Review: Alex the Rabbit

Alex the Rabbit will not set the world alight. However, I enjoyed its simple ways, its chiptune audio, and the basic pixelated graphics. Furthermore, if you are a completionist, you’ll fly through the achievements in no time. Accordingly, if you want a basic game that will not test you, this could be the ideal option.

This indie platformer was developed by Well Andrade and published by Well Game Studio. It is a single-player retro experience that is easy to pick up and easier to complete. This isn’t a complaint, as I enjoyed wasting an hour or so. Alternatively, you can let your kids give it a go as they take on 20 levels and 4 huge bosses.

Alex the Rabbit is on a carrot-collecting mission.

Rabbits and carrots go together like peanut butter and jelly and Batman and Robin. Therefore, it didn’t surprise me that Alex the Rabbit is all about collecting every carrot you face. Quite why the rabbit hero is on his mission is a mystery, but it didn’t matter. Instead, I fell for its mindless charms as I explored every side-scrolling, 2D world.

The core principles are refined. Effectively, you must move from beginning to end while collecting every carrot on offer. En route, there is an array of monsters to kill. Overcoming these creatures will not stretch you, as a simple hit from your feet is often enough to take them down. Additionally, there is a lack of variety, and this prevents your foes from being anything other than a minor inconvenience.

This will disappoint gamers who wish for a challenge. However, if you want something easy and mindless, the repetitive and easy-to-identify movement makes killing every foe a walk in the park. Sadly, this shortcoming infects the end-level boss. No matter which one I faced, they were unbelievably easy to overcome. I’m not asking for a Soulsborne experience, but something a little harder would have been appreciated.

Alex the Rabbit is wonderfully dated.

Despite the lack of difficulty, Alex the Rabbit is wonderfully dated. The vivid colours, rudimentary backdrops, and pixelated visuals reminded me of a bygone era. Moreover, the simple 2D world was fun to explore. Although there were limited branching paths, I rarely tired of what I saw. The basic animations and understated levels worked well with the theme and the art style.

The audio is shrill and repetitive. The chiptune audio plays on a short loop, and it will drive you mad. The music evolves as you move between each world. Sadly, this ensures that you endure the same tune for at least 20 minutes at a time. This will drive players mad, and the developer should have added more variety.

Basic controls.

The basic control system works perfectly with each large chasm and the generous hitboxes of your opponents. Although the developer has incorporated plenty of traditional mechanics, you’ll pick up the fundamentals in no time. Consequently, most gamers can master Alex the Rabbit.

There is a serious lack of replay value and longevity. I completed the achievements in around 20 minutes and the whole game in under 1 hour and 30 minutes. This isn’t bad for the price, but I’d have liked a speedrun mode or a difficulty slider to make me come back for more. Alternatively, maybe some secret areas would have been a nice twist.

Alex the Rabbit is good but a little too refined.

Alex the Rabbit has a great core concept, but it is a little too refined. If you want something to challenge you, this will not scratch that itch. Moreover, if you want something to get your teeth into, this won’t appeal. However, if you want a basic but fun platformer that is suitable for all ages, this will tick that box. Accordingly, I like it, and I recommend you buy it here! Can you collect every carrot? Avoid the creatures, leap every chasm, and take home every vegetable.

Why More People Are Exploring New Paths to Emotional Balance

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Achieving emotional balance has become more essential than ever. Traditional approaches to mental health, such as talk therapy and medication, continue to play a vital role. However, a growing number of people are seeking alternative methods that address not just the mind, but the body as well. This shift reflects a broader understanding that emotional well-being is deeply connected to physical and sensory experiences.

The Connection Between Mind and Body

Emotional experiences are not confined to your thoughts; they are also felt in your bodies. Stress, anxiety, and unresolved trauma can manifest physically, leading to tension, chronic pain, or even digestive issues. Recognizing this mind-body connection has led to an increased interest in practices that help individuals process emotions through physical awareness. Techniques such as somatic exercises, mindfulness-based movement, and breathwork are becoming central to modern approaches to emotional balance.

By paying attention to the body, people can often uncover emotional patterns that were previously inaccessible through traditional talk therapy alone. This holistic perspective empowers individuals to engage with their feelings in a more integrated and embodied way.

The Rise of Somatic Practices

One of the most significant trends in alternative emotional wellness is somatic therapy. This practice encourages individuals to tune into bodily sensations as a gateway to understanding and releasing emotional tension. Rather than focusing exclusively on cognition, somatic approaches help people reconnect with their bodies and process experiences stored physically.

The appeal of somatic therapy lies in its gentle yet powerful approach. It can help clients identify where trauma or stress resides in the body and develop strategies for releasing it safely. Because of this, somatic practices are increasingly recommended for individuals who have struggled with traditional therapy or who are seeking a more comprehensive approach to well-being. For those interested, searching for somatic healing near me can help locate specialised practitioners who guide this process with care and expertise.

Mindfulness and Movement

Another reason people are exploring new paths to emotional balance is the integration of mindfulness with movement. Activities such as yoga, tai chi, and qigong are not just physical exercises, they are practices designed to cultivate awareness and presence. By combining gentle movement with intentional breathing, individuals learn to manage stress, regulate emotions, and foster a deeper sense of inner calm.

These practices also encourage a reconnection with the present moment, which is particularly valuable in a society often dominated by distractions and overthinking. By grounding themselves physically, people can create the conditions for emotional healing and resilience.

Personalised Approaches to Emotional Wellness

As awareness of mind-body connections grows, more individuals are seeking personalised approaches rather than one-size-fits-all solutions. Emotional balance is not universal; each person’s experiences, sensitivities, and needs differ. Modern therapeutic approaches are increasingly tailored, offering hybrid programs that blend somatic therapy, mindfulness, movement, and traditional talk therapy.

This personalised care model acknowledges the complexity of human emotions and offers multiple entry points for healing. Whether someone prefers a movement-based approach, guided meditation, or a combination of therapies, there is now a wider variety of accessible options to explore.

Moving Forward with Intention

The journey to emotional balance is deeply personal, and the growing interest in holistic, body-centered practices reflects a broader cultural shift. People are recognising that well-being is not just about managing symptoms, it’s about cultivating a sense of harmony between mind and body. By exploring innovative and integrated approaches, individuals can build resilience, release stored tension, and foster lasting emotional health.

The rising popularity of these practices signals a shift in how society understands emotional wellness. By valuing the body as a partner in mental health, people can access deeper levels of healing and live with greater balance and clarity.

