News: Go 10.3 (Gen II)

Onyx Boox has never been content with simply making e-readers. By merging the eye-friendly nature of E Ink with the open-ended power of Android, they have carved out a unique dominance in the “ePaper” market. They don’t just compete with Kindles; they challenge iPads by offering a distraction-free workspace.

With the release of the Go 10.3 (Gen II) series, Boox has doubled down on its “minimalist-but-mighty” philosophy. This is a device that feels like a sheet of paper but performs like a modern workstation. By splitting the lineup into a standard ultra-thin model and a “Lumi” version with integrated lighting, Boox has effectively cornered the market for both purists and power users alike.

Go 10.3 Technical Aspects.

The Gen II series represents a massive leap in processing efficiency. Accordingly, both the standard and Lumi models are powered by a new Octa-core processor designed specifically to handle the demands of Android 15. Therefore, this is a significant jump from the previous Android 12 architecture, providing users with a smoother UI, snappier app switching, and better memory management. Despite the powerhouse internals, the devices remain impressively thin and lightweight.

The visual experience is where this product excels. Both devices feature a 10.3-inch HD E Ink Carta 1200 glass screen. Consequently, it delivers a crisp 300 PPI that makes text look printed rather than rendered. The inclusion of the new InkSense Plus stylus further elevates the technical prowess of the device. This amazing stylus offers 4,096 levels of pressure sensitivity and tilt recognition. Whether you are sketching a complex architectural diagram or annotating a dense PDF, the latency is virtually non-existent. Therefore, it mimics the tactile drag of graphite on paper.

Why It’s Time to Invest?

Investing in the Go 10.3 (Gen II) series allows you to remove noise and distraction from your daily life. In an era of notification fatigue and blue-light eye strain, these tablets offer peace and a chance to break away from your laptop and phone. The standard model appeals to the lover of pen and paper, while the Lumi model caters to the night-owl professional who needs to work in any environment. Both versions benefit from a huge 3,700 mAh battery that won’t let you down when it matters most.

Ultimately, Boox has succeeded in creating a device that disappears into your workflow. It provides the freedom of the Google Play Store without the distractions of a traditional backlit screen. For students, writers, and executives who require a dedicated space for deep thinking and organised note-taking, the Go 10.3 (Gen II) is the most refined expression of ePaper technology available today. It is a premium investment for those who value their time, their eyesight, and the tactile joy of the written word.

Review: LUMA100 keyboard

The LUMA100 keyboard from Epomaker proves that this powerhouse company are evolving. I’m always impressed with what they offer, but this new device pushes quality and eye-catching design to the next level. This low-profile keyboard has 96% form factor and tri-mode connectivity. This large, versatile design is perfect if you dislike macros and have a large workstation.

On top of this, it has an aluminium frame, double-shot PBT keycaps, and hot-swappable switches to increase durability and customisation. If this isn’t enough, there are plenty of RGB profiles to choose from to create the keyboard of your dreams. Consequently, Epomaker has done an incredible job with its latest offering.

What’s in the box of the LUMA100 keyboard?

  • The packaging is large, strong, and eye-catching. Furthermore, it is recyclable.
  • The LUMA100 keyboard is a stunning-looking device. The brushed metal finish pops next to the RGB. Moreover, it has one port and one switch to keep things streamlined.
  • A leatherette case is provided to protect the keyboard.
  • Spare keycaps, switches, and a keycap pulling tool are provided.
  • Charge the device with the large USB-C cable.
  • Learn the basics with the user manual.

Technical aspects.

I prefer wired gaming, but I know this isn’t a popular option. Therefore, impressive polling rates, low latency, and an amazing battery life are a must for a wireless keyboard. Fortunately, the LUMA100 keyboard offers each of these things as standard. If you play wired or via the 2.4Ghz dongle, you’ll enjoy 1000 Hz polling. Alternatively, you can slow things down and use the Bluetooth connection. BT mode offers 125 Hz polling and the convenience of 3 profiles.

I love playing games, and a decent gaming keyboard is a must. This low-profile beast offers low-latency gaming and a stable connection via Bluetooth or the USB dongle. Both modes were impressive, and I noticed no problems. Elite gamers will want to focus on the 2.4Ghz connection for the best performance. This keyboard doesn’t have the largest battery, but 3000 mAh is sufficient for around a full day of gaming. If you turn off RGB, this can be stretched considerably longer.

If you love customising your devices, the LUMA100 keyboard is VIA-programmable. This handy piece of software lets you remap your inputs, play with macros, and tweak practically every setting. If this isn’t your thing, Epomaker has preinstalled plenty of RGB profiles to choose from.

Build quality.

The inclusion of a leatherette case was a nice surprise. Although this is a larger keyboard, it is still extremely portable. Therefore, if you commute on a train, you can use the case to keep your keyboard safe from damage. Talking of damage, the durable aluminium case will keep this device protected for years to come. The double-shot PBT keycaps are equally robust and will resist font fading and unsightly, greasy marks.

If you love to game for hours, you may be worried about your switches wearing out. Luckily, this device offers hot-swappable functionality with no prior experience. As long as you select another low-profile switch, you can remove the keycap, pull the switch, and reinsert your favourite switch. It takes no time, and your keyboard can be ready to use immediately.

Epomaker loves a soft pastel colour palette. The use of white and lilac is a really nice touch. However, if you don’t love the colourway, you can replace the keycaps with a new set or with the spare ones provided.

Usability.

