Review: HYPERVIOLENT

The term “Lovecraftian” refers to the works of H.P Lovecraft, and could also be known as cosmic or eldritch horror. Lovecraftian typically invokes themes of the unknown and the insignificance of humanity when considering the vast, unknowable wonders/horrors of the cosmos. Probably the most recognized figure in Lovecraftian horror is the eldritch god, Cthulhu, known for inducing madness in the minds of humanity. There seems to have been a boom in Lovecraftian horror in video games starting in early 2000s and continues to this day. Though my own video game collection doesn’t delve too deeply into this genre, it’s still something that fascinates me. I could easily get invested into a Lovecraftian game’s lore and oddities.

HYPERVIOLENT is a newcomer to the Lovecraftian genre and I believe it holds up well. This retro, first-person boomer shooter takes the player on a journey of mystery and…well, violence. Developed by nfoPRINCE and Terminist Arcade, and published by Fulqrum Publishing, the game had a full release on September 23rd, 2025. HYPERVIOLENT takes the approach of a retro sprite-based 3D FPS from the 1990s, similar to games such as Doom and System Shock. With 14 stages and 4 difficulty settings, the player must shoot through hordes of zombie-like creatures as they make their way through a mining facility. So, get those severed appendages equipped because it’s time to discuss HYPERVIOLENT!

Short Disclaimer: At the time of writing (10/03), there is a game-breaking bug on stage 3 that unfortunately does not allow me to progress. The developers are aware and working on a fix. Though I wish I had a bit more gameplay to go through, I feel as if I have enough information to give a decent review.

The Story: A Story of the Unknown

The story begins by introducing us to a mining facility in space. Here they mine a rare, coveted and highly volatile matter known as “Nihlium.” We have responded to a distress signal coming from the facility, but shortly after arriving we find the place has been plagued with violence amongst its workers. Something, or someone, has caused them to turn zombie-like and extremely aggressive. They will attack or shoot the player on sight. With some assistance from an AI guide named Paige, we must traverse through the facility to discover what exactly is going on. The player will come across corpses that hold data pads which give us small pieces of lore.

The developers crafted the world building exceptionally well. I love piecing the story together myself through data logs, rather than being told everything up front. The game did a great job at not just pulling me into the story, but keeping my interest throughout. Some messages are from people who are just expressing their thoughts on their jobs. Others, such as the image above, are more cryptic and show their minds going mad. Even though HYPERVIOLENT would probably not be considered a “horror” game, the overall tone is still creepy. It certainly made me feel uneasy as I was playing. The developers did an amazing job with the atmosphere! They created an enticing story that made me want to know more, despite what horrors may be lurking around the next corner.

I do have one big question and it’s not about what is happening, but rather who are we playing. Our protagonist is a responder to the distress signal, makes deep grunts when kicking and is extremely jacked (even the body on the HUD has abs). My best guess is that this was done intentionally to be reminiscent of the meat-head alpha-male figures of early games similar to this. However, as a fan of characters, I want to know a bit more about who it is I’m playing. Give us a name at least!

The Gameplay: Shotguns and Severed Arms

The controls in HYPERVIOLENT are super simple to grasp when using keyboard and mouse. You are able to equip items into both the left and right hand and can use the corresponding mouse button to use the item you are holding. Some items require both hands to equip, such as the trusty shotgun. You control movement with the WASD keys, though it might take some time to get used to. Turning seems to be very sensitive on default settings. However, after a few minutes of whiplash, I was able to get the hang of things and progress forward.

As you travel, you will come across a items and loot to pick up and take with you. There is a wide variety of weapons. This includes ranged guns such as a LMG or Compakt (pistol) and melee weapons such as Shock Batons and my favorite, severed appendages. Guns do require ammo, so it’s best to have a few backup weapons just in case. There are also some utility items to equip, such as a ballistic shield or the sometimes much required flashlight. Equippable items such as these have durability that will go down over-time as you use them, rendering them unusable. You can repair these items but picking up some repkits and stripped materials. Of course there are healing items as well, such as “much colas” and health vials. There are also a few other items to collect, like grenades and empty vials too.

With so many items to pick up, inventory management plays a huge factor in this game. You only have a limited space to carry things. This might require some planning to make sure you have the right equipment on hand at all times. I usually choose melee weapons in most games, but sometimes the situation forced me to pull out a gun. Much like the weapons, different types of enemies will have different types of attacks. Some will rush at you and take things up close while others shoot from a distance. In rooms with a few ranged enemies, its probably best to take up the gun rather than try to beat them down with the baton. Enemies also have different, unseeable, health bars as well, requiring more hits to kill.

You must unlock certain doors using corresponding colored nanocards. It scatters save points throughout the map, freeing you from relying solely on autosaves. Rooms feature multiple levels that you can reach by jumping, taking an elevator, or parkouring your way up.

Overall, I think the gameplay is decent and I had fun playing! However, the AI in enemies is not the brightest. They usually came at me in a single-file line or turn away mid-combat to reposition, allowing me to take them down easily. Enemies are also the type that will stay static from where they spawn in the world. They only moved once I made my presence known. Again, this could just be for the sake of nostalgia and theme, but a little more of a challenge would not hurt.

I also felt that there was an unbalancing when it came to finding items, at least in the few stages I was able to play. I ran out of ammo constantly, and not just for one gun, but for all my guns. Even though some enemies do carry guns themselves, they don’t guarantee looting ammo. What I did have a surplus on was health vials, which made the game perhaps a bit too easy. I generally had over 20 in my inventory, each healing for roughly 20 points of damage. It was super easy to just run away mid-fight, heal up and then come back, without changing my strategy too much. In the games defense, I was playing on standard difficulty, not brutal which promises less loot and a tougher challenge.

The Graphics & Audio: MILDVIOLENT

As mentioned before, the game takes a retro 3D pixel-based style reminiscent of games in the 1990s. Growing up, I didn’t really play games like these, but even I still had that nostalgic feeling. Popping heads off and watching the bodies fall felt super satisfying with headshots or watching them explode from close-up shotgun kills was pretty cool. Pixelation softens the impact of seeing gore—bodies strung up or innocent women lying dead on couches don’t feel quite as disturbing.