What Families Should Know About Local ADHD Assessment Options

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When a child or adult starts showing signs of difficulty with focus, organisation or emotional regulation, families often find themselves asking the same question: “Could this be ADHD?” Recognising the possibility is just the first step. The next step is understanding what local assessment options are available and how to access them. The right assessment can bring clarity, relief and a practical path forward for both children and adults who need support.

This article explores what families should know about local ADHD assessment options, why early and accurate assessment matters, and how to make informed decisions that support your loved one’s wellbeing.

Why Local ADHD Assessments Matter

Accessing an ADHD assessment close to home can make the process less stressful and more convenient for families. Local services are often familiar with nearby schools, community resources and support networks, and they can help you navigate next steps more effectively.

Assessment is not about placing a label on someone. It is a comprehensive process that helps understand behaviour, cognition and how differences may be affecting daily life at school, work and home. For many families, the clarity that comes from this process can be transformative.

What an ADHD Assessment Involves

A thorough ADHD assessment typically includes:

  • A detailed developmental and behavioural history
  • Questionnaires or rating scales completed by caregivers, teachers or the individual
  • Clinical interviews
  • Observation of behaviour over time
  • Evaluation of attention, executive function and emotional regulation

The goal is to build a complete picture rather than make a quick judgement. Because ADHD shares symptoms with other conditions such as anxiety, autism or learning difficulties, a full evaluation helps distinguish ADHD from other challenges.

For families in and around Manchester, a comprehensive Private ADHD Assessment Manchester can be an excellent option to explore. This type of assessment is designed to be thorough, respectful and tailored to each individual’s unique experience.

Public vs Private Assessment Options

When considering assessment, families typically have two broad paths to explore: public services through the NHS and private providers.

NHS Assessment

Pros:

  • No out-of-pocket cost
  • Connected with local medical records
  • Coordinated care within the public health system

Cons:

  • Waiting lists can be long
  • Less flexibility in appointment times
  • Limited access to specialised ADHD experts in some areas

Private Assessment

Pros:

  • Faster access to appointments
  • Often more flexible scheduling
  • Comprehensive evaluation with experienced clinicians
  • Detailed feedback and personalised recommendations

Cons:

  • Cost is typically higher than public options
  • May require families to coordinate with schools and health services themselves

For many families, a private assessment can be an effective way to get answers sooner, particularly when early intervention is a priority.

How to Prepare for an ADHD Assessment

Preparing for an assessment helps make the most of the time with professionals and ensures that all relevant information is available. Helpful steps include:

1. Keep Behaviour Logs
Track patterns of behaviour at home, school or work over several weeks to identify consistent themes.

2. Gather Reports
Bring school reports, previous assessments, teacher comments or examples of challenges and successes.

3. Talk with Family Members
Gather observations from other caregivers or family members to build a fuller picture.

4. Make a List of Concerns and Questions
Write down what you want to understand or explore during the assessment so nothing important is missed.

Being organised helps clinicians make a thorough evaluation and gives you confidence that the process is grounded in real-life context.

What Families Can Expect After an Assessment

An ADHD assessment typically ends with a detailed feedback session where professionals share their findings and recommendations. Here’s what families might hear and do next:

Diagnosis or Clarification
The clinician may confirm ADHD, rule it out, or identify other areas that need support.

Tailored Recommendations
These can include behaviour strategies, school plans, therapy options or referrals to other specialists.

Support Planning
Families often work with schools to develop educational strategies that support learning and organisation.

Follow-Up Care
Some individuals benefit from coaching, counselling or ongoing support to build skills over time.

The right post-assessment plan turns understanding into action, helping individuals live more confidently and effectively.

Review: Escape from Ever After

Escape from Ever After is a humour-filled satirical beast that will amuse lovers of the Paper Mario series. It bounces from one tongue-in-cheek element to another with ease. Moreover, the chapters flow nicely as the silly story is wonderfully paced. However, the latter game is a little rinse-and-repeat, which tarnishes the endgame. Yet, this shouldn’t put you off, as the overall presentation and core elements are enjoyable.

This action-adventure platformer was developed by Sleepy Castle Studio and published by HypeTrain Digital. This single-player affair incorporates turn-based combat as you explore each unique location and tackle an array of weird and wonderful monsters. Additionally, there are environmental puzzles as you use each character’s special powers to open new pathways and overcome plenty of hurdles.

Escape from Ever After tells an amusing but oppressive tale.

A hero taking down an all-powerful dragon in its castle is pretty well-trodden. Yet, the twist to Escape from Ever After is something that no one could predict! You play the role of Flynt Buckler, a cheery hero who wants to thwart the deadly dragon, Tinder. As the protagonist enters Tinder’s castle, things don’t seem right. There are storybook characters everywhere, and the global conglomerate, Ever After Inc., has taken over. Furthermore, Tinder has been imprisoned. Consequently, Flynt cannot complete his mission, and all hell breaks loose.

The plot may seem irrelevant, but it isn’t. It helps to form the most unlikely of pairings. Flynt and Tinder decide to work together to take down the evil corporation while reinstating the balance. If they complete their quest, they will regain control of the castle and their feud can continue. If they fail, every storybook character will become a pawn in the conglomerate’s game of global domination.

A fun and witty experience.

As the 5 core chapters unfold, you’ll laugh and smile as you discover new pathways, attack monsters, and find an array of collectables. Moreover, there are new heroes to recruit as you visit the 3 little pigs, trek through a frozen library, or visit some pirates. Each location has its own interesting elements and characters to help or overcome. Yet, at its core, the action remains the same.

Semi-open world exploration is punctuated by turn-based combat. Furthermore, there is character progression and a trinket system similar to the badges in Paper Mario. This passive skill buff was a great way to add some tactical nuance to the madness. Additionally, each extra hero added tools and the chance to explore each level differently. This kept me thinking as the puzzles evolved and things became slightly harder but still manageable.

Alongside this, there is a hub world to explore between the different chapters. This was the weakest part of Escape from Ever After. Although it offers enough to keep you coming back, it didn’t capture my attention as the story did. Instead, I used this to grab some side quests and occasionally check my weird and wonderful emails.

Unlike other turn-based games, this relies on reactions and timings. Your characters can add power or additional attacks if you time things right. Moreover, if you time your defence correctly, you’ll reduce the incoming damage. This sounds great in practice, but in reality, the timing window is tough to get right and often unfair. Subsequently, it’s a mechanic that falls short more often than not.

Escape from Ever After looks razor sharp.

The combination of 2D and 3D imagery works extremely well. The characters rotate on the spot to generate the sense of 3D depth. However, the background is wonderfully flat. This juxtaposing style is reminiscent of the ever-popular Paper Mario series. Sadly, though, the developer didn’t put too much thought into the character models. The latter game has repetitive monsters with slightly different colourways. This was unfortunate because it tarnished the fun and interesting work up until that point.

