Review: Superman (2025) [SPOILER FREE]

With Superman (2025), James Gunn faces a nearly impossible task. Reinvent one of the most iconic superheroes in history while launching a new cinematic universe under DC Studios. Technically, Creature Commandos and Peacemaker have done this but Superman is the key for a successful DCU. The expectations could not be higher. After years of cinematic missteps, tonal inconsistencies, and brand fatigue, both Superman and the wider DC Universe need a renaissance.

Gunn’s Superman isn’t a gritty deconstruction or a high-octane spectacle built solely on CGI. It’s something much rarer in superhero cinema: sincere, optimistic, and emotionally grounded. While not without its flaws, this is a thoughtful and richly layered reintroduction to the Man of Steel. It’s one that emphasises character over chaos, heart over hype, and clarity over convolution.

David Corenswet as Superman Is An Inspired Casting That Works

At the emotional and thematic core of Superman (2025) is David Corenswet, whose portrayal of Clark Kent/Superman is nothing short of revelatory. Taking on one of the most iconic, and arguably most challenging, roles in pop culture, Corenswet walks a fine line between reverence and reinvention. His performance doesn’t aim to eclipse predecessors like Christopher Reeve or Henry Cavill. It instead carves out a distinctive space that feels modern while deeply respecting Superman’s legacy.

Corenswet radiates authentic warmth that immediately disarms the audience. From the moment he appears on screen, there’s a sense of emotional openness that defines his Superman. He is not a distant alien deity, but a thoughtful, empathetic man seeking the best way to navigate a complex world. He is strong, yes, but what’s more notable is how often his strength is shown through restraint. There is a pause before speaking, a moment of hesitation before acting, a glance that reveals doubt or compassion. These quiet moments are where Corenswet excels.

The Moment You Know David Corenswet Is Superman/Clark Kent

There’s one early scene when Clark sits with Lois Lane for an interview that perfectly captures his mastery of the role. It’s not a grand action sequence or an inspiring speech, but a quiet conversation. Yet within that scene, you can observe the subtle, almost imperceptible shift between Clark Kent and Superman. The way his posture slightly straightens, his voice lowers with calm conviction, his eyes shift purposefully. It’s a brief but powerful transformation that highlights Corenswet’s ability to portray the duality of the character. It’s not just about costume changes and glasses; it’s a profound acting choice rooted in character psychology.

Most importantly, Corenswet avoids portraying Superman as either excessively sanctimonious or too detached. Instead, he finds a middle ground that lends an almost spiritual sincerity to the role. His Superman is aware of the expectations the universe places upon him, but also struggles with how to meet them ethically. This version of Clark Kent is curious, introspective, and emotionally responsive. He listens, doubts and questions. And through this, he becomes more relatable than many of his predecessors in live action.

Gunn’s direction undoubtedly supports this interpretation; this Superman feels more grounded in tone, more engaged with human dilemmas than cosmic ones. But it’s Corenswet’s choices that give the film its emotional depth. In quieter moments, whether comforting someone, wrestling with moral dilemmas, or simply observing the world around him, there’s a sense that Superman is constantly learning and always watching. Always hopeful. These aren’t mere filler moments between the big battles; they are the heart of what makes this version of Superman resonate.

The Physicality of Superman

Physically, Corenswet fits the role effortlessly. His presence on screen is commanding when necessary, but never overpowering. He moves with purpose, never arrogance. Even in action-packed scenes, his Superman doesn’t boast of power; he wields it with measured intent. The costume design, leaning into classic blue and red with a few modern touches, complements this restraint; it feels symbolic rather than showy.

A Superman For The Future

What truly elevates his performance, however, is the emotional accessibility he brings to the role. Corenswet’s Superman feels the burden of the world, not in a melodramatic or tormented manner, but like real people do when they care too much. His interaction with Lex regarding Krypto exemplifies this perfectly. That care, that vulnerability, becomes a superpower. It’s the kind of portrayal that makes you believe Superman can be inspiring without feeling unreachable.

In an era of increasingly cynical heroes, Corenswet’s portrayal is both timely and timeless. It’s a Superman that belongs in our world, not because he’s grim or edgy, but because he reminds us of what idealism rooted in empathy can look like. What hope can look like. He’s not here to rule or rescue from afar. He’s here to walk among us, shoulder to shoulder, quietly reminding us that decency, too, is a form of strength.

Rachel Brosnahan’s Lois Lane Is Intelligent, Capable, and Irreplaceable

Rachel Brosnahan has been a firm favourite since her outstanding performance in The Marvelous Mrs. Maisel. In Superman (2025), Brosnahan delivers another career-defining performance as Lois Lane, revitalising a character often sidelined in past superhero films.

From her very first scene, Brosnahan’s Lois commands attention. She exudes the tenacity and moral conviction of a genuine investigative journalist. There’s a realism to her performance that makes the character resonate beyond the screen. This is a Lois Lane who feels like she could be reporting from a modern newsroom, uncovering real corruption and navigating genuine ethical grey areas.

What makes Brosnahan’s portrayal so compelling is her ability to balance confidence with vulnerability. There are moments, delivered with subtlety, where her eyes reveal just how heavily the stakes weigh on her, especially when she’s caught between her journalistic instincts and her connection to Clark Kent.

Importantly, Superman (2025) doesn’t reduce her to merely reacting to Superman. She has her own moral arc, her own risks to take, and decisions to make.

Her chemistry with David Corenswet is another highlight. Rather than relying on romantic clichés or overly scripted flirtation, their connection is built on mutual admiration, trust, and shared values. This version of Lois doesn’t fall in love with Superman simply because of who he is or what he can do. She’s attracted to the man, not just the mythology, and even questions that romantic attachment. That distinction adds profound emotional depth to their relationship.

Stylistically, Brosnahan is given space to showcase her comedic timing and quick wit, bringing flashes of humour that lighten the tone without undermining the story’s gravity. She feels like a character who belongs in this world, who can spar with aliens, question billionaires, and still file her story before the deadline.

Nicholas Hoult’s Lex Luthor Is A Chilling, Cerebral Villain

One of the most intriguing, and potentially divisive, elements of Superman (2025) is Nicholas Hoult’s portrayal of Lex Luthor. Where previous depictions leaned into bombast (Gene Hackman’s sly theatricality or Jesse Eisenberg’s twitchy, manic energy), Hoult opts for a cold, composed approach. This Lex is no megalomaniac in a flamboyant suit. He’s a quietly menacing thinker, always three steps ahead, orchestrating every detail like a conductor, and far more rooted in real-world comparisons than we’ve seen before.

Hoult plays Luthor as a man who genuinely believes in his mission, which makes him all the more unsettling. There’s no moustache-twirling villainy here. Instead, he depicts Luthor as someone whose ambition and intelligence are matched only by a deep, perhaps even justified, suspicion of Superman’s power. He’s less of a “mad scientist” and more of a philosophical adversary, an ideologue who believes that humanity should never bow to a being from another world.

What’s impressive about Hoult’s performance is how much he conveys with so little. His delivery is precise, clipped, and always controlled, reflecting a character who refuses to be emotionally manipulated. He doesn’t dominate scenes through volume or theatrics, but through presence.

Some viewers may feel his Luthor could have benefited from more screen time or explosive moments, but Gunn’s restraint seems deliberate. Hoult is playing the long game, establishing Luthor not just as a threat to Superman but as a moral and ideological foil, one who deserves to loom large over the future of the DCU. He’s a villain who could exist in our everyday life. You can imagine giving a TED Talk, then manipulating global policy behind the scenes the next day.

The Supporting Cast: A Fully Realised World Beyond Superman

While Superman (2025) naturally revolves around Clark Kent’s personal and heroic journey, one of the film’s most impressive achievements lies in its vibrant and purposeful supporting cast.

At the heart of the film’s grounded world is the Daily Planet newsroom, a place that feels refreshingly authentic. It’s more than a background setting, it’s where Clark Kent wrestles with his identity as a reporter and a person, not just as Superman. Here, we meet a cast of characters who reflect the diverse faces of modern journalism. Wendell Pierce anchors the newsroom as Perry White, the Planet’s no-nonsense editor-in-chief. Pierce brings a dry wit and a lived-in authority to the role, portraying a man who has seen it all yet still believes in the power of truth. If anything. Pierce is criminally underused and I hope to see far more of him in the future of the DCU.

One of the film’s most pleasant surprises is Skyler Gisondo as Jimmy Olsen, a role that has often been relegated to comic relief or sidelined entirely in past adaptations. Here, Gisondo brings a refreshingly modern spin to the iconic photojournalist without losing the earnest charm that defines the character. His Jimmy is quirky but never a caricature, even with the running joke of how he’s found impossibly attractive. What makes Gisondo’s performance resonate is the sense of genuine friendship he builds with both Clark and Lois; he’s not just a tag-along, but an integral part of the Daily Planet’s emotional core. His comedic timing adds levity in just the right places, yet there are moments where Jimmy’s vulnerability and integrity shine through, giving the character surprising depth.

A World of Superheroes

On the other end of the spectrum, Gunn introduces a select group of heroes who offer a glimpse into the larger DCU without overwhelming the central narrative. These aren’t just flashy cameos; they’re characters with philosophical and thematic weight, carefully placed to explore questions of power, responsibility, and identity from angles Superman can’t reach alone.

Hawkgirl (Isabela Merced) makes a strong impression with her commanding presence and warrior’s pragmatism. She doesn’t have much screen time, but what she does have is used effectively. She pushes back against Superman’s idealism, offering a necessary edge to their interactions. Her character hints at deeper histories, different codes of justice, and the broader moral complexity that lies ahead for the DCU.