A low-profile device isn’t for everyone. With no adjustable feet and a professional typing position, this may not be the go-to option for gamers. However, I love the one-size-fits-all approach. The lay-flat design feels great during short or long work and gaming sessions. Additionally, I experienced no finger or wrist fatigue while using this peripheral.

Using the macros or adjusting the settings with the app was a walk in the park. Thankfully, the handy user manual highlights the FN inputs to avoid confusion. Finally, if you are using Bluetooth, you can easily navigate your profiles for seamless connectivity with many devices.

Is the LUMA100 keyboard worth it?

Thanks to its stunning RGB, easy-to-manage macros, full customisation, and a durable, timeless aluminium finish, the LUMA100 keyboard will appeal to many people. It is the ideal option if you want a workhorse. It is comfortable, simple to use, and light enough to throw in your work bag. Alternatively, if you love to game, this thing will not let you down. The vibrant RGB adds an eye-catching edge, and I adore the polling rates and low-latency inputs. Accordingly, it is fantastic, and I recommend buying it here!

(More information on Epomaker can be found here!)

The  LUMA100 keyboard  has been awarded the Movies Games and Tech Gold Award.

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

Review: The Disney Afternoon Collection

0

As someone who never played the original Disney Afternoon games on the NES, jumping into the Disney Afternoon Collection on Switch 2 felt a bit like opening a gaming time capsule. These are titles many players grew up with, but for me this was my first experience with them. The real question wasn’t whether they were nostalgic classics — it was whether they still hold up as games today.

Published by Atari and Digital Eclipse, the Disney Afternoon Collection features eight NES and SNES titles: DucktalesDucktales 2Chip ‘n Dale Rescue RangersChip ‘n Dale Rescue Rangers 2Talespin, and Darkwing Duck. Upon booting up the curation of classics, I felt as if I had stepped foot in an arcade. 

The selection menu treats you to some groovy 8-bit tunes while you decide which classic to get into. The games are chronologically ordered, ranging from ‘DuckTales’, 1989, to ‘Bonkers’ from 1994. And as someone who has never experienced any of this revered collection, I was unsure which game to boot up first, but naturally I started first and went back to 1989 for a little while, with Scrooge McDuck in “DuckTales”.

Ducktales is a classic 2D platformer, avoiding and jumping over passing enemies. Despite being a simple concept, the platformer bested me a couple of times. The goal being to explore the level, collect treasure and reach the end while avoiding a slew of 8-bit foes.

Chip ‘N Dale sees the player taking control of either Chip, or Dale, with two players also available for couch co-op. Chip ‘N Dale is a side scrolling platformer with focuses on puzzles and teamwork. What sets this classic aside from the usual jump on enemies formula, is the focus on throwing items. Throwing a barrel at an oncoming foe will never not be fun.

To a modern audience discovering these games for the first time, these titles make a change from the modern gaming landscape. These games offer short and straightforward levels, with clear and unique mechanisms are a good time for any player. 

The Disney Afternoon Collection offers many customisation modes in game to tailor the experience to the player, whether you are reminiscing and walking down memory lane, to newcomers who have never experienced these classics before. 

While playing any of the titles, pressing R on the joy-con will pause the game, a much-appreciated feature for those harder levels, but also allows the player to customise their experience. Whereas, pressing and holding L will allow the player to instantly rewind time, handy If you get stuck on a level.

Three filter options are available: Off, TV and Monitor. TV and Monitor filters apply a retro feel to your display. When I changed to the monitor filter, it felt like I was in an arcade. These options allow for users to recreate that childhood nostalgia and play these games as if for the first time again.

These customisation features, and the ability to rewind, allow for these NES classics to feel modern and be enjoyed by newcomers, and returning players alike.

These features are some of the reasons why the Disney Afternoon Collection on the Switch 2 make for some old-school, quick-paced arcade feeling gaming. 

Overall, The Disney Afternoon Collection is a short walk through some of Nintendo’s classics, and while some games show their age, these titles managed to feel engaging even in the modern gaming landscape. For those who grew up with these games, this collection will be a surefire way of reliving those memories with a modern spin. With modern features that make older designs easier to handle, this collection is a solid way for both longtime fans and curious newcomers to revisit these classic Disney adventures.

Review: KASSO GAIDEN: Escape from the Skaterverse

0

In a gaming landscape often crowded with photorealistic shooters and massive open-world RPGs, KASSO GAIDEN: Escape from the Skaterverse arrives like a neon-colored jolt of electricity. It is a title that doesn’t just ask you to play; it asks you to find your rhythm. Combining high-speed skating with kinetic combat, it is one of the most refreshing, if occasionally frustrating, experiences of the year.

The Mechanics: Momentum is Everything

The heart of KASSO GAIDEN lies in its movement. This isn’t your typical “skate and do tricks” simulator; instead, the game treats momentum as your primary tool for survival. You gain speed by chaining tricks, grinding on gravity-defying rails, and wall-riding through kaleidoscopic cityscapes to bypass dangerous traps.

The “flow” is seamlessly woven into these maneuvers. You don’t stop to interact with the world; you navigate through it. Landing a massive air over a gap grants a crucial speed boost, allowing you to clear sections that would otherwise be impossible. When you find that “flow state,” the game feels incredible. However, the learning curve is steep. If you lose your speed, you become vulnerable to the hazards around you, and regaining that lost momentum in a cramped area can feel a bit clunky.