The audio follows along with the nostalgic feeling as well. Enemies made simple screams or grunts when they attacked. The music is a nice balance of intensity during battle and quieter to build suspense during tense moments of exploration. I did feel at times they added “generic creepy sounds” such as ghost children laughing. I don’t believe there were ever children present in this facility, but this I can forgive. There doesn’t seem to be a lot of dialogue either, but the one human I came across sounded realistic and believable.

Like I said before, the developers did a great job at creating an effective atmosphere to make me feel uneasy. However, for a game called HYPERVIOLENT, I found myself wanting more violence. There’s a small mechanic of wiping blood off of your visor, but I never used it. Any blood that did show was small, unnoticeable and went away on its own. Also, because enemies stayed where they spawn, they did not interact with the environment. Let me enter a room and see a small group feeding on one of the strung up corpses. They could make noises outside of combat to create the illusion that they’re chasing, even though they’re actually in another room. Simple things like these would certainly add to the overall experience and make the game feel more violent.

The Future: Multiplayer, PVP and other Wishes

I can’t seem to find a post-release roadmap to confirm what will be next for HYPERVIOLENT. However, I was able to find some small things the developers stated in my research. They wanted to include a multiplayer option with the full release, but were unable to implement this—yet. I believe the plan is to still add multiplayer functions later on. It will be interesting to see how this might affect things such as looting. The game does seem set up to include it, as before even starting the game, you must select single player. I also believe I saw something about a possible PVP mode, though I’m not sure how this might look.

Among my other wishes I mentioned throughout this review—loot balancing, more violence, slight uptick in challenge—my other big wish is for a map or mini-map on the HUD. Objectives will inform you of what to do next, though unless I’m missing something, there is no way to remind yourself of what the objective is. They also do not tell you where to go, which is why a map would be super helpful. I often got turned around and lost, wandering aimlessly through rooms I already explored. The map is certainly not as huge as it seems, which is why a simple mini-map in the upper right hand corner of the HUD would be super helpful—even if it’s one that you have to discover yourself so that it doesn’t give you the way to go immediately.

I also think it would be nice for the data logs to have audio rather than being text only. It sort of takes me out of the moment to sit there and read a data log (some of them are quite long too), and would like to instead keep chugging along as I listen to the lore. This would especially be cool to have for the more cryptic ones where people have already started going into madness.

The Conclusion: More to Discover

As the disclaimer states, the game breaking bug unfortunately blocked me from progressing further. I can see in the game’s trailer so much I have not discovered. There are boss fights, spaceship shooting and more lore to the mystery of what’s going on in this mining facility. Despite this, I was pleasantly surprised by nfoPRINCE and Terminist Arcade‘s HYPERVIOLENT. Although I see a few areas for improvement, the positives clearly outweigh the negatives. Overall, the develops did a great job with this one!

Will this be a game a come back to once the bug has been fixed? No, probably not, but that’s only because this isn’t my type of game. However, I would highly recommend this to anyone who is still or was a fan of games like this growing up. I may not have grown up playing System Shock or Doom, but I can tell that HYPERVIOLENT does a fantastic job at emulating them, giving even gamers like me a strong feeling of nostalgia and simpler times. Maybe sometimes all you need is a good story, easy mechanics and a bunch of enemies to mow through. Having had a full release not too long ago, I will certainly keep my eye on what comes next!

I’m gonna go mine some Nihlium now, thank you for reading!

Review: The Wandering Village

The Wandering Village offers a refreshing twist on city-building standards. Though it nails many of the genre tropes, it has a few curveballs that keep things fresh and you guessing throughout. This approach removed one of my major gripes about the genre: stagnant and stale gameplay. However, it introduces a new layer of difficulty that may undermine the casual and relaxing nature of the action. Accordingly, it may struggle to strike the right balance for fans of the classic genre mechanics.

This base builder was developed and published by Stray Fawn Studio. It is a single-play Xbox Play Anywhere title that has striking visuals, a pleasant story, and a sense of dread and fear. Furthermore, it has 3 core game modes and a giant beast where your city grows and evolves. At first, I wasn’t sure if this unusual element would work, but boy, oh boy, did it make me smile!

The Wandering Village tells a story of man and beast.

Humans and beasts have lived in harmony and at war for thousands of years. However, The Wandering Village tells a desperate tale of survival and companionship. You control a troubled settlement. These nomads have set up base on the back of a giant turtle-like creature known as an Onbu. This Onbu wanders slowly on a dusty path through varied biomes. Its path leads to many weird and wonderful encounters. Furthermore, there are plenty of hazards as the nomads and the Onbu must learn to live together.

People management, research, resource management, and base expansion are fairly familiar concepts. However, becoming friends with a giant wandering reptile isn’t that usual. Alternatively, you can treat your host as a vessel and nothing more. Barking orders while harvesting resources will only get you so far. Consequently, you must balance your tactics if you wish to thrive and survive.

It’s a joy to play.

The Wandering Village gets most elements spot on. People management is as simple as housing, feeding, and keeping everyone healthy. If you can achieve this, your village will thrive and your people will want to stay. If you fail, your villagers will leave, or they will succumb to illness and death.

Every aspect of this title is a fine balancing act. Choosing the right plants for the correct biomes isn’t easy. Moreover, accepting that you will have to evolve as the Onbu moves ensures a fluid and ever-evolving village. Yes, you can implement some form of control over the beast, but this depends on your relationship and whether you have completed the correct research. In short, you must plan many steps ahead if you want to appease everyone and avoid hostile environments.

The Wandering Village captures every detail.

City-building games tend to be a real nightmare to capture every relevant detail. They are either overwhelming, complex, and horrible to work with, or they are too refined and leave you wanting. Thankfully, The Wandering Village has hit the sweet spot. The cartoon style, smooth camera, and impressive overworld and city overview capture every key detail. Furthermore, the colour palette is pleasant to look at, and the UI is simple to navigate. The result is a well-conceived idea that works on every level.

Though there is tension, drama, and danger, the audio is remarkably calm and pleasant to listen to. As time flies by, you enjoy a range of upbeat and sombre songs. These are complemented by simple sound effects and ambient noises that generate a layer of realism throughout.

Excellent controls.

I was fearful that this would be tough to play on Xbox. City builders tend to be easier to handle on PC, and I was concerned that the gamepad would be clumsy and tough to manage. Luckily, I was wrong. The excellent UI is easy to navigate, and an enjoyable tutorial sets you up with all of the basics.

