Review: Pure Pool Pro

Pure Pool Pro is the first pool game I’ve played in a long time. Therefore, I couldn’t wait to chalk my virtual cue and dive into the balls. This sequel to the fan favourite Pure Pool boasts some impressive claims. On PS5 and compatible PCs, it claims to natively support 4K action with 120 FPS. Moreover, there are intricate tables, realistic lighting, and hyper-realistic physics-based mechanics. This all sounds very impressive, but how does it stand up to scrutiny? In short, extremely well!

This pool simulation game was developed by Rockwater Games and published by Ripstone. It is a single-player, local multiplayer, or global cross-play experience. Moreover, there is an array of AI characters to challenge, daily objectives to complete, and plenty of mini-games if you wish to test your skills. In short, this pool game offers a lot of bang for your buck.

Pure Pool Pro lets the balls do the talking.

Although there is a career mode to get your teeth into, the developer didn’t push a central plot. Instead, it lets the balls do the talking. This was a little strange, as there could have been a fun sense of rivalry with the roster of AI characters on offer, but this didn’t happen. I think this was a missed opportunity, but I’m sure many people won’t care.

The action focuses on 8-ball and 9-ball pool game modes. Additionally, you have speed potting, checkpoint, accumulator, perfect potter, and royal rumble. Each of these mini-games offers a unique challenge that twists your approach to each match. However, it is the core career mode and the varied difficulty that make this thrive.

Improve your skills.

Pure Pool Pro does a great job of breaking you in nicely. You must first choose the amateur leagues regardless of your 8 or 9-ball preference. At first, you’ll tackle some reasonably easy opponents, but there are tasks to complete to keep things interesting. Whether it is winning a game, committing no fouls, long potting, and so forth, this will test your approach and pool abilities.

Once you gather enough stars, you can unlock new opponents and mini-games to enjoy. Here you can forget about the competitive side and have some fun against yourself. If that isn’t your thing, you can invite some friends to challenge you on one screen. Alternatively, when this is released, there will be the chance to play against other global PC or PlayStation players. Xbox players can join in the fun soon.

Realistic action.

Where Pure Pool Pro thrives is its ultra-realistic physics-based mechanics. The balls roll and glide as if they were real. Swerving the ball, moving the cue, and lining up your pots test your virtual and real-world knowledge. Although the entry-level settings offer you a guide, this can be removed if you want a harder challenge.

If you play the game as demanded, you’ll experience a generous and fun learning curve. This is helped by the realistic mechanics, as players learn by trial and error. Too much spin, not enough power, snookers, poor pots, and a reduction in visual aids make you better at the game. Subsequently, you can use Pure Pool Pro to assist your understanding of playing pool in the real world.

Pure Pool Pro looks incredible.

The claims of high-res gaming, incredible frame rates, realistic lighting, and amazing tables were all true. In short, Pure Pool Pro looks incredible. I love how seamless the transition from cinematic to hands-on action is. Moreover, the slow-motion black shot makes me smile every time. Furthermore, the lighting adds depth that makes lining up your shots much simpler. Therefore, the developer has considered every element to generate the most realistic pool game to date.

The audio wasn’t as memorable as I expected. However, it does its job extremely well. The sound of the cue hitting the white ball and the noise of the balls gliding across the cloth were a joy to listen to.

Exceptional controls.

I played this on PC, and I was impressed by the gamepad, and mouse and keyboard inputs. Either way, they were responsive, intuitive, and easy to remember. Subsequently, once you mastered the basics, you could focus on moving around the table and lining up your shots. I adore the use of the analogue stick for your power, as this gave you accuracy and a sense of realism.

Can a pool game have longevity? After all, you’re just hitting balls around a table, surely? Well, this is different! With daily objectives, a long and challenging career, and plenty of DLC on the horizon, Pure Pool Pro will offer plenty of depth and reasons to return as the game evolves.

Pure Pool Pro is a brilliant sim game.

This sports sim game is amazing. I’m not the best at pool, but I could waste hours smashing the balls around each table. I didn’t care if I played my friends or the AI players; I loved the challenge and the relaxing nature of each game. Moreover, it looks fantastic, and it feels right. Accordingly, it’s a no-brainer, and I recommend buying it here! Can you become a master of the pool table? Grab your cue, pick your poison, and sink every ball.

Review: Monday Syndrome

There’s something inherently cathartic about turning workplace frustration into pixelated chaos. Monday Syndrome takes that idea and runs with it — hard.

Instead of running with the theme of most rouglites with slow starts and runs taking a while to take off. Monday Syndrome throws you into chaos from the get-go. As soon as players reach their designated floor, hop out the elevator they have to be ready for the havoc. Devilish co-workers, destruction and projectiles.

Great premise

Think Hotline Miami within the rouglite genre and taking place in a office from hell. Players in between the chaos will unlock stationary, chairs or anything else one could potentially find in the aforementioned setting. As well as unlocking the weapons, players will use their collected wages to unlock traits and modifiers that can be slapped onto their weapon of choice to make them even more powerful. Sometimes very game breaking.

During the runs there are to bars players will fill up, and exp bar and ‘boons’ bar. Quite self explanatory the exp bar will reward skill points that can be distributed into a variety of passive bonuses. Boons however will pop up when ready and give players a choice of three traits alongside their flaws that can cause some interesting synergies.

All of this sounds like a perfect game to hop on for a run or two to relax and slowly unlock more and more gear, unfortunately the premise is far greater than the execution.

Just like the in game traits.. everything has a flaw attached

Monday Syndrome ‘officially’ left early access and fully released on February 9th 2026. Yet upon launching the game, the version number still reads v0.7. A small detail that immediately raises eyebrows. More concerning is how much of the structure still feels like an early access build.

Systems appear partially gated in ways that suggest unfinished implementation. More critically, progression doesn’t consistently function as expected. You can unlock new weapons and invest in upgrades, but the game frequently fails to acknowledge those changes until you fully restart it. In a genre built around tight iteration loops — die, upgrade, jump straight back feeling stronger — this kind of friction is deeply disruptive.

There is only one skill tree as the other 3 are ‘unavailable in early access’ and every floor feels the same. Enemies do not scale meaning by floor 5 the player is un-killable, to top it off when you get to the boss… it the same TV every time, which also doesn’t scale in difficulty.

My Conclusion

There is a genuinely good game underneath these issues. The combat works. The progression ideas are solid. The random boon system introduces meaningful variety. The concept is clever and thematically cohesive.

But releasing under a 1.0 banner while still displaying a early access restriction and lack of polish makes it difficult to recommend at this moment. Not because the core design is flawed, but because the experience doesn’t yet feel complete.

Monday Syndrome is fun. It’s chaotic. It’s cathartic. The foundation is there. The price tag doesn’t ask much but once again that’s not the issue. Once the developers bring this title up to what has been promised I’d be happy to change my score but for now, I say give it a miss.