The audio is filled with energetic, fun, and dramatic songs: the jazzy, big-band vibe flows and shifts to suit each chapter’s theme. Furthermore, there is a sinister corporate edge that generates a sense of frantic madness. The developer has incorporated some voiceover work and fun nonsense sounds. This adds a layer of humour and personality to each hero and the plot.

Excellent controls.

I was impressed by the simple control system and the clean UI. The tutorial is nicely paced, and understanding the fundamentals was a walk in the park. As the game evolves, new mechanics are introduced. Thankfully, these are well explained, and you are rarely left guessing what is required.

This 20 to 25-hour RPG adventure has some replay value. There is a 100-level Stairs of Success option that will keep you playing for hours. However, if this isn’t your thing, you can find every secret and collectable in around 30 hours. Therefore, it offers great value for money.

Escape from Ever After is a whimsical and fun game.

Escape from Ever After came to me out of nowhere. I hadn’t researched it, and I didn’t know its satirical edge. Therefore, I was pleasantly surprised by its art style, fun mechanics, and amusing story. However, the turn-based timing elements and the repetitive monsters should have been much better. Despite these complaints, it is great, and I recommend buying it here! Can you defeat the corporation? Work together, master your skills, and show the conglomerate who is the boss.

Review: Showgunners

Tactical combat returns with the release of Showgunners for consoles. Can this previously PC exclusive make waves with modern generations? Or is this another disappointing port?

Reality With A Deadly Twist

It’s been three years since developers Artificer released turn based tactical shooter Showgunners on PC. When I first laid my eyes on this dystopian futuristic game, I had hoped it would eventually make its way onto consoles and now, finally it has. Unfortunately, it’s not all positive; whilst I enjoyed my time with this game, it’s not without some issues.

Set in the latter part of the 21st century, Showgunners tells the story of Scarlett Martillo, a character who decides to sign up for the game show Homicidal All-Stars. This show format reminded me vividly of The Running Man with its twisted game show format and deadly consequences. With every new season, contestants fight to the death for glory, fame and money. Scarlett has a simple quest: win the game show and become a legend. This is the main crux of narrative storytelling in Showgunners and it doesn’t hide away from that; it is old school video game story telling.

Each level is a game show episode, where Scarlett is desperately fighting for her life and survival. It’s not a complex tale; it’s a simple tale of revenge and fighting for your life. The characters are not complex or layered and they don’t need to be. If you are looking for a lore rich tale, with a deep meaning, you will be sorely disappointed. It’s a serviceable, if not predictable tale, of around 12-15 hours, which did not wow me but kept my attention enough for me to see it through. The blend of satire and seriousness does create an interesting balance, but sadly, The Running Man did it better.

A Turn Based Tactical Shooter

Tactical Chess Match

When it comes to gameplay in Showgunners, the developers have chosen to streamline the traditional turn-based approach, with mostly great results. If you are familiar with turn based combat games like XCOM, then you will feel right at home with the grid-based movement. The problem with exploration is that it becomes far too tedious and formulaic. Interestingly, the developers have done away with current tactical game tropes and removed gameplay structures, such as base building, which makes it feel much more fast paced and edge of your seat.

Where this game attempts to be different is in its approach to combat. In each level, gameplay is broken into two distinct modes: exploration and turn based encounters. In exploration, you are tasked with traversing the environment from the isometric view, whilst dodging traps and completing environmental puzzles. When the game turns into turn-based combat, it becomes a tightly woven tactical chess match, where positioning and abilities can win you the fight. The only real downside to combat lies in how, by game’s end, mission structures tend to be vastly similar and predictable.

Who Runs The Show?!

Where Showgunners begins to break the mould is with the use of its Show Director; this is an AI system that responds to how you play the game. Depending on how well you play, the director can reward or punish you for your performance. The developers have taken the narrative aspect of the game show, and have woven it impressively into gameplay. This Director adds tension and excitement for players and is a brilliant and unique addition to the game.

The final aspect of the gameplay is the RPG element the game deploys. As Scarlett, your currency is Fame and you can earn Fame by completing stylish executions or environmental kills, alongside survival; these can be spent on upgrades or more powerful gear. It’s clear the game wants you to be quick and confident in your approach to combat and less methodical. For some lovers of turn-based combat, this may off-putting, but personally, I loved the quicker approach. It’s also worth mentioning how seamless the transition to controller has been, thanks to the excellent optimisation by the development team!

Along with upgrades, Scarlett can also recruit up to three allies at a time to be in your combat team for each level/episode. Each character has unique abilities and upgradeable skill trees. They all feel different from one another, with my personal favourite being Phantom, who, like the name suggests, has stealth based abilities. Whilst the roster is fairly small, hopefully the developers can add more through DLC. Still, gameplay in Showgunners is the selling point and is by far its strongest aspect. Speed kills!

Dystopian Delight

When it comes to visual presentation, Showgunners delivers and then some. The visuals are a beautiful mix of cyberpunk, meshed with a 80/90s retro style that just absolutely nails the tone the game sets out to achieve. It’s bold, over the top colours, burst onto the screen like a game show; everything has this grandiose spectacle to it. Blood bursts out of enemies violently and delightfully. Characters and enemies look bold and detailed and stand out beautifully, with the isometric camera view. As previously mentioned, you can really see the inspiration The Running Man has had on the developers; this is a bold and brutal visual style that knocks it out of the park.

Similarly, audio design and soundtrack feel perfectly placed. The roar of the crowds in the game show atmosphere really makes you feel part of a big event. Gun shots violently pierce your eardrums as they are fired, and abilities activated sound wicked in their power. Finally, the soundtrack exudes a futuristic synth atmosphere that will have you head nodding, whilst you plan your next move. Whilst the narrative may not reach the heights of The Running Man, the aesthetics and sounds certainly do.

Verdict

When Showgunners clicks, it’s a fast paced, violent, turn based tactical shooter that will entice new and old players of the genre. Stunning visuals, unique setting and a wicked soundtrack make this game stand out in a sea of PC games coming over to console. Sadly, a middling narrative and some poor exploration and level design can sour the taste slightly. Still, there is a vast amount of fun to be had with this game. On with the show! Check out the page for the game here- Showgunners Platinum Edition

Review: Mark Model 3 mouse

I never knew I needed an ultra-lightweight gaming mouse until I had one in my hands. There is nothing better than a feather-light peripheral with razor-sharp accuracy. Accordingly, when I was offered the Mark Model 3 mouse from QPAD, I couldn’t resist. I combined this with their Obsidian mousepad, and I wasn’t disappointed. The smooth movement, lightning-fast accuracy, and professional and elite edge were phenomenal.

