It was a great run for Ra Ra Boom, but you can only go so far copying grandpa’s homework. I love Streets of Rage and many other games of the genre, but without a significant difference or a story worth investing in, I fear this one is just my cup of tea.
Developed and published by Gylee Games, Ra Ra Boom is a colourful, 4-player local co-op Brawler/beat ‘em up with hand-drawn art and voice acting.
There are many games in the genre of beat ‘em ups, but very few are available for purchase. That is what you call a paradox. Let me clear it up… Ra Ra Boom, in my time going through it, felt like nothing more than a beat ’em up. I fear that in a world filled with so many options, it is just another name, I won’t be going back to.
Police Mom Boom
The story of Ra Ra Boom follows a group of badly dressed young Female Robo Cops, who are training to take the streets and abuse their power… or try to be good cops.
This happens in the form of some side-scrolling roughhousing, frequently interrupted by hand-drawn and beautifully voiced cutscenes that add charm, personality, and a fleeting sense of depth.
The game quite literally opens with the protagonists being drilled on how to combat both robots and lowlife criminals. A stern senior officer storms into class, yanks them from their desks, and throws them straight into the chaos of live training.
After a brisk tutorial that doubles as a crash course in survival, you’re pushed headfirst into the streets and scrapyards of Ra Ra Boom, ready to dish out stylish, side-scrolling beat ’em up action.
The way of the Boom
The team punches with impact, chaining together quick jabs, heavy finishers, and the kind of screen-clearing specials that feel like setting off fireworks in a junkyard. There’s speed in the movement, a sense of weight in the blows, and plenty of colour bursting off every punch.
Each stage plays like a parade of punching bags dressed as robots and criminals, feeding into that familiar loop of clear-the-room, move forward, repeat.
Ra Ra Boom swings hard with that old-school, side-scrolling rhythm, straight-line mayhem, fists flying, enemies tumbling across the screen…
The game looks like it wants to reinvent the fight. With modern effects, smooth animation, and a Saturday morning cartoon energy. Sadly, beneath the flash, it’s the same dance step we’ve all rehearsed since Streets of Rage.
Final Thoughts
Ra Ra Boom is a polished package, no question about it. The visuals are slick, the hand-drawn cutscenes show care, and the voice work adds a spark of personality you don’t always see in this corner of the genre.
On presentation alone, the game wears its best uniform and marches confidently onto the field. But the trouble is that, once the talking stops and the fists start flying, it doesn’t manage to break formation.
There’s comfort in the old rhythm. Walk forward, clear the screen, repeat, but comfort alone doesn’t carry a game in 2025.
We’ve had decades of beat ’em ups, revivals, and reinventions, and the bar is higher than ever. Ra Ra Boom doesn’t stumble so much as it stands still, happy to echo classics without carving its own identity.
That said, if this is your only option, it is a decent game with functioning systems. You can play with up to four friends, and it supports Steam Remote Play. As for me… Well, the Steam page says casual pick and play. Frankly, I’d rather pick and play something else.
Here we take a closer look at Brick Like This! from Asmodee.
Brick Like This! is the fun and fast-talking LEGO party game for family and friends where teams race to build LEGO models. But there’s a twist, only one person in the team knows what the model should look like! Level up with the Challenge Cards and build with your eyes closed or with only one hand. Each round, get the model right and finish first to score the most points!
In Brick Like This, players form teams of two to eight. Each round, one player (the Instructor) receives a secret Shape card depicting a small structure made with LEGO bricks. That player must describe the shape (without showing the card) while the Builder attempts to recreate it using the kit’s 48 LEGO bricks and verbal instructions only.
The first team to complete the correct build shouts “Brick” to win the round. Other teams can continue building for points before the timer runs out. The game plays over six timed rounds. To keep things exciting, Challenge cards may be added to restrict speech, require one-handed building, or introduce other twists that raise the difficulty level. At the end of all six rounds, the team with the most points is declared the winner.
Brick Like This! from Asmodee is available now priced around £19.99 and is aimed at ages 7 and up. You can have between 2 and 8 players and each game lasts around 15 minutes and is a lot of fun!
Set in a world where humans and artificial intelligences are part of the same world. However, many AIs are very hostile towards humans. In Atris Impact, you play as Akane with her AI companion, Bot, to deal with issues pertaining to lethal AIs. This turn-based RPG has you working with and fighting against other AIs to protect humankind. Explore a vibrant town with many events, shops, and NPCs to interact with. As well as experiencing a story that goes over the conflicts between man and machine.