Review: Dead Pets: A Punk Rock Slice of Life Sim

There’s something immediately disarming about Dead Pets. It looks loud, colourful, and chaotic — a cartoon fever dream about demons trying to make it in a punk band. But spend a couple of hours with it and you realize: this isn’t just about playing gigs. It’s about burnout, ambition, friendship, and the uncomfortable reality of still “figuring it out” in your 30s.

And somehow, it blends all these struggle with humour extremely well.

Good morning Void City!

You play as Gordy, front woman of the band Dead Pets, living in the wonderfully weird New Void City. The world is surreal — Demonic characters, neon-soaked streets, absurd side designs — but emotionally, it’s grounded. Bills are due. Relationships are fragile. Energy is limited. Dreams cost time… and a lot of money.

The setup is simple: keep the band alive while juggling life. The execution? That’s where Dead Pets shines. Dead Pets blends narrative adventure with light management mechanics. Each day you decide how Gordy handles situations.

  • Work a shift at the diner to earn cash
  • Practice with the band
  • Go to Yoga
  • Burrow money

These among others are choice and every choice affects stats like money, mental health, social standing, and band progress. The loop isn’t punishing, but it is tight. You can’t do everything. Something will slip.

And that’s the point.

The game captures the modern creative grind beautifully — the constant trade off between stability and passion. Do you take extra shifts to stay financially safe, or risk it to rehearse for a show that might flop?

It’s stressful in a very real, very relatable way.

Perfect blend of gameplay and story beats

To keep the pacing lively, the game weaves in small minigames, including rhythm-based band performances and fun interactive shifts as a waitress. They’re not mechanically deep, but they add depth and prevent the experience from becoming a graphic novel. Performing with the band, in particular, feels satisfying because it represents the payoff for your earlier decisions. When a show goes well, it feels earned.

Where Dead Pets truly shines is in its writing. The tone swings comfortably between absurd humor and emotional vulnerability. Characters are messy and flawed in ways that feel human despite their demonic appearances. Conversations are sharp, awkward, and often painfully honest. The game explores creative burnout, fear of failure, drifting friendships, and the quiet pressure of falling “behind” in life. It doesn’t offer easy solutions, but it does offer empathy.

My Conclusion

Dead Pets is a fantastic combination of minigames, graphic novels and life simulation. For a very affordable price you can experience all the struggles of life in a stylised, overflowing with humour and wacky characters game. If anything about this game intrigues you, rest assured everything surrounding it will pull you in even more.

Review: Stealth 700 Gen 3 headset

If you have a PlayStation 4 or PlayStation 5, you’re going to want the best audio experience the market can offer. Well, if you agree with that statement, you’re going to want to invest in the Stealth 700 Gen 3 headset from Turtle Beach. This multiplatform headset is available as a PC, Xbox, or PlayStation version. Today, I’m focusing on the PlayStation version. 

This incredible headset creates a spectacular soundscape for every game you play. Whether it is booming FPS, hectic racers, or the joy of a calm walking simulator, these headphones will not let you down. The impressive 60mm Eclipse Dual Drivers deliver impressive spatial audio with improved clarity and bass. Additionally, it offers a massive 80-hour battery life to keep you in the game for longer. Consequently, these headphones are a dream for everyday and elite gamers.

What’s in the box of the Stealth 700 Gen 3 headset?

  • The packaging is eye-catching, robust, and recyclable.
  • The Stealth 700 Gen 3 headset is extremely comfortable, durable, and easy on the eye. I love the professional black livery, the clean lines, and the large over-ear cups.
  • A USB-C cable is provided to charge the headset.
  • Use the USB dongle to connect it to your PlayStation 4 or 5.
  • Learn the basics with the user manual.

Technical aspects.

If customisation is your thing, this headset needs to be on your radar. The Stealth 700 Gen 3 headset has preset audio boosters to enhance your gaming experience. These are ideal if you are lazy like me. However, if you want to personalise your sound profile, you can edit the settings using the Swarm II app. This gives you access to a 10-band audio EQ for game-specific settings.

When playing wirelessly, you want low-latency and secure connectivity. Thankfully, the Bluetooth 5.2 functionality offers impressive low-latency performance and a minimal power draw. Connecting this headset to your console was a breeze, and if you play on PC, use the wireless dongle and enjoy the seamless transition from console to PC.

Talking of low power, this headset rarely suffers from that issue. The amazing 80-hour battery capacity is market-leading. However, if you somehow run out of juice, you can use the fast charging feature to improve your battery life immediately. A simple 15-minute charge offers up to 3 hours of gaming. Therefore, a brief break from your game is all you need to keep the headset powered up.

If you love to chat with your friends, the AI-based noise reduction is a game-changer. We all have that mate who loves to let their bird chirp, dog bark, or they have the washing machine running in the background. Thankfully, the flip-to-mute mic removes the background noise. Moreover, the privacy setting was fantastic. Simply push the mic inside the body, and your conversation is no longer broadcast to the group.

Build quality.

Turtle Beach are renowned for its exceptional and entry-level products. The Stealth 700 Gen 3 headset is a premium headset with incredibly durable parts. The flip to mute mic has a robust hinge and a strong body. This will last the test of time, no matter how much you move it. Furthermore, the hinged points are strong and flexible. This makes it ideal for an array of head sizes and shapes.

If you wear glasses, the soft earcup material is ideal. These are spec safe headphones that reduce the pressure on your temples. Therefore, if you wear GUNNAR gaming glasses or prescription glasses, you won’t suffer from that horrible pressing burn. I adore the headband design as it floats on your head. This is ideal for marathon gaming sessions. Although I suffered from flat band hair, the pressure wasn’t an issue.

Finally, the large earcups and fine material create an airy and cool audio experience. I wore these headphones for hours, and my ears didn’t overheat. Instead, I could listen to my friends, watch a film, or enjoy every game as the spatial sound was captivating!

Audio quality.

60mm Eclipse Dual Drivers create immersive spatial audio that brings every game, film, or TV series to life. These incredibly balanced and powerful drivers are complemented by Turtle Beach’s powerful sound boosting modes. These work particularly well during FPS titles as they help to pinpoint noises, footsteps, and other telltale signs.

If you love to listen to music, you’ll adore the balanced tones and incredible bass. Each tonal range is easy to identify, and I love the strength of the low, mid, and high tones. Alongside this, the bass isn’t overpowering. Consequently, your favourite songs will sound amazing.

Finally, the microphone is phenomenal! The voice pick-up is wonderfully clean, and the AI noise reduction helps to reduce unwanted sounds. This makes team-based games a little bit more fun to play.

Is the Stealth 700 Gen 3 headset worth it?

This is an amazing, market-leading headset that will change your gaming experience. Every element of this peripheral is exceptional. The build quality is amazing, and I love the flip-to-mute mic, the comfortable earcups, and the spec safe certification. Moreover, the versatility of 2 gaming platforms makes it a viable option for many gamers. Accordingly, it is phenomenal, and you should buy yours here!

(More information on Turtle Beach can be found here!)

The Stealth 700 Gen 3 headset has been awarded the Movies Games and Tech Gold Award.