Regardless of the mousepad, this gaming mouse is fantastic. It has multiple buttons for MMO and FPS gaming. Additionally, the optical sensor is capable of up to 26k DPI for increased accuracy. If that isn’t enough, it has tri-mode connectivity and a whopping 88-hour battery life. In short, this lightweight beast packs an almighty punch.

What’s in the box of the Mark Model 3 mouse?

  • The packaging is a bit of a sleeper. Although the imagery is attractive, it doesn’t show off the power within.
  • The Mark Model 3 mouse comes in 2 colourways. I was sent the black one, and I wasn’t disappointed. It has side-mounted buttons, a DPI shortcut button, and a comfortable, ergonomic design.
  • A vision screen delivers zero latency.
  • Use the USB cable to connect and charge the mouse.
  • Grip tape is provided.
  • Learn the basics with the user manual.

Technical aspects.

Gaming peripherals are all about gaining a match-winning edge. At under 50 grams, the Mark Model 3 mouse is ridiculously lightweight. This will increase speed and accuracy while reducing fatigue. Moreover, the low-latency 4K polling rate will push you into the elite bracket. When combined with the up to 26k PAW 3395 optical sensor, gamers can enjoy next-level precision and adjustable settings.

A wireless mouse would be useless with a woeful battery life. Thankfully, this mouse offers over 3 days of continuous gaming before it needs to be charged. If you somehow run out of juice, you can plug it in and carry on playing. Additionally, a short charge offers a hefty battery boost to get you back in the game for longer.

The Vision screen surprised me. This real-time small display screen offers precise settings to keep you on top of all the finer details. Although this wasn’t something I focused on, I can see why high-end gamers would find it useful.

Build quality.

The Mark Model 3 mouse offers exceptional build quality at an affordable price. Like every other QPAD product, you will not be disappointed. The hardened plastic case will resist greasy stains, damage, and fading. Furthermore, it can be cleaned easily if you so wish. The DPI button is located on the underside of the mouse. This was a little unusual, but I like how this created a clean and streamlined design.

The lightweight finish may not be to everyone’s liking, but a little trial and error goes a long way. Once you get your settings right, you’ll adore using this during marathon gaming sessions. An under 50g mouse is a joy to use. However, things are taken up a gear when you combine it with sleek plastic and an ergonomic design. The tactile buttons are nicely placed, and the actuation distance works well, no matter the genre of game.

Is the Mark Model 3 mouse worth it?

This gaming mouse offers a lot of impressive options for the price. It is ideal for workers or your everyday gamer. Alternatively, if you love to compete, this lightweight mouse will not be out of place against its big-name peers. The build quality is fantastic, and I love how it packs in the market-leading tech. Accordingly, it is fantastic, and I recommend buying it here!

(More information on QPAD can be found here!)

The Mark Model 3 mouse from QPAD has been awarded the Movies Games and Tech Gold Award.

(Full disclosure! A sample was provided for an unbiased and free review!)

Review: Reigns: The Witcher

From a long running series of games spanning across multiple themes and collaborations, just launched their brand new title set in one of my favourite worlds. The Witcher is a series with dense lore spanning multiple games, books and films which makes it perfect for spin off experienced from another perspective but Geralt’s.

What is Reigns?

Reigns is a charming choice driven story telling deck builder. The mechanics are very simple, players will swipe left or right to make their choices and appease one of 4 ‘factions’. Easy right?

Well this faction in Reign: The Witcher are Human, non human, sorcerers and monsters. The choices players make appear to be simple but juggling the factions likes and dislikes proves to be more difficult. It’s not just about keeping the bars high as filling up the ‘human’ faction to the brim means Geralt is invited to ball and swarmed by fans resulting in his death.

But Geralt is not quite the main character here, that will be Dandelion. The witty bard that everyone loves to hate is building up his fame by singing about the famous Witcher’s adventures, and with every ballad sung and tavern filled with cheer. Players will level up their fame which will inspire the bard to come up with new stories.

A theme that fits the gameplay perfectly

When the bard gains inspiration for a new story players will unlock a new card that will be permanently added to their deck. Every run players will draw 3 cards which essentially determine what the song will be about. Balancing tasks such as ‘making a troll smile’ and ‘support the scoia’tael’ can prove very difficult together as the human faction will quickly decline in their presence. Those cards don’t only provide a structure and a goal to the run but will also provide benefits or negatives that players will have to factor in.

Most of the run is reading prompts and accordingly swiping left or right to balance out the Witcher’s standing. But you can’t have a Witcher title without monster slaying and this title delivers. Out of all the bars players will want to fill up the monster bar high as that leads them to an encounter that, well requires slaying a creature.

I must admit I had trouble with the grid based ‘rhythm’? Mechanic that give me Crypt of the Necrodancer vibes. As blocks indicating the players and enemy actions are falling down the players’ task to avoid damage and instead dishing it out. Among runes appearing that allow Geralt to use signs and special attacks coming from the monsters, this becomes a fantastic break from the relaxing text based game play.

My conclusion

Overall I think Reigns:The Witcher combines the two franchises extremely well. Having minimal experience with Reigns before, this title makes me want to re-visit their other titles, and a must try for fans of either. The characters, the world and the music fit the gameplay and the humour perfectly. Strong recommend, especially on handheld devices such as the switch or mobile phones.

How to Quickly Print Photos at Home

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Printing photos at home has become increasingly simple and efficient. Instead of waiting for photo labs or ordering prints online and waiting days for delivery, many people now prefer to produce their own high-quality images at home. With modern printers and easy access to supplies, it is possible to turn digital photos into physical prints within minutes. Here’s how. 

Choose the Right Printer Settings

The first step to quickly printing photos at home is selecting the appropriate printer settings. Most modern printers offer photo-specific modes designed to enhance image quality and ensure accurate color reproduction.

Before printing, open the printer preferences on your device and choose settings such as:

  • Photo or high-quality print mode
  • The correct paper type
  • The appropriate print size

Using these settings helps ensure that your photos appear clear, vibrant, and detailed.

Use Good Quality Photo Paper

Paper plays an important role in the final appearance of your printed photos. While standard paper can work for quick prints, photo paper is designed to enhance colors, contrast, and sharpness.

Glossy or semi-gloss photo paper often produces richer and more vibrant images, while matte paper can provide a softer, more professional finish. Choosing the right paper can significantly improve the quality of your home prints.