The Obstacles: Precision Over Power

The “Skaterverse” is designed to stop your groove. Without enemies to fight, the environment becomes the primary challenge:

Mastery Trials: Rather than boss fights, each zone ends with an intense “Gauntlet.” These are long, uninterrupted sections where a few mistakes can send you back to the start. They require total focus and a perfect memory of the level layout.

Zone Hazards: Glowing energy barriers and floor traps force you to jump or swap lanes instantly to keep your speed.

Rail Gaps: Shifting mechanical parts on the rails require perfectly timed hops to avoid falling into the void.

Graphics and Music: A Sensory Feast

Visually, the game is a triumph of style over raw power. It uses a vibrant, cel-shaded aesthetic that feels like a comic book come to life. The colors pop, and the “trail effects” left behind by your board make every movement feel impactful.

The soundtrack is equally impressive, featuring so many that have a blend of high-energy breakbeats and lo-fi synthwave that play along with your performance in every level. If you’re pulling off a long combo, the bass kicks in harder; if you crash, the music muffles and slows down. It creates a powerful psychological link between your ears and your thumbs.

Strengths and Weaknesses

What Makes the Game Shine:

  • The flow-state combat system makes every successful trick feel like a masterpiece of coordination and timing.
  • Its vibrant cel-shaded art style creates a world that feels like a playable comic book, standing out from the usual grey and brown color palettes of modern games.
  • The soundtrack adds a deep level of immersion by changing its intensity.

Where the Game Falls Short:

  • The difficulty Of the game may alienate casual players who are looking for a more relaxed skating experience.
  • When you lose your momentum, the physics can feel heavy and unresponsive, making it difficult to get back into the action quickly.
  • Certain sections rely heavily on trial and error, requiring you to memorize the layout rather than relying on pure reaction speed.

Final Verdict

KASSO GAIDEN: Escape from the Skaterverse is a bold experiment that mostly succeeds. Its flaws, which are just technical hiccups and a punishing difficulty, but that’s just a small prices to pay for the sheer joy of its movement system. It’s a game for people who miss the arcade era but want something that feels modern and stylish.

Review: Zootopia: Flash the Sloth holder

0

If you love Zootopia, this mobile phone and controller holder is going to be right up your street. Cable Guys offer an incredible array of eye-catching accessories for your workstation, desk, and bedside cabinet. However, I have to say, this one is a little special. My youngest loves sloths, and the Zootopia: Flash the Sloth holder will drive her bonkers. It is a sizeable collectable that is carefully reimagined. Therefore, it will make fans of the film and Disney smile every time.

This awesome product is a conversation starter. The vibrant colours, fun stance, and cute nature of Flash will break the ice. Furthermore, it is remarkably stable no matter the phone, controller, or tablet you use. Consequently, it is the perfect option if you wish to display a special gamepad or you like to keep your phone safe while you work or game for hours.

What’s in the box of the Zootopia: Flash the Sloth holder?

  • The packaging is colourful and interesting to look at. Moreover, it is robust, and the holder will be secure during transit.
  • The Zootopia: Flash the Sloth holder is a wonderful choice if you love the film or Disney. Its sizeable design makes it a statement piece for your desk or bedside table.

Usability.

I have to state that the Zootopia: Flash the Sloth holder is not a toy! It sits somewhere between a usable item and a collectable. However, that didn’t stop my youngest from letting her imagination go wild. The large base ensures that Flash rarely falls over. Moreover, the strong and stable arms allow more than a phone or controller to be balanced. Yet, this is a phone and controller holder, and it does its job exceptionally well.

Your phone must be placed horizontally; this ensures that it is perfectly balanced. The same applies to a gamepad, but the arms hug the natural curvature of a PS or Xbox controller. I have used a Kindle and a smaller tablet, and it handled them extremely well. However, larger devices would be precariously balanced, and I wouldn’t take the risk.

Build quality.

Cable Guys don’t do things by halves, and the Zootopia: Flash the Sloth holder isn’t an exception to this rule. This 22 cm tall product is extremely durable, and it has no moving parts. The base is large, and this helps the statue balance regardless of its load. 

I know that this will be mishandled by my daughter. However, I’m not concerned because the paintwork is robust and it will resist scratching and horrible, greasy marks. Additionally, the lack of moving parts reduces the risk of damage to poorly placed phones or controllers.

Is the Zootopia: Flash the Sloth holder worth it?

I adore the Zootopia: Flash the Sloth holder. It makes me smile every time I glance towards it. I adore the reimagining of a much-loved character. Additionally, the colours, stance, and simplicity are perfect. Accordingly, I think it is amazing, and I recommend buying it here!

(More information on Cable Guys can be found here!)

The Zootopia: Flash the Sloth holder has been awarded the Movies Games and Tech Gold Award.

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

Review: Greedfall: The Dying World

Greedfall: The Dying World has finally been released into the world. It has spent some time in Early Access, and gamers now get to enjoy or hate the fruits of the developer’s labours. After the success of the original, I was thoroughly looking forward to this prequel. Sadly, not everything hit the mark, as there are some performance issues, and the world isn’t as immersive as I hoped. Yet, there is a large world to explore, factions to befriend or betray, and plenty of side missions to undertake. In short, it retains many classic RPG elements.

This open-world RPG was developed by Spiders and published by Nacon. It is a single-player game where 3 unique approaches dominate the way you play. I decided to throw myself in at the deep end while attempting to be in charge of everything. However, if this doesn’t sound like your thing, you can adjust your involvement and the difficulty of the world around you.

Greedfall: The Dying World transports you to another world.