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

Review – The Attic 18th

Anomaly games have become well known within the horror genre over the past couple of years, currently cementing itself as one of the most popular sub-genres in 2026.

You’d only have to go back to 2023 when they really took off and made a name for itself. In comes The Exit 8, where you’re trapped in an endless Japanese underground passageway and you have to pay close attention to your surroundings, trying to spot any anomalies to escape from the unnerving underground.

Not long after it was released the feedback was overwhelmingly positive and it became a viral indie sensation, being played by huge streamers and amassing many views on social media. If that wasn’t impressive enough, it was announced by the developers and publisher last August that it sold over two million copies and if that somehow didn’t manage to pique your interest, there was even a film released about it last year, debuting second just behind Demon Slayer: Infinity Castle, attracting over one million viewers in Japan.

So it was a pretty big success, and there’s no surprise that the anomaly genre has become popular ever since it was released. It truly was a massive influence and you can tell by playing some just how much of an inspiration and impact it has had.

Now not every game of the genre has taken inspiration from the king of anomaly games, some have gone down their own route and stray from the same setting and mechanics, just like The Attic 18th.

In this psychological horror you play as James, a man trapped in an attic with his beloved cat, armed only with a camera to snap pictures of anomalies within the environment as he hunts them down, with each photo taken unlocking a new memory of his mysterious past.

Most anomaly games lack the scare factor to truly make them a terrifying and tense experience, something that The 18th Attic easily succeeded at.

I’ve played my fair share of anomaly games and most of them I’ve never really wanted to continue, purely because they become very boring since the spotting anomaly aspect is all they really have to them. I’ve never actually been anxious or tense when playing any, that was until I played The Attic 18th which I was actually relieved to finally finish.

What made it so effective in the scare department was that each floor had you feeling anxious, whether it was because of an anomaly jumping out at you after successfully capturing one, or getting jumpscared after leaving the floor failing to capture one. The latter really had me tensing up each time I walked up the stairs, especially when I spent minutes searching the floor certain that there was nothing present only to get surprised by a disfigured thing appearing halfway up the stairs.

I always preferred having to deal with an anomaly than not having to. Mind you sometimes they were easy to spot and other times they weren’t, but seeing the message pop up that I detected it lifted a weight off of my shoulders, since I knew I could walk up the stairs without having to worry about getting jumpscared again.

But it worked so well, it had me doubting myself even though I looked everywhere positive that the floor was safe. That feeling never really went away no matter how thoroughly I checked the area, it was always lingering throughout the whole playthrough and I prepared myself each time I ascended the stairs which was exactly why it was so effective in that aspect, something a lot of games within the sub-genre failed to execute.

Make sure to snap the anomalies

You see, something else I really liked about The Attic 18th was how you interacted with the anomalies in the environment, which was using your trusty camera to take pictures of them.

Successfully capturing them would allow you to proceed to the next floor safely, and on some occasions you would be met with some rather horrible jumpscares, which only reminded me of the horrors I forgot lurked in the shadows. Photo cartridges were essentially ammo for your camera, you came across some every five floors, so naturally they were a limited resource which you had to use wisely.

If you happened to find yourself with none left then capturing anomalies was impossible, no photo cartridges was practically a death sentence so you had to pray that you found some on the next few floors otherwise you’d be finding yourself respawning in front of your furry little friend, which is the only comfort and sense of normalcy you’ll have throughout the whole game.

Not only was it a unique way to spot them compared to other anomaly titles, but it just made the atmosphere so much better. If you’ve played any horror games which implement cameras or recorders as your main form of defense, then you’ll know just how much scarier they can make the experience. It’s a mystery how something which simply records/takes pictures can flip the atmosphere within an instant, but I imagine we’ll still be questioning this for years to come.

Review: Reanimal

Tarsier Studios gave new soul to the puzzle-platform horror adventure by mixing it with grotesque fairy tales and their truly amazing world creation and storytelling.

Little Nightmares 1 & 2 have their strengths and flaws, but they are amazing games that have a special place in my heart as someone who really loves dark-themed games. I really had high expectations for Little Nightmares 3 (not developed by Tarsier), which sadly did not exceed them, and it fails to match the quality of its predecessors. So now all my hope is on Reanimal, and I have really high expectations set by Tarsier themselves.


Tarsier Studios promised a darker world with Reanimal, which is very exciting, to see a darker world than their previous games that already had an amazing dark world. Now that we have set our expectations for Reanimal, let’s see if it exceeds them or not.

STORY

The story uses the same formula they used before, which doesn’t give a straight answer. Instead, it leaves it to you to decide, and everyone will have their unique take on the story based on their personal perspective. This is great, and it was the perfect choice not to change that formula.


The beginning of the story highlights dehumanizing individuals who obey without having an identity of their own, becoming mere shells created by a leader solely to obey. This strips humans of their most important right: to be different.


This is the prologue of the story and the beginning of the dehumanization. The rest of the game shows how this process continues to grow, with animals demonstrating it through metaphors and showing that it worsens the more it proceeds.

The ending shows one of the outcomes of dehumanization in a great way, which makes you think deeply about the whole story you experienced.

While the story is really great and its meaning can differ a lot with different perspectives, it has one problem, and that’s the length of the story, which takes around four hours. Even though Tarsier has always said they prefer quality over quantity, the game would have benefited from an additional hour or two and perhaps another boss fight to feel more complete and have a decent playtime.

GAMEPLAY

Reanimal is fully 3D, unlike Little Nightmares, which was 2.5D, so you can now move in every direction at any time, which is very exciting and can make the gameplay completely different.

The combat has been greatly improved, and there are more combat sections and mechanics in the game. Still, it isn’t perfect, but it’s way better than Little Nightmares. You have different weapons and some really high-tension fights that are truly enjoyable.

The platforming, however, takes a step back. It introduces no new mechanics and, in fact, features less platforming overall compared to Little Nightmares. This is unfortunate, as the shift to a fully 3D design presented significant potential that could have allowed it to surpass Little Nightmares rather than fall short.


The puzzles also took a hit, being both fewer in number and less challenging.
The full story can be played in single-player, online co-op, and local co-op.

Overall, the gameplay suffers more drawbacks than it achieves improvements.

VISUALS

The amount of talent Tarsier Studios has in creating dark worlds and atmospheres is unbelievable. If not the best, they are definitely among the best people on Earth to do it. Not Little Nightmares 1, not 2, and not Reanimal, none of them have fallen short in this regard.

Everywhere you go gives you a chill; you might see something or someone, but you can feel that thing being empty, alive but dead inside. Everything in the world has a duality of being dead and alive, not only living things but even locations give that same feeling.

For example, the cinema looks abandoned, but it has an audience watching a disturbing movie over and over again. They are there, but they don’t react to you.

The graphics are also great and better while having perfect performance, tested on both PS5 and PS5 Pro.

SOUND DESIGN

The sound design is great and it’s successful in communicating the same feelings that the visuals do, so you have fear crawling through your eyes and ears at the same time.

