldn’t know because I didn’t get that far. We set out playing it on the easiest setting with no predators or tribesmen in order to get a handle on how to play the game. After two hours of scavenging a jungle for rocks and sticks to make a stone knife and build a shelter and make a fire, we were dehydrated and passing out every two minutes. It was, in many ways an entertaining experience playing it with a friend and trying to survive but it was not a fun experience and after those two hours that I can never get back I uninstalled the game. Green Hell is not for me. However, if you like a challenge…. If you think The Forest is too easy then maybe Green Hell is for you. It looks great but the grind is just too high for me in Green Hell. Originally published on 27 January 2021.

A forgotten gem
I was idly thinking the other day, that I needed a new racing game to play. So off I went to the playstation store and there was Burnout on sale. So I bought it for the PS4/5 to enable my son to play it, and promptly installed it again on my PC. What a great game this is. Racing is great, soundtrack is great, destruction is all of the fun. In an alternate universe somewhere, Forza has married Burnout and their babies are magnificent. Periodically they invite cousin Blur to play too and that world is a good one.

2026 Conan Exiles Enhanced: Isle of Siptah Edition Review — A Brutal Fantasy Survival Adventure
Conan Exiles Enhanced: Isle of Siptah Edition Review — A Brutal Fantasy Survival Adventure I received Conan Exiles Enhanced: Isle of Siptah Edition for free from FUNCOM, and after playing it on PC through Steam, it’s very much the kind of game that pulls you in if you like survival, building, and harsh fantasy worlds. It has that classic Conan feel, but with the Isle of Siptah setting giving it a darker and more isolated vibe that makes the whole experience feel a bit different from the main game. What I liked most was the atmosphere. The island feels dangerous, mysterious, and full of that harsh survival energy that Conan Exiles is known for. There’s always something to do, whether that’s gathering resources, building up a base, fighting off enemies, or just trying to survive long enough to get stronger. It definitely has that “one more hour” type of gameplay. Since this is the Enhanced version, it also feels like a good chance for new players to jump in or for returning players to give it another look. The visual upgrade and overall presentation help make the world feel more immersive, and if you enjoy sandbox survival games, this is one that can easily eat up a lot of your time. Overall, I thought Isle of Siptah Edition was a solid and enjoyable survival experience. If you like tough survival games with building, combat, and a dark fantasy setting, this one is definitely worth checking out. Checkout my video review on youtube here: https://youtu.be/tZAiN8yHm7E

Aidens Assemble!
Dying Light 2: Stay Human is a vast improvement of the original in many ways but it’s not perfect. There are plenty of bugs and even when the devs claim to be fixing them in a patch, they seem to introduce as many as they remove. That said the game is beautiful and the parkour is mostly intuitive and smooth and only gets better and more fluid as you unlock additional skills. You play the part of Aiden, a Pilgrim searching for his missing sister, Mia. It explains very early on that Pilgrims roam the wastelands between the cities and you arrive in Old Villador on the trail of Mia. The tutorial is embedded into the start of the story so you are learning to play while making your way through the beginning of the game. Personally I find this far more rewarding than running an assault course to prove you got the moves. As you progress there are some defining story decisions to make and those moments restrict the time you have to make the decision. Different choices produce different outcomes in the game and while, you mostly get to the same point no matter your choice there are some fun differences and you can explore these differences by playing cooperatively with friends. When playing Co-op, the host has the final decision on all options, but other players can suggest what they would like to see chosen which is fair. Playing with others, as with so many other games, is fun in Dying Light 2 where you can help a friend up when they fall too far or get brought down by a horde. There is no friendly fire, which is just as well with everyone flailing around with melee weapons, though explosions caused and fire will hurt your friends. As with the first game, you can mod weapons to make them stronger or add effects that suit your play style… Fire, electric or acid maybe. There are a variety of fun combinations to try and almost everything can be upgraded using in game currency and zombie trophies taken from the slain undead. What you upgrade is up to you, although the First Aid kit is a popular upgrade. The skills tree is only restrictive in that you have to be a certain power level to unlock the higher end skills but that’s good; it means you have to make choices on how to build your Aiden. Bugs aside my biggest grip with the game is that in so many cut scenes you, as a character wait for or just allow your opponent to hit you before it returns to player control and allows you to end the fight in your favour. That and the requirement for all players to be there to speak to a quest giver or open a quest door, hence the quote “Aidens Assemble!” This game is huge. There is fighting and parkour which differs at night and by day but I did not find the night time to be quite as terrifying as the original game. In this game you can hold your own at night and fight all the zombies that come at you, use the combat to harvest the parts you need for upgrades but be warned, once your Chase level goes up to 3 of 4 or 4 of 4 the volatiles will decimate you; but they too, drop parts you need so maybe it’s worth the risk? I’ve played though the story now and with playing a fair number of the side quests I have spent 65 hours in the game; I am happy that I got my monies worth. It’s been an entertaining experience and watching how various decisions play out differently when in co-op with friends has been very interesting. Originally published on 28 February 2022.

Just one more song...
This game has me repeatedly throwing off my headseat after failing at an expert level 5 times in a row only to pick the headseat up again 2 minutes later to have another go. Highly addictive and fun! My only negatives are that the 1 in 100 times I'm winning an expert online battle , spoil sports can just exit the song leaving me playing on my own! And also that my boyfriend is a lot better at it than me and constantly beats my scores. Great game to show off VR to newcomers and replayability is great. Originally published on 10 February 2022.

A classic series that just got a whole lot prettier
Firstly, I would like to thank this site’s very own Bombjack for getting me into Mass Effect in about 2011 when he told me ME2 was on sale on Steam in the Christmas sale for under £4. At that time, I had never heard of Mass Effect but I splashed the cash and started my career as Commander Shepard and I played solidly through the game, completing it in about 30 hours, only to play through it again spending 60 hours on the game in about two weeks while off work over the festive period. So, to say I liked the second instalment of this trilogy is an understatement. Obviously I played ME3 when that came out and I enjoyed that too. Sure, the ending was a let-down given the expectation but it was still a good game and I loved the Multiplayer, which I still play today from time to time. I had never played ME1 even though Bombjack tried to get me to do so. When I heard they were remastering it I thought “Oh no, please don’t do what Kingdoms of Amalur: Reckoning did!” and just polish the game but change nothing at all. Needless to say, I’m a sucker and I bought Mass Effect: Legendary Edition or why would I be writing this now? Having not played ME1 I decided to start there; I planned to play a Renegade FemShep but as I progressed through I just didn’t have it in me so she went on a redemption arc and became paragon towards the end and as I move into ME2 I am now playing her as a Paragon. I am doing something different here though. I nearly always create a Biotic God character; I love throwing powers around but this play-through I am an Engineer and It’s been fun. But enough about my choices, what’s the game like? ME1 has been polished to the standards of ME3, or perhaps better. It looks fantastic and there’s a Photo mode for capturing your favourite sights. They have mostly stuck with the mechanics of ME1 so the weapons overheat rather than use up a limited supply of ammo but that in itself is ok. The Mako, the ground vehicle I had heard so much trash about was actually really quite useful. Certainly the controls do not do quite what you expect, especially going backwards but she is virtually indestructible and physics defying; I found driving around in the Mako rather fun. I feel lucky that I got to experience the thrills and tragedy of ME1 for the first time on this play through. While I now understand I missed out not playing this before, getting to experience it all fresh for the first time, with the graphics looking so spectacular was a joy and I am enjoying ME2 just as much as I scour the galaxy recruiting allies. The story and journey behind the Mass Effect Trilogy does not change with this version of the game but visually it is stunning and I am thoroughly enjoying it all again. Yes, ME1 is a bit janky compared to ME2 but the story makes it worth the play through. If you’ve not played Mass Effect 1, 2 or 3 then now is the best time to get in on it. The story told is epic and the choices you make throughout the series make you feel that you have an impact on the events that unfold. There is no right or wrong way of doing things there is only Commander Shepard’s way. Originally published on 27 May 2021.