Living in peace and harmony is a dream of many people. Yet, making this dream a reality will rarely happen. Unfortunately, too many outside influences control your life. Additionally, when death and destruction are added to the mix, things go south extremely quickly.

This is what happens to the heroes of Greedfall: The Dying World. These tribal people have completed their initiation and are tasked with discovering why their world is failing. Sick people, dying animals, and an influx of foreigners are ruining their way of life. Unbeknownst to them, this journey will lead them far away from their home and across many perilous paths. 

The opening layers of the story were truly fascinating. The use of tribal languages and the incredible setting were captivating. However, once the game expands and things become more open, it loses its edge. You become focused on quests, resource gathering, and seamlessly never-ending fights. In short, it feels a little diluted at times.

Reputation is everything.

Greedfall: The Dying World utilises a relationship and reputation system that guides and pushes the heroes down different routes. Moreover, the bond between the team impacts choices and the way things flow. This was nice, and I guess it’ll add to replay value and longevity. Yet, some of the choices felt forced, and this removes that sense of freedom and open decision-making.

The reputation system impacts your ability to walk among each faction. If you are friendly with a certain tribe, they will welcome you with open arms. Alternatively, if you’ve somehow managed to piss off a group of indigenous tribespeople, you kind of deserve what’s coming to you. This pigeon-holed mechanic drives you into uncomfortable corners that may annoy some gamers. After all, making bad decisions that impact your overall experience isn’t always a pleasant idea.

Fighting, fighting, and more fighting.

Deciding to control my whole team was an interesting layer of Greedfall: The Dying World. I enjoyed the tactical nuance and the opportunities this created. This won’t be the thought process of most gamers as things slow down to an almost impossible crawl as you stop the action and plan your approach.

Furthermore, unlocking or empowering each character’s main skills requires action points. AP can only be obtained through basic combat moves. Therefore, if you want to be an all-powerful hero, you have to hack and slash your way through every opponent. Moreover, many of your foes are bullet sponges, and you can hack and slash for hours before they fall or you die.

This element of the game definitely needs some work. I’m not sure if it would be more balanced with the NPC heroes controlling their attacks, but I wasn’t entirely satisfied. This level of dissatisfaction continued with the almost rinse-and-repeat roster of enemies. Except for bosses, the low-level animals and people were extremely repetitive. Consequently, when you are spending ages attacking the same beings, it gets a little tiresome.

Greedfall: The Dying World has performance issues.

I’m hoping that many of the performance issues have been highlighted through Early Access, and my review build was somewhere short of the release version. If this is the case, there should be plenty of patches to iron out the frame rate drops, glitches, bugs, screen tears, and crashes to the dashboard. Moreover, there are moments when NPCs are missing, and the cinematic doesn’t match up to the dialogue. This was a little jarring and something that needs resolving. On top of this, the camera angle can make things somewhat tricky when your character appears and disappears without reason.  

The audio has the potential to be absolutely incredible. The ambient sounds are some of the best I’ve heard, and the impressive tribal theme forms the backbone of this game. Greedfall: The Dying World has some brilliant acting, and the energy and tone help you to understand every encounter without reading the subtitles. Subsequently, it is a joy to listen to.

Heavy opening lessons.

I found the opening few hours to be quite intimidating. There is so much to learn, and it all happens within the first handful of quests. Understanding tactics, fighting, team management, quest management, exploration, and so forth is often overwhelming. However, once you throw yourself into it and get to grips with what’s on offer, you rarely get it wrong. 

I can see this improving as the developer irons out the problems. When that happens, this will be a game that you can play for hours. Sadly, its current state makes it quite an uncomfortable, rough, and testing experience. Therefore, it will put people off wanting to play it repeatedly.

Greedfall: The Dying World doesn’t quite hit the mark.

I desperately wanted Greedfall: The Dying World to be the game I could rave about. It never claims to be AAA, but it has the potential to be a very high-end AA game. Despite the interesting story, excellent setting, and oodles of potential, the problems were frustrating. Yet, this shouldn’t put you off, as the shortcomings will be ironed out. Accordingly, it will be great, and I recommend buying it here! Can you understand the new world you live in? Explore your surroundings, work together, and bring peace to your home.

Review: John Carpenter’s Toxic Commando

Announced two years ago, at the Summer Games Festival, John Carpenter’s Toxic Commando promised a squad based shooter with tons of fun. Can this cooperative shooter capture the attention of players? Or should John Carpenter have stayed clear?

Leon Needs You!

John Carpenter has a long history of being involved in superb movies. However, apart from offering some story consultancy to F.E.A.R 3, he has stayed away from the video game format. Until now, that is, with the launch of John Carpenter’s Toxic Commando. This is a squad based shooter developed by Saber, written by the man himself and inspired by his signature blend of 80’s horror. I’m pleased to say that Carpenter’s magic touch still exists; Toxic Commando is a fun action horror adventure which is a familiar format, but still a blast to play.

The story of Toxic Commando takes place in the near future. An experiment by tech CEO Leon Dorsey, to harness the power of the earth’s core, goes horribly wrong. As Leon’s company begins to drill, citizens become attracted to the dig site in a trance like state. When the experiment goes awry, Leon unknowingly creates and unleashes the Sludge God. This abomination has one goal – to terraform the earth into sludge and transform the population into mindless undead. With Leon desperate to rectify his deadly mistakes, he tasks a team of mercenaries to save the world, naming them the Toxic Commandos!