Keep Your Toner Supplies Ready

One of the biggest frustrations when printing at home is running out of toner just when you need it. Fortunately, maintaining your printer is easier than ever because toner cartridges can now be ordered online with quick delivery options.

Many online retailers provide reliable shipping that ensures the new toner arrives quickly, often within a day or two. This makes it easy to keep your printer ready for use without having to visit multiple stores searching for compatible cartridges. Ordering toner online also gives you access to a wider range of options, such as HP laserjet p1102 toner, which delivers both strong performance and consistent print quality. Remember, the quality of your toner plays a significant role in the clarity and color accuracy of printed photos, so get the right one. 

Organize Your Photos Before Printing

Preparing your images in advance can save time and help you print photos more efficiently. Before starting the printing process, consider reviewing and organizing your photos so that you only print the ones you want.

Simple edits such as adjusting brightness, contrast, or cropping can also improve the final print result. Many devices include built-in photo editing tools that allow you to make quick adjustments before printing.

By organizing your photos beforehand, you can move through the printing process much faster.

Print Directly from Your Smartphone

Another way to speed up photo printing at home is by printing directly from your smartphone or tablet. Many modern printers support wireless printing via Wi-Fi, allowing you to send photos to your printer instantly without transferring files to a computer.

Most printer manufacturers offer mobile apps that let you select images from your gallery, adjust basic settings, and print in just a few taps. This makes the process much quicker, especially when you want to print photos immediately after taking them.

Wireless printing is particularly useful for family photos, event pictures, or travel memories that you want to print and display right away. As long as your printer has paper and toner ready, you can produce high-quality prints within minutes.

Print and Enjoy Your Photos

Once your printer is prepared, your paper is loaded, and your toner is ready, printing photos at home can be incredibly fast. Within moments, digital memories can become physical photographs ready to display, share, or store in albums.

Home photo printing allows you to bring your favorite images to life immediately without relying on external services.

Review – Poppy Playtime Chapter 5

The fifth chapter for Poppy’s playtime finally released this week after a long year of awaiting the thought to be the final chapter of the series.

We carry on from the end of the 4th chapter, where we find ourselves pursued by the first antagonist of the series Huggy Wuggy, where we’re now in the domains of the prototype the labs, as we delve deeper into the factory uncovering the new horrors that await us.

What made this chapter exciting was that not only did we explore the deeper and darker parts of the factory but we also finally saw how horrifying the prototype is, after years worth of build-up and mystery surrounding him.

Graphically it was great, the atmosphere and tension was as good as ever, and it had a few terrifying moments, though I have to admit I was quite underwhelmed by how scary it actually was. Considering the trailer and the chapter was hinted to be centered around the prototype, I did expect to see him more and in general for it to be a much scarier experience.

Make sure you have your thinking caps on for this chapter...

The past chapters were quite heavily story focused, we actively seeked out notes and tapes to actually learn more about the narrative and the backstory behind characters. This applies specifically from chapters two to four, the first one is an exception of course since it was the first one and just a small taster for what was yet to come.

Surprisingly the latest chapter strayed away from this and instead felt more puzzle driven which I noticed after around an hour of playing, simply because there was a puzzle around every ten minutes. Now more puzzles and less story isn’t necessarily a bad thing, I did still somewhat enjoy the gameplay despite this but it did feel like a constant switch between “solve this puzzle” and “run away”, which pretty much summed up 80% of the game. Luckily though, most puzzles were fairly straightforward and could be solved within a few minutes, I actually had more issues with the chase sequences particularly towards the end of the game.

With that said, whilst it had the most puzzles out of any other chapter and definitely the most complex, the new hands introduced, the pressure and conductive hands added a lot more variety and made the puzzles a lot more enjoyable in general. That meant that new types were added, though the power poles we’ve seen in all of the previous ones still made a few appearances.

Chase scenes are a common occurrence in the series so it’s no surprise that there are quite a few in chapter five, most of them involving trying to escape the ever persistent Huggy. There actually felt like a lot more chase segments too compared to the other chapters, which emphasizes my point on how most of the game consisted of chase and puzzle sections.

It may not of been the scariest, but it was most certainly the darkest installment of the series.

Something the past chapters have successfully achieved at is instilling fear effectively, whether it’s through tense chase sequences, subtle appearances of antagonists or even just the naturally eerie atmosphere they had, none of them ever left you feeling calm.

In comes chapter five, which I found had none of those aspects to make it truly terrifying. Whilst yes it did have chase sequences, a lot of them mind you and an extremely horrifying antagonist in the prototype, it just didn’t feel…scary.

I rarely felt uneasy when walking through the labs or when running away from Huggy for the fourth time. Simply because he’s just not as scary, the more you encounter an antagonist the less effective they are in terms of stirring up tension and fear, which is what I really think was the case here. The atmosphere also felt quite non-existent at times, this was primarily due to the fact that most of the game was heavily puzzle focused which as you can imagine doesn’t scream “horror”.

I really think if it wasn’t for the prototype and how horrifying his design is, it would’ve been one of the least scariest in the series. It’s a shame we didn’t see much of him either apart from a chase sequence towards the end which was probably the best part of the game, he felt like the saving grace for this chapter even if he only appeared towards the last segments of the game.

Despite that, I think this was the darkest chapter by a pretty wide margin, and this was because of the section where you have to collect Huggy’s memories. We got to see his backstory and understand why he’s so aggressive and violent which honestly is understandable, seeing how the toys were treated and basically brainwashed was extremely cruel and we can only think of how horrifying it must have been to go through that process. The thought alone makes me shiver, which is exactly why I thought that section was so effective in making us feel uncomfortable.

Ms Gracie who appeared throughout that segment and in some tapes and notes also contributed to that a lot. I found her to be very creepy and sadistic when watching the short films in the rooms clearly made to brainwash the children to accept their new forms as toys.

New faces didn’t stick around for too long and were overshadowed by past characters for the majority of the game.

We were introduced to a few new characters in this chapter, the first of which being Giblet and Chum Chompkins who had the same dynamics as Poppy and Kissy. I don’t think they really had that much of an impact on the chapter, we didn’t really see them both much apart from the beginning of the chapter, whilst Giblet was with us just before the credits rolled I did expect the two to have a much bigger involvement than they did, though we definitely should see more of them in the future.

Lily of course was the last new face to be introduced to us, and like the other two I mentioned she wasn’t present long apart from the last segment of the game, but I do think we saw enough of her behaviour and personality for her to actually have an impact on the game. She was very unhinged and creepy and I do wish we saw more of her because I think she died way too quickly, unlike Yarnaby in the previous chapter who also acted as a secondary antagonist and didn’t have a backstory at all, I didn’t really care when he died since he didn’t have much to offer as a character, but I really wish Lily was fleshed out more or just survived a little longer.