I could play this for hours, and I don’t believe I’d get bored. Additionally, I can’t imagine any playthrough is the same. There are so many different areas to witness and plenty of biomes to explore. Furthermore, the research tree is massive, and there are different approaches to each scenario. Consequently, this has loads of replay value and longevity.

The Wandering Village is a must-play game.

Available on Xbox Game Pass, The Wandering Village is a must-play game. It hits all the right notes and has a wonderful twist on a well-trodden genre. Furthermore, the story is interesting, and the 3 different game modes help to keep things fresh. Accordingly, if you love the genre and you want something new, I recommend buying it here! Can you strike the right balance? Manage your people, help the Onbu, and thrive together.

TRON and TRON: Legacy Out Now in Ultra 4K Steelbooks

Disney’s groundbreaking sci-fi adventures, TRON and TRON: Legacy, is available now on 4K Ultra HD and 4K Ultra HD Steelbook for the first time. TRON was digitally scanned and carefully restored by The Walt Disney Film Restoration team, who corrected dirt, warping, and other imperfections to ensure pristine image quality. The work was supervised by director Steven Lisberger. TRON: Legacy has been remastered in High Dynamic Range from the original digital sources under the supervision of director Joseph Kosinski. Meticulously remastered, both films transport audiences back to the digital frontier with an experience more immersive, dynamic, and visually spectacular than ever before.


  
Originally released in 1982, TRON opened the gateway to a bold new universe of computer-generated wonder, inspiring a generation with its visionary storytelling and pioneering special effects. Nearly three decades later, TRON: Legacy expanded the saga with breathtaking visuals, a cutting-edge digital world, and a celebrated electronic score from Daft Punk.
 
TRON: Ares, will carry the franchise’s groundbreaking legacy forward when it debuts exclusively in cinemas 10th October.
 
Along with previously released bonus extras, the TRON and TRON: Legacy 4K discs will generate an eye-popping collectible limited edition SteelBook with custom artwork and packaging.

TRON Film Synopsis
When a brilliant video game maker (Jeff Bridges) hacks the mainframe of his ex-employer, he is beamed inside an astonishing digital world and becomes part of the very game he is designing. It’s an epic adventure that everyone will enjoy! Some flashing-lights sequences or patterns may affect photosensitive viewers.
 
TRON: Legacy Film Synopsis
When the son of a famous video game engineer receives a virtual signal from his long-lost father, he sets off on a thrilling, high-tech adventure through a cyber universe to rescue his dad.
 
TRON 4K Ultra HD and Blu-ray Special Features

  • Photo Tronology – Join the director for original production photos and intimate stories
  • The TRON Phenomenon – Explore TRON’s impact on pop culture
  • The Making of TRON
  • Deleted Scenes
  • Audio Commentary

TRON: Legacy 4K Ultra HD and Blu-ray Special Features  

  • The Next Day: Flynn Lives Revealed – Discover what happens after the movie ends
  • Special Look at TRON: Uprising – The Disney XD animated series
  • Music Video – “Derezzed” written, produced and performed by Daft Punk
  • Launching the Legacy – Uncover how the writers and filmmakers created this amazing story
  • Disc Roars – Director Joseph Kosinski rallies the fans at Comic-Con
  • Visualising TRON – See the filmmaking bring the world inside the grid to life
  • Installing the Cast – The stars discuss their unique TRON experience

As a huge TRON fan from the early 80’s I can honestly say these are brilliant and a must have for fans! And they would make great Christmas presents too!

Review: Pine Hearts

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Imagine taking a deep breath of fresh, pine-scented air while sitting by a crackling campfire. That’s the feeling the game Pine Hearts delivers, not just in its setting, but in its entire approach to gameplay. Developed by Hyper Luminal Games and published by Secret Mode, and recently released on both iOS and Android. I was able to play the Android version and what you can expect is true relaxing and cozy gameplay, without the need to save the world, race against a timer, or defeating a major villain.

I’m thrilled to have spent time wandering the peaceful paths of this game. I truly believe it’s the perfect pocket-sized escape for anyone looking for a break from fast-paced action. It’s the kind of game you play curled up on the couch on a rainy Sunday afternoon. However, you may want to prepare yourself for a bit of sadness, as this game will truly move you emotionally.

A Trip Down Memory Lane: The Story and Setting

The game centers on Tyke, a sweet, silent protagonist whose journey begins with his return to Pine Hearts Camping Site, a place deeply interwoven with his past. This site, nestled deep in the woods, isn’t just a location; it’s practically a main character itself. Tyke’s presence at the site is driven by a deeply personal and touching objective: to reconnect with the memories of his late father and the life they shared there. The main objective isn’t a quest, but an emotional journey of finding scattered Memory Fragments that allow Tyke to recall precious moments, and ultimately, to complete the climb to the mountain’s peak, a journey his father was never able to finish.

The setting is instantly charming. From the brightly colored little caravans to the curved, zig-zagged paths and the gentle shimmer of the nearby lake, the entire site feels alive, even though it’s small. The visuals feature a bright, clean, and charming pixel aesthetic that instantly feels incredibly inviting. I found myself frequently just stopping to admire the rich detail, such as the many unique and colorful character styles, the animals, the flowers and trees, and the other beautifully designed objects scattered throughout the world.

What truly hooked me about the story is how personal and grounded it feels. You aren’t collecting magic swords; you’re collecting memories. Each fragment unlocks those brief, beautiful flashbacks spent with his father. This mechanic beautifully encourages exploration, and for me, it felt incredibly moving. I genuinely cared about Tyke completing his journey. Every recovered memory was a heartfelt reward that drove me to keep playing and helping everyone along the way, and I really wanted him to succeed at this goal for his father.

The People and the Place: Characters and Atmosphere

The heart of the park isn’t just the pine trees; it’s the peculiar people who live there. As Tyke, you meet an ensemble of friendly faces, each with their own small, self-contained stories and personalities. There’s the kind old fishing enthusiast, the overly enthusiastic nature lover, and a couple of others who offer small favors or trade items.

The atmosphere is unquestionably the game’s greatest achievement. The sound design is exceptional, delivering the soft, ambient music that acts as the perfect background soundtrack for Tyke’s journey. This music is explicitly calming and relaxing, exactly what you want in a cozy game experience. However, it’s the natural sound effects that truly bring the site to life: the distinct rustling of leaves, the subtle, charming noises from the animals, and the gentle sounds of distant water. These immersive audio details strengthen the atmosphere by turning the background audio into an essential layer of the world.