Cutting Through the Gameplay
Artis Impact is a simple turn-based RPG, but despite that, the animations and flow of battles keeps it interesting. There’s your standard HP and MP, with the added TP gauge. The TP is pretty simple in that it fills every time you attack or get attacked by an enemy. Afterwards you can spend the TP gauge to unleash devastating attacks. A unique aspect of the battle system though is that the more MP or TP you spend, the stronger your attacks are. For MP-based arts, they usually cost around half of your current MP. That usually means you can open up with a high-damaging art and replenish your MP as you progress through the battle.
The customization is also quite plentiful with what you can do. Equipment is pretty standard with what you can wear and the effects that they have, but when moving onto the things such as weapons and your companion, Bot, that’s when the game starts to open more to the player. Individual weapons that you acquire throughout the game’s story can be transfused with specific elemental affinities. These can range from status effects to more damage on your attacks. Bot by default has a standard healing skill that it’ll use every turn. After picking up certain augments for Bot, you can customize Bot’s skills for offensive and defensive purposes. You can build yourself and Bot in various ways to synergize with each other’s equipment and skills.
The World of Humans and AI
As previously mentioned, the world of Artis Impact features an imbalance between humans and AIs. Though this sentiment only applies towards the hostile ones you fight. In the main town, some humans and AIs live together peacefully. Interacting with either human or AI provides useful services to the player. The town is filled with various shops for healing items and equipment. Along with that, you can engage in other activities such as using the gym to build stats, go to a contractor to improve your home, etc.. There’s even side quests and unique events that occur depending on when and where you are in the game’s story. One instance of this happening to me during my play was that I was walking through the back alley area with a lot of money till I was stopped by some street thugs. They tried to steal my money, but in a comedic fashion, Akane gives them the money to the thugs’ confusion. It’s events such as these that give this game a unique world and personality.
Stellar Presentation
For those who love sprite and animations, this game’s visuals will catch the attention of those people. One of my favorite aspects of the game are the cutscenes. Not every cutscene uses the traditional textbox when characters are speaking. Often the game will cut to drawings of said characters talking. This can be presented as a fullscreen drawing or off to the side. It feels like the cutscenes are being presented to me in a manga format.
As for the animations, there’s plenty of them. No matter what action you take, there will always be a small window box showing animation of what you interacted with. It can be as simple as turning on a faucet or seeing Akane jam her sword into the weapon upgrade table. This is one of the game’s more charming aspects.
Final Thoughts
Artis Impact is an engaging RPG with a rich story and gorgeous visuals. My time with the game so far has been great and I am eager to reach the end to see how the story concludes. If you enjoy RPGs, I would highly recommend this game. From where I’m at, I believe I’m almost nearing the end of the game so it’s not super long if you prefer shorter RPGs.
Attaching strategic combat to a game about buying and selling makes Knightica for me. From the outset, it is not about how you will fight, but rather what is the most financially viable way to enter this fight and still be capable of fighting the next one.
Developed by Mad Mango Games and published by Goblinz Publishing and WR Games, Knightica is a real-time tactical Rogue-like strategy autobattler.
I really enjoy it when a game brings something unique to the table. Especially in a genre as overcrowded as roguelike or roguelite. The combination of a shop system that directly impacts gameplay with a grid-based combat style adds a refreshing twist. It might even succeed in distracting from the fact that there isn’t much of a story-driven reason to keep playing.
Grid Knights
As I have said a few times now, the gameplay of Knightica involves shopping.
You start Knightica with some coins and are shown a shop filled with characters to buy. In front of you, there is a grid that you must place your characters on for the battle. You can also buy upgrades or increase the number of grids.
After you place your characters, choosing their location and rotations, the game starts.
You do not control characters in battles in Knightica. Like Command and Conquer or Age of Empires, they fight by themselves. The victor is determined when one side remains alive.
If you win, you are rewarded and continue to the next fight(health regenerated), and if you lose, then some of your heart points are deducted. If you run out of health points, Game Over.
Before a round starts, you get another go at the shop from where you can buy new characters or upgrade old ones. The quality of characters gets better as you proceed, so do not get too attached to a character, as you might end up needing to sell them later.
Quarries of the day
While gameplay is good, a lack of internal story or reason makes play sessions feel overbearing after a while. Without story hooks or progression beyond the mechanics themselves, the appeal risks flattening.
I remember loving Shogun Showdown (another game published by Goblinz Publishing), and it was mostly because after every successful round, you were rewarded not just with tougher enemies or better abilities, but with more pieces of the plot. Each victory felt meaningful, carrying a sense of narrative progression that pushed me forward, eager to uncover what came next.
So with nothing except more gameplay to fight for, I fear that over time the desire to play would diminish.
Saying that, I still am enjoying Knightica, and might do so for a long time in the future.
Fit for a Knight
Knightica feels like a clever experiment that manages to stand out in a genre crowded with copy-paste mechanics.