If she was present throughout the whole game I think she would’ve been a lot more effective as an antagonist which is exactly why I think Catnap is one of the best in the series. In my opinion an antagonist which is present the whole game and silently stalks you is a lot more horrifying than one that just kind of has no hesitation showing themselves and dies quickly.

Whilst new faces appeared they were overshadowed by characters reappearing from previous chapters, with the most notable one being Huggy. Kissy and Poppy reappeared which isn’t a shock because we all kind of expected it, and of course who could forget the prototype. The main antagonist who we’ve been aware of and seen briefly since chapter two, who I guess you could count as new since it was our first actual confrontation with him. The Doctor also made a return too, another character we assumed to be dead that we’ll have one final showdown with.

What I really don’t want Mob Entertainment to do is constantly bring back old characters who we thought died. Towards the end of the game we see the Prototype attack Huggy and Kissy and by the looks of it kill them, I do hope that their stories there finally came to a conclusion. I don’t think they have much else to offer anymore and seeing them return again would just feel pointless, especially since it’s a chance for the characters we rarely saw this chapter to actually involve themselves and have an impact on the story in the next chapter, even if it’s small.

Review: Super Bomberman Collection

Let’s party like it’s the 90s with the release of classic Bomberman games in the Super Bomberman Collection! Does this compilation hold up in the modern era? Or are you left questioning childhood memories?

The Quintessential Party Game!

Bomberman games have defined party games for generations. With buckets full of madness and mischief, you can imagine my excitement when developers Red Art Games decided to shadow drop a remastered collection. The Super Bomberman Collection contains some of the titular hero’s earliest forays into gaming and they are still an absolute blast. So what’s included in this collection? Super Bomberman games 1-5 on the Super Nintendo Entertainment System (SNES) are the main course for players to enjoy. The inclusion of Super Bomberman 3-5 is particularly important as these games did not have a wide release in countries such as the US.

Alongside the main titles, are some bonus games packaged in. The first two NES games are added, which helps beef out the overall package. All seven of these games are blasts from the past; you attempt to beat enemies and bosses in classic 16 bit art style. Each game varies in its difficulty and unique levels. However, all of them manage to achieve the core ingredient in party games – great fun! If you are new to this series and expect much of a story, then this collection is not for you. You play as the titular character and battle your way through levels. It has little storytelling and worldbuilding but it doesn’t care. You pick up, play and have a great time!

Brilliant Additions

The developers, Red Art Games, have gone above and beyond in adding deft touches; fans of the series will adore this. The game launches with a brand new Boss Rush mode for all titles, if you want to take on the variety of bosses in a gauntlet style mode. It’s not for the faint hearted. This really increases the difficulty and the reward. Along with this mode, is the inclusion of a Museum mode, which might just be my favourite part of the whole game. I like to see myself as somewhat of a gaming historian, so this mode spoke to me uniquely.

In this mode you can ‘unbox’ each game cartridge and look at all the box art, which is so wonderful. Concept art, trailers and behind the scenes details make this mode a true delight. We are losing some of the past with the way game preservation is suffering. Thus, for this mode to be included gives me great hope.

Party Games at there best.

Pick And Play Perfection

When you think of party games, the key ingredients for success include the ability to have fun, easy concepts and the option to play with friends. Gameplay across the seven titles varies slightly but the main goal is simple and clear for all. If you are playing solo, the aim is defeat all enemies on the screen by dropping bombs in any given direction. These bombs can destroy walls, expanding the battlefield. However, be careful; one wrong step and you get hit. Result: it’s lights out for Bomberman. Whilst all this combat is occurring, you are also tasked with navigating the mazes and environments to gain a tactical advantage on your opponent.

This gameplay may seem difficult, but in reality it’s so easy to pick up and master. Single player makes the game feel slower and more methodical but it prepares you for the true party madness: multiplayer. You and up to four other friends can battle to the death to be the last playerstanding. It’s frenetic, brutal and hilariously tense. I adored these moments playing locally with friends or family but this is where my one gripe comes in. Super Bomberman has it all, albeit with one egregious misstep. How is there not online multiplayer??? This staggering mistake is criminal; I can barely begin to think how entertaining and unpredictable an online component could have been. Still, the charm of Bomberman is its pick up and play simplicity. Thankfully, this collection has faithfully restored these relics to the modern era.

Retro Faithfully Restored

When it comes to playing, the Super Bomberman Collection has never looked so good. Every title has been beautifully remastered in all its 16 bit glory. Every title looks crisp and vibrant, with all the beautiful retro levels and environments on offer across the seven games. The character models look superb; animations look dated but in a charming endearing way. Developers Red Art Games have also included some wonderful quality of life improvements. The option of different borders and filters is greatly welcomed. The ability to create save states and toggle rewind also gets you out of sticky situations. A superb effort in visual presentation.

Similarly, the audio design is beautifully remastered, with every bomb explosion sounding particularly impressive. It has the sound of a classic arcade game; I felt like I was being transported back into the golden age of arcade party games! In addition, the original soundtracks for all seven titles have been faithfully restored, alongside a music player that allows you to pick and choose your favourite song from these classic OST’s. Red Art have done a magnificent job updating, yet keeping the art style and sound design faithful to the original releases.

Verdict

Overall, the Super Bomberman Collection is a fantastic and faithful remastering of classic titles. These seven titles which many, including myself, have never played, are addictive and chaotic party games which are best played in couch co-op with friends. Sadly, the lack of online multiplayer leaves a sour taste in my mouth. Thankfully, great quality of life updates and brilliant additions soften the blow. Remasters can sometimes be unwarranted but this is the perfect collection to introduce to a new generation! Check out the page here- Super Bomberman Collection – PS5

Review: A Pinball Game That Makes You Mad

Inspired by the wave of frustration-driven titles popularised by Bennett Foddy and his infamous Getting Over It with Bennett Foddy, A Pinball Game That Makes You Mad fully embraces its identity from the very first second. 

Developed and published by Azimuth Studios, A Pinball Game That Makes You Mad, is an over-the-top pinball game that focuses on long range progressesion rather than repetitive gameplay. 

It doesn’t pretend to be subtle, clever, or misunderstood. It tells you exactly what it is, and then it dares you to press start anyway.

Some games want to challenge you. Some want to inspire you. 

A Pinball Game That Makes You Mad wants you to question your life choices.

Clearly cut from the same cloth as Bennett Foddy and the wonderfully controller-throwing Getting Over It with Bennett Foddy, this is another entry in the proud tradition of games designed less for player enjoyment and more for emotional endurance testing.