As someone who deals with anxiety, I can say that this game is an instant perk. It has the rare ability to quiet the noise in my brain, and the peaceful atmosphere is so absorbing that it can even remove the tears from my eyes. This feature alone makes the game invaluable.

Additionally, the narrative focuses on the quiet impact Tyke has on these residents. By helping them with their small tasks, the environment becomes richer, and the community strengthens. From my perspective, this focus on positive, minor interactions felt incredibly heartwarming. Every conversation felt meaningful, and every character added a tiny, necessary layer to the park’s history, making it feel less like a game map and more like a cherished vacation spot I might visit again and again.

The Joy of Cozy Mechanics: What You Actually Do

The gameplay in Pine Hearts is gentle and revolves around exploration and solving environmental puzzles. The controls on Android are simple, just tap where you want Tyke to go, or choose between the many different controller options to move Tyke, and he wanders off. This simplicity is genius for mobile play; it keeps the focus on the world, not on complex button inputs.

One awesome feature is that the game does an excellent job of managing your progress. It’s very easy to jump into the journal to check which quests are available or need to be accomplished, meaning you’re never left wandering aimlessly or feeling lost. This seamless organization makes the exploration stress-free, which is a huge plus in a cozy game.

As I played, I realized the core mechanics could be broken down into three main activities:

  1. Exploring and Unlocking Paths: The park is initially quite contained. To move forward, Tyke needs to clear obstacles, such as moving a fallen log or fixing a broken-down cart. These aren’t brain-busters; they are puzzles that make you observe the environment. For example, a broken path might require finding three pieces of wood scattered nearby. You’re never really “stuck,” you’re just gently guided to look around a little more closely.
  2. Finding Memory Fragments: These are the game’s collectibles, and they are cleverly hidden. Some are visible but just out of reach, requiring you to interact with a character or solve a small riddle to get to them. Finding a fragment triggers a lovely transition sequence into a full-screen, highly detailed memory scene. It’s a wonderful payoff for my efforts!
  3. Interacting with Residents: The park is populated by a small, quirky cast of characters (more on them later). Talking to them often advances the story, gives you clues about the park’s history, or even opens up new areas. Their dialogue is charming and often humorous, providing a nice balance to Tyke’s silent, emotional quest.

What I love most is that the game completely avoids stressful elements. There is no combat, no timed challenges, and no way to fail. The developers seem to have focused on making the game a pure form of relaxation. The only challenge is the pleasant one of observation, and fulfilling quests to move towards the main goal of climbing that mountain, which is a welcoming change from the typical demands of modern gaming.

A Pocket-Sized Retreat: The Android Experience

Playing Pine Hearts on my Android device was a genuinely excellent experience. Mobile ports of games like this sometimes struggle with cluttered interfaces or clunky controls, but this one is incredibly smooth.

The touch controls felt responsive, which is critical for navigating detailed pixel environments. The game offers great versatility: the easy controls can be played with a controller, keyboard, or simply the touchscreen, with many available adjustments to make the experience suitable for any player. The inventory and interaction menus are clean, minimalist, and designed perfectly for vertical screen orientation, making it super easy to play one-handed.

Graphically, the game shines on a small screen. The pixel art is crisp, and the vibrant color palette really pops on a high-resolution display. Furthermore, the game’s performance was flawless. I never encountered any lag or heating issues, even during long play sessions. This seamless performance is a major plus, especially for a game meant to be a cozy escape; nothing breaks the mood faster than a stuttering frame rate.

The vertical screen setup is perfectly utilized, ensuring the view of the environment is always focused on the relevant interactive elements. This brilliant design choice demonstrates that Hyper Luminal Games truly optimized the experience for mobile users.

A Few Minor Cobwebs

Even in a world as deeply charming and heartfelt as Pine Hearts, a few minor points might be worth noting for specific players. the game uses a metroidvania-lite structure where progress is often gated by finding a single, specific item or tool. If I missed a subtle visual clue or forgot where to use a newly acquired item, the gentle, relaxing atmosphere could sometimes momentarily turn into mild frustration while wandering the map searching for a way to unlock the next area.

Additionally, while the game’s relaxing pace is generally a positive, some players might find the overall length of the experience to be relatively brief. The main emotional journey is concise. So once the primary memory path is completed, the remaining optional exploration is minimal, meaning the replay value might be slightly limited.

Finally, while Tyke’s personal story is deeply engaging, the game offers minimal player customization. Tyke’s appearance is fixed, and players cannot personalize their living space (like a caravan or tent). For fans of the cozy genre who enjoy features like home decorating or avatar creation, this lack of personalization might feel like a missed opportunity.

Final Thoughts on a Heartfelt Journey

Pine Hearts is much more than just a puzzle game; it’s a therapeutic little retreat. It’s a beautifully crafted experience built around the simple, universal themes of family, memory, and finding peace in the past.

If you are looking for a game with high-octane action, this might not be your cup of tea. But if you are seeking a wonderfully cozy, low-stress adventure that respects your time and fills your heart with warmth, the Android version of Pine Hearts is an absolute must-download. The charming pixel art, and the gentle narrative structure make it one of the best cozy games I’ve played on a mobile device this year. I highly recommend taking a trip back to the caravan park, it’s a journey you won’t soon forget.

Review: Agatha Christie – Death on the Nile

So, here’s a fun fact: I love me some Hercule Poirot. Death on the Nile may not be my favourite story, which I’ll go into in a minute, but I’m a big fan of the moustached Belgian. I started listening to a collection of short stories during hiking, and suddenly the miles were disappearing. They might get a little formulaic at times – and Poirot is borderline a magician in some of them – but trying to predict the twists and then being either smugly right or wonderfully wrong is great. So I’ve been harbouring a growing interest in adaptations of the world’s best detective.

This is the second Death of the Nile adaptation I’ve gone through, the first being the slightly wonky Kenneth Branagh film. It’s an odd duck of a story, really. Half of it is spent listening to wealthy socialites bicker at each other. Things don’t really kick in until the final third of the story, where the title actually comes into play. So I wondered how the move to the medium of video game would liven things up. As it turns out, the main effect of the transition has been to stretch the story to breaking point so it can crowbar in gameplay elements where there’s no room for them.