Its fusion of resource management and tactical grid combat is engaging enough to keep you tinkering with builds, rethinking strategies, and wondering how far your coins can stretch before the next big fight.
It’s the kind of game that rewards players who enjoy optimisation and clever planning, rather than button-mashing or twitch reflexes.
That said, its biggest weakness remains the lack of a driving narrative. A roguelike can certainly survive on pure gameplay alone, but when you’re competing against titles that weave narrative into every run, the absence is noticeable.
Still, I find myself coming back. There’s a meditative quality in browsing the shop, weighing risks, and setting up the perfect formation that scratches an itch few games do.
Maybe Knightica could carve out a larger niche for itself. For now, it’s a refreshing, strategic spin on the roguelite formula that’s worth keeping an eye on.
Teenage Mutant Ninja Turtles (TMNT): Tactical Takedown is a turn-based strategy spin on the fan-favourite turtles, for the first time in video game history, from developers Strange Scaffold.
Set against the backdrop of a neon-drenched New York under siege by the Foot clan, Leonardo, Donatello, Raphael and Michelangelo must fight through waves of enemies to reclaim their city. The turtle band of brothers feel like ninjas, covertly slipping through enemy patrols, using cover, and coordinating attacks with precision.
Gameplay
TMNT: Tactical Takedown features a grid-based combat system, combined with elements of board games, as character models will fall off the ‘board’ or the grid, like a board game figurine falling off the table.
Tactical Takedown features familiar systems and odes to modern tactics games, like XCOM.
Similar game mechanics, turn based combat, destructible cover, often one of the favourite turtles will be surrounded by Foot clan goons and the player must plan their next move carefully, either attack, or retreat.
Each turtle boasts distinct abilities—Leo’s leadership buffs allies, Donnie hacks tech for battlefield control, Raph thrives in solo skirmishes, and Mikey weaponises chaos with unpredictable flair.
Missions range from stealthy infiltrations to rooftop rumbles, enemy AI sometimes slip into predictable patterns, but boss fights require strategic finesse.
Progression and Customisation
Between missions, the player can manage each turtle’s skill tree, allowing for players to tailor their play-style to their taste.
Raph can either double down on raw offence against the Foot Clan; and Donnie can specialise in crowd control or tech support.
The differences between playable turtles allows for more diverse gameplay, players will soon find who their favourite is.
Side missions are available, which flesh out lore and offer extra XP.
However, this side content can lean into becoming repetitive, with objectives like: “clear this alley.” The main campaign maintains a healthier variety and stronger pacing.
Visuals and Audio
Tactical Takedown taps straight into nostalgia without feeling dated. Visually, this game opts for a crisp, comic-inspired aesthetic.
The environments range from rain-slick rooftops to neon-lit back alleys, or graffiti-tagged subways, which increases immersion into the world of the TMNT.
These immersive visuals are paired with an 80s style synth and hip-hop beats soundtrack underlaying gameplay.Tactical Takedown taps straight into nostalgia without feeling dated. Visually, this game opts for a crisp, comic-inspired aesthetic.
The environments range from rain-slick rooftops to neon-lit back alleys, or graffiti-tagged subways, increasing player immersion into the world of the TMNT.
These immersive visuals are paired with an 80s style synth and hip-hop beats soundtrack underlaying the gameplay.
‘Cowabunga!’
Tactical Takedown won’t dethrone the gaming heavyweight triple A games, but it doesn’t need to. This instalment into the turtles is a fan-friendly and original turn-based spin on the beloved Teenage Mutant Ninja Turtles. For strategy newcomers, Tactical Takedown is accessible; and for genre veterans, it is a palate-cleanser with nostalgia and fun.
For a while, it felt like couch co-op experiences were going the way of the dodo. Big publishers seemed less interested with the emergence of online play, and almost abandoned them completely during the eighth console generation. The indie scene has endeavored to pick up the slack, offering smaller, budget titles that have the flexibility to experiment with unconventional concepts.
This is the situation CarGo! finds itself in, with players working together to deliver packages across a variety of stages. The Memory Leak Games team was clearly inspired by the excellent Overcooked, but their efforts lack the charm, content, and polish of similar titles, sometimes resulting in frustration.
Gameplay is rather simple: you and up to three friends control delivery vehicles, attempting to bring various goods from one building to another. In a few stages, you may need to craft materials at certain spots in order to create new products, then rush to deliver them so you can earn a time-based bonus.
Unfortunately, CarGo!’s controls prove to be a sticking point. The developers made the choice to only allow steering left and right with the stick, while forward momentum is controlled by the right trigger. This means you can’t intuitively point the stick in the direction you’d like to move; instead, you must pay close attention to the direction your car is oriented so that you know which way an input will actually send the vehicle.