The soundtracks of Little Nightmares 2 were a masterpiece. Reanimal also has great soundtracks; they’re calm, stressful, and match the atmosphere and gameplay. They’re not better, but they’re still great and connect what you see and what you do to what you hear.

CONCLUSION

Reanimal has a dark story, carefully crafted for a deep exploration into the concept of dehumanization using animals as symbols. The gameplay is fully 3D and features improved combat, but falls short in its platforming and puzzles. The visuals are outstanding, creating an eye-catching dark atmosphere and world with high-fidelity graphics and perfect performance. Sound design and soundtracks harmonize with the visuals to further immerse the player in its darkness. Reanimal has both improvements and drawbacks, with enough shortcomings to place it slightly below Little Nightmares 2.

Review: Nonentity Galaxy

Nonentity Galaxy is strategy roguelite with space fleets and dark humor. Developed by Brick-Up Studio and published by 2P Games, Nonentity Galaxy had a full release on February 4th, 2026. Players command and organize their fleet of spaceships, travelling through space to complete field missions, all while under the thumb of corporate greed. Tactics and strategy play a big role, as enemy fleets will become progressively stronger as you travel, depending on which path you choose. By purchasing or scavenging better ships, modules and rarities, players can keep up with the challenge. However, sometimes it might be better to cut your losses and escape, because you can’t make money if you’re dead.

In Nonentity Galaxy, there’s a deeper story than just doing field missions in space with your fleet. Working for the Corporation, players will quickly learn of their oppressive and manipulative nature. To make the best of things, players will skim a bit off of the profit, slowly earning resources in order to upgrade the fleet. Though I enjoyed many aspects, I found myself having a hard time really getting into the game. For core gameplay, managing my fleet and watching battles unfold was fun, but began to get repetitive fast. For the story, I enjoyed the dark humor, but it was a bit more dark and depressingly profound rather than humorous. I think overall the game is decent, but I’m having trouble seeing what this game does differently beyond managing a fleet rather than one ship. So, get ready to gather galactic cubes, because it’s time to discuss Nonentity Galaxy!

“What on Earth is it that makes humans so damn immoral?” – Taryn

Nonentity Galaxy‘s story is told through dialogues between characters and AIs with animal personas. Starting off as Taryn, a young woman escaping crippling debt on Earth, players will come to learn more about her and her two colleagues/friends, Dossier and Haulmore. They have many dialogues together over shared meals of paste, discussing the oppressive Corporation and the cruelties of the world. They have further discussions with other characters too, such as training specialist Cook and the Mothership AI who has the persona of a dog with a hat and sunglasses. After a short while, I got the general feeling that everyone felt trapped, stuck under the Corporations oppressive nature.

However, when the steam page states its “grim yet hilarious” and has “lethal doses of dark humor”, I expect something a bit more funny. Most of the story so far feels profoundly bleak. Not in a “too dark to be funny” way—I enjoy dark humor—but I struggled to find much humor in the writing, and it feels like it could use more. As a straight dark narrative, though, it works. The gloom fits the themes of space and corporate greed, and it’s clear the characters aren’t being told everything. That secrecy turns the plot into a quiet mystery about what’s being hidden and who’s lying to us.

A few players stated that they felt the dialogue went on far too long. I can certainly see why they feel this way, as it does tend to stretch out longer than it probably needs to. I personally didn’t mind, but it is something to be aware of or turn off with the option to skip conversations.

A Well Strategized Fleet of Ships, Travelling Through Space

Core gameplay for Nonentity Galaxy revolves around managing your fleet as you travel through space. In general, there are three main types of ships—frigates (tanks), gunships, and support. Frigates will want to be on the frontline and placed as close to the battlefield (or gray area in the middle) as possible. Gunships will dish out the damage from a distance in the back, using canine cannons or summoning carrier bombers. Supporting ships provide buffs like shielding or galactic charging. They require adjacency to other ships in order to provide those buffs. There are also larger ships, such as the yellow ones that are typically stronger and more effective than their smaller counterparts.

Strategic placement of available ships plays a big role in combat. Combat can run automatically, but players can step in to target specific ships or fire mothership support weapons. Winning battles rewards you with galactic cubes, new ships, upgrade modules, and rarities that power up the mothership’s weapons. In most cases before a battle begins, you are able to place down new ships, re-organize and upgrade your fleet. It’s a nice pause before combat to re-strategize, check out the rewards you’ve earned, and plan accordingly to the enemy fleet’s formation.

Travelling is done in a pretty standard roguelite fashion. You will have multiple paths to go down and players must choose which one they’d like to take. Paths can include things like combat, encounters that yield various outcomes, and shops to purchase ships or modules. When choosing combat, higher levels will of course be more difficult to go up against, but will result in better rewards. If you go up against an enemy fleet and think you won’t be the winner of it, you are able to escape. However, this will result in ending your traveling and you will suffer any penalties because of it. Still, better alive than dead though, so it is important to keep this in mind.

As a roguelite, it does the job. I didn’t run into any issues with the core gameplay, and I always understood what the game wanted from me. I always enjoy roguelites where you do a bit better with each run, and I think that this game fits in with that. They also don’t limit the number of ships you can put down. It was fun to just throw everything I had at enemy fleets. My fleet might have looked chaotic and messy, but it was effective at getting the job done and beating them in numbers.

However, the game quickly became repetitive. Different runs will feature almost identical paths, including the encounters. This begins to feel like I’m repeating the same path over and over again. I think what is supposed to make things feel different is the stuff you prepare back at the base, but it would be nice if there was more a variety for the potential locations we can come across. I also struggle to see what Nonentity Galaxy offers that’s different from other roguelites. Many of the elements are pretty common for what I’d expect in a roguelite. Managing a whole fleet rather than one ship just isn’t a big enough difference for me. I wish there was more of a “wow” factor for this game. Unfortunately, I can’t really see one and kind of lost interest early on.

Stealing from the Corporation your Hard-Earned Credits

After a successful run, phase jump, or escape, the game sends players back to the base to review a breakdown of their rewards. The Corporation will of course take a lion’s share of the profit, but there are a few ways of increasing the overall profits. Collecting more galactic cubes, bringing back ships, modules and rarities, and completing missions will all lead to higher profits.

Afterwards, you have five areas where you can check out. Field work is where you will start a new mission. Salvage division is where you can purchase ships and modules to take with you on future runs. Storage division is where you can store the ships and modules you don’t want to use right away. HR division is where you can spend rank privilege points for passive effects to take with you on runs. Finally, Life Support is where you can have a free meal that gives bonus rewards, but has a cooldown for often how you can consume meals. This is also where more conversations occur between our main three to give you a better understanding of the story.

Again, I think this is where most of the game’s variety takes place. As you purchase more ships, your need for pre-made ships will lessen. This will allow you to fund your own fleets to take on missions. Purchasing modules will allow you to have these upgrades right away, rather than hoping to come across one during a run. When setting up a field mission, you are able to select different passive upgrades from the HR division to take with you, as well as a different commander and locations to travel to once you unlock them. However, I personally think it isn’t a big enough pull to keep from feeling repetitive or to retain my attention. I think the set up is again, pretty standard for what I might expect. Again, there unfortunately isn’t a whole lot that wows me as a player.