The difference?

You only press one button.

That is it. One button. No complicated inputs to master. No awkward control schemes to blame. Just a flipper, a ball, and a level designer who clearly wakes up every morning choosing violence.

It is almost admirable how much frustration can be squeezed out of something so mechanically simple.

One Button, Endless Suffering

At its core, this is a very long and very mean pinball table. Your objective is straightforward. Guide the ball from start to finish using carefully timed flipper presses. That is the entire game.

In theory, that sounds manageable. In practice, the table layout feels like it was drafted during a personal grudge.

Angles are tight. Platforms are narrow. Bumpers are positioned with suspicious precision. The physics are consistent enough that you cannot accuse the game of cheating, which somehow makes it worse. When you fail, and you absolutely will, it is technically your fault.

Technically.

The cruelty lies in how the level design constantly resets your progress at the worst possible moment. You will line up the perfect shot, feel that tiny spark of optimism, and then watch the ball rebound off some awkward surface and tumble all the way back down. Minutes of careful progress erased in seconds.

It is less about reflexes and more about endurance. The game wants to see how many times you are willing to try again before your patience evaporates.

Polite British and Mad

As if the gameplay was not enough, a dry, sarcastic British narrator hovers over the entire experience. He comments on your failures, questions your competence, and generally treats your repeated mistakes as a source of light entertainment.

Normally, this kind of running commentary would feel smug. Here, it is oddly tolerable. The game is not pretending to be above you. It knows exactly what it is doing. It is trolling you openly and without shame.

Some of the lines genuinely land. I found myself laughing more than once, usually right before immediately failing again. There is something disarming about how upfront it is. It does not hide behind artificial difficulty spikes or pretend this is some grand philosophical statement about perseverance. It is a pinball table that wants to annoy you, and it says so.

Merciful, But Not Really

Surprisingly, A Pinball Game That Makes You Mad includes a few quality-of-life features that prevent it from becoming completely unbearable.

If you spend too long stuck in a particular section, you can skip it. The narrator will mock your lack of skill, of course, but the option exists. There are also occasional checkpoints, and they feel like small miracles when you reach them.

These features keep the game from crossing the line into outright hostility. At the same time, the difficulty escalates quickly. New sections introduce tighter gaps, more awkward rebounds, and increasingly precise timing windows. Just when you think you have adapted, the table finds a new way to humble you.

It is relentless, but not entirely unreasonable.

Mad Visual Noise

Visually, the game is serviceable. The assets do not look bad, and the lighting effects are crisp enough. However, there is no clear art direction holding it all together. It looks like a collection of ideas thrown onto a table simply because they could be.

It works from a functional standpoint. You can read the environment clearly, and nothing gets in the way of the action. It just never rises above being visually adequate.

Mad Outcome

A Pinball Game That Makes You Mad delivers exactly what its title promises. No hidden depth. No secret emotional payoff. It is a carefully constructed frustration machine with a sense of humour.

It is beatable, but only through repetition, stubbornness, and a willingness to accept that you will fail more often than you succeed. Recommending it depends entirely on your tolerance for self-inflicted irritation. If you enjoy punishing, precision-heavy experiences that test your composure, you will likely appreciate what it offers.

If not, there is a clearly labelled Rage Quit button waiting for you. The game will not judge you for pressing it. It will just make a joke at your expense.

Review: ChromaGun 2: Dye Hard

Sometimes, I like to start these reviews with a little healthy self-depreciation. That way when I start picking nits, I can argue that I’m just as mean to myself. So in the case of ChromaGun 2: Dye Hard, a new puzzle game by Pixel Maniacs, let me say this: I am weirdly bad at remembering how to mix colours. I’m fairly certain I was taught primary and secondary colours in primary school, but it evidently didn’t stick. If you’d asked me last week how to mix the colour green, my mind would’ve completely emptied itself. You’d have gotten little more than a blank look.

Thanks to ChromaGun 2 though, I can now confidently say that it’s blue and yellow. It’s funny how quickly you memorise things when a spinning, razor-sharp droid is rapidly coming towards you and all you’ve got is a fancy, gun-shaped paint palette. Colours are ChromaGun 2‘s puzzle mechanic of choice, and it wrings as much as possible from mixing primary colours together. It’s strung together with a decent enough plot, but it stuffs in rather too much, leading to excessive bloat.

ChromaGun 2

Puzzle By Numbers

ChromaGun 2: Dye Hard‘s central tool is the titular ‘ChromaGun’. It’s a fancy name for what is, basically, a paintball gun loaded with three different colours of paint. You point it at wall panels or droids, pull the trigger, and it paints everything that colour. You can then switch to another colour and shoot it again to mix it. That’s your limit, though. If you try and get clever and mix again, it’ll just paint it black. The key twist here is that things that are identical colours will pull towards each other. So an orange wall will pull an orange droid.

The goal of each room is to reach the exit door, which is usually behind a bunch of other locked doors. So you need to use a combination of colours to get droids on all the door switches, and you to where you need to go. In general, it’s quite a nice system and there are some really well thought out puzzles here. You start off by just pulling droids round corners, but by the end you’re stacking them three high and trying to find the right combination of panels to get them sitting on a button in the middle of the room. Or, in one case, playing basketball.

Still, I do think that the central colour concept is a touch simplistic. It doesn’t offer much freedom in puzzle solving. Having only one solution is normal, but only being to paint certain tiles meant that most of the puzzles solved themselves on first shot, as the solution became obvious. Even in the last third of the game, some puzzles are very simple in concept. They only take time to beat, rather than brainpower. Allowing us to paint anywhere we wanted would offer a lot more freedom, ergo a lot more thought. As it is, the excellent puzzles are balanced out by some dreary ones.

ChromaGun 2

Colourful Characters

The nadir comes around the midpoint of ChromaGun 2, where one puzzle is just an extended maze. No tricky puzzles in that maze. Just running around. In fact, the relative simplicity of the game seems to have spooked ChromaGun 2, so it tries to fill it out with levels that are full of electrical hazards and droids that attack you. It feels a little cheap, for lack of a better word, and sells the good puzzles short. These padded puzzles make ChromaGun 2 feel a little overlong at times, clocking in at ten to fifteen hours.

Still, there are other elements that keep you playing. There’s some nice character work on display, for one. Initially we’re greeted by Richard, a returning character, who tricks us into some deadly testing. Then we meet Mildred, after a short dimension hop, who does the same thing. At first, I struggled to click with them. It felt like Portal cosplay. But then something happens to Richard and he starts to grow as a character. It gave me some impetus to push through the weaker puzzles. The humour started to land a bit more once the jokes were coming from a more sympathetic character.