There’s something to be said about how this unorthodox control scheme can result in accidental mishaps when playing with others, thus increasing the fun factor. However, I just don’t feel that stance holds up to scrutiny. Genre contemporaries like Overcooked also delight in causing chaos amongst friend groups, but that chaos is based on how strenuous it can be to complete objectives together, not because the game makes awkward control decisions. It feels like CarGo! doesn’t believe enough in itself, like it can’t be fun without making things more difficult for the player. This is unfortunate, since it does a great job of introducing new gameplay quirks throughout the short campaign.
And it is short. You’ll make your way through the 16 levels in a few sittings. I spent much of my playtime as a solo deliverer (sad, I know) and my PS5 playtime reads 2 hours. While the core CarGo! experience can be fun, you won’t be coming back to it for very long, owing to the lack of content. This game is begging for procedurally generated levels ensuring endless replayability, but alas, there are none to be found.
There are a few additional annoyances worth mentioning. My car would sometimes get caught on geometry once in a while, forcing me to start a level from scratch. When I went to restart, I would be met with a black screen, the HUD superimposed on top. Thankfully, pausing and restarting again fixes this with little issue, but it can be annoying when one bug forces you to contend with more, creating an irritation feedback loop.
CarGo! is not a horrible game, but it ironically seems to be lacking the goods offered by similar projects. It makes for a fun (if frantic) night with friends, but the dearth of content likely prevents it from being a staple at any game nights.
In a world where mobile games are often designed to demand a player’s attention with flashing lights, urgent timers, and constant notifications, there’s a certain magic to discovering a title that does the exact opposite. Is This Seat Taken? is one such game, a whimsical and charming puzzle experience that invites players into its world with a gentle hand and a warm smile. It’s a game that doesn’t just ask for your time; it offers a moment of tranquility and quiet fun. One can’t help but be captivated by its adorable nature and the wonderfully comforting feeling it provides, making it an absolute joy to share.
Charming Characters & Puzzling Fun
The game is as simple as it is cute. Players are tasked with fitting a variety of differently shaped characters into specific, cozy spaces on the screen. It might sound like a basic puzzle game, but the execution is what makes it so special. Each character has its own unique, cute, and charming little forms. The puzzles begin with just a few characters and a single seat, but as one progresses, the spaces become more intricate and the cast of characters grows. There might be a few who love to play loud music, one that wants to sleep without being disturbed, and even a pair of pals or a family who need to be perfectly seated near one another. The challenge never feels overwhelming; instead, it’s a loving invitation to sit and think.
A Commitment to Relaxation
What truly sets Is This Seat Taken? apart is its commitment to a relaxing experience. The most beloved feature of this game, and one that I extremely enjoy is the complete absence of a timer. This detail, which might seem small, completely changes the entire dynamic. There’s no rush to solve the puzzle, no pressure to beat a clock, and no anxiety about failing. The player can take their time, turning a piece this way and that, experimenting with different placements, and simply enjoying the process. This transforms the game from a test of speed into a mindful activity, similar to sipping a warm drink on a quiet afternoon. One can truly settle in, relax, and let their mind wander through the soft colors and charming shapes, making for a truly peaceful and engaging experience.
Adorable Aesthetics & Soothing Sounds
Visually, the game is a work of adorable art. The graphics are simple yet stunning, with a pastel color palette and clean, endearing character designs that feel hand-drawn. The little characters themselves are a pure delight, each with its own personality conveyed through its unique shape. The way they wiggle slightly as they are moved or slide perfectly into their designated spot is incredibly satisfying and adds to the overall charm. The environment for each puzzle is a soft, inviting space, whether it’s a large vehicle, movie theatre, or another spacious location. It’s clear that every visual element was crafted with the intent of creating a soothing atmosphere. This is a game that looks as good as it feels to play.
And then there’s the music. The soundtrack is a soft melody which loops and complements the visuals perfectly. The tunes are light and airy, never distracting, and they reinforce the game’s central theme of relaxation. One can imagine the kind piano notes or the soft, ambient soundscapes playing in the background as they work through a particularly tricky puzzle. It’s the kind of music that you could listen to for hours without ever growing tired of it, and it does a beautiful job of pulling the player into the cozy world of the game, making them feel right at home. The music and graphics work in perfect harmony, creating a beautiful and peaceful aesthetic that is both cute and calming.
A Refreshing Design Philosophy
One of the most admirable things about this gameis its design philosophy, which respects the player from start to finish. A lover’s true appreciation for a game is often tied to this kind of approach. There are no ads, no pop-ups, and no extra purchases to deal with. This means the experience is completely pure and uninterrupted. The player is never asked to watch a thirty-second commercial to get a hint or spend money on an extra life. They simply purchase the game once, and everything is there, ready to be enjoyed. In a mobile gaming landscape filled with frustrating microtransactions and a constant stream of monetization attempts, this game is a refreshing and honest breath of fresh air. It’s a testament to the idea that a game can be successful and beloved purely on the merit of its quality and the joy it brings to the player.