A Just Okay Time, Out There in Space, Working for a Dime

Overall, I think Nonentity Galaxy is just okay. Though I think the positives outweigh the negatives, I had a hard time finding something that kept my attention. It isn’t a game that I could reasonably see myself spending hours on, completely engulfed and losing track of time. It is by far not the worst game out there. However, it is certainly not the best game, nor even the best roguelite out there. I enjoy the game’s dark narrative and think it’s executed well, but it lacks the humor its Steam page promises. I think the core roguelite gameplay is effective, but its pretty standard for what I might expect in a roguelite.

It does seem like the developers at Brick-Up Studio are actively making improvements though, which is always nice to see. They’ve released a bunch of bug fixes and small tweaks since the game’s release. I think it’s a game to at least keep an eye on in your wish list. Hopefully future improvements help give the game that wow factor I feel it is currently missing.

Thank you for reading and don’t try to escape your problems in space!

Review: Deathless. The Hero Quest

After its successful PC release, Deathless. The Hero Quest launches on console, to much anticipation. In an era of vastly populated roguelites, can this card game stake a claim? Or should this hero have been laid to rest?

A Roguelite With Some Heart

This generation of gaming has become inundated with the roguelite genre. Many developers have tried to capture the addiction, replay value and uniqueness of this genre, to varying results. With so many games now populating this genre, I had my doubts upon seeing the reveal for Deathless. Thankfully, my doubts were mistaken. Without doubt, Deathless is a fantastic roguelite that has a brilliant narrative with unexpected depth and heart, and also a unique twist.

It is set in the land of Belosvet, which lives in constant fear and terror, thanks to the rule of witch Koschey, the Deathless. You play each run as one of four characters based on Slavic folklore: Varvara the Fair, Vasilisa the Wise, Dobrynya and Alyosha. These four characters are the land’s only hope in stopping Koschey and restoring peace and balance to this once beautiful land. What struck me instantly about this tale, is how it employs the From Software approach to storytelling.

In order to fully grasp the story, it takes multiple playthroughs of this relatively short game to piece together every narrative thread. I felt so rewarded discovering more and more of the story by obtaining lore texts and completing my runs. Each character has their own story beats and threads. I found this to be fantastic in uncovering their motivations and desires. Like many roguelites, the story isn’t the main focus of the game but I would argue it is just as important as it hooked me and made me want to complete further runs to uncover the full story. This is a fantasy tale with heart, humour and depth if you want to find it. It really feels like it’s an age old fantasy tale being told around a fire.

Rouguelite deck building card game.

A Deck Building Card Playing Blast!

Nowadays, the roguelite genre is in its most lucrative era, as it sits at the forefront of many gamers’ preferences, thanks to hits like Hades and Slay The Spire. You know the drill – death is a way of progression and improvement. Try, fail, learn, succeed. It’s the rewarding gameplay loop, which, when it connects, I simply cannot get enough of. Deathless is no different. This is a roguelite deck builder; in each new run you gain new cards for your deck to use in battle. Everything you expect from a card game appears here; action points control which cards you can use in battle. Stats, buffs and debuffs appear for each character and enemy, along with varying modifiers, depending on the enemy.

Another positive feature is that each of the four playable characters has distinct abilities and playstyles. Therefore, it’s up to you to experiment with each one and find your sweet spot. There isn’t anything particularly new or unique to the gameplay of Deathless, but the gameplay succeeds in what it sets out to do. Each fight feels desperate and intense as you pick and choose the best card for each battle. Fights can reward you with gold, relics (semi-permanent perks) or the chance to meet a merchant to buy new gear. Every fight is your typical back and forth encounter. I particularly love how, after each fight, the game shows you options to choose your path in the style of beautifully rendered choices which look like they come from an old fantasy book.

Some Minor Flaws

One of the biggest draws to deck building roguelites is the ability to build your deck and mould it to your will. Deathless succeeds although, at times, it can feel slightly shallow. The brilliance of Slay The Spire and Balatro is the ability to morph cards to your will and mould the deck into a true powerhouse. Unfortunately, Deathless decided to limit the player’s ability to change the cards and their stats, much to my disappointment. However, the option of two difficulty choices is at least a nice touch. Overall, this is a very satisfying gameplay loop that any card game fan will be able to pick up and enjoy.

A Mixed Bag

Whilst for the most part I adore the visual presentation, one issue sticks in my mind. For the most part this game is breath-taking in its beautifully illustrated characters, enemies and environments. At times I truly felt like I had been transported into a mysterious fantasy world. Menus and UI are beautifully rendered and designed. The console versions have been wonderfully optimised and run extremely smoothly. However, the one issue I have is the game’s animations. These can be ugly and look extremely basic at times and really take you out of the moment in some intense fights. Still, this is a brilliant achievement in presentation by developers 1C Game Studios.

Thankfully, I only have a very small issue with the audio presentation and none whatsoever with the musical score. Audio sounds crisp and powerful during each fight, thus heightening the desperation as each run goes deeper and deeper. The only issue I have is that the lack of voice acting for the characters hurts the delivery of the story. As mentioned, the musical score is absolutely fantastic, as the developers have crafted a wonderful eerie orchestral soundtrack which perfectly encapsulates the fantasy setting. This is a brilliant effort overall for an indie studio in the presentation department.

Verdict

Deathless. The Hero Quest is a fantastic addition to the roguelite genre with an intriguing narrative, strong gameplay loop and gorgeous visuals. Whilst the level of depth in relation to the deck building may not satisfy some hardcore fans of the genre, it’s still a great experience. Sadly, some animations can affect your enjoyment of the game, but for the most part, this is an absolute blast in a great fantasy setting! I am amazed how the roguelite genre continues to grow! Check out the page yourself: Deathless. The Hero Quest

Futuristic Cyberpunk Aesthetics Are Shifting Toward Moodier Atmospheres

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As visual trends change, players looking at a guide to online casinos observe shifts in the digital entertainment space. They’re taking a peek at the latest outputs from Steam, witnessing a break from old, clutter-rich, futuristic designs. The days of blinding neon lights and aggressive holographic light overlays are fading into the background of the digital world.

Designers are now focusing on atmospheric density, dense shadows, and massive negative space to create a sense of scale. This creates a sense of isolation within the design that’s more grounded in reality. This evolution corresponds to a general cultural weariness with the hyper-stimulation that characterised the preceding decade of science fiction media.

The target audience in 2026 needs to discover places that are inhabited, material, dreamy, yet not utilitarian or strongly dystopian. The style is no longer the loud, chaotic tradition of cyberpunk. It’s rather a pensive, melancholy-inspired one. It enables the viewer to project their emotions onto the screen.

The Reality Warp Trend Embraces Imperfection

Modern design forecasts show a significant increase in what is being called “reality warp” aesthetics. This unique visual style is biased towards the surreal, glassy, and slightly wrong. It’s favoured over the high-resolution perfection that once dominated the tech space.