Not an RPG - But still Good
Remember also that a lot of work has clearly gone into redeeming this game, and its DLC is excellent. Also, this review is a legacy review from when the game was first released. Intro So here goes, a review of one of the most hyped games of recent times. A game that is at one step celebrated, while being derided in equal measure depending on where you look. People will mostly know the history of this game, but let's do a recap just in case you've lived in a gaming cave for the last few months/years. Originally announced in 2012, finally released at the end of 2020 after a team of around 500 people beavered away on it. Cyberpunk 2077 has been developed by the same team that developed the almost universally acclaimed The Witcher 3: Wild Hunt (a game I have restarted so many times but never got beyond the prologue on). The launch of the game could be said to have been challenging, you could go more severe than that if you want. It is fair to say that (currently) unless you have a high-end PC, use Stadia (apparently some people do), or were lucky enough to acquire an Xbox Series X or Playstation 5, then you are going to have a tough time with this game. The launch was so bad that Sony even removed the game from the e-store, something which is unprecedented for such a high profile release. Personally, none of the issues that are apparent on older consoles, or even the issues I myself have found surprise me in any way. You only have to look at what has been delivered to see how the game has such massive scale and ambition to see that it would be impossible for the hype and expectation to be delivered on. Does that mean that Cyberpunk 2077 is a failure, something to be remembered as a cautionary tale for older game developers to tell their children? Absolutely not (in my opinion). We do however have to be realistic about the game, now that we can look past the hype and actually play what has been delivered to us. Normally I wouldn't bother making note of the specs of the machine I am playing the game on, but for Cyberpunk 2077 I think it is important. Especially if you have doubts over whether to purchase or not. So here goes (this was about 3 years ago now, have since upgraded): Platform: PC Processor: i7 9700k Memory: 16GB (3000mhz DDR4) GPU: nvidia 2080ti Game installed on: Intel 660P NVME Screen Resolution: 2560x1440 (1440p) - RTX on, DLSS on Performance Usually I wouldn't even comment on this, since my PC is reasonably powerful. But with this game, performance is important depending on how you want to play the game (at least on PC where you have a lot of graphics options available). The chief option to consider is raytracing, the proper reflection of light and generation of shadows. Night City is full of neon, full of light and shadow and this should be generated properly. Normal rasterization techniques can only fake it so much. Currently it's only available on nvidia 2000 and 3000 series cards (not that anyone can buy 3000 series cards at the moment). The thing is that this option has a severe performance impact if you choose to use it. When I first started playing the game, on release, I was getting about 45fps. After a patch or two, I am now getting 60fps. So broadly speaking, performance is better, right? Well, that really depends on the options you have available. The thing with this game is that, graphically, it is BEAUTIFUL. But that is on the right hardware. Night City is such an astonishingly realised environment that it needs some powerful hardware to draw it at an acceptable clip. But I said that this was with raytracing on, and said it had a performance impact, right? That is true, and it highlights that for this game, if you want raytracing on, you have to have DLSS enabled. There's no other option. Without DLSS on, I get around 28fps on the same settings. But what of non-raytracing cards? > Simply put, CP2077 is a very demanding game. New AMD series cards can run the game quite happily on ultra, but not with everything turned on if you expect to get 60fps and you're playing at 4K. This game is a performance monster where the graphics are concerned. If you've got an older graphics card, you will definitely want to play with the settings and think about what resolution to run the game at regardless of the resolution of your screen. Graphics (and bugs) aside, the rest of the performance is pretty good. Despite all the graphics finery on display, load times to get into the game itself are really solid (might be down to my NVME). Texture pop-in is un-noticeable (at least to me) and there are no loading breaks when driving around the city itself. You just have to be aware that if you have slightly older PC hardware, or a PS4/Xbox One X, you may want to consider holding of buying until there have been a few more patches released. Visuals I've sort of talked about the visuals already, but it needs to be restated. Of the many open world games I have played, while they all have their merits and their beautiful visuals, in my opinion nothing comes close to the level of artistry and design shown in Cyberpunk 2077. Night City is an amazing place to just explore. It's a living, breathing city. It looks like the images I have in my head when I read sci-fi books (weirdly I am thinking of the Takeshi Kovacs series by Richard Morgan here). It has nooks and cranny's you will find interesting things in. The city has verticality, it's not just a big wide open space so that the developer can say the map is X amount of square miles for bragging rights. Now, it's definitely true that not every door can be opened, and there are lots of repeating NPCs wandering around, but I still maintain that I have not seen anything like this in a game before. For Night City alone, the visuals are without compare to me. Red Dead Redemption 2 is a beautiful game, the sun cresting over a hill in Assassin's Creed Valhalla is always a sight to behold, but the level of design and the execution shown in CP2077 (for me) puts it head and shoulders above other games. Don't get me wrong, it's not all beautiful. The inventory screens are functional at best, the crafting screens are annoying and whoever designed the UI elements for sending messages and reading shards needs to think about using space more effectively. But, hopefully, you're not playing the game for the UI screens... There are a few too many dildos onscreen in certain areas for my tastes, but I'm sure that wouldn't bother others. Sound Design Open world games usually have lots going on, so there is a lot to listen to. So, for me, in games like this I focus on the way the ambient sounds (radio tracks and NPC noise) help the game, and of course I think about the voice acting of the main voiced parts. So, radio, music and incidental sounds... The radio tracks are cool, if you like that sort of thing. I couldn't say there are any standouts (at least for me), when compared to something like the GTA or Saints Row radio tracks. They do what they need to do, but you can largely ignore them. NPCs are another kettle of fish altogether. Yes, there are a lot of repeated phrases, but there are some gems in there too. They certainly help with the atmosphere generated and I like hearing what they have to say. The overall soundtrack is also good too, the track(s) that jump in when you're in combat are really good. The voice acting is a mixed bag though. I am playing as a female V with the female voice chosen (you can mix and match in the character creation). The main V (female) voice is good, but not great. Some of the lines are missing what I think of as the right emphasis. It's not Kassandra from Assassin's Creed Odyssey or FemShep good, but better than most. The rest of the cast are all pretty good, and mostly don't sound like they're phoning in the lines which is good. Your pal Jackie is definitely a standout though, really good job by that actor. The rest of the sound design does what it needs to do. Guns sound suitably gunny, swords swoosh and cars make skidding noises at the right point. I could also talk about Keanu Reeves performance as Johnny Silverhands, but I do not really want to go anywhere near that. He's good, not great, and in the game more than you would have thought... Gameplay This is where things get a bit more interesting, because for me CP2077 is a bit of a mixed bag in the gameplay department. As said before, I love exploring the city and seeing what mischief I can get in to, but the game wants me to do missions and to craft and to RPG my character. It is in this that it is sometimes less than successful. The RPG elements are basically boiled down to spending points to upgrade your V with a few percentage points of ability, of course you could say that about every RPG out there. Thing is, I am not sure I see much of a change over time to make it something I care about. Crafting is something to do for a quick stat point upgrade, but looks like something you could ignore completely if you want to. Playing missions is good fun, as they vary enough to make them interesting. Perhaps not in their core theme, collect this, kill that, upload virus something else, but they are well designed and voiced and keep you interested. What I absolutely LOATHE is the hacking/stealth mechanic(s). The hacking mini-game when you find a thing to hack to get some money or items is fine, it does what it needs to do and is enough of a challenge to be interesting. But the hacking to be stealthy in an actual mission is really badly implemented for me. So bad that I just don't bother. Guns (or now swords since they are so much fun) is the way to go. This is NOT a stealth game for me. It just doesn't work. Besides, it amuses me when I get told off by my fixer for laying waste to the mission area when I wasn't supposed to... Honestly though, stealth (for me) in this game just doesn't work at all, and I would recommend others to avoid that aspect of this game. Again, your experience may vary, if it does then great. The story is interesting enough for me to want to see it all, and the side missions are well worth doing. I especially liked the talking vending machine I found last night. A very small, silly side mission that amused me greatly. If you have played previous CDPR games, you know they write a good mission, and they have done so again. The main problem is, that for me at least, this feels like an FPS more than an RPG, which is a shame. There's a lot to do in this game. Certainly a lot of highlighted points on the map. These could be main missions, side missions (gigs), random encounters and many others I am sure I have not got to. So far I have put in about 30 hours to this game, and I doubt I will get much change out of 150 hours before I have done everything I want to do. I read elsewhere that the main story is short though. So that just tells me I want to do the side stuff first, and as said before, there is enough interesting content here to keep me playing this game for a long time yet. Fun Hugely subjective though this (and the whole review) is, I am having fun with CP2077. Bar one really bugged quest and a few audio issues, I am enjoying myself immensely. I think this is because the city is just such an interesting place to explore, and that is good enough for me. Yes, the RPG mechanics seem very superifical. Yes, the crafting is a largely redundant thing. Yes, at its core it is an FPS game with TERRIBLE stealth, so might get a bit samey later. But for now, I love playing this game and will continue to have fun with it for a long time yet. The only thing that might not make it fun later is when it becomes too easy. I am not sure, but I think that quests etc have a set difficulty, and as your stats get better, that difficulty doesn't scale. So it might become a walk in the park the more I do the side stuff. Of course I could play it on a higher difficulty, but I don't want to so I won't. Me and my flame-inducing submachine gun are having more than enough fun right now thank you very much, and my samurai sword is now learning how to play too. tldr CP2077 is beautiful, over-hyped, graphics card munching open world fun. It displays a level of graphical design that is amazing to behold, that is bolted to a game which is very good but not the life-changing event we may have been led to believe it would be. It will make you laugh a bit, it will show you an interesting story or three if you let it. If you have a decent PC, or one of the new consoles, buy now and you will have fun. If you have older hardware, wait a bit for a few more patches, then you will have fun too.