Short and Sweet
The fact that the game is short doesn’t detract from its quality; on the contrary, it adds to its charm. It feels like a complete and well-thought-out experience that doesn’t overstay its welcome. It’s perfect for a quick break, a quiet moment before bed, or a short commute. The puzzles, while short-lived, leave a lasting impression of coziness and accomplishment. It’s the kind of game you can pick up whenever you need a moment of peace, and it delivers every time. It’s an adorable little game that feels perfectly crafted and lovingly made, and its shortness feels intentional, leaving one with a feeling of contentment rather than a desire for more.
Final Thoughts
In conclusion, Is This Seat Taken? is a delightful little puzzle game that stands out in the crowded mobile market for all the right reasons. Its commitment to a cozy and relaxing atmosphere, its gentle difficulty curve, and its charming aesthetic make it an absolute must-play for anyone who appreciates a calm and comforting experience. The lack of a timer and the absence of any ads or additional purchases are not just features; they are a statement about what a game can be. It proves that you can create a beautiful and engaging experience that respects the player’s time and peace of mind. For those who love cute, casual, and genuinely relaxing games, this title is a perfect choice—it’s a small, polished jewel that is a joy to have on your mobile device.
Farming games have never really taken my interest at all, simply because life simulation games haven’t either, so of course I wouldn’t actively go out of my way to play one, there are more genres of games which I just prefer playing in general.
The thought of playing games which consist of performing the same actions constantly have always seemed a pain to me, I’ve played a few games like those such as Clash Royale and Clash of Clans but despite always having to battle or defend your base, there’s certain things like new cards, rewards and events which kept me playing, sure I would grow bored of them eventually, but they were addictive and always had something new which would make me want to come back to it.
Another Farm Roguelike: Rebirthwhilst completely differentdidn’t have as much to it neither did it have lots to do, but despite that I actually found myself enjoying it more than I originally thought.
As you can probably guess from the name and the beginning of my review it’s a farming game, in which you grow you farm by crafting and building things to help pay off the increasing rent. There’s a certain amount of money you have to earn to beat the game within a specific time-frame, depending on the difficulty you choose it can be anywhere from one week to four, the more weeks the harder it is surprisingly, you’d assume that more weeks would be easier as it would give you more time to earn money but the truth is that with more weeks you have to earn a lot more, with the rent increasing each week.
You have to manage your stamina efficiently in order to make as much money as possible, whether you think that’s by chopping trees down, mining rocks or building and crafting items, it’s entirely up to you. Once your stamina runs out there isn’t much left to do, so skipping to the next day is the only option you really have, of course overtime you can increase it if you choose one of the three perks available each time you’ve leveled up, which will allow you to craft and build, in turn earning a lot more money for the rent.
At the beginning of each week you are also allowed to pick six ‘perks’ if you’d like, three of them being positive and the other three negative, helping you but at the same time not with progressing. None of them massively affect the outcome at the end of each week, but there are some which will help and hurt you more than others.
There are multiple different lands to unlock, with each new area having different things to mine and unlocking new items and buildings to use and craft. If you want to earn as much money as possible, then unlocking all of them as soon as possible will benefit you massively. The maps are all joint together which I liked, it allowed you to see your farm all in once place instead of having to switch between them, it was a lot more accessible that way and just convenient. Although I would have liked if there was a zoom out button, since you couldn’t actually see all of the lands together at the same time, it’s not a big deal and more of a nit pick from me.
To keep the game from feeling boring each play through, there were 24 different professions to choose from, you could be a farmer, shepherd, or even a pirate if you fancied. All professions had their own unique skills, along with their own positives and negatives. Some classes mastered in crafting and some in resource gathering. Some professions were more complex than others, in the sense of more effects present if you picked them, for example a botanist only has a +1 harvest boost, while a shama has -1 fragility, starts with a toxic totem and can add alchemy items to the shop. There’s definitely some classes which will give you a better head start, so it’s best to pick those classes if you plan on trying to beat crazy or even hard mode.
Having tried crazy mode I can confirm it was quite difficult, it required planning and a lot more thought put into what you should craft and build along with what you should sell and buy in order to make as much money as possible. It added a bit of challenge to it which I liked, but people have voiced their opinions on how hard the mode actually is, with many saying despite trying different professions and selling everything they owned it was still very hard. I’m all up for challenges, but when they get to the point of seeming impossible it does put me off them.