Search interest in liminal and uncanny visual themes has seen a significant rise leading into the current year. Designers are leaning into adding grain and distortion into their work to humanise future settings. The future isn’t shiny and perfect; it’s a little off-kilter and strange.

Freepik

Game Worlds Are Becoming Oppressive and Gritty

The influence of big genre titles still lingers and continues to shape how developers approach environmental storytelling. Art direction has shifted to half-constructed skyscrapers, brutalist concrete structures, and settings. These borrowed life from open daylight rather than artificial neon sources.

This is intended to create an impression of oppression and a sense of history in the game world. Earlier titles adopted a high-tech, low-life gloss of the pioneer cyberpunk fiction. The more recent works, however, dwell upon the dismalness of war zones and deserted architecture. 

They narrate the story of collapse and survival in a society without writing a single line of dialogue. They don’t use a single special object, but rather the air their colouring arrangements express.

Cosmic Dreamscapes Offer a Relaxing Alternative

There’s a sub-genre called “Chill Sci-Fi” that lets the imagination play with deep purple, soft nebulae, and enormous, comical voids. This aesthetic isn’t heart-stomping; instead, it’s a state of meditation. Some users seek to experience a time when they aren’t in contact with the world. Those avoiding the buzzing of the real world will surely like it. 

The aesthetic of the language is the floating geometry and the smooth gradients that imply a lack of weight. It’s a kinder face of futurism, though, where technology is the solution to bringing peace, not war. The trend is prevalent in light and simulation games, where the main experience is exploration and fun in space.

Digital Platforms Prioritise Immersive High Fidelity

The dark and moody theme also carries over into other digital entertainment destinations and user interfaces. Players are seeing entertainment platforms shift away from blinking lights and clutter. Spaces will feature upscale graphics engines that are on par with current consoles. 

Gamers are also seeing designs that completely immerse them in the space. Subtle transparency will allow users to focus on what’s important and beautiful without being bombarded by flashing lights.

Sophistication and stability will be expressed through this clean, atmospheric design. Users will seamlessly traverse these digital ecosystems, with emphasis on items that use lighting rather than louder notifications.

Ray Tracing Transforms Light into a Narrative Tool

Driving this change toward darker, moodier feels depends on current hardware advancements that enable ray tracing and global illumination effects. This allows lighting artists and developers to make the hero’s shadow rather than a necessary evil.

Darkness created by a single distant light source can produce realistic occluded shadows that hide information from the player and build suspense. Technically, this lighting style has also become a way to show off how powerful hardware is these days. The contrast between light and dark creates an immersion that a plain baked light would struggle to produce.

The Future Is Dimmed, Not Dark

Cyberpunk is growing up. It’s becoming quieter, more tactile, more unknowable, more human. There’s no longer a need to scream at the player or watcher with blinding light and saturation just because it’s futuristic. It can use shadows and edge-hanging, and weird little organic flaws to make players feel invested in the world it creates.

Stay tuned for how this softer, moodier style of sci-fi will dominate the next wave of games and film. Silence is powerful. 

Review: ROMEO IS A DEAD MAN

ROMEO IS A DEAD MAN is one of the most insane, fast-paced, and captivating games I’ve played in a while. It made me laugh, shocked me with its gore, and impressed me with its insane story, amazing artwork, and brilliant hack-and-slash mechanics. In short, it is absolutely brilliant! I’m not one for discussing GOTY, but I’m sure this will be in that category. 

This third-person action adventure title was developed and published by GRASSHOPPER MANUFACTURER INC. It is a single-player game where the chocolates decide your difficulty. Think wisely when you pick your confectionery, as your difficulty setting cannot be changed. I picked the middle ground, and I wasn’t disappointed. The action was challenging, and the bosses tested me. However, very experienced gamers may want to up the ante and test their resolve with the harshest and most bitter chocolate on offer.

ROMEO IS A DEAD MAN tells a weird story.

I’m used to strange stories, but ROMEO IS A DEAD MAN takes the biscuit. Your grandad is a talking logo on your jacket, but he also appears from another dimension in the FBI spaceship. A talking cat, interdimensional time shift, and plenty of other sci-fi elements blow your mind. It is the blend of ridiculous moments that brings this to life. Furthermore, the crazy bosses, zombie Rotters, and your homegrown zombie “Bastards” add a sprinkle of insanity to the mix.

You play the role of Romeo Stargazer. He is a man saved from the brink of death by a time paradox. Armed with the Dead Gear, he becomes a key asset for the FBI Space-Time Division. This team work tirelessly to track down the baddies and close the dimensional portals. However, it is Romeo’s girlfriend, Juliet, who drives the hero forward. Can he find her? Can he save her? Or, will she want him once she sees what he has become?

Super smooth hack n slash.

At its core, ROMEO IS A DEAD MAN is a hack-and-slash adventure that blends melee combat with impressive ranged weaponry. The seamless transition between each weapon was incredible. Moreover, the dodge mechanics and drip-fed skills keep you adjusting your approach during every fight. Alongside this, the hero is armed with the skill of Bloody Summer. This devastating move decapitates and demolishes your foe in one fell swoop. Additionally, it looks bloody incredible!

Mindless combat isn’t at the centre of this fantastic game. Instead, there are tactical moments to consider. You must use your homegrown Bastards to change the course of each battle. These beasts offer an array of skills and can be used together to distract, attack, or blow up your enemies. Furthermore, you can merge them to create rare and hybrid creatures that put your foes on the back foot.

If this isn’t enough of a game-changing element, you can use a skill improvement mini-game to increase your health, strength, blood collection, ammo, and much more. However, this comes at a cost. Do you buy new items to support you immediately, or upgrade yourself permanently? The choice is yours, and yours alone.

Dungeon crawling.

Alongside the core story is the ability to grind out resources. The dungeon element is slowly unlocked, and new difficulties offer greater rewards. However, if you fail, you will lose it all and have to start the dungeon again. Consequently, biting off more than you can chew is a risk you must be willing to take.

Each story mode is composed of the real world and a strange, alternative dimension. Here, you must transport from area to area using TVs. Additionally, you’ll have to handle orbs to create new pathways, unlock doors, and collect portions of a key to access the boss for that stage. Thankfully, the game pushes you in the right direction, so much of ROMEO IS A DEAD MAN is easy to follow.

ROMEO IS A DEAD MAN is incredible to witness.

It doesn’t matter if it is the stunning story mode, the 16-bit pixel art hub world, or the rotoscoped cutscenes; ROMEO IS A DEAD MAN is incredible to witness. This 60+FPS game runs extremely well on the Xbox Series X. I witnessed no bugs, glitches, or frame rate drops. Moreover, the blend of colours, the amazing animation, and the awesome bosses were a joy to look at.

The audio is unbelievably aggressive. The soundtrack is captivating, dramatic, and full of energy. However, it is the use of quiet that makes the soundtrack excel. There are key moments where stealth is a must. Here, ambient sounds are the priority. This well-considered audio approach works exceptionally well.