Guy Gardner, brought to life with swagger by Nathan Fillion, is the most overtly comedic of the bunch, but never cartoonish. He brings a Green Lantern’s cosmic perspective and a bruiser’s bravado, delivering one-liners with charm and surprising sincerity. Fillion walks the fine line between parody and poignancy with skill, making Gardner both ridiculous and real.

Perhaps most intriguing is Mister Terrific, played with cerebral precision by Edi Gathegi. Gathegi portrays the character as an enigmatic blend of intellect and strategy, a man who sees the bigger picture and may play a pivotal role in shaping the DCU’s future narrative direction. He feels less like a side character and more like a sleeper chess piece waiting for a future move.

A (Super)Man’s Best Friend

Two more standout additions to Superman’s orbit are Krypto the Superdog and Four, a quirky AI assistant voiced by Alan Tudyk. Krypto, brought to life with impressive VFX and unexpected heart, is far more than comic relief. While his scenes are often crowd-pleasers, they also deepen our understanding of Superman’s loneliness and capacity for connection. The bond between Clark and Krypto is rendered with surprising tenderness, less “super pet” and more loyal companion who shares his burden of being different. Gunn wisely uses Krypto not just as a gimmick, but as a mirror to Clark’s own identity crisis.

Then there’s Four, the advanced A.I. system with a dry wit and oddball charm, voiced perfectly by Alan Tudyk. Tudyk brings his signature blend of voice agility and personality, making Four a surprisingly memorable presence despite limited screen time. Four provides both exposition and levity, but never feels like a convenience tool. Instead, he adds an unexpected flavour to the tone of the film.

James Gunn’s Direction and Tone: A Return to Hope Without Naïveté

Director James Gunn delivers his signature mix of character-driven storytelling, stylised visuals, and tonal finesse to Superman (2025). Gunn’s vision for Superman is a heartfelt homage to comic books. The film balances its tone carefully, remaining earnest but not cheesy, emotional yet avoiding melodrama, funny without undermining its stakes. Gunn also consciously avoids overloading the movie with exposition or extensive world-building. Although there are subtle hints of a broader DC Universe through numerous references and appearances by other metahumans, these elements are integrated naturally, steering clear of the bloated “shared universe” pitfalls that hampered previous franchise attempts.

Gunn’s script is introspective and idea-rich. Rather than focusing solely on action or lore, the narrative explores identity, duality, and moral clarity in the face of immense power. Clark’s internal conflict, how to reconcile his Kryptonian origin with his Earthly upbringing, is at the story’s centre, and it’s handled with admirable nuance.

This is a Superman who saves not because he can, but because he believes he must. The film frequently returns to the theme of restraint: when to act, when to hold back, and when to believe in people instead of dominating them.

That said, the second act does wobble. The script tries to balance character arcs, ethical dilemmas, and thematic weight while setting up future plot threads. A handful of side characters and DCU cameos, while exciting for fans, slightly disrupt the pacing and dilute the narrative focus. Still, it never entirely loses sight of its emotional core.

Visuals and Cinematography

Visually, Superman (2025) exemplifies restraint and precision over excess. While many modern superhero films rely heavily on overwhelming CGI and frantic action scenes, James Gunn’s vision adopts a more carefully curated aesthetic, one that enhances storytelling rather than distracting from it.

Superman’s flight sequences, for instance, are rendered with a fluidity that feels physically plausible. The CGI used in larger-scale action scenes is equally strong, but what stands out most is the emotional realism integrated into the effects. Destruction isn’t depicted as a mindless spectacle; it is contextual, impactful, and often intertwined with character stakes. When Superman employs his powers, it feels purposeful. The special effects team resists the temptation to go “bigger just for the sake of bigger.”

The design of the world itself deserves special mention. Metropolis is presented not merely as a city of towering skyscrapers and glass facades, but as a vibrant, breathing place. Production design leans into a retro-futuristic blend that honours Superman’s Golden Age origins while feeling contemporary and refreshing. The Daily Planet building is crafted with iconic flair, balancing nostalgia with modern detail. Costumes also reflect this ethos. Superman’s suit is bright and timeless yet subtly textured; supporting heroes wear gear that feels tactile and character-driven rather than overly stylised.

In terms of colour grading and lighting, Gunn favours a naturalistic palette with moments of stylised contrast. Daylight scenes are vibrant and clear, befitting Superman’s symbolic association with hope and transparency, while darker moments are never visually muddled or incoherent. There is a real sense of tonal harmony in how the visuals are assembled. This film is unapologetically a comic book adaptation. It’s bright, colourful, filled with unusual characters and settings, and yet, despite everything, it feels more authentic than previous comic book movies.

Pacing Is Mostly Smooth with Minor Hiccups

Superman (2025) runs just over 2 hours and 20 minutes, and for the most part, it justifies that runtime with confident storytelling and an emotionally resonant arc. The structure follows a fairly classic three-act model, but James Gunn’s character-focused sensibilities give each segment a distinctive texture. The opening act is powerful, efficient, and engaging. Gunn wastes no time introducing us to Clark Kent’s and Superman’s worlds. Within the first 20 minutes, the film successfully establishes its tone, moral conflicts, and key players without feeling rushed or overstuffed. It’s a smart, economic setup that gives emotional weight to everything that follows.

The final act delivers a thematically satisfying payoff. Without spoiling plot details, it’s fair to say the climax is more about moral resolution than raw spectacle. While it may not subvert expectations for longtime fans of the character, it lands with emotional clarity. Gunn prioritises character choices and internal transformation over sheer bombast. The action is impactful and a spectacle, but more importantly, it serves the story’s philosophical core. It’s a conclusion that feels earned, grounded in the character arcs developed throughout the film. It does feel like there are two ends to this film, however, with the last scene being shoehorned in to set up another movie in the DCU, I think this would have worked better as a post-credits scene so as not to detract from what many would assume is the final moment.

Middle Act Shortcomings

However, the middle third of Superman (2025) is where the film loses its footing, if only briefly. As the story expands to include broader world-building, the introduction of supporting heroes, glimpses into larger DCU mythology, and a more expansive geopolitical backdrop, some narrative focus is momentarily lost. There’s a subtle but noticeable tug-of-war between competing priorities: deepening character relationships (especially Clark and Lois), setting up future DC instalments, and driving the immediate plot forward. There are also many moments where Superman isn’t the one saving the day, which may be off-putting to some fans. This stretch isn’t without its highlights; there are some rich character moments and welcome comic beats, but the pacing slows and the momentum dips. A few transitions feel choppy, and certain subplots momentarily distract from the emotional throughline.

Still, what prevents the middle act from derailing the film is Gunn’s thematic clarity. Even as narrative threads briefly pull in different directions, the film never loses sight of its central question. What does it mean to be Superman in a complicated world? That constant return to moral exploration, to identity and purpose, anchors even the film’s more meandering moments. And just as the story threatens to sprawl too far, Gunn reins it back in with a renewed focus in the third act. Resolving arcs, tying up motivations, and re-centring Clark Kent’s evolution.

Reassuring Ambition

In the end, while the pacing isn’t seamless, it reflects the ambition of the film. Gunn isn’t making a streamlined, plot-heavy blockbuster; he’s crafting something more reflective, part origin story (which thankfully we only see small snippets of in exposition and conversation and not a full blown Superman origin story which we don’t need again), part philosophical essay, part launchpad for a new DC Universe. That ambition occasionally causes friction in the middle, but it also elevates the material beyond formula. For a film with so many moving parts, Superman (2025) remains impressively cohesive, and its heart never wavers.

Final Thoughts On Superman (2025)?

Whether you’re a lifelong fan of the Man of Steel or someone burnt out on superhero fare, Superman (2025) offers something we haven’t had in this genre for a while. Optimism, fun and heart. It’s a compelling argument not just for the character of Superman, but for the superhero genre itself. It’s bright, bizarre and yet strangely grounded. It feels like if superheroes existed, this is what life would be like.

Gunn has crafted a film that respects the past without being beholden to it, and one that lays a solid foundation for the future of the DC Universe.

Review: Edifier M60 Multimedia PC Speakers with Bluetooth

Here is our review of the Edifier M60 Multimedia PC Speakers with Bluetooth.

Upgrade your desktop audio experience with the Edifier M60, a compact yet powerful multimedia speaker system designed for everyday use.

Whether you’re streaming your favourite tracks, watching videos, or playing games, the M60 offers crystal-clear sound and effortless operation, all packed into a sleek design that complements any workspace.

Features

  • Compact & Stylish Design: Slim and modern, the M60 fits perfectly on any desk or shelf without taking up too much space. Available in a sleek black, white or classic oak finish, the M60 complements any home office or entertainment setup, adding both style and substance.
  • Clear Sound Quality: With a 3-inch full-range driver and an efficient bass reflex port, the M60 delivers rich, immersive audio for all your multimedia needs.
  • Wireless Streaming: Stream high resolution audio with the built-in Bluetooth V5.3 audio receiver. It supports the LDAC codec, offering a maximum transmission bitrate of up to 990 kbps. Stream high-resolution audio up to 24-bit/96kHz from Android devices running version 8.0 or later.
  • Plug & Play Setup: No complicated setup required. Simply plug in via the 3.5mm AUX input, USB input or wirelessly using Bluetooth and you’re ready to enjoy enhanced audio from your PC, phone, or tablet.
  • Volume Control: Adjust volume easily with the integrated capacitive touch buttons on the top of the speaker.
  • Magnetic Shielding: The M60’s speakers are magnetically shielded to prevent interference with other electronic devices, ensuring consistent, distortion-free sound.
  • Dual Inputs: Switch between two audio sources effortlessly, whether it’s your PC via USB or an analog audio source without constantly plugging and unplugging cables.
  • Optimised for Multimedia: Designed to enhance audio for a wide variety of media, from music to podcasts, movies, and gaming.