I might not hate AC games
So, here we are again. Another year, another Assassin's Creed game. But are they really Assassination games nowadays? Especially since we're now dealing with Vikings, a group of people that television/movies at least tell us were about as stealthy as a bull in a china shop. I'm not sure it is about Assassination, though the option still exists. This is primarily because things have changed since Odyssey. The primary change being that your raven is basically pointless. Whereas in Ghost Recon: Greece, you could fly your bird over an enemy base, tag the baddies and plot your way round to kill them all quietly, now you can only tag 3 at a time. Yes, you can get a perk to make enemies visible when crouched, but stealth is now much harder if you choose to do it. Maybe that's a good thing, and it certainly is challenging, but somehow it's not as much fun. > Stealth is probably not as much fun because the violence in this game sure has hell is. Melee is king in this game, because it turns out that killing people with double axes, arrows, spears, flails and cudgels is SO MUCH FUN. The animations are BRUTAL while still maintaining a (thankfully) slightly comedic edge (at least I hope so). My current plan of attack is to thin out the heard with my bow (not the predator bow because it's terrible), then to play hacky hacky with the enemies. Never gets old. So, what else does AC: Hack'n'Slash do that I like? Well, hands down that has to be Orlog. Such a great mini-game. To the point that when the physical release of it comes out, I will be buying it. No idea if I can get my wife to play it, but it's so much fun. Also great? Well pretty much everything. The map is HUGE, there's lots to do and more keeps being exposed. I'm 90 hours in and apparently only 2/3 through the main progression, so the Ubisoft stats tell me. Side missions have changed to world events, and this is a magnificent idea. No more fetch quests, no more kill x people quests. Just fun little stories or events that with amuse or challenge you enough to play them and can be avoided if you don't. Personally I recommend doing them because they are just good fun. While the map is huge, it's chunked into areas that have a relative power level so you can consider if you want to go into them or not. Selecting to pledge to an area kicks off that areas story (though they are not independent of the main arc). The area story varies nicely per area, while keeping to a relatively similar structure of a 5 mission arc. They all do a nice job of telling a chapter in the overall novel well, and given the variety they have I think they will keep people interested in exploring all the areas available. Graphically it is of course (on the right PC hardware I assume) absolutely stunning to look at. I thought that AC: Odyssey was good looking, but this takes it that little bit further. Mainly because there is greater variation in location, weather and effects. Odyssey could get a bit samey (though I will not hear anyone else say that). This game has summer, autumn and winter locations (once you get past the prologue) on the main map. When you go to other places it changes things up enough to keep it interesting. I get that sometimes you can critique Ubi open world games for being identi-kit in their mechanics, but no one can deny the level of design and artistry that has gone in to this game. Sound is good overall. I picked the female Eivor based mainly on the strong voice performance of the Kassandra in AC:O and so far I have not been disappointed. There are bugs, I have mainly encountered sound issues, but I imagine the new patch has fixed a lot of that looking at the release notes. The only issue I think I have is that if you spend time doing all the side stuff, if you explore and gain more XP to develop your character, you can end up overpowered very quickly. This makes some of the areas easier than they probably would have been otherwise. But hey, give me an open world I actually want to explore, I'm going to explore it first... Overall, it's really good. There are issues of course, but AC:V is really good. If nothing else, it's made me take pictures of the fish I have caught. No other game has done that. Recommendation to Buy: Yes, just buy it UPDATE Don't do like I did and finish off as much as possible before the last mission, especially The Order. There is a bug which renders it impossible to complete the game if you kill too many of them before the end game. My advice, don't touch the order unless you have to until after completion... Currently I have the head of the order left to go and no way to start the post-endgame quest to get them... After 122 hours of playtime, to say I am annoyed by this being the ONE bug I found is an understatement... Of course by now it might be patched, but forewarned is forearmed