Brilliant controls.

ROMEO IS A DEAD MAN could have been messy to play. There is a lot going on and plenty to get your head around. However, the developer has incorporated a pleasant learning curve and easy-to-follow controls. Moreover, the upgrade system is straightforward, and the use of mini-games is interesting, fun, and as insane as the rest of the action.

There is plenty to get your teeth into. With some Soulslike-lite elements, the gameplay can be pretty unforgiving. Additionally, you can dungeon dive as much as you wish, and the bosses will kick your ass repeatedly. Therefore, it’ll take practice, patience, and some luck to get yourself through this in one piece.

ROMEO IS A DEAD MAN is incredible.

I’ve loved every second of this utterly mad title. The characters are fantastic, the story is ridiculous, but brilliant, and the aesthetics are off the charts. Additionally, the combat is smooth, gory, and a joy to experience repeatedly. Accordingly, it is a special game, and you must buy a copy here! Can you find Juliet and save the day? Listen to your grandad, master your weapons, and let the Bastards have the final say.

Review: POPUCOM

POPUCOM is an interesting idea that leans heavily on the Splatoon shooting mechanics. Moreover, it has some fun mini-games, interesting puzzling elements, and match-3 mechanics. However, it is the co-op-only approach that took me by surprise. I know this was well-advertised, but it makes it a little restrictive if you have limited access to a second player. Despite this complaint, it is a lively and enjoyable affair.

Developed by Hypergryph and published by GRYPHLINE, this co-op-only adventure was as colourful as a rainbow. Additionally, the 3D world is a joy to witness as everything is larger than life, well-considered, and fun to look at. Alongside this, the blend of new elements, fighting, and puzzles was extremely well-balanced. Therefore, nothing feels too overwhelming, and I think the developer got things just right.

POPUCOM has a limited story.

The world may be colourful and a joy to witness, but the story is paper-thin. This isn’t a complaint, as I don’t think it matters. Furthermore, it does a nice job of setting up the match-3 mechanics. However, a little more depth would appeal to older gamers. 

A giant inky beast has taken over the moon and is spitting a stream of Pomus creatures onto the planet. This is unacceptable, and the heroes must work together to overcome these problems, clear up the mess, and save the little robots known as Goodiebots. If the robots can be saved, you’ll build a giant rocket that can be used to destroy the beast and save the day. As you can see, the story isn’t the most enthralling. However, it does a nice job of tying together every core element. 

Easy to follow mechanics and an array of puzzles.

POPUCOM revolves around its colour matching, match-3 mechanics, shooting, and interesting puzzle elements. This creates a vibrant and ever-moving title that stimulates your mind and reflexes. From the off, players are asked to test their accuracy as jelly blobs move towards them. Additionally, small gaming areas create a sense of jeopardy as you use your rainbow gun to match the correct colours and destroy your foes.

It is this colour match mindset that demands teamwork. Whether you are creating new pathways, combining colours to destroy enemies, or using your rolling, teleporting, and lifting skills, you will have to think outside the box to complete many objectives. Although things can become hectic, the learning curve is nicely balanced and retains its child-friendly design. My oldest thrived in this environment once she mastered the core demands.

POPUCOM looks amazing!

I don’t know how Nintendo system-based games do it, but they tend to look amazing. The eye-watering colours, fun and simple characters, and well-considered level design make this a joy to look at. Furthermore, POPUCOM runs extremely well on the handheld screen or a large TV. I had no issues with frame rates, nor were there any bugs. Therefore, it is an extremely smooth gaming experience.

The audio is as lively, enjoyable, and light-hearted as you’d expect. The soundtrack generates energy that matches the fast-paced action and the vibrant visuals. Moreover, the sound effects are crazy, shrill, and wonderfully hectic. Consequently, it delivers an explosive soundscape to add drama to every puzzle.

Simple controls.

Mastering the controls was a walk in the park. However, if you do not have 2 sets of Joy-Cons, you’d better have a spare controller. Sadly, you cannot split the Joy-Cons, and this could cause some tension. Thankfully, I have plenty of Turtle Beach Switch accessories, so this wasn’t a headache I experienced.

There are plenty of arcade games, costumes, and other elements to play with alongside the core puzzle mechanics. Therefore, if you want to take a break, you are kept busy. My daughter loved the mini-games and will return just to test her skills.

POPUCOM is a great co-op experience.

Whether you are playing POPUCOM on one screen or cooperatively online, it is a great co-op experience. The difficulty is well-balanced, and I like the gentle learning curve. Moreover, the level design is interesting, the colour palette is blinding, and the puzzles are designed to incorporate the family theme. Accordingly, I love it and recommend buying it here! Can you send that beast back to space? Match the colours, solve the puzzles, and save the Goodiebots!

News: Xanathar Cable Guy Crowdfunding Campaign

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The Xanathar Cable Guy Crowdfunding Campaign is a new prospect from EXG Pro. Therefore, this exciting idea will appeal to gamers, collectors, and people who love eye-catching items on their desk and workstation. Moreover, it is an officially licensed product where the quality will be amazing.

The crowdfunding started today. It captures the likeness of one of Dungeons & Dragons’ most villainous characters. Accordingly, it’ll make a statement while turning many heads. This approach from EXG Pro shifts from their normal retail model. Therefore, fans of the brand may be a little unsure. Yet, I like the crowdfunding model, and I believe this collectable will be extremely well-received.

The eye for detail and the exceptionally vibrant imagery will make fans of D&D drool. Subsequently, I believe this will be a hot item. Furthermore, if you don’t join the campagain, I believe regret will set in. Therefore, if you love a conversation starter or you adore evil monsters, this is a campaign you don’t want to miss!

Each tier ups the ante with its incredible collectables. Phone stands, unique items, and authentic D&D gear await anyone who invests. Consequently, it doesn’t matter if you select the lowest or highest tier, you’ll get an amazing investment.

More information on the Xanathar Cable Guy Crowdfunding Campaign.

Available in 3 tiers, the Xanathar Cable Guy Crowdfunding Campaign has an option for everyone. Ranging from £80 to £150, you get what you pay for. Moreover, with no retail backing, this product has an air of exclusivity and will make it a desirable collectable.

Tier 1: Guild Members | £80.

This tier includes the Xanathar Cable Guy Device Holder, Certificate of Authenticity, Dungeons & Dragons Digiplate, and Digiplate Phone Stand. Therefore, the lowest option is guaranteed to impress.

Tier 2: Sylgar’s Favourite | £120.

This includes everything in the Guild Members tier, plus Sylgar Sticker Pack, Beholder Sticker Pack, Beeholder Digiplate, Dice Set, and Dice Pouch. Accordingly, a small increase in your investment offers a fantastic return.

Tier 3: Eleven Eyes of Xanathar | £150.

Finally, tier 3 includes all items from Sylgar’s Favourite, plus an Exclusive Sylgar Digiplate, Xanathar Mini Cable Guy, and Wall Art Poster.

Where can I get this incredible product?