Specifications

  • Total Output Power (RMS): Treble 15W x 2, Mid-low 18W x 2
  • Driver Units: 3″ long-throw aluminum diaphragm mid-low drivers, 1″ silk dome tweeters
  • Frequency Response: 58Hz – 40kHz
  • Signal-to-Noise Ratio: ≥ 85dB(A)
  • Audio Inputs: ⅛-inch stereo (3.5mm AUX), USB-C, Bluetooth
  • Input Sensitivity: AUX: 500 ± 50mV, USB-C: 450 ± 50mFFS, Bluetooth: 450 ± 50mFFS
  • Bluetooth Version: V5.3
  • Codecs: SBC, LDAC
  • Dimensions (W x H x D): 100 x 168 x 147 mm (per speaker)
  • Net Weight: 3.07kg

What’s in the box?

The box contains the two speakers, stands, instructions and various cables.

A Closer Look

Final Thoughts

The Edifier M60 Speakers look really good sitting on your computer desk, they really look the part!

There are two speaker stands in the box you can use, or you can just have the speakers sitting on the desk = the choice is yours.

Connecting them to whatever source you want to use is really simple – you can use the supplied cables or you can connect to them using Bluetooth. If you want to wire the speakers to your device, you can use either USB-C or supplied audio cables.

All of the controls for the speakers, including powering on and volume controls are on the top of the speaker using integrated capacitive touch buttons.

The sound quality is excellent, whether you are listening to music or the sound coming from a game, you won’t be disappointed.   

You can also download EDIFIER ConneX App to customise your listening experience and control the speakers. The EDlFlER ConneX app provide multiple settings for acoustic room compensation, allowing you to adapt to different room modes and achieve the optimal listening experience.

The Edifier M60 Multimedia PC Speakers with Bluetooth is available now priced around £159.00 and is available in either White, Black or Classic Oak. These really do make a great addition to any desk setup!

You can learn more from the Edifier website here.

Review: Lies of P: Overture DLC

When Lies of P launched in 2023, it surprised the gaming community, offering a Soulslike reimagining of Pinocchio with intense combat, stunning gothic visuals, and a uniquely dark narrative. You can read our full review of it here. Now, with the release of Lies of P: Overture, a prequel DLC that is now available, developer NEOWIZ welcomes players back into its blood-soaked, clockwork world to witness the events that shaped the game’s bleak universe.

Overture is a narrative-driven side story that adds around 6–8 hours of gameplay, introduces a few new mechanics, and attempts to fill in key pieces of the lore. But does it succeed as a meaningful expansion, or is it just more of the same with a new coat of rust and grime?

A Prequel Worth Telling?

Lies of P: Overture takes place years before the events of the base game, during the rise of the puppet rebellion and the early days of the Alchemists’ twisted experiments. You step back into the shoes of P who has seemingly been teleported back, and meet the Legendary Stalker in a deepening of Lies of P lore.

The DLC wisely avoids recycling familiar locations. Instead, it introduces new environments such as the Elysian Foundry, a grim, rust-filled industrial sector, and the Orchestra Hall, a decaying, enemy-infested cultural landmark that adds visual flair and lore richness. These areas are dense with environmental storytelling, from abandoned workbenches to notes detailing the moral dilemmas faced by early engineers.

In comparison to the base game’s story, which slowly unfurled its mysteries through ambiguous NPC dialogue and item descriptions, Overture is slightly more direct in its narrative delivery. While it retains that Soulslike opacity, there’s more voice acting, more cutscenes, and a clearer emotional arc. Still, it assumes deep familiarity with the base game, and newcomers may find themselves lost in its cryptic references.

As a prequel, Overture succeeds in expanding the lore and adding emotional weight to the tragedy of Krat, but don’t expect it to dramatically change your understanding of the original. It’s a character study, not a revelation.

Lies of P: Overture Gameplay

If you’ve played Lies of P, you’ll be immediately familiar with how Overture plays. It doesn’t reinvent the formula, but it adds enough new challenges and combat nuances to feel fresh for returning players.

Enemy design in Overture is a highlight. There’s a new class of elite enemies that blend puppet erraticism with Alchemist corruption, leading to unpredictable attack patterns. Boss fights, while fewer in number than in the base game, are well-designed and intense. One standout encounter with Markonia is one of the best boss fights NEOWIZ has delivered to date.

Combat remains as brutal and precise as ever. Parrying, dodging, and stamina management are still king, and while Overture is slightly more forgiving than late-game Lies of P, it’s still not for the faint of heart. Compared to the base game, the DLC feels tighter and more focused, with fewer filler encounters and a better difficulty curve.

Visuals and Performance in Lies of P: Overture

Visually, Lies of P: Overture maintains the high bar set by the base game. It runs smoothly on PS5 (the platform we reviewed it on), with 60fps performance in Performance Mode and richly detailed textures in Quality Mode. NEOWIZ continues to excel at blending mechanical decay with baroque architecture, and the new environments are dripping with atmosphere.

The lighting, in particular, stands out. Dimly lit hallways give way to fire-lit workshops, and broken skylights create sharp contrasts of light and shadow, enhancing the tension around every corner. The haptic feedback on the DualSense controller further immerses players, with subtle resistance added during combat and exploration.

While the DLC doesn’t offer the visual leap of a new engine or next-gen upgrade, it demonstrates how well NEOWIZ understands the aesthetic of its world. It’s polished, cohesive, and artistically bold.

Final Thoughts on Lies of P: Overture

Lies of P: Overture is a carefully crafted DLC that doesn’t overstay its welcome. It offers just enough new content and story to justify a return trip for fans, while laying subtle groundwork for a likely full sequel down the road. With new weapons, haunting boss fights, and a darker look into the origins of the game’s world, it serves as both a bridge and a deepening of Lies of P’s tragic mythology.

If you loved the base game and want more, particularly more lore, more atmosphere, and a few new mechanical wrinkles, Overture is well worth the price. If you struggled with the original’s difficulty or didn’t connect with its story, this DLC won’t change your mind.

Review: Mario Kart World

With the release of Mario Kart World, Nintendo has once again taken control of its most iconic racing franchise, aiming to redefine what a kart racing game can be. Exclusively available on the Nintendo Switch 2, this long-anticipated title arrives eight years after Mario Kart 8 Deluxe, a game many still regard as the gold standard of the series. Expectations have been sky-high, and Mario Kart World makes a bold attempt to evolve the franchise with a global theme, a reworked single-player mode, and significantly improved visuals. While many of its innovations succeed, not every design choice is a winner.

A New Setting with Mixed Results

The most immediately noticeable change in Mario Kart World is its globe-trotting setting. Instead of sticking to the whimsical, Mushroom Kingdom-only environments of previous games, Nintendo has broadened its creative scope to include tracks inspired by real-world locations. You’ll find yourself weaving through the bustling streets of Tokyo, drifting past the Eiffel Tower in Paris, or speeding along the beaches of Rio de Janeiro. This global approach adds an exciting variety to the game’s 32 new courses and features 16 remastered classics, which have been visually updated to match the new game’s vibrant aesthetic.

Compared to Mario Kart 8 Deluxe, where even the most imaginative tracks eventually started to blend with their similar art styles, Mario Kart World offers greater geographical and cultural variety. Each course now feels like a mini-vacation, complete with regional music styles and visual details that show how much attention Nintendo has paid to local flavour. However, the ambition occasionally trips over itself. A few tracks, such as the Sydney Sky Ride or the Mumbai Monsoon Circuit, feel more like tourist caricatures than authentic representations, and some of the track layouts prioritise spectacle over solid racing flow. While it’s a delight to sightsee, competitive players might find the turns and item placements less precisely tuned than in MK8 Deluxe.

Visuals and Performance is a Showcase for the Nintendo Switch 2

One area where Mario Kart World clearly outshines its predecessor is in visual presentation. Taking full advantage of the Nintendo Switch 2’s upgraded GPU and processing power, the game runs in native 4K resolution when docked, with consistent 60 frames per second across all modes. This marks a significant leap over Mario Kart 8 Deluxe, which topped out at 1080p and occasionally suffered frame drops during intense split-screen or online play.

Graphically, Mario Kart World is simply stunning. Environmental textures are richer, lighting is more dynamic, and weather effects, like rain slicks on asphalt or swirling sandstorms in desert courses, bring a new layer of immersion. Characters are more expressive than ever, reacting to hits, boosts, and falls with charming animations that make the game feel alive. The addition of haptic feedback via the enhanced Joy-Con controllers is a subtle but welcome touch, especially when skidding through gravel or feeling the thump of landing from a big jump.

That said, the visual fidelity does occasionally cause issues. While it’s rare, a few tracks suffer from noticeable texture pop-in when racing at high speeds, and loading times between circuits are a touch longer than expected for a next-gen console. Still, compared to MK8 Deluxe, this is an undeniable upgrade in almost every visual and technical respect.