Death on the Nile

The Little Grey Cells

There’s a temptation when playing an adaptation of something you love to start pointing out the differences. I will try and control myself, though I will say that Poirot in this Death on the Nile seems to owe something to Kenneth Branagh, rather than the books. He isn’t an old man with a head like an egg. Either way, we open in a nightclub in 1974 (well after Poirot’s canon death but ignore that), where we meet a wealthy woman, Linnet Ridgeway, and two lovers, Simon Doyle, and Jacqueline de Bellefort. Linnet ends up stealing away Simon, and Jacqueline ends up stalking them both onto a cruise down the Nile. Tragedy follows in her wake.

Poirot, meanwhile, is wrapped up in it against his will. Still, there’s lot of work here for a detective. Which is good, because Death on the Nile‘s detective mechanics are actually pretty sound. It’s generally split between poking around crime scenes, and interrogating witnesses. Doing so nets you clues that go against a ‘Mind Map’ – a big spider’s web of intrigue. Once you’ve got a pair of clues that match, you can make a connection between them. Gather enough clues, rub them in witnesses’ faces, and you can then start working your way through the more complex threads. Like ending a mystery by putting all the events in the right order.

I rather enjoyed this bit, though it’s missing something. Stakes, most likely. When you find a connection, it’s basically a multiple choice answer with no real punishment for failure. I wanted a bit more detective work like I found in the epilogue, where you get a full on corkboard and string. Still, there were sparks of enjoyment. What is strange though is Death on the Nile‘s insistence of adding in other puzzles to the mix. At one point Poirot has to fix a jukebox before someone will talk to him, for instance. The puzzles are nice – it’s the sort of ones you’d find in one of those ‘escape the room’ style games – but they feel at odds with the detective elements.

Death on the Nile

Mon Dieu!

It gives the feeling that the story is being stretched out; blockaded by unrelated puzzles. Speaking of stretched out, Death on the Nile has found room for a secondary story and protagonist, Jane Royce. A private detective whose friend is gunned down in an organised hit. Jane sets off around the world to track down the killer. An odd choice of story, given it has little in the way of intrigues, or detective work beyond cracking codes. It comes complete with a suite of irritating stealth sections. It does boast some key narrative choices, which is good, though they funnel down into just two ending choices.

The side-story isn’t helped by some slightly wonky writing. The non-book characters feel a little underdeveloped, as we whip from location to location at a break-neck pace. It has hiccups too, like when Jane asked someone if he knew a murdered man, when she’d just been told they were brothers. Overall, the story is fairly cliché. The voice acting doesn’t help either, with frequently stilted delivery. Like individual lines were all recorded out of order. Graphically it’s a little rough too, especially the animations. Everyone is very stiff. Still, the views are nice. The Egyptian setting, and the opulent vessels, are captured well.

But I’ve been putting it off for long enough, so I’m going to let my Poirot love bubble over for a moment. In terms of faithfulness to the story, it does rather well in the Poirot half. All the characters from the novel are here, with the appropriate personality flaws, save for Colonel Race, who is replaced by Jane. Yet Poirot himself feels smoothed over, somehow. His voice actor does a reasonable job, but he carries nothing of the charming arrogance that makes the character, nor the undercurrent of darkness towards criminals. He also has no real foil. Jane spends the whole time fawning over him, or coming to the same, effortless conclusions.

Death on the Nile

Death on the Nile – Poirot On A Rack

The result of all this is a singularly confusing experience. There are moments when Death in the Nile does shine, even in its new bits. It makes a mystery out of glass being added to a caviar verrine, for example, and it requires actual detective gameplay. But then it goes through a lengthy section where we stumble aimlessly across the rooftops of Cairo, looking for one interactable door. It’s bits like these that make Death in the Nile feel bloated. A classic Poirot tale that keeps getting interrupted by a considerably less interesting one.

Perhaps I’m biased. While I’m definitely more of an Orient Express man, my whole reason for playing this game was because I wanted to be in that world. And it provided that, in a way. The key moments from the story came across well, as we were involved in uncovering them. But those bits were already created by Agatha Christie. So the question is, if the Christie elements were taken away from Death on the Nile, would it still be worth playing? Sadly, I think it’s a no, meaning all the new bits can do is get in the way.

(Death on the Nile’s Steam Page)

Review: CIDOO QK61 V2 keyboard

The CIDOO QK61 V2 keyboard is a compact device for gamers and office workers. Moreover, its lightweight and snug design is ideal if you need to commute and work on the move. Though a 60% form factor may not appeal, this VIA-compatible device has full-size functionality via preprogrammed shortcut keys. This makes this the perfect choice if you have limited workspace but require every button.

This device is available in 2 simple but effective colours. I was sent the white version, and I like the clean lines and refined appearance. Mechlands has installed 2 transparent blue keys to add colour. However, if this is not your thing, you can pull those keycaps and replace them with 2 colour-matched alternatives. This small keyboard is tri-mode ready, and this enhances versatility. Whether it is Bluetooth, wired, or the wireless dongle, you will enjoy a responsive and comfortable typing experience.

What’s in the box of the CIDOO QK61 V2 keyboard?

  • The packaging is simple but eye-catching. The contents are well protected, and all of the packaging can be recycled.
  • The CIDOO QK61 V2 keyboard is simple but effective. There are basic switches to change connectivity and clean and well-positioned ports for the dongle and USB cable.
  • A keycap puller and spare switches and keycaps are provided.
  • The USB-C cable is robust and built to last.
  • Learn the fundamentals with the user manual.

Technical aspects.

Though the CIDOO QK61 V2 keyboard is an entry-level option, it has some impressive tech. The 3,000 mAh battery is long-lasting. If you decide to put on a vibrant light display, you’ll notice the battery drains pretty quickly. However, this can be avoided with a wired connection or something less gaudy. I picked a wired connection and let my keyboard shine as brightly as the Northern Lights.

The 3 connectivity modes offer different polling rates. If you use a wired or wireless dongle connection, you’ll enjoy 1000 Hz and low-latency inputs. However, this drops considerably to 125 Hz if you are using Bluetooth. The latter option should be considered for work purposes or simple offline games. 