An endless mode as well as challenges are also available too, with as you can tell one a bit of fun and chill experience, being similar to that of peaceful mode in Minecraft and the other well.. a challenge. There are 12 challenges available to pick from with some harder and easier than others, for example there’s one which you have to unlock 4 lands which is fairly easy, but then there’s one where you don’t have access to the hammer which if you weren’t aware of is one of if not the most important tools you have.
So as you can imagine not being able to build and craft anything which produces resources and in turn helps you earn more money, is quite the challenge. Endless mode is as one would expect, a chilled out experience with no pressure to earn money for rent, just relaxing and building your ideal farm for as long as you’d like.
I’ve mentioned mining a couple of times so as you could probably already guess one of the tools you’ll use a lot is a pickaxe, there’s also many more including an axe, fishing rod, and a hammer. All tools can be upgraded, as you can already guess the higher the level the more effective they are. There are several variants of each tools for levels 3, with each one having different effects, the diamond pickaxe for example gives you 2+ energy and +3 pickaxe efficiency, whilst the obsidian pickaxe gives you +6 energy and a +1 efficiency, destroying everything in one hit. There are several level 3 tools to pick for each tool, so you’re certainly spoiled for choice.
Now actually getting into the review, I saw this game and instantly thought I wouldn’t enjoy it, it looked boring and repetitive, not my kind of game. The first 30 minutes It felt more like a chore playing it then anything, I was still understanding the premises of the game so that was a good reason, but I just didn’t like it. Surprisingly overtime though I started to like it a bit, I was getting used to the game and actually knew what I was doing, so it became a lot more enjoyable after that, and slightly addictive…
There is a guide the developer made which really helped, so if you plan on playing it I’d suggest looking over it, just so you actually know of the different items, professions, buildings, and what you actually need to do.
The music was very calming and upbeat, fitting the theme of the game perfectly. There were only 2 songs however which were constantly on repeat, so overtime it did become quite old despite how nice they were, but I just put on my own music which may have not necessarily matched with farming, building and crafting but it’s just one of those games that’s quite chill and peaceful, so the music you listen to doesn’t really affect the gameplay, unlike online games where I need as much focus as possible. I’d pick a peaceful game over a stressful one any day, though.
I can see why people enjoy simulation games like these and get easily lost into them, there’s just something about them which draws you in despite how simple some of them may be, whether it’s a farming or a social simulator, they just appeal to so many people, I guess I kind of understood why but after playing this I think I gained more of an insight as to why people enjoy these type of games. It’s a great comfort game, if people are feeling down or stressed, these kind of games are the best ones to play to take ones mind off things, I think it’s the whole aspect of being someone different even if it’s in a video game for a brief time. They’re very immersive, there’s no doubt about it.
Mayhaps I should start playing more life simulation games…
Final Verdict
Overall I thought it was a decent game, it definitely surprised me with how much fun and enjoyment I got from it despite its repetitive gameplay. I really liked how calm and peaceful it was, allowing me to play it without feeling stressed or any pressure to perform well, the same can be said for a lot of single player games, but simulation games are very different, and I can confidently say that Another Farm Roguelike: Rebirth is one of the most peaceful games I’ve ever played, behind Minecraft of course.
Home security is a priority. However, finding the right device to tick every box is easier said than done. Thankfully, Reolink is a bright light in a murky pool of confusion. Exceptional recording facilities, expandable memory, a user-friendly app, and a blinding spotlight make the Reolink Elite Floodlight Wi-Fi Camera a market leader.
This easy-to-install device is the perfect option for DIY enthusiasts. Moreover, the straightforward app allows you to adjust every key setting. Accordingly, you can enjoy razor-sharp footage and a bright floodlight to deter any would-be criminals.
What’s in the box of the Reolink Elite Floodlight Wi-Fi Camera?
The packaging is simple but effective. Moreover, it is robust and can be recycled
The Reolink Elite Floodlight Wi-Fi Camera has a clean finish. It is quite large, but it is built with durability in mind.
A power cable allows users to connect the device to a home socket.
Wall fixings and a tool are provided.
Learn the fundamentals with the user manual.
Technical aspects.
Though the Reolink Elite Floodlight Wi-Fi Camera is a tech-packed device, it is remarkably straightforward. Night vision, floodlit recording, and daylight recording can be enjoyed. Additionally, the 4K view records at a comfortable 20 FPS. This may seem low, but the smooth and clear footage didn’t disappoint.
A dual lens camera has a 180° field of view. This wide viewpoint captures a large area without blowing out or distorting your footage. This was impressive as larger yards, driveways, or storage areas can be observed with the use of 1 camera. Alongside this, you can combine this Reolink device with any others you own.
Dual-band Wi-Fi 6 delivers a secure and stable connection. I had no issues when connecting to the camera, and the use of Alexa or Google Assistant made things much easier. The free-to-download app makes controlling your camera a cinch. Observing live footage, taking a screenshot, or adjusting your settings can be completed with ease.