Refined Gameplay with New Mechanics in Mario Kart World

Gameplay in Mario Kart World remains true to the series’ formula, with tight handling, fast-paced racing, and item-based chaos. Nintendo has made several notable changes to shake things up. Chief among them is the introduction of World Tour mode, a new single-player campaign structured around an international circuit. Unlike the more linear Grand Prix format of MK8 Deluxe, World Tour introduces branching paths, region-specific challenges, and unlockable content tied to completing goals across different continents. This gives solo players a more engaging progression system and a sense of exploration that MK8 Deluxe never truly delivered.

Another key gameplay addition is the “Air Dash” mechanic, which lets players slightly adjust their trajectory while airborne. This subtle move adds depth to jumps and allows for riskier stunts, a big step forward from the gliding system introduced in MK7 and refined in MK8. Drifting, boosting, and trick mechanics all feel tighter and more responsive, especially thanks to the improved control precision on the new Joy-Cons.

Despite these improvements, one frustrating holdover from previous titles remains: rubber-banding AI. While Mario Kart 8 Deluxe was known for its sometimes-infuriating CPU opponents who could recover from behind with suspicious speed, Mario Kart World hasn’t done much to address this. On higher difficulties, races often feel less like a competition of skill and more like a test of luck, with CPU racers launching perfect item combos just as you near the finish line. It’s fun, until it isn’t.

Multiplayer Evolves in Mario Kart World

Multiplayer has always been central to the Mario Kart experience, and Mario Kart World continues that tradition with enhancements both online and offline. Local co-op still supports up to four players on a single console, with reliable performance and an improved UI for split-screen gameplay. This makes the game enjoyable at parties or family gatherings, and the high-resolution visuals remain clear even when multiple racers share the screen.

Online multiplayer receives a major upgrade compared to MK8 Deluxe, particularly with the introduction of cross-region matchmaking. Matches are found more quickly and reliably, and latency issues have been substantially reduced, though not entirely eliminated. Nintendo’s new “Team Rally” mode is a notable addition: players are randomly assigned to global teams (such as Red Shell vs. Blue Shell), and every race contributes to an evolving leaderboard over the course of the month. This creates a sense of continuity and purpose that online play in MK8 Deluxe lacked, encouraging players to return regularly and help improve their team’s standing.

Characters, Customisation, and Progression

One area where Mario Kart World shows real ambition is in its character and kart customisation systems. The game now boasts over 50 characters, the largest roster yet, featuring returning favourites like Yoshi and Bowser, along with creatures found across the universe like Goomba and Penguin. This is a big step up from MK8 Deluxe, which had a large but static roster and relatively shallow customisation options.

Customisation goes far beyond cosmetic changes. Mario Kart World introduces a “Driver Style” system, where your character evolves based on your play habits. If you favour speed over control, for instance, your driver will develop traits that enhance top speed and reduce traction penalties. Combined with new kart parts and region-specific unlockables, the system offers more strategic depth and personalisation than ever before.

However, progression can feel grindy at times. Unlocking certain drivers and parts requires completing specific regional challenges, which means you may have to replay the same tracks multiple times. For casual players, this could feel more like a chore than a rewarding journey.

Final Thoughts on Mario Kart World Worth It?

In the end, Mario Kart World is both a celebration of the franchise’s legacy and a bold step toward its future. The game builds on everything that made Mario Kart 8 Deluxe a success while taking calculated risks that mostly pay off. Its world-spanning tracks, deep customisation, and technical polish showcase what’s possible on the Nintendo Switch 2, offering a richer and more varied experience than its predecessor. Yet it’s not without flaws. The rubber-banding AI, occasional online hiccups, and grind-heavy progression may frustrate some players.

Still, for most fans and newcomers alike, Mario Kart World is a must-play. It’s a visually stunning, mechanically refined, and feature-rich racing game that succeeds more often than it stumbles. Whether you’re racing with friends or climbing the global leaderboards, Mario Kart World delivers hours of fun and solid replay value.

Review: Become the Moon

Become the Moon is a quirky and visually striking roguelike deckbuilder that caught my attention for its charming presentation and streamlined gameplay. Developed by solo dev Sean Cellan Jones and released in June 2025, the game challenges players to climb a series of increasingly difficult encounters by drafting minions, casting spells, and managing how effects play out during auto battles. After spending a fair amount of time with it, here’s my in-depth take on what Become the Moon does well, where it stumbles, and what kind of player it’s really for.

A deck building auto battler like you know them, but with its own charm.

One of Become the Moon’s most compelling features is its vibrant, cartoonish art style. The game’s visuals strike a delightful balance: bold, readable designs with a playful whimsy reminiscent of Adventure Time. Whether crafting a deck of minions or spells, each card feels lovingly illustrated and brimming with character. The minions aren’t just visually distinct, they’re expressive, memorable, and imbued with personality in how they’re portrayed.

You’ll immediately notice how much care has been poured into the card art. From unique visuals to the humorous text and effects that some units possess. each design reinforces the game’s charm. In my view, this creative presentation isn’t just cosmetic, it shapes the experience, making drafting a deck feel like curating an art gallery as much as planning a strategic toolkit.

The art is engaging, what about the gameplay?

This loop is satisfying, and the draft picks exciting. after the initial draft the player will ‘tier up’ when exhausting their entire deck, at this point the deck get reshuffled and the player gets to choose 5 more cards to add. Deck-building’s tactile pleasure is enhanced by synergies; flying minions, taunts, shield units, death abilities, battle spells that tweak stats mid-battle, you can cobble together combos that feel powerful and clever.

However, that’s also where the limitations creep in. Despite boasting ~140 cards, player experimentation hits a ceiling. The constrained card pool and procedurally rigid offerings mean a few clearly optimal strategies emerge, flying buff-deck, exhaust-heavy builds, taunt-slayer hybrids. Once you pin one down, runs tend to converge. Players approaches quickly crystallize, diminishing the game’s replay experimentation. A core criticism I found is balancing and randomness issues. With limited card variety and heavy reliance on RNG in drafts, high-skilled experimentation diminishes. You often need to embrace a particular ‘best build’ to reliably complete runs, especially on harder modifiers. Choices become less about crafting crazy combos and more about assembling the checklist of must-haves—e.g., a set of flying units and buffs or a mid‑tier tank line with spell support.

Add to this the auto-battle AI’s randomness, minion targets are random and lack intelligent prioritization, leading to occasional frustration when perfectly arranged line-ups fizzle out due to dice-roll targeting. One moment your decks shines in fully optimized execution; the next, a poorly-timed multi-hit misses and derails your hard-built synergy. While the 10 characters and daily seeded runs add variance, the draft constraints, recurring enemy archetypes, and reliance on few cards means exploring more unusual or off-meta builds seldom pays off. After enough reruns, you’re likely to default into safe archetypes because it’s simply more efficient.

“one more run” We’ve all said it Become the Moon ,Will make you say it again

Become the Moon packs a punch in difficulty and progression. Early runs are forgiving, but it ramps fast, by mid-game, combat shifts from manageable to punishing. The tier system (re-shuffle trigger for new cards) provides pacing, but success still depends on locking in synergies early. The devs smartly added difficulty modifiers, offering a “true ending” for hardcore players . However, because the meta consolidates around top strategies, progression still feels linear: harder runs demand the same deck archetypes, with only minor relic tweaks or class bonuses differentiating them.

The user interface leans into Hearthstone’s clean, functional design, clear displays, intuitive placements, and no fuss visuals. It’s fast, smooth, and supports quick reruns that make sessions punchy and addictive. Speed-up options, fast load times, and casual music ensure you can hit play again without friction.

My Conclusion

Become the Moon is an aesthetically charming and mechanically solid deck-building auto-battler—you can feel the love in its art, animations, and UI. Its core loop is hooky and engaging, packing plenty of tension across its roguelike battles. But the flaws I noted, the constrained card pool, the emergence of a few dominant strategies. On top of that, the randomness of auto-battle targeting, hold it back from becoming a sandbox of creative experimentation.

If you love compelling visuals, enjoy shorter roguelike sessions, and don’t mind leaning into the meta, it’s absolutely worth it. For a affordable price you get a polished, fun package with decent replay-ability that will put a smile on your face with its visuals. But if you’re hoping for endless twisty paths, quirky builds, or runaway experimentation, you’ll eventually bump into it’s walls.

Review: Death end re; Quest Code Z

Death end re; Quest: Code Z marks the latest entry in Compile Heart’s niche but distinctive series that blends traditional JRPG mechanics with visual novel storytelling. Known for its dark, narrative twists and genre experimentation, the series has cultivated a loyal following. Unfortunately, Code Z feels less like a bold new step and more like a rehash of past ideas that lack the narrative punch and mechanical refinement expected of a fully fleshed-out sequel.

Set in a disconnected timeline from the previous entries, Code Z introduces a new cast and storyline, attempting to act as both a fresh start and a continuation of the series’ theme. It follows a familiar structure, shifting between lengthy visual novel segments and turn-based combat encounters. While this hybrid approach remains conceptually intriguing, the execution remains uneven.

The Death end re; Quest franchise consistently offers tension, with a combination of disturbing psychological horror wrapped in philosophical undertones. Evidently, Code Z has tried to recapture this, but the pacing is its downfall. The players are burdened with heavy exposition, long internal monologues, and a slow burn narrative that rarely feels justified by the resolution. Dialogue that goes on for days, with scenes that could have been condensed were stretched well beyond their narrative significance.

The characters, while visually distinctive and occasionally endearing, are somewhat mundane. For a series that has previously subverted genre expectations, Code Z plays it surprisingly safe with its cast. Moments of character development are sporadic and rarely resonate, in part due to how much time is spent retelling their past and forgetting to develop their future.