Shooter Squad Based Cooperative Gameplay.
Compressed by jpeg-recompress

A Cheesy And Bloody Hilarious Affair

The Toxic Commandos are made up of a team of four: Walter, Ruby, Cato and Astrid. These characters are hilarious and endearing as the story takes place through nine distinct missions and locations. As previously mentioned, the story is by no means ground-breaking, but it thoroughly succeeds in what it sets out to do. It’s an 80’s style buddy cop horror movie with so many cheesy lines, you can’t help but laugh at them.

The way in which the characters converse with each other is absolutely hilarious; the voice cast have done a superb job bringing these characters to life. It’s a real thrill ride; these commandos team up and save the world from an impending apocalypse. It’s refreshingly simple and satisfying with a climactic conclusion. You can feel Carpenter’s influence oozing everywhere in this story! My only gripe is there should be more levels on launch!

Compressed by jpeg-recompress

A Shooter, Looter, Defender Extravaganza!

When you first load into the prologue of the game, you can immediately feel the influence of titles like Left 4 Dead and Back 4 Blood. Toxic Commando sports a very similar four player squad-based shooter; it can be played alone or with a team of three other friends. Like those titles, you are encouraged to play with friends and it’s such fun! Each of the nine levels takes on a semi open world format. You can complete the main objectives straight away if you so choose. However, it is highly recommended to explore the map in order to gain valuable loot and weapons for each level’s decisive ending.

Loot also plays a very important part in gameplay, whether it’s collecting spare parts, (enables you to unlock defences at the end of the level) and sludgite, (used to upgrade weapons). On higher difficulties, you can collect rare loot that can be used for cosmetic items. All of the loot can be used in the game’s hub, Leon’s Base. This base is your classic co-op hub where you can upgrade weapons, test guns on the shooting range and even play a basketball mini game!

Let’s not forget about another crucial ingredient – classes. For any playable character, you can choose one of four classes: Strike(Damage Dealer) Medic (Healer) Operator (Engineer/Support) and Defender(Tank). These classes all support their own robust skill trees; they allow players to experiment with the different abilities each class has. Whether it’s throwing fireballs as the Strike, sending out a healing aura field as the Medic, using a combat drone as the Operator or putting up a huge shield as the Defender. Each class feels varied and unique and offers a vast amount of replayability.

Teamwork Makes The Dreamwork

John Carpenter’s Toxic Commando offers a variety of gameplay styles that keep the game feeling fresh and unique. This game stays true to the formula of playing from a first person perspective. Shooting feels solid and balanced, with up to 19 main weapons and secondary weapons to use along with a host of special weapons that can be picked up in levels. Unfortunately, it’s not without problems. Melee weapons are also available but they are erratic. This is due to the game’s currently imbalanced stamina system. It should be many more swings before stamina loss!

The real additions to the traditional gameplay loop in this genre are the vehicles. There are up to ten vehicles to drive at launch and each has unique abilities, such as an EMP from the truck or healing from the ambulance, with some directly affecting mission structures. Most of these machines come with a winch ability, allowing you to propel yourself up hills and out of sludge. Driving feels highly responsive and is so much fun, especially in co-op. Co-op is the optimum way of playing; the bots do a serviceable job but they can be wildly inconsistent, which is very frustrating in tough situations.

Frustrating Foes

Finally, when it comes to gameplay, the enemies are both engrossing and frustrating. The usual cast of zombies shows up, along with a selection of named special enemies like the Goon, Slob, Stalker and Snare. These special enemies are similar to games previously mentioned but do just enough to stop them from being carbon copies. The problem with these enemies is they can be wildly inconsistent with attacks and abilities, thus making the hardest difficulty (Very Hard) hugely frustrating. Still, it’s worth noting how many enemies can flood the screen to fight the player. It’s a true spectacle during the game’s pivotal moments.

Bloody Disgusting

Visual presentation is another high point for John Carpenter’s Toxic Commando. The nine levels look gorgeous, as they are drenched in black and red sludge. You might think that doesn’t sound very appealing, but it’s visually striking as you destroy the sludge. Lighting is superb; most of the levels are set in darkly lit environments or at night. Blood splatters violently on the screen; it’s over the top and brutal, but oddly satisfying. Cutscenes are animated superbly. The added cinematic mode that can be toggled in the options adds a nice touch, as does the comic book style loading screens.

The character designs for both the playable characters and the enemies are superb. Each special enemy looks truly monstrous; the sludge god at the end of the game is particularly frightening. It’s also worth mentioning that there is a strong selection of skins for customisation. A superb effort by Saber.

Similarly, the audio design and soundtrack have been crafted to perfection. Every bullet fired feels powerful and meaningful. Special enemy introductions are alerted by unique sounds to make the player aware. As I have mentioned earlier, the voice acting is superb. Special mention should go to Omari Hardwick, with an outstanding turn as Cato. Finally, the soundtrack, crafted by Carpenter along with his son Cody and composer Daniel Davies, is a blend of 80’s retro wave. It is so perfectly suited to the game! I was often nodding my head in time with the music during the intense moments! Saber has done wonders with its presentation.

Compressed by jpeg-recompress

Verdict

To put it simply, John Carpenter’s Toxic Commando is an absolute blast. An over the top, fun filled cooperative shooter, with solid gunplay and great exploration which will have any lover of this genre smiling from ear to ear. Whilst there are some inconsistencies with enemy and bot balancing, and the game is on the short side, it’s still a great time. Add in superb visuals, great sound design and a rip roaring soundtrack and you have a real blast from the past! This is a game that doesn’t take itself too seriously and is just here for a good time! I can’t wait to go back for more. Check out the page here- John Carpenter’s Toxic Commando – Focus Entertainment

Review: Baladins (Nintendo Switch)

Baladins originally released back in May 2024 for the PC. A fellow reviewer from Movies, Games and Tech actually reviewed the game back then, praising it for it’s engaging and charismatic writing, its charming visuals, and the amount to discover. However, they did think that gameplay was punishing for solo players.