Hot-swappable switches are the new norm. People have their favourites, and you may wish to stick with what you know. The CIDOO QK61 V2 keyboard has CIDOO Pearl White Linear Switches. However, these can be removed for any 3/5-pin alternative. I didn’t feel the need to change the preinstalled option, as the typing and gaming experience was comfortable and rapid.

Usability.

This device can be used as a basic plug-and-play option, or you may customise every layer with VIA. I played with the customisation to test macros, RGB lighting, and other simple elements. However, if I were buying this, I’d probably use it in its vanilla form. The original setup is good, and this will appeal to anyone who wishes to have a straightforward gaming or typing experience.

Pulling the keycaps or changing the switches was a cinch. If you lack technical know-how, this shouldn’t put you off. The hot-swappable approach ensures that DIY enthusiasts can customise this device with ease. Furthermore, no soldering is required when you remove the installed switches.

Build quality.

The 60% form factor takes a little getting used to. Though the typing position is familiar and easy to master, the lack of keys and mastering FN macros can be fiddly. Fortunately, the helpful user manual puts you on the straight and narrow. The cherry profile keycaps deliver a pleasant feeling of Deja vu. Moreover, the actuation distance is small, and this enhances your chances when playing fast-paced games.

The PC plate and gasket structure deliver a stable and sturdy platform. Additionally, the layers of foam and sound-improving material enhance the thocky mechanical edge. The result is a strong and stable typing experience that is reassuringly clacky and defined.

The CIDOO QK61 V2 keyboard delivers a high level of durability. The double-shot PBT keycaps resist oil staining and light scratching. Furthermore, the hardened plastic shell will withstand knocks and bangs. The outcome is a keyboard that can withstand the daily demands of commuting and heavy-handed gamers.

Is the CIDOO QK61 V2 keyboard worth it?

If you’re looking for a top-end, high-spec, and bank-breaking keyboard, this isn’t the device for you. However, if you want something that will impress without making your bank manager scream, the CIDOO QK61 V2 keyboard should appeal to you. Its robust and compact design is perfect if you are a little heavy-handed. Moreover, it is versatile and easy to use. Therefore, it ticks many boxes, and I recommend buying it here!

(More information on Mechlands can be found here!)

The CIDOO QK61 V2 keyboard from Mechlands has been awarded the Movies Games and Tech Gold Award.

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

Review: Somber Echoes

Indie games and the Metroidvania genre have become a staple of the gaming industry in recent years. Now, with the release of Somber Echoes can another indie title strike gold? Or are you left longing for games of old?

Family Squabbles

Indie games continue to flood the market with quirky, bold and inventive titles, but in this era they’re in danger of becoming typecast in certain genres. Nowadays you expect an indie title to be either roguelite, retro or Metroidvania. Somber Echoes sits squarely in the latter. Developed by Rock Pocket Games in collaboration with Lav Games, Somber Echoes sets out to a unique tale in a fascinating location and succeeds, if not in its entirety. The story fuses Greco-Roman mythology with a sci fi setting as it tells the tale of Adestria,who at the start of the game, is resurrected aboard the space ship Atromitios. Her main task is simple: stop her twin sister, Harmonia from eviscerating the universe. It’s a truly brilliant setting and idea that is a real breath of fresh air in this era of rehashed and reused plot points.

Whilst the premise is simple, there’s much more at play here within the narrative. Having been resurrected, Adestria is suffering from memory loss, and so throughout the game, she is slowly piecing together the events prior to the story and what caused her sister to attempt to enact her plan. It’s a drip feed of minor plot points which adds famous and recognisable Greek gods and this is just fantastic in its creation and execution. I constantly found myself wanting to know more and more about Adestria.

It’s a tale of lovers scorned, betrayal and the complexity of family, all at the forefront. It’s a pretty bleak tale so don’t expect much comic relief but it really is a powerful story of having to fight against someone you loved. The developers crafted a total of four unique endings to the game which are satisfying and varied in their approach and all are obtainable, thanks to the game’s relatively short run time of around five hours. My only real issue with the narrative lies within its presentation. Most cutscenes boil down to still characters just mindlessly staring at each other, whilst dialogue appears on the screen from the narrator. I am sympathetic to the fact that this is an indie game but the lack of cinematic cutscenes and true voiceover work really hurts the overall effect of the narrative. Still, this is a truly unique tale of sci fi horror mythology that is really refreshing.

Follow The Light

It’s often important for smaller titles like Somber Echoes to stand out in the gameplay department with a unique aspect. Many games attempt different gimmicks to freshen up gameplay and surprise players but in this instance, the developers have chosen a simple, yet hugely effective loop. The crux of the gameplay revolves around the speed of Adestria, giving her the ability to morph into a ball of light to dash around the environment. With this being a Metroidvania, the dash mechanic works fantastically in both exploration and combat. Whether it’s utilising the dash to uncover hidden areas, avoid an incoming attack or even ride electrical panels (so cool it never gets old!), it’s an absolute joy to pull off! The game clearly has a focus on verticality. The movement in this game is an outstanding achievement by these small studios and should be lauded.

Similarly, the core combat of the game succeeds, albeit if it’s not very basic and simple in nature. You have the basic attack along with block and parry abilities, with all three upgradeable through resources you find throughout the game. Simple, yet effective. There are some more complexities within the weapons, such as the sword being able to deflect bullets or the spear allowing for long range combat. With fights happening in tight spaces, it’s important to keep yourself on the move. The basic enemies you encounter can deliver some challenging moments depending on the environment, yet the boss battles felt underwhelming to me. These boss battles feel far too short and uninspired. Overall, a fantastic effort with the traversal and movement, complemented by a solid, yet basic combat system.

Is It Dark In Here?

The visual presentation on display in this game is superb. The developers have nailed a Greek mythology sci-fi horror look and feel with hauntingly beautiful environments aboard the Atromitos space ship. Areas within the ship are beautifully designed, with varying locations and biomes making new areas feel unique and fresh. Most areas have some wonderful background environments and details hidden in the distance, making you want to stop and admire the view as you explore this vast ship. Characters look detailed, whilst the enemy and boss design is especially terrifying. They have really nailed the horror and mythological tones. However, the one major downside to the visuals is that sometimes it’s way too dark, creating difficulty for combat encounters that can end up making you feel frustrated. Menus and UI are minimal and as bog standard as they come.