Fans familiar with the franchise’s darker turns, may find themselves waiting for that signature twist or moment of tonal whiplash. Although Code Z doesn’t shy away from grim material, it feels more restrained than its predecessors, less daring, and as a result, less memorable.

The turn-based battle system returns with its familiar knockback mechanics, positioning elements, and turn manipulation features. At a glance, the combat appears deep, but in practice, it rarely demands much thought provoking combat encounters. Enemy encounters quickly fall into predictable patterns, and the lack of significant evolution from previous entries makes battles feel more like an obligation than an opportunity for tactical expression and artistic flair.

That said, there are occasional highlights where certain boss fights introduce interesting conditions or require thoughtful positioning but these moments are far and few between. The levelling system and character customization are functional but uninspired, offering little incentive for experimentation.

What’s perhaps most disappointing is how Code Z misses the opportunity to build on the innovative mechanics seen in prior titles, such as genre-switching or reality-altering battle effects. Instead, it settles into a conservative design that holds little inspiration. Even though the game has been released on PlayStation 5, it struggles to justify its presence on current-gen hardware in 2025. Character designs remain sharp and expressive, thanks to Compile Heart’s distinctive anime aesthetic, but environments are sparse, repetitive, and often devoid of personality. The dungeon layouts lack complexity, and exploration offers little beyond basic item collection and enemy avoidance.

Animations, both in combat and cutscenes, are stiff, and performance issues – including occasional frame rate drops – impedes on immersion. The soundtrack, a mix of haunting ambient tracks and electronic themes, does little to elevate the atmosphere. Voice acting, which limits listeners due to it being in Japanese, deters consumers (like myself) who are reluctant to spend their leisure time reading English subtitles.

Death end re; Quest: Code Z is a game caught between familiarity and franchise fatigue. Although it retains the core elements that define the series’ dark themes (unique combat, and an ambitious narrative structure it fails to evolve meaningfully), the storytelling feels bloated, the gameplay lacks momentum, and the presentation is several steps behind modern standards.

For dedicated fans, there may still be enough intrigue to justify a playthrough, especially for those invested in the franchise’s lore. However, newcomers such as myself will find little here to warrant the commitment, and even returning players may walk away feeling that Code Z is more of a regression than a resurrection.

Overall I’d give this a 6/10 – as there are plenty of flaws with little to no upside to it. Returning fans, I am sure will be able to salvage something from this title but good luck to those like myself who jumped head first into this title with limited pre-knowledge, you might struggle to understand everything going on.

Review: Kulebra and the Souls of Limbo

Kulebra and the Souls of Limbo took me by surprise. The Paper Mario aesthetic, heartwarming story, and simple-to-understand mechanics were great. Additionally, it is part of the Game Pass subscription and can be enjoyed if you subscribe. Though there are some dark themes, it is a great game to play with younger gamers.

This puzzle adventure title was developed by Galla Games and published by Fellow Traveller. It is a single-player experience with a vibrant colour palette. Moreover, the characters converse in a strange, nonsensical manner. This adds to the mystery and the magic.

Kulebra and the Souls of Limbo tells a cracking plot. 

Limbo is a place where spirits are lost. They wander aimlessly until a kind soul guides them. This guide is Kulebra, a snake who has awoken in Limbo. Confused, dazed, and unsure of what to do, he is helped by a kind old lady and a chirpy bird.

The protagonists push the snake on a journey of discovery. En route, he must help each soul he encounters. Gathering items, passing on messages, or righting wrongs are some of the tasks you undertake. However, be aware that the limbo curse wipes the minds of those lesser beings. Accordingly, every day has a sense of deja vu, and this can be slightly unsettling. 

Puzzles and piecing together the clues. 

Kulebra and the Souls of Limbo delivers a brilliant blend of puzzles, stealth moments, and verbal clues. Moreover, there is a 3-part day-night cycle that makes the world evolve. Morning, afternoon, and night deliver unique characters and problems to overcome.

As you hit the finale of each chapter, you must help the souls pass. This is no mean feat, as darkness has taken over. A quiz-like battle ensues as your memory is put to the test. Additionally, you must highlight false statements to overcome the darkness. This lack of violence was refreshing, and I loved the pacing, bosses, and simplicity.

Kulebra and the Souls of Limbo looks fantastic!

The lack of ultra realism may annoy some people. However, I love the clean lines and the simple papercraft aesthetic. The vibrant colour palette and unique backdrops are eye-catching. Moreover, each character looks amazing, and the eye for detail makes this stand out from its peers.

The audio is truly stunning. There are heartfelt, sombre moments that embrace the sense of loss and despair. Moreover, there are aggressive songs to ram home the drama and danger. This blend of emotions and perfect timing was captivating. The story ebbs and flows nicely, and I never tired of what I saw. 

Exceptional controls.

Kulebra rolls or crawls across every surface. Furthermore, he bumps into walls and other items to dislodge pictures and vases. This adds to the puzzle element and was a fun and simple way to enhance the logical mechanics. Alongside this, the UI is rudimentary and clean. A handy notebook guides you, and responsive inputs help to keep you on track. 

Where Kulebra and the Souls of Limbo falls short is replay value and longevity. There are limited reasons to return, and this was disappointing. Thankfully, the first playthrough is great, and it is part of the Game Pass subscription service. As such, you haven’t got anything to lose. 

Kulebra and the Souls of Limbo is a great indie game. 

Great indie games are hard to come by. Occasionally, a hidden gem is discovered, and this is one of those moments. The story is fantastic, and the gameplay flows nicely. Moreover, each chapter is captivating, and the puzzles are nicely balanced. Accordingly, it is fantastic and I recommend buying it here! Can you guide every soul? Listen to each story, solve the problems, and overcome the darkness.

Review: Onimusha 2: Samurai’s Destiny

Onimusha 2: Samurai’s Destiny makes me think that demons need to be inserted into more of the world’s history. Can you imagine if William the Conqueror wasn’t just a Franco-Norman with a nark on, but a ten-foot demon prince? Instead of cavalry and clever tactics at the Battle of Hastings, he could send out the half-man half-horse demon soldiers. And what about Genghis Khan? Man was practically half-demon anyway. This way, a large part of the human race would have a little demon in them.

Anyway, the reason for this weird tangent is that I quite liked the broad strokes of Onimusha 2’s plot. I never played the original, but now that it’s been given shiny new graphics, I thought I’d fill this gap in my gaming knowledge. The result is something of a mixed bag. The central plot is nice, but it’s shackled to a dull as dishwater protagonist. The combat is skilful and exciting, but dragged down by poor gameplay choices that’ve been lifted wholesale from 2002.

Onimusha 2

Focus Sharpens The Mind

Onimusha 2’s demonic figure in question is Oda Nobunaga. In this case he wasn’t just a feudal lord who worked to unite Japan, but the embodiment of one of his nicknames – a demon king. Together with his demon friends, Nobunaga steamrolls Yagyu village in a startlingly brutal opening cutscene. Unfortunately, this village was the home of Jubei Yagyu, noted Samurai, who embarks on a quest to collect five sacred orbs and give Nobunaga a jolly good seeing to.

It’s an interesting plot, made more so by the fact that it’s somewhat branching. Jubei meets other characters on his journey, which he can interact with and befriend. Depending on how well you get on, they’ll appear at key points in the story and even become playable. It’s a neat touch. It’s just a shame that these characters have to be shackled to Jubei, who is an ultimate personality vacuum. He barely says anything and when he does, it’s usually the occasional grunted question. At one point a side character, Oyu, falls in love with him, despite him doing nothing but grumpily frown at her. A shame really, as the side characters are decently well written otherwise.

I’m going to get to the combat in a moment, but a word on the remastering. It makes a big point of its HD graphics and, to be honest, they aren’t too bad. The cutscenes suffer a little from the ‘potato face’ effect of the early 2000s, but everything looks bright and colourful. Enemy designs remain great, even if there is some blatant reskinning going on. Boss designs are decent too, though it gets limited points for that as it uses the same two bosses three times each. Controller support is excellent, and it seems like a very well optimised remastering. I strongly recommend switching off English vocals, though. They didn’t remaster those, so it still sounds like an amateur dramatics group at a first script reading.

Onimusha 2

Rise And Move On

So, that combat. I was intrigued by a quote from one of the Onimusha 2 devs that the combat was designed to punish button mashing. It really does. My first instinct was to swing wildly at the first enemy I saw, which promptly turned Jubei into sliced samurai. The swordplay rewards patience. Your swings do a hefty amount of damage, but the key is to connect them before the enemy does. So blocking and dodging are key, as is picking your moment to strike. Once you’ve got that down, you can start working on an ‘Issen’, where you attack just before the enemy does.

This yields a critical hit, which kills most standard enemies in one hit. In something of a masterstroke, performing one nets you a lot of ‘soul orbs’. These come in different flavours, but one is ‘health’. Health items are limited, so the best way to heal is to learn your way around the combat, and rip your HP right out of your enemies. It also yields you XP for upgrading armour and the various weapons (sword, spear, hammer and odd, double-bladed thingy). Though there’s only three levels for each, and other weapon upgrades just increase how much you can charge. So the RPG aspect drops off quick.

That said, I found myself getting into the combat. Which is a shame, because there’s one thing that absolutely tears it to shreds: the camera. Onimusha 2 uses the classic Capcom fixed camera. This is fine in something like Resident Evil, where it adds a sense of being watched and the struggle adds to the horror, but in an action game? All it does is mess with my perception, making Issen harder than it needs to be. Hell, it makes walking through a door a complicated task. When fighting bosses? You have no idea what they’re doing half the time. It’s needlessly frustrating, and caused all the goodwill towards the combat to dribble away.