The reason I got a playstation
For years I have researched different games despite not owning any form of gaming console; reading reviews, watching youtube videos, scrolling through discussion after discussion on reddit and comprised a list of games that appealed to me. 90% of those games were Nintendo so I went ahead and got a Nintendo switch. After a full year of lockdown and furlough, I had pretty much played through all the games on my list, more than once, but number 1 on that list kept coming back to me- Persona 5. However, it wasn't available on the switch. I had to decide was putting the money towards a playstation worth it basically for one game. Two weeks of 24/7 playstation 5 hunting, one stressful amazon delivery, 2.5 hours download time (the woes of not wanting to spend too much on internet!) and 115 hours of persona 5 gaming later- I must say, it definitely was worth it! I had never played a persona game before and really didn't know what to expect. I discovered I was playing as Joker, a teenager with a troubled past that lead him to Tokyo to live for a year whilst under probation. The game consists of everyday school life such as exams, reading books, getting to know the teachers (some extremely well cough Kawakami and her extremely useful massages), and meeting up with new friends all around the city such as in the arcade, cafe, underground malls and some seedy bars. All these tasks contribute to your knowledge, charm, proficiency, guts, kindness and social links which eventually aid you in the Palaces. Every month or so you find yourself in a Palace in the metaverse, where you and your new friends become the Phantom Thieves and use powerful creatures called Personas to take down baddies and change the hearts of the Palace owners. Sounds complicated? Well it is, but it all makes more sense thanks to my favourite character Morgana, a strange cat who teaches you how to fight and guides you on your new adventures.  Visual design: I am completely in awe of JRPGS, I appreciate the graphics and realism of games such as The last of us/God of war, but nothing quite steals my heart as much as these quirky, oddly dressed anime characters with hilarious dialogue. The sheer number of Personas and their individual designs are incredible, even if some are slightly questionable. Yes I’m talking about you “Throbbing King of desire” . Sound design: The music in the game is one area where I may be in the minority, I have read people frequently have found themselves listening to the music post game completion on youtube, but for me it became slightly repetitive. Although I may be prone to saying this more because my boyfriend would text me from the next room saying “are you still playing that game?!” because he recognised the music! Gameplay: this has to be separated into two parts of the game, daily life and dungeon crawling. -Daily life: I initially found it quite difficult to fully appreciate the calendar design of the game where most activities took up a whole afternoon or evening and I felt I had wasted precious time. I would read a book to try to increase my knowledge, get half way through, then Morgana would tell me I looked tired and send me to bed. Once I understood the importance of my time I became pretty good at managing it and enjoyed picking and choosing which of my friends to hang out with. It really added a sense of realism to the game. - Palaces: I absolutely love turn based battle systems, I am useless at first person shooters and fighting games so to be able to battle solely based on strategy is a massive bonus for me. Each baddie you come across has specific weaknesses and abilities which you have to figure out and change your persona to suit. If you want to kill them you can do that, if you want to barter with them for money or an item you can do that to, or the most satisfying is negotiating with them to come over to join your side and use them for future battles. -Longevity: Over 100 hours on my first run-through says enough, and the fact I am already considering downloading persona 5 Royal to start all over again. -Fun: YES! One of my all time favourite turn based battle games is fire emblem Three houses, and persona 5 made free time 10x more fun and the ability to explore the palaces instead of just battling gave me a lot more satisfaction. Overall: 9.3/10, I was very upset when the game ended and it was completely worth the ps5 purchase for a ps4 game, no regrets. Originally published on 4 May 2021.

First Impressions of Forza Horizon 6 video
Firstly I did receive this from Xbox Games Studio via Keymailer.co Steam Version - Premium Edition Current prices 60eur for standard base game, free on PC Game PASS. Deluxe 99 euro, and premium 120 eur. Yep crazy prices but if you love the genre and series and want all the car packs etc then it makes sense, and that bank app feature to split pay over 3 months is a winning solution. #giftedbyXbox #keymailer I initially focused on tasks other than events and races like exploration, smashing AD Boards, and collectables per district /region, just to pass out Bombjack on his progress , lol. FIRST IMPRESSIONS VIDEO https://youtu.be/vzo8pEZroy0

Forza goes Japanese
FH4 was great, FH5 was greater, from what I have played so far, FH6 is the greatest. Everything is just dialled in. It looks great, cherry blossom everywhere. It sounds great because vroom vroom noises never get old. It plays so well. Really it was never in doubt, but good lord what a package. I am lucky enough to have the xbox ultimate pass, and a Series X and PC. Thanks to play anywhere via the xbox store, I bought the premium upgrade for the price of the base game (which is free on the pass). Sure £60 is a lot, but this game is a lot and is well worth it

Disappointing Remaster
Kingdoms of Amalur Re-reckoning was billed as a re-master of the original game but in fact, this is a re-skinning of the original Kingdoms of Amalur Reckoning that was released in 2012. I had high hopes for this game because the original game was really good for its time. The world is huge and the story is somewhat different but it just seems to work. You can spec your character as you like and either go full mage, warrior or rogue or mix and match to get the best set up for you. While there are hundreds of hours of game-play in this I was disappointed by the ‘new version’. For sure, the graphics are better than they were in 2012 but the styling is exactly the same, despite what the trailer would have you believe, and my biggest gripe from the original game remains in that although the game is open world and you can take differing paths to get somewhere, if there is a ramp, or step you will have to go round and find the bottom to walk up, there is absolutely no climbing in this game, even up an apparently tiny step. The combat is still excellent but then it would be, as apart from the graphics nothing has changed and there are some wonderful combos to open up as you level. It’s nice that all the NPC’s are voiced, but again, they always were. The original game was fantastic in its day but this re-work does not introduce enough improvement for me to want to play all the way through again. If you’re looking for a decent single player RPG and you have not played the original game Kingdoms of Amalur Reckoning, then this is great; if you have played the original then you may well find this disappointing. Overall I was disappointed with this re-work Originally published on 9 February 2021.