Unequivocally, the sound design and score have been absolutely nailed! Monsters wail in the distance, leading to such tension as to what you are about to encounter. Footsteps echo throughout the hallowed halls of the ship, it’s just mesmerizing. Adrestria sounds phenomenal in combat as she screams and exerts herself around the battle arena. This is a wonderful effort in sound design that really adds to the tone and helps create an unnerving atmosphere for players. Finally, the musical score strikes a deft and impactful tone, with a mix of orchestral and electronic music which perfectly fits the genre and storytelling of the game. In boss fights, the orchestral pieces take control and create real cinematic moments – a real treat.

Verdict

Somber Echoes succeeds, for the most part, in crafting a unique tale of sci fi horror and mythology. A captivating story, a great movement system and solid combat will satisfy fans of the Metroidvania genre and keep them coming back for more with multiple endings to unlock. It’s a shame though that middling story presentation and some areas being too dark will result in frustrations for players along the way. I can really admire and respect the developers for taking a leap of faith with this game. More games need to take narrative swings like this!

Review: Alien: Rogue Incursion

When Alien: Rogue Incursion first launched on VR platforms (PSVR2, Meta Quest, PCVR), its biggest selling point was immersion, the ability to physically duck behind cover, lean around corners, interact with objects at arm’s reach, use motion controllers to pull levers, load weapons, etc. These VR-first mechanics defined both its strengths and its weaknesses: it felt visceral, tense, frightening, but it also suffered from some drawbacks intrinsic to VR (motion sickness, limited range of motion, slower pacing, and sometimes sluggish or “floaty” controls when translating physical motion into in-game motion).

A slower paced, survival horror

At its core, Alien: Rogue Incursion, drops players into an original story set within the Alien universe, where you’re not Ripley but a Marine gone AWOL answering to a distress call. The narrative leans into survival horror rather than power fantasy. Your goal isn’t to mow down endless Xenomorphs. It is to endure, outwit, and navigate claustrophobic industrial corridors, vents while unravelling what went wrong in yet another corporate-tangled Weyland-Yutani operation. Gameplay strikes a balance between stealth, exploration, and bursts of frantic combat. You’ll scavenge for resources, manage ammo, override machinery, and use the environment to stay one step ahead of stalking Xenomorphs. The shift from VR to traditional controls doesn’t just affect aiming and movement; it also streamlines how you interact with terminals, door locks, and environmental hazards, keeping the pacing tight while preserving the sensation of vulnerability that defines the franchise. It’s less about power progression and more about tension, atmosphere, and the perpetual dread of knowing that somewhere in the shadows, something is hunting you.

A major area that has adjusted is the behaviour of Xenomorphs. In VR, the aliens are often “in your face” for maximum tension, but movement constraints and slower reaction times in VR meant certain enemy behaviours could feel unfair or tedious. In Evolved Edition, the AI has been beefed up: more stalking from a distance, more unpredictability, better usage of hiding, flanking, adjusting to player position. This helps compensate for the fact that players with controller or mouse controls are generally faster, more precise, and have greater situational awareness without the constraints of cables tying them down. The Xenomorphs have some rebalanced enemy spawn, aggression, etc., to ensure the tension remains.

How does it translate from VR

In short, Very well. The camera, movement and animations honestly work well in the Evolved edition. In VR, the camera was quite literally the player’s head , Which allowed for looking around while using terminals and performing other actions. Players will still have the option to do so but since there is now now restrictions to animation speed its safer to simply back out as soon as any suspicions sound echoes through the corridors. The animations are in my opinion what makes the game harder. They are slow which is fine but there’s no ability to stop them mid way. When accessing a terminal for example, if players hear a vent lid pop off near them, panic ensues as there is no way to cancel the character leaning in and logging on first before being able to back away. However with mouse and keyboard, aiming feels sharp and precise, while controller players benefit from refined aim assist and intuitive button layouts. Freed from the limitations of headset tracking, the camera now allows for more cinematic framing and smoother navigation, particularly in cutscenes and narrative moments, without losing the intimate perspective that keeps tension high.

Movement has also undergone a subtle but meaningful shift. In VR, pacing was often constrained by the need to reduce motion sickness and accommodate slower head-driven reactions. By contrast, Evolved Edition grants players a greater sense of speed and fluidity, enabling tighter strafing, more responsive sprinting, and smoother turns. This not only makes exploration more natural on PC and console, but also demands adjustments in enemy behaviour so that encounters still feel threatening against quicker, more capable players.

All that being said, Alien: Rogue Incursion has initially slipped my radar and playing through the PC version has really made me consider getting a VR headset. Evolved Edition is certainly easier and safer, reload animations, aiming, button input all streamline the game once taking away the panic factor. The translation works great and the story/ gameplay is well worth it. Yet with some scenes clearly made to be viewed in VR I occasionally found myself feeling like I am missing out on an experience.

My conclusion

Overall, Alien: Rogue Incursion Evolved Edition felt to be a strong attempt, and in many aspects, succeeds well in moving from VR to non-VR. If you’re coming into it without having played the VR version, it ought to feel like a solid Alien first-person shooter / horror experience: plenty of atmosphere, dread, decent combat, improved visuals, and tighter controls. The reworked AI and changes to control and camera help make the game more accessible and perhaps more “fun” in a conventional flat screen sense without the necessity of a VR setup.

Review: No, I am not Human

No, I am not Human is a Timid experience at its best. A visual novel with extra steps, the deduction gameplay, while promising, never managed to capture any intrigue or desire to continue playing.

Developed by Trioskaz and published by CRITICAL REFLEX, No, I am not human is a choices matter Horror Game with a focus on interrogation and analysis.

To follow a strict code of ‘Every scene is earned by the one before,’ I can safely say that the constant slow nature of No, I am not Human, never felt like it was earned. In fact, I found myself wanting to be done with dialogue so I could get to other parts of the game, only to realise that this is 90% of the game.

Nocturnal Humans

The opening of No, I am not human, has to be its strongest piece and mainly the only thing that made me want to engage. 

The sun has turned into a devouring evil that burns alive anyone who dares to be outdoors during the day. At the same time, the Visitors, morphlings risen from the ground like zombies, roam the nights looking to kill anyone they can get their hands on. 

Anyone who lives alone is at risk of death, anyone outside in the morning is at risk of death, and anyone who can’t tell the difference between the Visitors and normal humans is at risk of death.