Onimusha 2

Onimusha 2 – Faithfully Frustrating

As I said before, I’m a newcomer to this series. I’ve not played the original, so I’m coming in completely blind. Onimusha 2 got close to selling me with its challenging, skilful combat but it ended up losing me. The frustrating camera was a big reason. Jubei’s stony personality being another one. A shame, because I grew to quite like the other characters, especially the rifle-wielding Magoichi. Well, once I’d switched to the Japanese vocals at any rate.

I suspect this sort of thing is always going to be an issue when playing a remastering of a beloved game. If you’re a fan of the original, then I’ve no doubt you’ll love it. It’s everything it was, with some nicely touched up graphics and a smooth framerate. Certainly, when I went crying to various forums for advice on the combat, everyone expressed a fondness. I can’t see this remastering of Onimusha 2 winning over too many strangers to the franchise, but for old hats, it might encourage some dusting off of the issen muscles.

(Onimusha 2: Samurai’s Destiny Steam Page)

Review: Preserve

Preserve is a beautiful game that helps you unwind and relax. You’ll lose yourself in its relaxed audio, soft colour palette, and varied environments. Moreover, there are several game modes to get your teeth into. Consequently, though it is conceptually simple, it tests your grey matter and keeps you coming back for more.

This puzzle world builder was developed by Bitmap Galaxy and published by Grindstone. It is a single-player game that features a free-moving camera. Moreover, it has a strict set of mechanics that must be understood if you wish to succeed.

Preserve smacks you with its moral compass. 

The world is a mess, and creatures are dying. Habitats are being destroyed, and everything is failing as a consequence. Luckily, Preserve does its best to highlight this plight. Each biome is unique with its own animals and vegetation. As you construct the world, you must consider where everything can be placed. 

If you get things wrong, you will struggle to expand your world and help every creature. However, if you get things right, each biome springs to life with different thriving habitats. This wonderful puzzle element requires a tactical mindset and a bit of luck. As such, some trial and error goes a long way. 

Keep expanding. 

As the world expands, you must focus on balance and bonuses. Rivers and other unique items enhance your score. Additionally, combining different animals in their favourite habitat maximises your output. As such, you must evolve and be flexible as the game progresses. 

Alongside the core harmony game mode is a puzzle option, creative mode and photo mode. Though I didn’t experiment with the latter 2, I can see them being popular with creative gamers. Alternatively, if you love the freedom to design, this is the perfect mode for you. 

Preserve is pretty as a picture. 

Preserve delivers an array of biomes to delight. A savanna, an alpine forest, a reef, and more await. Each has a striking and unusual look that is easy to the eye. Furthermore, every habitat is colourful and I loved the detail on each card. As you expand the world, you must build outward and upward. Mountains, pools, and craggy rocks form new homes for plants and trees. This 3D world is a joy to create and better to look at.

The audio is a blend of delightfully calm songs. Each location has a matching sound that brings it to life. This eye for detail makes Preserve just a little more magical.

Easy controls. 

Learning the control system is simple. However, mastering the mechanics isn’t as straightforward. Preserve took me a while to understand. Furthermore, the puzzle mode can be challenging if you try to maximise the harmony of each habitat. As such, you’ll need some time to follow the tutorial and gather your thoughts. 

3 playable options and a camera mode enhance the replay value and longevity. Though this slow-packed affair may not be everyone’s cup of tea, I enjoyed the change of pace. Moreover, creating a dreamy habitat with no limitations was a joy. 

Preserve is a pleasant indie game. 

I love it when a game takes me by surprise. Preserve wasn’t a game on my radar, and I think many people will have missed it. This is a shame, as I like the unique concept. Additionally, the beautiful graphics and warm audio enhance the end product. Accordingly, I like it and recommend buying it here! Can you rebuild every biome? Plan ahead, expand the world, and hope for a little luck.

Review: Gore Doctor

Synopsis

You wake up to find yourself in the institute of a tormented doctor, who, after losing his wife to an incurable illness, descends into madness and comes to the conclusion that death is respite. Kidnapped by masked men, you must navigate through the dark and twisted hallways of the institute, facing the doctors creations, uncovering dark secrets and doing everything you can to escape.

Review

Upon looking at the game I thought that it would be a good and enjoyable experience, I wasn’t expecting an amazing indie game of course but one which I would actually like, however I was wrong.

There were some positives but the negatives outweighed them heavily. Starting off with the positives, I thought that despite the combat feeling very clunky it was somewhat fun, you only had 3 weapons available (an axe, pistol and shotgun) so the weapons were limited but I do like horror games with combat just as much as those that don’t. Usually, horror games which don’t have combat focus more on the atmosphere and playing the whole ‘running away game’, to make for a more terrifying experience and the games which focus on combat don’t so much and it was evident when playing.

There were a few boss fights, and though some of their designs were cheesy they were fun in a way, I mean apart from the fact that it took expending all of your ammo, and playing a dodge and hit game for several minutes until they finally died, it wasn’t that bad. I was actually impressed with how durable they were, I mean they withstood 15 bullets and around 30 hits with an axe before dropping, which just made the weapons feel useless in a way, throughout most of the game they do actually, but wow, the enemies did feel invincible at times.

The graphics were okay, nothing groundbreaking but good enough to hold up for a horror game, and the design for the institute honestly wasn’t that bad, I thought it was well designed and did feel quite creepy at times, some areas didn’t really have much to them and felt empty at times, but others were actually good enough to be compared to other horrors I’ve played.

The music also was quite good, some of the tracks really had that horror vibe to them and helped with the atmosphere, one thing with it that bugged me a bit, was that once the music would end there would be a couple of seconds pause then the track would play again, something which a lot of people would overlook but it just broke it up in a way. I’ve seen the same thing when playing some mobile horror games or even Roblox when I was younger, so it reminded me of being cheaply made.

Despite that it just has too many negatives to deem it a ‘good game’, sure it was playable but on a bad day I would probably turn off after ten minutes.

The animations were not good and some felt goofy, especially the first death of what seemed to be a prisoner who was tied in a chair and after pushing the button, blades from both sides would close in on him and as you can imagine would kill him, but it was executed poorly and unrealistically, horror games aren’t that realistic of course, but if there is one thing that should be it has to be the deaths. Anyway, the saws started cutting into him and he started to lose blood (everything was fine up until that point), then all of a sudden his body just dissapeared and all that remained were some limbs and organs which flew about, you probably can’t imagine it that well, but after seeing it yourself, you’ll realize how awful it really was. Not to mention he wasn’t even screaming in pain and there was no evidence of blood despite being ripped apart by it.

After seeing that around five minutes in, I had a good guess of what the quality of the game would be and I was pretty much right.

The levels didn’t have any uniqueness or good design to them, most of the time it was find a key or solve a puzzle to progress, it was overused and just felt lazy for most parts. Some of the puzzles were actually creative, but needing to do one to progress to the next section every time made it feel more like a chore if anything. There was one section which in all fairness was somewhat unique, you were basically trapped in an elevator for a couple of minutes dodging saws and that’s pretty much it. It was an extremely short level, but long elevator ride which was very boring, but that pretty much sums up the game as a whole.

The Voice acting was also pretty bad, I don’t think many people are bothered by it, but for me it most definitely did. I feel like especially for a horror game which is meant to put fear into you when playing, having the protagonist sound bored, unmotivated and just not trying completely ruins the atmosphere and if anything makes it more laughable. His reactions to specific things were quite funny actually, he didn’t sound bothered or terrified at all of being trapped in a place where he’s been brought to be tested on and tortured, he was calm about it which just made no sense and made me laugh a few times. But at least they didn’t use AI which would’ve been much worse…

Story wise is was pretty basic and just reminded me of Outlast with a lot less depth, person who runs a mental institute starts torturing and doing tests on the patients, only for them to descend into madness and become monster-like, it felt very similar to it.

I’m going to give the developers some credit of course, they’ve only made 2 games including Gore Doctor with the other one actually receiving some positive reviews, it was a completely different type of game of course, being a Sci-fi visual novel but it does show that they’re capable of producing good work. The idea for gore doctor wasn’t the worst, but just wasn’t executed well in the end. In all fairness If I was to make a horror game it would be nowhere as good as Gore Doctor, so good from them for actually making it possible.

Final Verdict

Gore doctor tried to be a gory, scary and memorable experience which left the bad animations, voice acting and boss designs etched into my mind. If you’re bored and want to play a short low quality horror game to earn easy trophies then go for it, otherwise I’d steer clear…

Review: Mighty Morphin Power Rangers: Rita’s Rewind

In the era of arcade beat ’em ups making somewhat of a renaissance, Mighty Morphin Power Rangers: Rita’s Rewind attempts to continue the trend. Is this worth your time? Or are you left reminiscing about the good old days?

We Have To Go Back!

Developers Digital Eclipse chose Power Rangers as the latest classic series to be immortalized in the arcade beat ’em up style, because why the hell not? Following successful releases of retro style games like TMNT Shredders Revenge, I became intrigued to see how this series would fare in this classic format and thankfully, it succeeds. The plot of Rita’s Rewind is simple, yet satisfying. For fans of the series classic villain, Rita Repulse takes centre stage as she has discovered time travel technology. With this discovery, Rita seeks to go back in time and eradicate the Power Rangers at their inception, as the current day line up of the Rangers is deemed no match for Rita. So it’s back to the 90’s to play as the original team to once again save the day and the world itself.