ETS2 1.59 Is Here—And It's Packed
ETS2 1.59 Is Here—And It's Packed Euro Truck Simulator 2's latest major update, version 1.59, was released on May 6, 2026, bringing a solid cluster of quality-of-life improvements, road network overhauls, and one genuinely cool landmark that sim enthusiasts have been hunting for. The Big Additions in 1.59 The Volvo Trucks Experience Center (and It's Worth Finding) In partnership with Volvo Trucks, the update adds the Volvo Trucks Experience Center situated in Gothenburg, Sweden, recreated almost entirely on a 1:1 scale. The facility includes a dedicated driving circuit with sweeping bends, technical corners, elevation changes, and varied road layouts. The catch: it's not marked on your GPS. You have to discover the hidden entrance yourself while driving around Gothenburg—and yes, you'll need the Scandinavia DLC to visit it. Tow to Road Service A new feature designed to improve quality of life by reducing frustrating situations—the Tow to Road service allows drivers to quickly recover if their truck overturns or gets stuck in a ditch or uneven terrain. After paying a small fee, you'll be transported to your last safe location on the road, which also helps prevent disruptions in multiplayer/convoy sessions. Major Benelux Rework Major overhaul of road networks, notably around Denmark's motorways and Sweden's busy E-corridors, with updated textures, vegetation, road assets, alongside new rest stops and fuel stations. Other Notable Changes Thermo King branded refrigeration units now replace unbranded units on all reefer trailers across base game and DLC New Renault customization options (9 new front grilles, digital badges, mirrors, paintable roof grilles) Improved retarder behavior and cruise control Performance improvements and stability fixes ProMods Status: Still Catching Up Here's the thing about ProMods: it's not quite ready for 1.59 yet. ProMods Europe (2.82) is currently in development, while ETS2 remains on version 1.58 compatibility. ProMods Trailer & Company Pack (1.59) and Cabin Accessories Pack (1.59) are both in development. Don't worry—ProMods devs are working on updates. Just don't jump into 1.59 with your ProMods save without waiting for compatibility announcements. The team has a history of solid support, so updated versions should be rolling out soon. One interesting note: ProMods is undergoing a "de-brand" initiative, moving real-world company brands from the main map package to a dedicated Trailer & Company Pack, allowing players to choose between real or fictional branding. Isle of Ireland: The Long-Awaited DLC While not released yet, the Isle of Ireland DLC will take players across Ireland and Northern Ireland, offering diverse driving through rolling green landscapes, scenic coastal roads, and dynamic cities like Dublin, Belfast, Cork, and Galway, alongside rural towns like Killarney, Sligo, Cashel, and Bushmills. The expansion will feature iconic landmarks including the Rock of Cashel, Ben Bulben, Samson & Goliath cranes, and the Giant's Causeway, with terrain ranging from tranquil farmlands with stone walls and hedgerows to wild coastal stretches and narrow backroads between quiet settlements. Ferry ports such as Rosslare will open connections for cross-sea travel. No release date announced yet—SCS keeps these things under wraps until they're ready. But given the recent blog posts detailing the team's research (March 2026) and map design progress (April 2026), it's clearly in active development. Expected sometime in 2026 or early 2027, most likely. Should You Update to 1.59? If you're playing vanilla ETS2: absolutely. The Volvo Experience Center alone is worth it, and the Benelux rework + Tow to Road service are solid improvements. If you're deep in ProMods: hold tight and wait for the compatibility update. No point breaking your save. Either way, the ETS2 pipeline is looking healthy. Version 1.59 is the kind of update that shows SCS isn't just tweaking—they're listening and building meaningful content. The Isle of Ireland is going to be worth the wait. Current ETS2 Status: Game Version: 1.59 (Released May 6, 2026) ProMods: Compatible with 1.58; 1.59 updates in development Next Major DLC: Iceland & Isle of Ireland (TBA, expected 2026–2027)

5th Time Lucky
I started XC2 5 times, hence the title, before I finally understood peoples love for this game! A few things put me off the game initially when I first tried to play: 1. The horrific voice overs each character had in the English version, especially Nia where a very thick Welsh accent just didn't fit the theme at all! 2. The sheer number of tutorials which I admit I skipped through and massively learnt my lesson not to do a few hours in when I had to restart to understand what I was doing. 3. The size of the world, the number of side quests, and the amount of monsters strolling around everywhere!! I love RPGs so I was surprised I didn't like this aspect but when I was one shotted by a Level 89 monster within the first hour of gameplay several times, it started to become frustrating! 4. The combat system just seemed confusing and slightly boring. So 5th time game along and I was determined, I did a lot of research online of many people assuring me that after 8 hours of play I'll finally understand the beauty of this game, and sure enough 1 week later and 80 hours put into the game I completed it! So what made me fall inlove with it? 1. Yes, the voice overs were still annoying as hell but I put that aside and just sat back and enjoyed the story and fell inlove with Tora, Poppy, Rex and especially Nia!! 2. I spent more time watching the tutorials and fully understanding all the complex mechanics involved in this game! The excitement of pulling a rare blade from a common core crystal because I understood how to use Luck and Boosters was extremely satisfying!! Spending hours searching for 5 specific beetle types to increase the skill tree of one of my characters! Forcing Pyra to try every new drink I bought to work out which was her favourite! 3. The size of the world, the number of side quests, and the amount of monsters strolling around everywhere!! This quickly turned to a positive once I just learned how to avoid catching the attention of the level 89 monsters!! 4. The combat system just keeps getting better and better!! Giving each of your drivers the perfect blades to be able to execute break, topple, launch and smash and the perfect chain attacks was so satisfying! Yes its complex and very tricky and confusing but once you master it, I don't think I've seen a better battle system (Unless I include turn based because Fire Emblem Three Houses can't be beat in my eyes). My rating had to be lower than 7 overall however due to the difficulty and grind over the first few tries or hours of gameplay to fully get invested! So I have completed the game now what?? Well I have downloaded XC definitive edition and have become addicted very quickly (making sure to actually take my time and understand every aspect of the game!!) Originally published on 8 September 2020.