The Xanathar Cable Guy Crowdfunding Campaign can be found on Gamefound and is an opportunity for the team to work directly with its fans. Consequently, this sense of collaboration and collective being proves that creativity and collectables shouldn’t be confined to the retail world! If you want to take part, click here for more information.

(Full disclosure! This article was written for free for EXG Pro!)

Review: Bogos Binted?

You might be sitting there wondering what Bogos Binted means. Trust me, so are we. There comes a time when inventing your own alien language begins to work against you. At least Uno is just in Spanish. So, I was initially wary of Bogos Binted. I played a couple of solo matches and began to warm to it. Then I gathered together my friend group, played a game where my laser gun backfired and blew my head off, and I began to fall in love.

It’s an extremely simple game, through and through, but in the same way that Uno is simple. You can learn the rules of each game in about five minutes, but it feels fresh and new each time because there’s so much randomness involved. That said, Uno comes with a nice instruction manual, and Bogos Binted‘s biggest problem is how bad it is at explaining things. Alien nonsense notwithstanding. It raises the question of whether Bogos Binted is truly great, or if it’s just the company of my friends that I was enjoying.

Bogos Binted

Extra-terrestrial Card Sharks

The simplest way for me to describe Bogos Binted is to go through its five game types. First up is Zogblorp. Yes, they’re all named like that. In this one you need to lay down number cards, but without going over the number in the centre. If you’re the one that goes over, you have to inflate your head, which has a chance of killing you. Special cards can force other players to lay, or mess with the total. I very much enjoyed this one. It’s like playing blackjack while everyone holds a gun to the head of the player on the right.

We didn’t gel as much with Zinky Zoogle, where everyone has to lay a higher card than the last one. It’s alright, but all the special cards are just for wiping out previous cards and it wasn’t tremendously exciting. Beeple Meep is better, where you’re given a ‘rank’ of card to match. They range from Knight to King, with a set number in the deck. Therefore, you often need to bluff. If you think someone is bluffing, you can slam the button and challenge them. If you’re right, they inflate their head, if you’re wrong, then you inflate. It’s essentially the card game cheat (or its less PG name), and I enjoyed it.

Bogos Binted

Alien Dentistry

Next up in Bogos Binted‘s library is Vorp, a social deduction game. Basically, you have to write a clue that points towards a word in front of you, but there’s an impostor who can only see the general category. Everyone votes on who they think is the imposter. Didn’t gel as much with this one, as there are plenty of more dedicated social deduction games that we could be playing. By far and away the best game, though, is Zoggy. Essentially it’s that crocodile game where you press down the teeth, only the crocodile is a gross alien that will bite your head off if you get it wrong.

I’d say, in general, most of the games are hits. Some hit harder than others, but they were reliably fun. Still though, I’d recommend playing with friends before dipping a toe into online, as Bogos Binted is pretty bad at explaining the rules. Zogblorp is the only game with solo play, for example, which is baffling. This would be a great place to learn the rules, so you can clue your friends in. Otherwise you get a few pages of text, which in Vorp’s case didn’t really help. Also, not to harp on, but the alien names make things needlessly confusing. I did a rundown of the games after our session, and nearly every game name was met with ‘which one was that again’?

Bogos Binted

Bogos Binted? – Stupid Good Fun

There are other bits outside of the games though. For one, interacting with other players is good fun. You have a range of emotes, including flipping the bird. By far the most used one was the spit emote, which led to the odd moment where I spat on my wife’s corpse. Best not dwell on that. There are also things on the table that you can fiddle with, which helps to pass the time if someone’s pondering over which card to lay. It’s hard to be bored while playing Bogos Binted.

And it’s that which makes me think that Bogos Binted is actually great. The card games are kept remarkably simple, so you can fall into a game quickly, and it gives you just enough toys that you keep generating wonderful moments. Like that whole ‘laser gun backfiring’ thing. It also adds a little bit of darkness with the head exploding, while keeping a lightness of tone elsewhere. It’s something that will probably slot easily into game night, as it kept us laughing for hours.

Oh, and I Googled it. ‘Bogos Binted’ is a reference to a meme. Thanks for making me feel old, guys.

(Bogos Binted?’s Steam Page)

Review: Bubble Trouble

Bubble Trouble is one of those franchises that is simple to pick up but tough to master. Accordingly, when I was given every game in the series to review, I thought, why not? The wonderful thing about this series is its basic approach and child-friendly mindset. However, don’t let that trick you. This series will break your soul as you fail repeatedly and curse your luck!

Published by No Gravity Games, this title can be enjoyed alone or cooperatively with another. It uses a refined visual style that is vibrant and wonderfully nostalgic. Consequently, it’ll appeal to an array of gamers. Yet, it is the quick-to-understand gameplay that has you hooked from the off.

Bubble Trouble doesn’t tell a story. 

No story = no problem in the Bubble Trouble series. Despite the lack of a plot, you’ll focus on the ball bouncing and deadly madness on offer. This arcade mindset takes you back to a bygone era. Therefore, younger players can appreciate the significant evolution of the industry. 

You play the role of Mr D. This colourful, tiny character is armed with a harpoon and a desire to burst every bubble they encounter. This sounds easy, but the bubbles bounce, move, and squash anything in sight. Subsequently, you must be accurate, fast, and lucky if you are to clear each of the 22 levels.

Simplicity rules the roost. 

The gameplay becomes much tougher to master as the action unfolds. Yet, it is the simplicity that rules the roost! Ever-changing balls, challenging levels, and testing moments will push you all the way.

This challenging action is what makes the Bubble Trouble franchise what it is! Additionally, the refined but fine level design keeps you guessing throughout. Whether it’s the 1st instalment or the last one, you’ll be kept on your toes.

Each of the games offers similar gameplay with minimal changes to the action. This may seem lazy from the developer, but if it isn’t broken, don’t fix it! The harpoon action, misbehaving balls, and deadly ideas were fantastic, and every aspect is ideal for the portable handheld market.

Bubble Trouble is eye-catching. 

If you want modern graphics and ultra-realistic visuals, Bubble Trouble won’t be for you. Instead, it has dated but clean imagery and a vibrant colour palette. Moreover, the animation, basic characters, and interesting stage design are perfect for a smaller screen.

The audio is simple but effective. Shrill sound effects punctuate the lovely soundtrack. Although this could be annoying, it works well with the dated visuals and the old-school mindset.

 

Simple controls. 

I’m glad the control system was easy to understand. The smaller Joy-Cons can be troublesome to use if you have bigger hands. Luckily, the minimalist design made understanding the fundamentals a breeze.

If you fall for its charms, you’ll adore every minute of Bubble Trouble. The addictive action, tough but fair gameplay, and easy-to-understand mechanics make this super addictive. 

Bubble Trouble is a great series of games. 

I enjoyed this series of games. Despite its simple approach and lack of new mechanics, this trilogy of games works extremely well. I adore the dated visuals, the tough action, and the addictive gameplay. Accordingly, it is fun, and I recommend buying it here! Can you pop every ball? Grab your harpoon, plan your approach, and pray for a little luck.