This short tale encapsulates the classic 90’s feel of Power Rangers I felt during my childhood. There are countless familiar faces, fun call backs and genius little easter eggs throughout the story that will delight the hardcore fans of the franchise. For newcomers, there will be a lot of quotes and moments that will go over your head but there is still an adventure for you to enjoy. It’s a goofy tale of the Power Rangers having to save the day, but Digital Eclipse have sprinkled in some great conversations between the characters that help flesh out the motives for both the protagonists and the antagonists. Truth be told, the plot is mainly a gigantic excuse for the 90’s arcade game look and style to work and yes, it does!

Kick, Punch, It’s All In The Mind!

Digital Eclipse describes this game as an action adventure side scrolling game and for the most part, Rita’s Rewind succeeds, if not without some flaws. This game follows the recent trend of modernising the retro style beat ’em up with simplified controls and movements. You’ve got a basic attack, a jump, throw, dodge, kick and of course, your super attack that you can use when your meter is full. But that’s basically it, so if you’re looking for a detailed and complex fighting game, I regret to inform you this certainly isn’t the game for you. But whilst it’s simple, it’s so much fun fighting wave after wave of enemies and bosses. Each Power Ranger has supposedly different abilities and move sets but they really don’t feel that much different from one another. On the other hand, the enemies and bosses are varied enough that they will force players to tackle each fight differently which adds a lot of unique moments for the player, whether you’re playing alone or co-op. Co-op makes this game an absolute blast to play. Much like TMNT Shredders Revenge, it is the optimal way to play whether its offline or now online, with up to five other friends making it chaotic and an absolute blast.

Where Rita’s Rewind attempts to put a different spin on this classic arcade style is through its super scaler moments. These moments flip the camera and gameplay to an on the rails style as you get into the Megazord, an individual Zord or just a standard motorcycle. This spices up the gameplay in ways I didn’t expect, both good and bad. The levels play out in a 3D style as you dodge incoming fire and collect different power ups such as missiles. They’re fun and pretty zany levels but they can lead to extremely frustrating moments. The Megazord moments are the most egregious as whilst you cannot die in these moments, you can consistently get knocked back by attacks. This is incredibly frustrating as the only way to land attacks on these bosses is to get up close. However, there’s more fun than frustration overall, with excellent super scaler moments like being aboard a rollercoaster or fighting on an elevator; the variety in locations in a relatively short story is commendable. I cannot fail to mention the Juice Bar sections which serve as between missions debriefs where you can converse with characters. This is a really cool addition that fans of the series will adore. By far the best part of the Juice Bar is the fun arcade games you can play, dependent on how many characters you have saved along the way. A superb mix of fun arcade games ranging from racing to a space invaders rip-off. Like me, you’ll most likley get sucked into playing these games for a while.

90’s Charm

Let’s get this out of the way immediately. The visual presentation and art style in Rita’s Rewind is absolutely phenomenal. The pixel art nails every aspect of a retro game with wonderful visuals and brilliant animations. I couldn’t help but smile as I kicked and punched my way through enemies. The vast amount of different environments allow the developers to flex their muscles with gorgeous set pieces that are each as memorable as they are beautiful. Additionally, the super scaler level truly allow the graphics to shine, making this retro style have a completely new aspect to it, in the 3D style coupled with the pixel art. The Power Rangers themselves look fantastic and each colour of the suits burst to life on screen. It’s a wonderful effort in visual presentation. If you think of an arcade game, Rita’s Rewind encapsulates the classic look and feel while innovating, thus making the game look just so beautiful.

Unfortunately, the sound design and musical score yield mixed results. The problem certainly isn’t with the basic sound design which is rock solid with over the top, yet satisfying punches and kicks. The main problem I have with the sound design is the voiceover work. Whilst the voice cast do an admirable job, unfortunately each cast member only recorded a handful of lines, making each character consistently regurgitate speeches you’ve heard a hundred times over by the time the credits roll. This made me want to turn the voice audio off completely at times, due to my fear of going insane! Thankfully, the musical score delivers what it sets out to do. Digital Eclipse have managed to blend the nostalgic theme song of the Power Rangers into a retro rock arcade beat that sounds so 90’s, it’s wonderful. The essence of these rock elements with a classic arcade beat ’em up fighting soundtrack creates such nostalgia it feels like you have stepped into a time capsule – brilliant!

Verdict

Mighty Morphin Power Rangers: Rita’s Rewind is exactly what it sets out to be; a fun and nostalgic trip down memory lane. Stunning pixel art visuals, fun and engaging combat and a killer soundtrack will make fans of the series long for more. Sadly, some players will not feel as challenged as they’d like to be in gameplay, along with tedious frustrating moments found in the super scaler levels. A simple plot and repetitive voice work don’t do the game any favours either, but overall, if you love the Power Rangers and arcade games, you’ll find room in your heart for this one. A nostalgic trip!

Review: After Light Fades

From Orchid of Redemption, who made Dream of the Star Haven, comes their newest title, After Light Fades. Much like their naming scheme, Orchid of Redemption specializes in complexity. After Light Fades is a puzzle game where players must lead the character through a gate to advance to the next level. Levels are laid out in one dioramic room with a square grid. All of the elements of the puzzle lay inside the room, so there’s no crazy meta Nonary Game business. The puzzles in After Light Fades are difficult enough without including some grand overarching puzzle…

Within the first hour, I was stumped. I left my ability to play games out of the critique, lest we run into another run of headlines featuring a journalist who can’t play video games. But after a while, it was hard to tell if I was getting dumber, or the game was getting harder.

The Twist

The goal isn’t hard to figure out: get the key to the lock and pass through the gate. What seemed to trip me up a lot of times was how precise I had to be. The worlds introduce something new frequently. Then it tests the player with a room that left little margin for error. Fortunately, there is an undo button for retrying, and a total level reset button that costs nothing. There’s no time limits, and no additional side content to discourage using resets. So, we’re ultimately left with a complex game that highly encourages trial and error.

I’m not sure I agree about going this direction. After all, the game did not get easier, especially with the strange mechanics like the statues added in. You can haul the statue around anywhere, and it leaves a shadow. The shadow can bring certain things down, and only down, if players can wedge said thing onto the path. I’m all for a challenge, but it seemed like Orchid of Redemption wanted to start off high, and finish even higher. 

The Ambience

After Light Fades strikes a balance between difficult puzzles, and relaxing atmosphere. To make the game feel cozy, the aesthetics and music add a blanket of serenity. Vibrant plants of deep color, still waters with bold hue, and clouds of clear white. The hub worlds have various biome themes. The accompaniment of flutes and synths invite players to stop and think. The heavenly choir from time to time was nice even though it felt foreboding.  

This is a game about mastering mechanics. Once I figured that out, I was able to see how creative the game is. Between controlling multiple characters, spiders reflecting your moves, fires burning down objects, I found a unique game that simply wanted to do more than provide simple block puzzles. It becomes a game about the journey instead of the destination.

The Make-Up

The story is about Alice going on a healing journey to let go of the lover she lost. In order to do that, she travels to the seven worlds which represent memories they shared. In a way the puzzles reflect something from Alice’s relationship with her love. This kind of storytelling through gameplay is done well. It’s especially interesting when that ability is forgotten and a new one is used in the next world.

If having over a hundred levels isn’t enough, there’s a level editor that can be accessed at any point, no unlocking needed. Creating and sharing with others gives players a chance to express what they’ve come to learn through the story. Or it’s a great way to make impossible puzzles to make others suffer. The possibilities are out there.

Conclusion

After Light Fades was a nice reminder to slow down and blow up the rocks. Its unique take on puzzles, extensive level selection, and care-free approach invites everyone willing to be challenged. The beautiful graphics help players stay longer. But rest assured, it is challenging. The difficulty arises quickly within the first few levels. I spent an hour on one puzzle in the first world, and it didn’t get better once I knew what I was doing. I’ll say it, “It’s the Dark Souls of puzzle games,”.

Review: Untitled Hand Game: Titled Edition

I am not going to talk badly about ‘Untitled Hand Game’ for trying to mimic something bigger and falling short. However, if the thing that inspires you about an olympic athlete is that they know how to tie their shoes, then you are either hurt in the head… or a child.

Developed and Published by OtterSea Studio, Untitled Hand Game: Titled Edition, is a Physics Based hidden object Claw Machine Simulator.

If you ever want an example of what the term Cargo Cult really means, I would like to introduce you to Untitled Hand Game. This low effort claw machine simulator is the product of failing to understand. You’ll get what I mean in a second but first…

Hand-y work

The goal is simple. You are a hand that resembles the movement of a claw machine, and you must gather required items from a bin in the order the game requests. There is a timer constantly ticking down to add to the stakes. 

Although, I would not call it high stakes as more time wastes….(I’ll see myself out)

The hand is controlled with the mouse and acts as a stand-in for the cursor as well. If you are in the main menu or options, you will be dragging this large hand to click on things.

This is where the biggest problem I had with Untitled Hand Game, shows its ugly face. 

The hand cursor always controls like you are trying to use your mouse on a shaggy carpet. It hangs, slows down, or speeds up without much logic, and it gets very frustrating.

You could argue that this is on purpose, that it is supposed to create a challenge.  That’s the thing… It does not!

Untitled Hand Game itself is very easy and you never feel the pressure of the mouse or the timer. It only makes you angry. Not, Bennet Foddy, angry, annoying cousin not leaving the house long after the party is over, angry.