Beautiful and weirdly peaceful
For a game based on the invasion of Japan by the Mongol empire, it has a weird serenity to it for a lot of the journey. Riding your trusty steed through beautiful vistas I sometimes wished there was a button to make you lean down from your galloping horse and brush your hand through the flowing grasses around you. Much like how a dog puts their head out an open car window. The combat is flowing, balanced and nuanced enough to keep it interesting from start to end. Then there’s ’that’ stance… Chefs kiss!

Another banger to follow Artful Escape
Another game with an excellent soundtrack and enough mentions of other music (Dummy by Portishead especially) that it's a 10 from me. It's short, but perfectly formed. I could take a point off for David Gray, but I won't. Keep up the good work development people. Keep doing what you do.

My lockdown obsession and happy place
This game is exactly what I needed when COVID lockdown hit. It was a relaxing, cute and addictive escape. Sure, I couldn't visit my friends in real life, but I could fly to their island. The turnip thing was crazy, who knew I would care so much about turnips.

No Mr Bond, I expect you to Game
Update on 14-Jun-2026: If you look at the fundamental blueprint of a James Bond film, it reads like a master design document for a video game. You have the globe-trotting exotic locations, the bespoke high-tech gadgets, the explosive vehicle chases, and the quiet tension of infiltrating a heavily guarded compound. On paper, this is a franchise that should have effortlessly dominated the gaming landscape for years. The medium of video games was practically built to simulate this exact brand of escapist power fantasy. Yet, looking back over the decades, it is genuinely baffling how under-served this iconic property has been. Sure, there were a few fleeting moments of brilliance (I never played Goldneye though), but for the most part, the gaming industry seemed completely incapable of capturing the true soul of Ian Fleming's creation. There are plenty of games that are very Bond-like in their construction, but nothing has ever given us a proper Bond experience in recent times. Then I booted up 007 First Light. You know the feeling when you start a new game attached to a massive cultural license. You brace yourself for the inevitable disappointment of a shallow corporate cash grab, especially given the Amazon ownership and takeover of the brand. Yet, within the first five minutes of the opening sequence, I realized I was in the hands of absolute masters. The developers at IO Interactive have not just made a competent game. They have delivered the absolute best piece of James Bond content we have been gifted in a very, very long time. Playing this game is like slipping into a comfortable pair of slippers. It is like those times when watching a Bond movie at Christmas was the tradition you knew was coming every year, and you looked forward to it. Sometimes it feels slightly stiff for exactly one second before you realize it was constructed entirely for your personal agility and style. The respect this game shows you as a player is immediate and profound. The introduction and tutorial setup are a masterclass in intuitive design. Instead of bombarding your screen with intrusive text boxes or treating you like a complete novice, it elegantly and quietly guides you into the shadows of MI6. What follows is a proper, spectacular Bond story. It is a narrative dripping with international intrigue, unexpected double crosses, and the kind of high-stakes espionage that feels incredibly authentic to the cinematic legacy. The key characters deliver stellar, grounded performances. They breathe genuine emotional weight into a script that could have easily leaned into parody but instead remains gripping from the title sequence straight through to the credits. Naturally, being a Bond story, if you don't know who the bad guy is when they are first introduced, then you are not paying attention. It's not original, but no Bond story ever really is. Of course, a spy thriller lives and dies by the strength of its core mechanics. I am happy to report that First Light gets the delicate mix of stealth and action perfectly right. In so many stealth titles (looking at you early Assassin's Creed games), getting spotted meant staring at a frustrating fail screen. Here, you are never severely penalized for a clumsy footstep or a blown cover. When your quiet approach inevitably goes south, the game seamlessly pivots into a high-octane shooter. Or if you are lucky, you can bluff your way out of it. You adapt on the fly, swapping your silenced pistol for a scavenged assault rifle, and it all feels completely organic. You genuinely feel like a highly trained operative improvising in real time when a carefully laid plan goes entirely wrong. It's only at this point that some of the controls get in the way, especially on mouse and keyboard. There are lots of YouTube videos of people disarming baddies, getting their guns and throwing them, but it's too many buttons to push. That said, the missile watch is good fun every time. Also, the driving SUCKS, though you are mostly on rails for it. Visually, the entire experience is an absolute triumph. The art direction is simply fabulous. Legendary set designer Ken Adam would shed a tear looking at these sprawling, brutalist villain lairs. Every environment captures that grandiose, classic aesthetic perfectly. Accompanied by a soundscape that nails every metallic click of a fresh magazine and every swelling brass note, the immersion is absolute. My single-player campaign wrapped up in around 18 hours, but I did die a lot. There's a solid campaign here though, and it's well worth its runtime. The post-game challenges are incredibly robust. They are absolutely worth doing, and the fact that the developers are actively extending them keeps our licenses to kill active long after the main plot ends. If you are on the fence, please hear me out. Do not wait to play this. It is a phenomenal return to form, it respects your time, and it is worth every single penny of the asking price. We finally have a spy experience that lives up to the immense weight of its own legend. THE VERDICT Visual Design 10/10 Fabulous art direction that perfectly captures the grand, classic aesthetic; Ken Adam would be proud. Sound Design 9/10 Grounded performances from key characters and a rich, immersive soundscape. Gameplay 8/10 A fluid, brilliant mix of stealth and action where you are never penalized for breaking cover. it is not a driving game though Longevity 7/10 I finished the campaign in 12 hours and the extended post-game challenges add great value. Fun Factor 10/10 Do not wait to play this; it is incredibly satisfying and entirely worth the full price of admission. OVERALL 9/10 Update on 10-Jun: I think I am quite close to the end of the story, and without spoilers it's been a Bond adventure. Almost a Bond greatest hits. It also looks in places like the Bond movie that Christopher Nolan wanted to make when he made Inception. Certainly my Ken Adams mention holds up true. There's a lot to like, though it is not a perfect game. Driving definitely needs work, though thankfully there is not a lot of it. The shooting is good, but the controls (at least the mouse/keyboard controls I am using) need work to get the best out of all the options. It's a bit fiddly to press ALT then a button to use a watch power when in the midst of combat. I also cannot remember the button combination to wrench the gun out of the hands of a baddie, or to throw it at their head. I look at Youtube videos of people doing this with envy, but I am not a good enough gamer to play these sort of games with a controller. That said, it definitely looks and sounds like a Bond game. It has a Bond story, and the usual Bond highlights. I never played Goldeneye in its pomp, and when I did later I didn't get the appeal. So this, for me, is the best Bond game there is I've now played quite a bit. It's so very good. I would class it as Hitman-lite, but that would be doing a disservice. The game wants you to play stealth and clever, but doesn't penalise you if you have to go loud. It also has open levels that direct you nicely to the point but allow you to get there through multiple paths. To me this is good design. Speaking of which, based on the locations, Ken Adams has been channeled a lot in the production design. I think he'd be smiling at this one a lot. Carry on Bond Very early on, done the prologue and the wider tutorial. I couldn't stop smiling at the cut to proper Bond intro (including the made-for-the-game song). So far the only let down is the driving controls, but that's often the case with third person games with a driving mode, it's not Forza after all. I've just completed the first "main" mission, and I have to say it's a lot of fun. I do not usually like stealth games, but this one is not bad. Probably because it's not too punishing on normal difficulty when you get spotted. The fighting mechanics are a bit rough, it clearly wants to be a mix of Bond toughness with a Batman Arkham style flow, but it doesn't quite work as well. Or I am just rubbish at it of course. A strong start young Bond, a strong start. I've been expecting you, and there's more to come. But no Mr Bond, I do not expect you to die