Your job is to stay alive.

To be Human or not to be

Every night, a random number of individuals arrive at your door hoping for refuge. You need to interrogate and decide whether they are Visitors or not.

The system to do this in No, I am not Human, is by a plain dialogue box. You ask questions, listen to replies and decide. Something I found very slow and often confusing. Whether they are Visitors or not is never clear, and frankly, it does not matter. The real system to find out happens in the morning.

Every morning, you get energy points to use for activities. You can use these activities to interrogate the people you let in. The TV and the phone can give you pointers to understand the difference between A Vistor and a human. Just look and try to figure it out. Usually, it is very easy to understand

And that is it for gameplay. Like really, the only part of this where engagement is supposed to come from is the dialogue you have with these individuals, and honestly, they don’t say much.

It’s like lore dump after lore dump for the sake of lore dump. Once patience runs a little dry, it all starts to feel like white noise, and the No, I am not Human, just feels boring.

No, it is boring! Good idea, but boring execution

No, I am not a Conclusion.

The setup is fascinating, the world bleak and dangerous, and the promise of uncovering who to trust is strong. But all of that never quite turns into something worth sinking time into.

No, I am not Human is a game of ideas more than a game of play.

The dialogue-heavy pacing doesn’t feel earned, the mechanics are barebones, and the tension is rarely more than surface-level. Every time I hoped for the game to shift gears, it simply repeated itself, slower and less engaging than before.

What could have been a nerve-wracking survival test ends up as long stretches of talking that rarely lead anywhere. The world is there, the concept is there, but the execution leaves it feeling hollow. 

Good ideas don’t always make good games, and sadly, No, I am not Human is a reminder of just that.

Review: LEGO Party

LEGO Party gives Mario Party a run for its money. In fact, I’d say it is better than its market-leading peer in many aspects. However, there were a few elements that disappointed me, and that was a shame. Despite the minor shortcomings, I enjoyed every fun-filled moment and the 60 mini-games on offer.

This party game experience was developed by SMG Studio and published by Fictions. It is a single-player, couch, and online competitive title. Furthermore, it captures the LEGO world perfectly. There are LEGO-themed stages, plenty of custom options, and loads of tongue-in-cheek moments. As such, if you’ve played any LEGO video game, you will appreciate, admire, and adore every second.

LEGO Party has no story, but who cares?

No story = a shallow experience, right? Not when it comes to LEGO Party! At its core, there is a basic mission and some key characters to follow. Yet, other than these ingredients, you are left to your own devices. This was great as you can play casually across each of the 4 game modes.

The aim of the game is simple. Choose one of the 4 boards to explore. As you compete, you earn studs to spend on special spaces and golden bricks. The golden bricks are the equivalent of golden stars in Mario Party. Accordingly, whoever has the most bricks wins the game.

Beware, gripe number 1. Unlike Mario Party, LEGO Party doesn’t offer bonus bricks. Consequently, when a game finishes, there are no surprises. Furthermore, there are no rewards for the best mini-game player, the most unlucky player, or the player who has traversed the most spaces. Instead, you rely on in-game luck, skill, and little else.

Fun maps.

Each of the 4 core maps focuses on a unique theme. Ninjago, Pirates, Space, and a Theme park offer different challenges and rewards. As you explore each world, you must build special areas. Each of these zones has an event square to shock and surprise you. Whether it is special tokens, free golden bricks, a theft space, or studs, they give you an edge. This ever-changing idea was great when I first experienced it. However, the magical edge will fade the more you play.

This isn’t a complaint, and something I thoroughly expected. Thankfully, there are some variants to each world to keep things fresh. The mini-games are where this genre lives or dies. LEGO Party delivers some incredibly fun, challenging, and amusing moments. There are all-out battles and some team games to test your skills. Each is silly and is guaranteed to start a fight. Frustration will build as you lose for the nth time. Yet, fans of this genre will know this feeling and will be prepared for the sense of angst and annoyance.

Customisation.

The developer has treated us to some amazing customisation. As you complete each map, you earn player XP and world XP. The latter unlocks carrots and some special items. The carrots can be spent on new minifigures. The player XP delivers an array of special characters that prove your determination and love of the game. Alongside the unlockable characters, you may create your own special design. This was a firm favourite amongst my children as they pieced together some weird and wonderful creations.

Finally, the 4 unique game modes deliver an array of casual and longer gaming experiences. You may practice any mini-game you wish or tackle leaderboard scores to push yourself to the limit. Alternatively, there are mini-game sets that can be completed with friends and family. These options ignore the lengthy board game element and offer a fun and relaxing way to play.

LEGO Party captures your attention and imagination.

My 2nd gripe is the occasional stuttering cinematic. Now, this doesn’t impact the core action and won’t reflect in the final score. However, when everything else is so well polished, it was disappointing to say the least. As expected, LEGO Party delivers colourful, fun, and vibrant action across the board. Each world looks great, and the silly action, expansive maps, and secrets were great to witness. 

The audio is as loud, insane, and barmy as you’d expect. Each main game is narrated by 2 American-style commentators. Their dialogue, demeanour, and personality are infectious. However, the one-liners are occasionally repetitive, and this could be problematic if you keep playing. 

Excellent controls.

I played this with my 2 oldest daughters. The youngest is 9, and she was able to cope with many of the games. I wouldn’t suggest any younger than this age unless your child is particularly gifted at gaming. There are tutorials for every element of this title, and you can practice every mini-game to your heart’s content. Subsequently, every moment is extremely user-friendly.

This genre is renowned for its replay value and longevity. LEGO Party is no different, as there are loads of minifigures to unlock, plenty of games to play, and so many secrets to find. Moreover, the online action and couch competitive approach work perfectly.

LEGO Party is an incredible game.

I’m sticking with my guns while declaring that LEGO Party is better than Mario Party. I love the choice of games, and I think the maps are interesting, large, and easy to navigate. The action is fun, and though the commentators could become tiresome, they have that amusing and cheeky LEGO edge. Despite the stuttering cinematography, this is one fun-filled jaunt that is going to brighten up everyone’s Christmas. Accordingly, I recommend getting your copy here! Can you grab enough Golden bricks to be the champion? Create your figure, jump into the action, and hope that luck and the studs are on your side.