The other thing that ChromaGun 2 has going for it is it’s inability to rest on its laurels. Its playtime may be long, but it’s constantly trying new things. The first four chapters build on the central mechanic, going from simple colouring in to a controllable droid, with the puzzles appropriately expanding in scope. The last chapter goes completely bananas, sending us to a variety of different universes where we suddenly have moon gravity, or we’re jumping on bouncy floors. There’s a strong sense of freshness to every chapter.

ChromaGun 2

ChromaGun 2 – Fun But Overstuffed

I like ChromaGun 2 in the same way I like fish and chips: it’s very nice but I can’t ignore the bloating. ChromaGun 2 feels rather overlong. Part of that is the preponderance of hazards and jumping puzzles in the middle third, but the final chapter stretches the story conclusion out too. It hops between universes and, while some of them are nice, others are just references to other titles like The Stanley Parable and Superliminal. One level is just a text adventure. Cute idea, but as we just pick from pre-written options, it’s little more than padding.

I guess my final conclusion is that ChromaGun 2 is in need of a good pair of shears. If it trimmed down the overlong puzzles in the mid section, and perhaps reigned in the pandering references in the latter half, it would be a much tighter game. As it is, it feels a little all over the place. I came away with a good feeling about ChromaGun 2, but my enjoyment levels were definitely akin to a sine wave. Still, at least splashing paint all over the place did a lot to liven up the blank, white rooms that these crazy scientists seem to love.

(ChromaGun 2: Dye Hard‘s Steam Page)

Review: Demon Tides

Demon Tides is what Sonic Frontiers wanted to be. The entire game revolves around the main character Beebz traversing distinct islands collecting outfits, talismans and upgrades to make consequent islands easier and more fun. There’s something magical about a 3D platformer that truly understands movement. Not just jumping from point A to B—but making every leap, dive, spin, and scramble feel like self-expression.

The theme

You play as Beebz, the demon queen with a rebellious streak and a surprisingly acrobatic skillset. The setting is a sprawling ocean archipelago called Ragnar’s Rock—an interconnected playground of islands, secrets, vertical challenges, and open water traversal.

Unlike tightly segmented 3D platformers, Demon Tides leans into openness. The ocean itself isn’t just a hub—it’s part of the platforming puzzle. Swimming, gliding and freeform exploration blur the lines between levels. The Islands are perfect bite sized, None of them drag out too long and remain fun to explore every time.

The music and art direction deserve just as much praise as the movement. Visually, Demon Tides embraces a bold, colourful style that feels playful without being overly busy. Exaggerated character animations, vibrant island palettes, and expressive effects all reinforce the game’s kinetic energy. The ocean shimmers with that slightly surreal, almost toy-box quality, while Beebz herself remains a constant focal point thanks to her sharp silhouette and lively animations. The soundtrack complements this beautifully: From up-beat funky tunes to Lo-Fi flicking between exploration, platforming and boss fights really set the tone for any task.

The Exploration

Rather than overwhelming you with map icons and quest logs, Demon Tides encourages organic discovery. You spot something interesting in the distance and you go there.

The depth here feels deliberate. At first, you’re simply navigating obstacles. A few hours in, you’re experimenting with new abilities to find faster routes, discovering unintended shortcuts, and slowly becoming a speedrunner. Importantly, progression feels flexible. You can tackle objectives in multiple ways, and creative movement often rewards you with unintended advantages.

Talisman upgrades modify abilities in subtle but meaningful ways. Cosmetics are plentiful (and stylish). Scoreboards that allow player-ghosts that you can track add a friendly competitive edge without being intrusive. In other words there’s plenty to do and enjoy.

My Conclusion

Yes the technical rough edges are there. The islands popping into existence out of the void can be jarring, especially when you’re swimming or gliding at full speed. Those moments briefly break the illusion of this seamless ocean world. You notice it. It’s not subtle.

But the more time I spent with Demon Tides, the more it clicked. What started as “this feels really good to control” slowly turned into hours of experimentation, rerouting, and that addictive “one more attempt” energy that only the best platformers manage to create.

What makes this game special is personality and freedom. It trusts you to push its systems. It rewards curiosity. It lets you look at a distant structure and decide how you want to approach it, not how the designer expected you to.

Review: TESSAN Universal Travel Adapter 21W

Here is our review of the TESSAN Universal Travel Adapter 21W.

Features

  • 5 in 1 design with 1 universal AC outlet and 4 USB ports 
  • 2 USB A ports up to 5V/2.4A (12W total) 
  • 2 USB C ports up to 5V/3A (15W) 
  • Total USB output 21W max 
  • Supports plug types C, G, A and I 
  • Compatible in 224+ countries 
  • Compact size: 5 x 5.3 x 7.1 cm 
  • Lightweight at 149 g 
  • Built in double 10A fuse with spare fuse included 
  • Input voltage 100V to 250V AC 
  • Rated power 110V 1100W / 250V 2500W 
  • Fully cruise ship approved 
  • Not a voltage converter

The adapter features a universal AC outlet that accepts US, EU, UK and AU plugs, allowing travellers to connect devices in more than 224 destinations. This includes regions across Europe, the United Kingdom, North America, Australia, Asia and many other popular travel locations. The four USB ports include two USB A and two USB C connections, delivering a combined 21W output. The USB A ports support up to 2.4A while the USB C ports reach up to 3A, providing fast and efficient charging for phones, tablets, laptops, cameras, earphones and other essential travel electronics. All USB ports intelligently detect connected devices to optimise charging performance.

Designed for convenience, the TESSAN Universal Travel Adapter 21W transforms four international plug types into one compact unit that powers up to five devices at the same time. This makes it ideal for use in airports, hotels, dorm rooms and other locations where outlets are limited. Its lightweight 149 g construction and compact 5 x 5.3 x 7.1 cm size allow it to fit easily into pockets, handbags, backpacks and carry-on luggage without adding unnecessary bulk. With no surge protection and no cords, it is fully compliant with cruise ship regulations.

Safety remains a core focus of the design. The adapter includes double 10A fuse protection with an additional spare fuse provided, along with integrated safety shutters to support secure operation during international travel. As with all universal adapters, it is not a voltage converter and is suitable only for devices that support 100V to 250V dual voltage. Travellers using high-power appliances such as hair dryers, straighteners or curling irons should ensure their devices are compatible before use.

The adapter is small and lightweight and easily fits into a bag without taking much room. This is a must have addition to your kit if you travel!

The TESSAN Universal Travel Adapter 21W is available now priced around £20.99.

You can learn more from the TESSAN website here.