Multi good, Single not
Single Player Campaign I wanted to like it, and for the first half I did. Good looking levels, great sound design and cut-scenes. Plays like COD greatest hits. Lovely. Then it makes you do stealth and crafting in a COD game. Then it makes you C4 a tank. Then it makes you do more stealth crafting nonsense again. In a COD game. So the single player campaign for me was an exercise in frustration and grind to get it done. Not impressed. Multiplayer Not bad overall. Gunplay is tight, time to kill is the best it's been in a while, and I managed to get a sniper kill or two (which never happens normally). Love most of the modes which helps, and the maps seem well designed and not just a graphics update of old ones. Conclusion Now that the annoying campaign is out the way I can grind the MP and enjoy myself. Is it better than its predecessor? No. Is it better than the first MW2? No. But it's COD and you know if you're reading this you've either bought it or are going to. So get it cheap and have some fun with the MP. ---

Excellent adventure with crappy boss fights
I played this game when it first came out and was totally confused about where I was going and what I was doing. I mean, the opening sequence where you learn how to control the character is pretty good and very ‘Star Wars’ but once I got the next planet I quickly became frustrated with how hard it was. I’m a Jedi Knight and I keep dying to some cow-elephant-alien-crossbreed thing. Aaarrrgggghhhhh! So I stopped playing it until a good friend said, “Stick it on story mode and enjoy the adventure!” That’s basically akin to playing it on easy – This is heresy! That said I took his advice and did just that. Ok, so now I feel like a Jedi Knight; I can defeat the monsters and the Storm Troopers become fun to fight. I played through and enjoyed the combat. Some of the puzzles are too complicated for my tiny mind, reminded me of tomb raider in a Star Wars universe at times but with persistence and the occasional look on Youtube I would work out where to go. My previous frustrations with the map cleared as I started to understand how it worked and I started to really enjoy the game. As you progress you improve your skills through the skill tree but you also unlock your Jedi powers as you journey through the story. The Force push is my favorite, throwing pesky enemies over the side is just satisfying! What can be frustrating at first are that there are areas and secrets you can see but not reach. There are places you will only be able to get to later when you have mastered new powers so you may find yourself coming back to places you thought you have completed. If you’re a Star Wars fan then you’ll probably enjoy this game. My only complaint is the ‘boss’ fights; these are predictably difficult, even on the easy setting. Overall though, I thoroughly enjoyed the experience of the game. Originally published on 17 March 2021.

Co-op BusSimulator with 3 Friends or Solo
Bus Bound: I Finally Understand Why People Love Bus Sims (Early Access Review) [Note: Saber interactive sent me the Game and I worked with them on compatibility issues for the Moza Truck Wheel setup issues i had.] I previously played their Bus sim 18 and 21 and unexpectantly got hooked but this game is not quite that nor the same. I would call it a more simplified release for co-op or casual solo gameplay. I got early access to Bus Bound before launch, and I have to admit—I didn't expect to be drawn in. Bus simulators aren't everyone's cup of tea. You drive a bus. You follow routes. You're done. What's the hook? After spending considerable time with Emberville, the game's fictional American city, I finally get it. Bus Bound isn't just about driving—it's about building something with other people. The Setup: Driving With a Purpose Bus Bound is made by stillalive studios, the team behind Bus Simulator 21, and published by Saber Interactive. It launched on April 30, 2026, on PC (Steam/Epic), PlayStation 5, and Xbox Series X|S. The premise is straightforward: you run bus routes through Emberville, generate goodwill with passengers, and use that to unlock new buses, upgrades, and routes. The city gradually transforms based on your efforts. Officially licensed buses from real manufacturers (New Flyer, Blue Bird, Horizon)—there are 17 at launch. Detailed graphics. Traffic systems. Day/night cycles. Weather. It's all there. But here's what elevates it beyond the last game: progression with multiplayer intent. Why Single-Player Actually Works (But Co-Op Is the Dream) I tested both modes. Solo, Bus Bound is a relaxing, methodical experience. You pick a route, drive carefully, nail your stops, and watch numbers tick up toward your next unlock. There's something meditative about it, especially if you enjoy optimization—timing routes efficiently, understanding traffic patterns, choosing the right bus for the job. The progression loop is satisfying enough alone. Not revolutionary, but solid. In co-op, one player is the "host"—it's their city that develops. The other three are helping them build it. You split routes, coordinate stops, and work together toward their goals. This completely changes the dynamic. You're not just grinding for yourself; you're contributing to someone else's vision of Emberville. The shared progress, the coordination required to avoid overlap, the group chatter about "next we should unlock the Xcelsior"—that's where Bus Bound finds its identity. If you've got a friend group that enjoys chill, cooperative games (think Spiritfarer energy, but busses), this is genuinely good stuff. What Works Really Well The Bus Variety Actually Matters I was skeptical about 17 different buses. Doesn't matter, right? But different routes have different requirements. Tight neighborhood streets? Smaller bus. Interstate corridor? Bigger rig. The longer routes reward smart vehicle choices, which means the roster isn't just cosmetics—it's strategic. The City Feels Alive Emberville isn't static. As you complete routes and improve stops, the city visibly evolves. More pedestrians in revitalized districts. Better infrastructure. Busier intersections. It's subtle enough that you don't notice immediately, but when you revisit an old route after 10 hours, the world has changed. That matters for engagement. Customization Depth The garage and customization options are extensive. You're not just unlocking buses; you're unlocking skins, liveries, visual upgrades. If you're into personalizing your fleet (and apparently, a lot of people are), there's real content here. The Honest Part: Where It Falls Short I need to be straight with you because the Steam reviews are flagging real issues, and I noticed them too. Missing Simulation Details There's no payment system. Passengers just... board. No cash register. No revenue tracking. For a bus sim, that feels incomplete. You also can't exit the bus, can't manually shift (auto transmission only), can't kneel the bus at stops. No visible damage to vehicles. These aren't dealbreakers, but they're the kind of details that make hardcore sim players feel like the game is "bare-bones" compared to deeper sims. It's more arcade-sim than true simulation. Performance and Polish Issues Some players are reporting performance problems, especially on recommended specs (16GB RAM). I didn't hit serious stutters, but the game does feel demanding for what it is. There are also occasional bugs—invisible collisions triggering crashes when nothing's there. Nothing game-breaking, but enough to remind you this is a launch version. Content Scope There's only one city map (Emberville). One campaign. No sandbox mode where you can customize starting conditions. For a $29.99 game, the scope is... modest. If you burn through it solo, you're done. The co-op angle extends longevity if you've got people to play with. The Co-Op Friction Point Early on, I ran into a traffic spawning issue in multiplayer where cars would appear unexpectedly, causing unavoidable "crashes." It's been patched, but it's an example of how multiplayer-focused changes sometimes introduce new problems. Communication with your co-op group is essential—overlapping routes, conflicting timing, or poor coordination makes it feel like work instead of fun. Who Should Play This? Great fit: People who want a chill, cooperative game with friends—Bus Bound is built around that co-op loop Bus sim enthusiasts who want modern gameplay structure beyond "just drive" Relaxation-focused players who like optimization without combat Communities or friend groups looking for a long-term shared project Maybe not for you: Hardcore sim fans expecting deep vehicle economics and realistic bus mechanics Solo-only players (it works, but it's not optimized for that) Players who need content variety—one map, limited endgame Anyone with tight system specs (this game is demanding) The Real Win: Community Play Here's what surprised me most: the co-op mentality actually makes Bus Bound feel like something more. The co-op structure emphasizes cooperation rather than competition, with players splitting routes and coordinating to contribute to the host's city progression goals. That's the opposite of what most games do. Most multiplayer experiences are competitive. Here, you're literally helping someone else win. There's something genuinely special about that. If Saber Interactive keeps updating this with new routes, more districts (post-launch expansions are planned), and community features, Bus Bound could build real staying power. Right now, it's a solid foundation with real potential. The Verdict Bus Bound launched at a good time—right when people are craving cooperative experiences that don't demand constant attention or intensity. The game launched on April 30, 2026, and currently sits at "Mostly Positive" with 74% positive Steam reviews, which is honest: it's a good game with clear limitations. Buy it if you're playing with friends. Buy it if you love chill bus sims and don't mind missing some simulation depth. Skip it if you're a solo-only player or a hardcore sim perfectionist. As for me? I'll be running Emberville routes for a while. Especially once my crew hops into a co-op session together. Bus Bound Developer: stillalive studios Publisher: Saber Interactive Release: April 30, 2026 (PC, PS5, Xbox Series X|S) Standard Edition: $29.99 Deluxe Edition (Bus Pass + cosmetics): $39.99 Best For: Co-op players, relaxation gamers, bus sim fans Playtime: 20–50+ hours (solo); 100+ hours (with active co-op group) Got early access from Saber Interactive. All impressions are my own.