Unlike its peers, this product is fee-free. Accordingly, you know your one-time investment is enough to guarantee every market-leading feature. This is great for budget-conscious consumers who do not wish to invest in a subscription service.
Video quality.
A security camera lives and dies by its recording quality. Thankfully, the Reolink Elite Floodlight Wi-Fi Camera excels in most situations. Though I had to play with the settings, it never let me down. The daytime recording was clean and vibrant. The 4K imagery was sharp, and most details are easy to make out.
Night vision wasn’t always as clear, though. There were moments where details were blown out, and this could disappoint. Thankfully, a few bits of trial and error remove many of the problems. Furthermore, if you incorporate the 3000 lumens floodlights into the situation, you improve your security and the overall clarity.
The floodlight is a massive plus point for this device. Though the recording facility was great, I enjoyed the chance to incorporate motion detection for improved security. Subsequently, I could move through my garden with ease and deter any would-be criminals in one fell swoop.
Improve your security.
Motion detection, zonal selection, and avoidance technology help to improve your security. Moreover, in app notifications, and AI technology improve things further. Motion detection is an industry standard. However, the ability to highlight or ignore certain objects was great. Animals, humans, and vehicles can be selected or avoided as you wish.
Alongside this, there is zonal recording to remove unwanted noise. For example, you may wish to focus on an outbuilding or your drive. These key areas can be given priority to prevent unwanted warnings and notifications. What’s more, removing animals from your alerts can prevent you from worrying about wildlife and your property.
The AI technology delivers pinpoint precision while searching key terms. This reduces wasted time and enhances the user experience.
Build quality.
Reolink delivers incredible products. The Reolink Elite Floodlight Wi-Fi Camera is no different. Though it is large, it wasn’t obnoxious or ugly. The sturdy base is easy to handle, and this makes installation a breeze. Additionally, you can hardwire it or use the supplied power cable to power the device. This versatility was useful as it removes the need for unwanted wiring or the requirement of an electrician.
Each core component is well-designed. The camera can be adjusted with ease, and the floodlights can be cleaned with a damp cloth. Furthermore, the Micro SD compartment is nicely hidden and secure. Consequently, your footage will not go missing when you are out and about.
Is the Reolink Elite Floodlight Wi-Fi Camera worth it?
You cannot put a price on home security. Getting the best device for your home isn’t an easy task. Luckily, Reolink makes this job much easier. Each of their products is great, and the Reolink Elite Floodlight Wi-Fi Camera is phenomenal. It is easy to use, well-built, and delivers market-leading recording facilities. Moreover, it can be integrated with other Reolink cameras via their home hub or NVR. Accordingly, it is a great security option, and I recommend buying it here!
I should start off by saying that I have not played the first Rise of Industry. Business simulator tycoon games are just not my cup of tea. However, since they have different developers (with the first being developed by Dapper Penguin Studios), I will not be comparing the two games.
Perhaps if I did play the first one, Rise of Industry 2 might not have been such a daunting and challenging experience. I’ll admit, I had a hard time reviewing this one (and it’s only my second review). Rise of Industry 2 was developed by SomaSim and published by Kasedo Games. Released on June 3rd, 2025, this industrial management tycoon and logistics simulation game takes place in 1980s USA. You build and expand your factories while micro-managing every detail of your business, from contracts to deliveries. The game includes 15 scenarios for you to take on and a sandbox mode for “complete” industry freedom. So, let’s go bankrupt as we discuss Rise of Industry 2!
The Story & First Steps: New Players be Warned!
Rise of Industry 2 does not have much of an overarching story, which is typical for most tycoon games. The 15 scenarios all take place in different locations throughout the United States with different situations at hand. You also get to select an initial investor that determines the goals you aim to achieve. It’s pretty simple in theory, but before jumping into any of that, I highly recommend starting with the tutorial.
Frank Wilson, or Frankie, our right-hand man—introduces himself and guides us through the tutorial. He also offers helpful tips during the scenarios too and serves as our main figurehead for the game. Frankie informs us in the tutorial that our goal is to manufacture VHS tapes for his Frankie Says Business info tapes. He of course starts off by walking through some basic controls, such as camera controls and key binds. Nothing here is overly complicated and the controls are easy to navigate.
Then we reach the heart of the gameplay: setting up a complex. The actual building is rather straightforward. Simply place a complex border down and begin building within, starting with an office and a resource extraction. In the tutorial, this is an oil well to extract crude oil. You also need to place highways and access roads to connect the buildings. Then things get a little complicated—you must supply the complex with electricity and power. So you put down a power line connector and a water pipe connector, with power lines and water pipes connecting to the local networks. You will need to place a storage tank and a tanker loading facility—and don’t forget the highways and access roads to connect everything together!