Almost two years later, Baladins is back! Developed by Seed by Seed and published by Armor Games Studios, Baladins had a re-release for Nintendo Switch and PlayStation on February 19th, 2026. This whimsical game has ventured onto console with the same engagement and charm. After receiving many updates since it’s initial release, Baladins has added more content and improved many bugs along the way.

For those of you who are asking “but what even is Baladins?”, it is a roleplaying adventure game that plays in a boardgame fashion. Players play as one of the five Baladins and can explore the board freely, stopping at points on the map such as cities, shops, or castle. At these locations, you’ll meet a colorful cast of characters, each with their own quests for the Baladins to assist with, most of which having multiple possible outcomes. Supporting both solo and multiplayer up to four, players can collect items, make choices, and test their characteristics. After almost two years, it feels like the right moment to step back into Gatherac and explore what’s improved with its rerelease for console. So, grab a couple of friends, because it’s time to discuss Baladins!

Gatherac and Colobra, the Time-Eating Dragon

The story of Baladins begins six weeks before the upcoming Peace Festival, a celebration of love and friendship. Each week, players can explore the town of Mouliac and surrounding areas with the task of setting things up for the Peace Festival. To make matters worse, a geyser shoots water out from a well all over where the festival is supposed to take place! Your main objective then becomes to either plug up the hole or stop the water. Players have a limited number of movement points and action points, and each week is one turn. On week seven, regardless of where you are at in your progress of fixing the geyser, the Peace Festival occurs.

All of the sudden, a dragon named Colobra comes out of the well! They chide the Baladins, asking if they have forgotten the true meaning behind the festival. As punishment, Colobra eats any items you are carrying and then eats time itself. The Baladins are hurled into a vortex, and on the other side is… six weeks before the upcoming Peace Festival. Initially I was very confused. Baladins isn’t just your typical adventure boardgame. It features a time-loop mechanic, restarting after six turns. Everyone except for Baladins guild members forgets everything. Obviously, the Baladins now have a much bigger problem than just setting up the Peace Festival. Tasked with going to the castle in Hortegarde, the real adventure begins.

From here on, players can now freely explore the entire map of Gatherac. In total there are five areas with multiple locations in each. Baladins is really a game of side quests, as pretty much every character you meet at the different locations will have a quest for you to do. As mentioned, almost all of the quests has multiple potential outcomes depending on which actions you take. For example, one of my favorite quests was the rivalry between a theater owner and a general at the arena. Perhaps you side with the theater owner and sabotage the arena’s fireworks with spices. Perhaps you side with the general and turn the theater owner in. Or maybe you want to see their rivalry end and have them come together to perform the best show ever. All are possible outcomes.

On the seventh turn, the loop repeats. Colobra eats your items, filling up a mysterious progress bar of his “hunger”. He isn’t so cruel though, as he will let players keep one item (each if in multiplayer) to take with them into the next loop, but it will not count towards filling the bar. A statistics screen will show you the total number of items fed to Colobra, the characters met, the rumors heard, and the good and bad quest endings you’ve achieved. Though I like this idea, I do wish there was an easier way to keep track. There are 154 items able to be fed to Colobra, but seemingly no way to know which items have been fed already. An in-game tracker would be very convenient.

Though the time-loop does reset the everyone’s memories, sometimes it isn’t always necessary to repeat quests in the same steps. For example, a miller needs the castle to send him an engineer. After the first time discovering this quest, it isn’t necessary to ‘re-discover’ it in following loops. You can head straight to the castle and request an engineer without stopping at the mill. This is a mechanic that I particularly liked, given the time-loop nature of the game. It makes completing quests easier, especially if you are playing in single player. What I ended up doing is focusing on a quest or two for a few loops in order to try and find all the possible outcomes. It made things slightly easier for me as a player, but of course it is up to how you prefer to play the game.

The Baladins, Items, and Characteristics

Players can choose one of five Baladins to play as for each loop—the cook, the luxomancer, the dancer, the pyro, or the bard. Each Baladin starts with the same number of action points and movement points, as well as ten gold. Along with their charming designs, each Baladin excels in one of the five characteristics—physique, finesse, knowledge, creation, and destruction. One characteristic has a value of 8, 1 or 2 points in three other characteristics, and one at 0. The choices you make in a loop may test your characteristics in a dungeons & dragons style. Three six-sided die are rolled and then added to your characteristic to determine if you succeed. Threshold values come in three different variations— 8, 11, or 18. Locations on the map have practice areas where players can improve a characteristic by 1 and challenge areas that test your characteristics for rewards.

Items are another way to increase or decrease your characteristics. You can obtain items in several ways: by triggering random encounters on the map, buying them from shops, or earning them as quest rewards. Most items will passively effect your characteristics. The traveling merchant, who wanders around the map near players, will happily buy your items. Selling to him is a great way to pick up extra gold, which you’ll occasionally need when someone demands 50 gold. There are also consumables, such as drinks that increase your characteristics or refill a point of action or movement. Don’t forget that Colobra allows each player to keep one item between loops. It’s important to keep the right items if they will help in a quest, especially when playing single player.