Zombie Apocalypse every 7 Days!
This is one of those games that has been in Alpha for a very long time but is still being developed and is always getting better. Yes, there is the occasional new release that breaks something like the time when the rain was acid and caused death within minutes of touching your skin but generally problems like that get resolved quickly and the game becomes playable again. The setting is that of a post-apocalyptic landscape in North America where much of the population have become zombies who’s only aim in undeath is to consume live human flesh. The zombies are relatively docile during the day but run at night, although these settings can be changed to make the game harder or easier. Standard settings though, they are slow in the day and fast at night. To save on server resources though, the zombies are populated around player activity. They spawn dormant and are woken by noise or heavy activity on the ‘Heat Map’. If you crouch, you can sneak up on dormant zombies and kill them with an arrow to the head. If you over extend however, they can easily all wake up and surround you. The Heat Map is the activity caused by play industry such as the Cooking Fire, Forge, Work Bench, Cement Mixer, Chemistry Bench, Generator etc. The more heat you are producing the more undead visitors you will get. You can play on the standard pre-generated map Navesgane which has all the biomes and mapped out regional areas or you can play on a randomly generated map that could have lots of cities, or none at all. If choosing a random map, it’s best to research some good seed names so you at least have a trader. The maps are divided into ‘biomes’ with each one having its own characteristics which includes the climate, the zombie encounters and the resources that are most prevalent. The ‘green’ zone tends to be the easiest area because the temperature is generally survivable without too much clothing protection. The desert biome gets very hot but has an abundance of oil shale, something you will need a lot of later in the game. The snow biome is, rather obviously, bloomin’ cold and has mountain lions and big lumberjack men roaming. Some people prefer basing up in the snow, where they expect to get less visitors. The main thing that differentiates 7 Days from most crafting survival games is the ability to break down absolutely everything and build anywhere. You can dig down underground to bedrock and you can create any structure you like with the adaptive building blocks. The problem is the zombies will break it in a bid to get to you, particularly on Blood Moon night! Ordinarily, if you can break line of sight with a zombie, they will stop chasing you but on Blood moon, they know where you are and will come for you. My advice, don’t be at your base when that happens. By that I mean, if you have a base where you keep all your supplies, you don’t want it trashed. If you have a defensive base, then use it to reap lots of XP as you cut down the continuous waves of undead abominations. This game is really hard, just against the environment but it can also be PvP and in that case you then have to fortify your base from Zombies and hide the entrance from curious players, keen to steal your stuff and murder you if they get the chance. Being able to build anywhere though you can get quite creative with where you make your base. My favourite so far was a base entrance under a lake, it made me feel like a Bond villain! When you first start there are missions to do which teach the basics of the game; these are well worth completing as the final one tasks you with finding a trader, which it handily marks on your map. The trader will then give you more missions and reward you with useful items and cash, in the form of Duke tokens, which you can then use… at the trader. You can also sell items that are of no use to you. If you’re playing this with friends then team up because you’ll get shared XP for Zombie kills and you can share the effort on the skill tree. As you level and are given skill points you’ll need to unlock skills to improve your survivability and learn how to craft things that will help you improve that further. For me, the key at the start is to get the recipe for the Forge and Work Bench so I can set about making Bicycles my team. This might seem a strange goal but being on a bike means I can outrun a zombie, even at night, and start scouting the map. Don’t try this on Blood moon! As a team you can also share your missions that you get from the trader so that you both do it and get the rewards. There is so much going on in this game and it is very replayable. Personally, I prefer PvE but a run out in PvP can be entertaining, provided you are not too attached to your base. Indeed, there is so much I could say about this game but you are better off trying it for yourself. If you like survival crafting games then I would be surprised if you have not tried this already but if you have not, then give it a go. Oh and also the zombie dogs sound like a Tie Fighter when you kill them, something I love and I hope the Devs never change! Originally published on 8 February 2021.