There’s a lot of fundamentals to consider when constructing a new complex. It’s a lot of connecting components to make everything work cohesively. I’ve found that every complex, regardless of type, requires these basic fundamentals.
The Style: Decent Graphics & Soundtrack fitting for that 80s Theme
I just want to quickly mention that I do really like the graphics and soundtrack! It’s almost reminiscent of those old tycoon games like Roller Coaster Tycoon and Zoo Tycoon. Though I wasn’t even a thought in the 80s, the theme and appearance of the elements transport me back to a different time. The soundtrack is quite catchy, nothing too varied, but catchy. I also enjoy simple customizations for your CEO and your industry logo. The developers at SomaSim have really hit the nail on the head in terms of the elements, graphics and soundtrack. I obviously can’t say it gives me a sentimental feeling (again, wasn’t even a thought) but older gamers who were alive during this time might feel a bit reminiscent of the “good ole days.”
The Contracts & Deliveries: More than just Complexes
As mentioned earlier, you will need to manage more than just the complexes in your industry. You set up contracts to buy or sell materials for the long term. Your VP of Sales handles the contracts and reports back with one for you to sign. Contracts can be on different levels, such as small, medium and large (depending on the amount of product you plan on buying or selling). Your connections with other CEOs and your influence points shape your contracts, leading to different deals.
Along with contracts, you will also need to set up deliveries within your industry. Any product you are selling needs to be delivered to your headquarters. You must deliver any resource you plan to manufacture—like turning crude oil into plastic—to the corresponding complex, which also requires the same facilities mentioned before. You also need to decide how much of the resource you would like to deliver per day, with increasing costs. Of course as you are delivering more and more resources, one resource extractor will no longer cut it. This will lead into basically doubling everything in that complex—more resource extractors, potentially more water and electricity connectors, more loading facilities and so much more damned access roads. This vicious cycle, becoming an endless upkeeping of complex management.
And then, before you know it, the tutorial is over. We successfully create a media production complex and begin a contract selling VHS tapes. Frankie sets us free to explore the rest of the game and begin taking on those 15 scenarios. I will say, when it comes to tutorials, this was perhaps one of the more daunting ones I’ve played through. Taken aback by the amount of micromanaging in this game, I hesitantly jumped into the scenarios.
The Gameplay: I. Declare. BANKRUPTCY!
When beginning a scenario, I realized that there was so much that the tutorial did not set me up for. There’s hiring a management team and different traits, research generation, towns and their available housing, total limits to electricity and water supply, railroads, the list goes on. The game does include pop up hints and a guide called Frankie’s Tips that go through all the different factors in play. Personally though, I’m of the mindset that I shouldn’t have to read an encyclopedia to be able to play a video game. The hints that pop up when you open the different menus just don’t seem helpful enough. My companies still burn through electricity, my satisfaction levels still plunge below zero, and I still hemorrhage money like I’m destined to fail.
In sandbox mode, you have the ability to change different parameters for the game, such as the overall difficulty, complex borders and the number of deposits. You still must select one of the scenario locations which will follow a similar map. Of course, you can probably make the game a walk through the park and set everything to work in your advantage—but where’s the fun in that? It would take multiple plays just to find that perfect difficulty that provides a decent challenge that requires me to think but not struggle through. Unfortunately, my industries never faired any better unless I made the game ridiculously easy.
I wish the tutorial did a little more onboarding for new players, perhaps two separate tutorials for basic and advanced mechanics. I would want the first scenario to not feel so challenging and ease players into all the systems, rather than throw them head first. A business management tycoon game should not feel like a roguelike. The game should start off as a little more fun and a little less of a micro-managing struggle-bus to bankruptcy.
The Conclusion: My Industry Will Not Be Rising Any Time Soon
Like I said earlier, these types of games are not for me. This could just be an example of “git gud” but the game does not feel compelling enough to try to. There is a certain level of micro-managing that Rise of Industry 2 does not successfully set me up for. Attempting to do the scenarios or try my luck in sandbox has a mountainously steep learning curve and makes the game feel like a chore rather than an enjoyable experience. If the actual gameplay kept my attention, I might be up for the challenge! Unfortunately though, I could do nothing but sit and stare as my industry collapsed and crumbled as the days went on, and on, and on.
I don’t want to fault the developers at SomaSim though! The positive reviews on steam clearly indicate that some people enjoy the challenge. Even my partner would have a lot more fun with the complex building and micro-managing. The game could have a promising future if they continue working on it. Perhaps by just making things a tad easier for us newbies, we might start having fun! However, as it currently stands, it is too much to chew on all at once and my jaw is sore. And if I’m not having any fun… well, I don’t see any reason to continue trying.
Thank you for reading and best of luck to your industries!