Single Player vs Multiplayer

I wanted to dedicate a section on my review to discuss specifically the single player vs multiplayer aspect. Many reviews, including the one here back in 2024 when Baladins originally released, claim that the game heavily favors multiplayer. I’ve even seen some say that not everything is possible to achieve when in single player. Though I can’t say that this is true, I do have to agree that multiplayer seems to be the intended way to play.

In multiplayer, each player takes a turn wandering the map and taking actions. Players can be anywhere on the map. During a player’s turn, they can teleport to or summon another player to your location at any point. Players can share items with each other, though this is limited to once per turn. When making a big decision, players can vote on what they should do, which is a fun little quirk as well. And as mentioned, each player will be able to keep one item between loops. It is important to note that the kept item is tied to the Baladin. Single players can keep an item on one Baladin and switch to another between loops. Make sure you don’t obtain that item a second time though. The game will pull it away from the other Baladin, and it disappears if you don’t reclaim it.

Multiplayer can be played both locally and online with a code. Admittedly, I’m not entirely sure if both players will need to own a copy when online. My guess is yes which is unfortunate since on PC it allows players to play without a copy. I am also not sure about cross-play. For local multiplayer, it seems that only a dual set of joy-cons or a pro-controller work. I tried docking my Switch 2 and playing in multiplayer with the two joy-cons separately, but it didn’t work. Eventually, after failed attempts at persuading my partner to play with me, I grabbed the two pro-controllers and just played in multiplayer by myself.

There isn’t really anything gained when playing in single player outside of an extra action and movement point. Though I can understand this, I do think single player makes gameplay a lot…harder? Harder doesn’t seem like the right word as the difficulty in this game is little to none. It definitely will take you way longer to complete and achieve everything though. More strategy will also be required if you want to complete some quests within the loop.

I’d like to give an example of what I mean by more strategy. A farmer is plagued with lavender that keeps growing and needs the player to find a buyer and stop the lavender from growing. In order to complete this quest with the best possible outcome, players will need to have two encounters along the map—a king with a stolen drawing book and a crying child missing her drawing book (her crying magically makes the lavender grow). These encounters trigger somewhat randomly across the map, but each one still belongs to a specific area—for example, Mercazon. Though there are other ways of stopping her from crying, giving her the drawing book is the only way to receive a rare item.

At any point, you will need to stop and talk to the farmer to get a sprig of lavender. Then, travel to the next town over and give the lavender to to a boutique owner who says they will buy more. Then, it’s back to the farmer to tell him the good news and receive his scythe item. In single player, performing all of these tasks took an entire loop for me. This isn’t a terribly long time, loops might take you 15 minute tops, but in multiplayer, a quest like this would be way easier and faster. With item swapping alone, players could easily complete this quest in a few turns, with enough time to explore other things as well.

So yes, though it may not be entirely impossible to achieve everything in single player, it does make things way more challenging than they need to be. I wish that we could fill up the party slots in single player as an optional setting, without needing to have multiple compatible controllers. I can appreciate the game encouraging players to game together. However, I can’t help but feel like they didn’t need to make things as challenging for those that can’t or simply don’t want to. Both options should feel like viable ways to play without the dramatic spike in strategic gameplay.

A Re-Release is Hopefully Good News for Baladins

In conclusion, though I can recommend this one, I don’t think it will be for everyone. I think there’s much to wish for in this game. I would love for them to make single player slightly and optionally easier by allowing players to control multiple Baladins. If I ever want to dive fully into this game, I’ll need a more detailed tracker. There’s no way I’m keeping a personal log of everything I’ve fed Colobra. I wish I could view the map before getting into a loop. Though I can select my starting location, I have already forgotten where things are located many times. The same could be said for the quest log and other achievements. My hope is that this re-release breathes new life into Baladins and that Seed by Seed takes another look into improving the game further.

On the other hand, I loved the game’s charm and whimsy. It is simple, light-hearted fun that would be great for those interested in board games and dungeons & dragons. I found myself playing into the evening a few times even though I typically do my gaming research during the day. I enjoy diving into an adventure packed with side quests to tackle. The wacky and wonderful characters I meet along the way stand out, and their stories are consistently well written. If you have family or friends that you think would enjoy this, then I can especially recommend it to you. I was always more of a fan of co-op rather than competitive in multiplayer, and this fits right in. Gather your friends locally or online and treat it like you would a dungeon and dragons campaign!

Thank you for reading, now go feed some items to Colobra!

Review: TESSAN Universal Travel Adapter

If you are a seasoned traveller or you import electrical goods, you know how annoying it can be to buy adapters or do without. Thankfully, the TESSAN Universal Travel Adapter is a bit of a game-changer. This handy device can fit in your bag or the drawer of your desk with ease. Furthermore, it can be plugged into any UK, EU, or US/AUS plug socket. Alongside this, it can have any UK, EU, or US/AUS plug attached to it. Accordingly, it is impressively versatile.

Word of warning, though, this isn’t capable of converting voltage. Therefore, any product plugged into this adapter must support dual voltage 100-250V. If it doesn’t, I wouldn’t recommend using this product. Instead, speak to the manufacturer of your electrical item and get their advice.

Technical aspects.

The TESSAN Universal Travel Adapter is a handy little beast. It has slots for a standard 2 or 3-pin plug. Furthermore, there are 4 ports for USB cables. 2 USB-C and 2 USB-A ports let users plug in multiple devices at once. If you decide to charge multiple items at once, you’ll enjoy up to 21W of charging prowess. 