Untitled Goose Hand Dilemma

My main annoyance came from the game’s title as it shows a real lack of understanding. Naming yourself as a direct reference to another game is understandable, especially in the comic sense but when you do it because you think that the name is the reason behind the other games success, you are stuck somewhere wrong, my friend.

Untitled Goose Game was a great game because it boasted a fun gameplay involving a list of tasks and NPCs to mess around with. There were even interesting stealth mechanics at play. It was the cherry on top that you were a Goose and the game was called Untitled Goose Game.

Untitled Hand Game is sadly just a cherry on top of something that was probably Cake in the Recipe Book, but came out as bland bread.

Hand, Don’t Touch

Untitled Hand Game: Titled Edition is the kind of game that makes you appreciate polish through its absence. It tries to be quirky, tries to be challenging, and tries to ride the coattails of a far more successful title, but trying isn’t the same as understanding.

There’s no real bite to the gameplay loop, no tension from the timer, and no joy in the clunky controls. The charm it aims for ends up feeling like noise over silence.

To ask if ‘Untitled Hand Game: Titled Edition’ is worth your money?  This hand’s empty!

News: Prime Day 2025

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Prime Day 2025 is upon us. The sales begin on the 8th of July and end on the 11th. Consequently, there isn’t much time to grab a bargain. This guide will highlight some of the brands we love. Furthermore, there will be new items that we hope to get our hands on.

Whether it is a microphone or a mouse for your PC or a set of headphones for your kids, this guide will highlight them all. Moreover, there are earphones for athletes, and vibrant LED lighting for your house. Accordingly, you can purchase some essential tech and save some pennies.

​What do we suggest this Prime Day 2025?

​SteelSeries.

Alias Pro Microphone.

The SteelSeries Alias Pro is a sleek, gamer-focused XLR condenser microphone designed for streamers and content creators who want high-quality, professional audio without the usual complexity. It features a 1″/25 mm ClearCast capsule, a cardioid pattern, and supports 24‑bit/48 kHz recording, capturing clear, rich vocals with minimal background noise.

Prime Day 2025 price $295.99, 20% off MSRP.

Aerox 5 Wireless mouse.

The SteelSeries Aerox 5 Wireless is an ultra‑lightweight gaming mouse (≈74 g) featuring a ventilated honeycomb shell and customizable 3‑zone RGB. Powered by the TrueMove Air optical sensor (up to 18,000 CPI, 400 IPS), it delivers pixel‑perfect tracking via Quantum 2.0 2.4 GHz or Bluetooth 5.0. Durability is enhanced by IP54 AquaBarrier protection and Golden Micro switches rated for 80 million clicks. You get nine programmable buttons, fast USB‑C charging (40 hrs in 15 min), and up to 80 hrs of wireless runtime (Bluetooth mode reaches ~180 hrs). Sleek, fast, and resilient—a top pick for gamers.

Prime Day 2025 price $89.99, 36% off MSRP.

Arctis Nova Pro.

The SteelSeries Arctis Nova Pro Wireless is a premium over-ear gaming headset featuring dual‑driver, high-fidelity 40 mm speakers with 360° Spatial Audio support for sharp positional accuracy and immersive sound. It offers seamless multi‑device connectivity via low‑latency 2.4 GHz, Bluetooth 5.0, USB-C, and a 3.5 mm jack. Enjoy uninterrupted play with its hot-swap Infinity Power System—two swappable batteries with up to ~44 hrs runtime. A hybrid 4‑mic ANC and AI‑powered retractable ClearCast Gen 2 mic delivers crystal-clear comms, while Sonar software and GameDAC let you fine-tune EQ settings. Sleek, comfortable, and feature-packed—ideal for serious gamers.

Prime Day 2025 price $322.99, 15% off MSRP.

BackBone.

Backbone 2nd Gen Lightning and USB-C.

The Backbone 2nd Generation Controller transforms your iPhone or Android device into a powerful gaming console. With improved ergonomics, responsive analogue triggers, and pass-through charging, it offers a seamless mobile gaming experience. Compatible with Xbox, PlayStation, and Apple Arcade titles, it features a collapsible design for easy portability. The Backbone app enhances functionality with social features, screen recording, and game discovery. Whether at home or on the go, it delivers console-quality gameplay right in your hands.

Prime Day 2025 price up to 40% off MSRP. Lightning 2nd Gen £59.99 or 40% off. USB-C 2nd Gen £69.99 or 30% off.

Shokz.

OpenFit 2.

OpenFit 2 delivers bigger, more dynamic open-ear sound with DualBoost™ Technology, offering a richer listening experience while keeping your ears open to the world around you. Featuring dual drivers for detailed audio, it allows you to manage calls, music, and more with new physical buttons that provide precise control. The comfortable, ergonomic design—enhanced by an upgraded inner silicone layer—ensures a secure fit that stays in place all day. With up to 48 hours of listening time, OpenFit 2 is built for those who want premium sound, all-day comfort, and situational awareness in one sleek package.

Prime Day 2025 price £135.00, 20% off MSRP.

OpenRun Pro2.

The Shokz OpenRun Pro 2 provides astounding sound quality for sports enthusiasts, delivering up to 12 hours of unmatched audio. Equipped with wind-resistant microphones and a premium nickel-titanium frame, it ensures crystal-clear phone conversations even in extremely windy conditions. Additionally, its comfortable and secure fit offers peace of mind during use.

Prime Day 2025 price £135.00, 20% off MSRP.

More deals are on the way.

Lepro.

E1 Permanent Outdoor Lights.

The Lepro E1 is a year‑round, permanent outdoor LED lighting system featuring individually addressable RGB+IC LEDs and tunable white light (2200–6500 K), perfect for both festive displays and everyday outdoor ambience. Weather‑resistant (IP65/67), it withstands extreme conditions and offers both Wi‑Fi and Bluetooth control via the Lepro app, with no separate remote.

Prime Day 2025 price 38% off MSRP.

S1 Smart LED Strip Lights.

The Lepro S1 is an indoor, 5–10 m smart LED strip featuring RGB+IC addressable LEDs and adhesive backing. Its AI‑powered LightGPM assistant crafts lighting scenes, while LightBeats syncs to music. Control via Lepro+ app, Alexa or Google Assistant. Offers millions of colours, schedules, and an easy plug‑and‑play setup.

Prime Day 2025 price up to 43% off MSRP.

iClever.

HS19 Kids headphones.

The iClever HS19 Kids Headphones are foldable, over‑ear wired headphones with an in-line microphone, dual-stage volume limiter (85/94 dB) to protect young ears, and comfy 40 mm driver sound. They include a share port for sibling listening, an adjustable headband, ultra-soft earmuffs, and universal 3.5 mm compatibility.

Prime Day 2025 price $9.98, 41% off MSRP.

BTH20 Bluetooth Kids headphones.

The BTH20 Bluetooth Kids Headphones offer over-ear comfort, active noise cancellation, and a safe 80 dBA volume cap. With durable, BPA‑free construction, 60 hrs battery, quick‑charge USB‑C, 90° rotatable cups, and wired backup, they’re ideal for ages 3+.

Prime Day 2025 price 31% off MSRP.

Keep the tech coming!

TickTalk.

TickTalk5.

The TickTalk 5 is a kids’ smartwatch combining communication, safety, and fun. It features video calling, messaging, GPS tracking, and parental controls. With its sleek design, school mode, and water resistance, it keeps kids connected and parents reassured—all without the need for a smartphone. Ideal for ages 5–12.

Prime Day 2025 price 20% off MSRP.

TCL.

TCL NXTPAPER 14.

The TCL NXTPAPER 14 is a 14.3″ Android 14 tablet featuring a textured 2.4K NXTPAPER 3.0 screen with three display modes—Regular, Colour Paper, Ink Paper—designed to reduce blue light and glare. It’s powered by a Helio G99 chip, 8 GB RAM (plus 8 GB virtual), 256 GB storage, a 10,000 mAh battery with 33 W fast charge, quad speakers, stylus support, and an IP54 rating.

Prime Day 2025 price 14.5% off MSRP with code DXISV7MC or 24% off during the event with code N9LSD0BF.

Prime Day 2025 and the deals keep coming!

Notta.

Notta Memo

Lightweight and powerful, Notta Memo is the portable AI meeting assistant that works both for conference calls and in-person meetings. Memo transcribes voice notes in real-time, summarizes conversations, creates action items, and syncs them across your devices. It’s perfect for meetings, interviews, and idea capture, like having a searchable second brain.

Prime Day 2025 price $119.20 20% off MSRP.

VIAIM.

VIAIM NoteKit & RecDot: AI Note-Taking Earbuds That Keep Up with You.

Whether you write by hand or speak your thoughts, VIAIM’s AI notetaking earbuds convert your meetings or spoken thoughts into organized, searchable, digital records. Ideal for meetings, multitasking, students, and creative pros, RecDot earbuds can be used like traditional earbuds, or can be placed in their charging case in the middle of the meeting to capture everybody’s thoughts.

RecDot – AI Voice Recorder Earbuds with Transcription, to-Do Lists & Summaries.

Prime Day 2025 $199.20 20% off MSRP.

OpenNote – Open Ear Earbuds with Call Recording, Real-Time Transcription, Translation.

Prime Day 2025 price $175.20 20% off MSRP.

NoteKit – AI Voice Recorder with real-time transcription.

Prime Day 2025 price $119.20 20% off MSRP.

Plenty of great deals.

I’ve highlighted a few of the great products from these amazing brands. Their websites have plenty of impressive savings and brilliant tech for you this Prime Day 2025. Subsequently, you can grab a bargain while improving your tech.