If you are planning on travelling to India or South Africa, this adapter will not be for you. However, it is useful for over 200 countries, so the average traveller will find this space-saving and powerful option extremely useful.

Build quality.

The TESSAN Universal Travel Adapter has a very simple design, but the rudimentary appearance hides some incredibly impressive ideas. The slide to activate settings keeps every option safe when travelling. Moreover, there are interconnecting locks to prevent accidents from happening. 

Alongside this, every element is well labelled. Whether it is the name of the suitable country or the power output of the USB ports, you cannot go wrong. I was happy with the tactile slide motion and the strong prongs. Additionally, each USB port is rugged and prevents your cables from coming loose when in use.

Is the TESSAN Universal Travel Adapter worth it?

If you are a keen traveller, this is the product for you. We all know that airlines love to penalise badly packed bags. Therefore, it is essential to cut the bulk and save space. Thankfully, the TESSAN Universal Travel Adapter does just that with its versatile approach and space-saving design. Accordingly, I love it, and I recommend buying it here!

(More information on TESSAN can be found here!)

The TESSAN Universal Travel Adapter has been awarded the Movies Games and Tech Gold award.

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

Review: Star Trek: Voyager – Across the Unknown

Star Trek: Voyager – Across the Unknown lets you take command of the iconic Starfleet vessel as you bark orders at a much-loved crew. However, things rarely go to plan, and this exciting sci-fi adventure feels like a near-death experience at every turn. Yet, it is this sense of tension and drama that’ll keep you hooked and guessing throughout.

This futuristic genre hybrid was developed by Gamexcite and published by Daedalic Entertainment. It is a single-player endeavour that blends many elements to great effect. Moreover, the storytelling follows the enthralling action of the incredible TV series. Accordingly, this can be enjoyed by franchise lovers and those who enjoy a testing time.

Star Trek: Voyager – Across the Unknown is a tale of peril. 

If you are flying halfway across the universe, you have to expect a few hiccups along the way. However, Star Trek: Voyager – Across the Unknown takes a few liberties with this idea. Unfortunately, the crew of this incredible vessel find themselves in hot water. Their plans are thrown in the bin when they awaken in the dangerous Delta quadrant. With death just around the corner and survival their only option, the crew of Voyager must do whatever it takes to survive and get back to Earth.

The plot is fantastic, and there are loads of moments that parallel the multi-seasonal TV series. Yet, it is the blend of ship management, “choose your own adventure” away missions, combat, and survival mechanics that keep you on your toes. There is an awful lot to learn, and it can almost feel unfair. If you then consider the real risk of permadeath for your crew, there are a lot of balls to juggle.

Being a captain isn’t easy. 

Star Trek: Voyager – Across the Unknown does a brilliant job of bringing the sci-fi world to life. With 12 chapters, loads of planets to scan, resources to gather, and an array of risk vs reward quests, you constantly feel on the back foot. Furthermore, if you take too long, morale will hit rock bottom. If this happens, it is game over. Consequently, you must weigh up how long to waste in each sector before progressing. 

Team members’ characteristics, skills, and relationships play a huge part in your success. As you explore locations or take on away missions, you are faced with an array of situations. Each one has a list of possible ways to complete an objective. Effectively, there are easy, medium, and hard—the more challenging the test, the bigger the reward. However, the risk could lead to failure and a host of negative consequences. Therefore, like morale management, you must think ahead as you try to repair and upgrade your ship and make it to Earth. 

Balanced gameplay. 

Star Trek: Voyager – Across the Unknown does an amazing job of balancing each core element. Although you can cause an imbalance through your choices, the action never feels out of place. Furthermore, keeping on top of every key layer was relatively simple. 

A fine UI, tutorial, and guidance system explain every moment as you progress. This minor hand-holding was appreciated, as things could have turned horribly messy. I particularly enjoyed the away missions and the sense of trepidation. No matter how prepared you were, the constant twists and turns made failure a very real consequence. 

Star Trek: Voyager – Across the Unknown blends different styles. 

I have to applaud the developer for their excellent use of different art styles. Star Trek: Voyager – Across the Unknown blends visual novel stills with impressive animation. Furthermore, the varied sectors, fine ship layout, and excellent character models make this very easy to look at. 

The audio uses some of the original cast to act their part. This will be a thrill for fans. If you are not familiar with Voyager, you’ll enjoy some excellent and expressive acting during every chapter. Alongside this, there is dramatic and sombre music and the expected sci-fi sound effects.

Brilliant controls. 

I was petrified when I was offered the code. I expected this to be horrible to play. Complex controls, mind-numbing tutorials, and endless lore. Thankfully, I was wrong, as it works extremely well on console. Moving between layers of the UI was clean and easy to master, and the control layout was straightforward. Although it won’t be simple for younger gamers, competent individuals will thrive.

There are so many paths to take that replay value and longevity are impressively high. Furthermore, the fear of permadeath and the array of risk-vs-reward tasks ensure that no playthrough is ever the same.

Star Trek: Voyager – Across the Unknown is niche, but fantastic. 

I could say this is the best game ever, but it would still attract a niche audience. That niche is huge, but the feeling of geeky sci-fi will put off neutral players. However, if you can look past all that, you’ll enjoy a fine hybrid game that twists and turns throughout. Moreover, it offers so much replay value that it is worth every penny. Accordingly, it’s fantastic, and I recommend buying it here! Can you escape the Delta quadrant and survive? Scavenge resources, take a gamble, and pray your ship doesn’t explode.