From a long running series of games spanning across multiple themes and collaborations, just launched their brand new title set in one of my favourite worlds. The Witcher is a series with dense lore spanning multiple games, books and films which makes it perfect for spin off experienced from another perspective but Geralt’s.
What is Reigns?
Reigns is a charming choice driven story telling deck builder. The mechanics are very simple, players will swipe left or right to make their choices and appease one of 4 ‘factions’. Easy right?
Well this faction in Reign: The Witcher are Human, non human, sorcerers and monsters. The choices players make appear to be simple but juggling the factions likes and dislikes proves to be more difficult. It’s not just about keeping the bars high as filling up the ‘human’ faction to the brim means Geralt is invited to ball and swarmed by fans resulting in his death.
But Geralt is not quite the main character here, that will be Dandelion. The witty bard that everyone loves to hate is building up his fame by singing about the famous Witcher’s adventures, and with every ballad sung and tavern filled with cheer. Players will level up their fame which will inspire the bard to come up with new stories.
A theme that fits the gameplay perfectly
When the bard gains inspiration for a new story players will unlock a new card that will be permanently added to their deck. Every run players will draw 3 cards which essentially determine what the song will be about. Balancing tasks such as ‘making a troll smile’ and ‘support the scoia’tael’ can prove very difficult together as the human faction will quickly decline in their presence. Those cards don’t only provide a structure and a goal to the run but will also provide benefits or negatives that players will have to factor in.
Most of the run is reading prompts and accordingly swiping left or right to balance out the Witcher’s standing. But you can’t have a Witcher title without monster slaying and this title delivers. Out of all the bars players will want to fill up the monster bar high as that leads them to an encounter that, well requires slaying a creature.
I must admit I had trouble with the grid based ‘rhythm’? Mechanic that give me Crypt of the Necrodancer vibes. As blocks indicating the players and enemy actions are falling down the players’ task to avoid damage and instead dishing it out. Among runes appearing that allow Geralt to use signs and special attacks coming from the monsters, this becomes a fantastic break from the relaxing text based game play.
My conclusion
Overall I think Reigns:The Witcher combines the two franchises extremely well. Having minimal experience with Reigns before, this title makes me want to re-visit their other titles, and a must try for fans of either. The characters, the world and the music fit the gameplay and the humour perfectly. Strong recommend, especially on handheld devices such as the switch or mobile phones.
Printing photos at home has become increasingly simple and efficient. Instead of waiting for photo labs or ordering prints online and waiting days for delivery, many people now prefer to produce their own high-quality images at home. With modern printers and easy access to supplies, it is possible to turn digital photos into physical prints within minutes. Here’s how.
Choose the Right Printer Settings
The first step to quickly printing photos at home is selecting the appropriate printer settings. Most modern printers offer photo-specific modes designed to enhance image quality and ensure accurate color reproduction.
Before printing, open the printer preferences on your device and choose settings such as:
Photo or high-quality print mode
The correct paper type
The appropriate print size
Using these settings helps ensure that your photos appear clear, vibrant, and detailed.
Use Good Quality Photo Paper
Paper plays an important role in the final appearance of your printed photos. While standard paper can work for quick prints, photo paper is designed to enhance colors, contrast, and sharpness.
Glossy or semi-gloss photo paper often produces richer and more vibrant images, while matte paper can provide a softer, more professional finish. Choosing the right paper can significantly improve the quality of your home prints.
Keep Your Toner Supplies Ready
One of the biggest frustrations when printing at home is running out of toner just when you need it. Fortunately, maintaining your printer is easier than ever because toner cartridges can now be ordered online with quick delivery options.
Many online retailers provide reliable shipping that ensures the new toner arrives quickly, often within a day or two. This makes it easy to keep your printer ready for use without having to visit multiple stores searching for compatible cartridges. Ordering toner online also gives you access to a wider range of options, such as HP laserjet p1102 toner, which delivers both strong performance and consistent print quality. Remember, the quality of your toner plays a significant role in the clarity and color accuracy of printed photos, so get the right one.
Organize Your Photos Before Printing
Preparing your images in advance can save time and help you print photos more efficiently. Before starting the printing process, consider reviewing and organizing your photos so that you only print the ones you want.
Simple edits such as adjusting brightness, contrast, or cropping can also improve the final print result. Many devices include built-in photo editing tools that allow you to make quick adjustments before printing.
By organizing your photos beforehand, you can move through the printing process much faster.
Print Directly from Your Smartphone
Another way to speed up photo printing at home is by printing directly from your smartphone or tablet. Many modern printers support wireless printing via Wi-Fi, allowing you to send photos to your printer instantly without transferring files to a computer.
Most printer manufacturers offer mobile apps that let you select images from your gallery, adjust basic settings, and print in just a few taps. This makes the process much quicker, especially when you want to print photos immediately after taking them.
Wireless printing is particularly useful for family photos, event pictures, or travel memories that you want to print and display right away. As long as your printer has paper and toner ready, you can produce high-quality prints within minutes.
Print and Enjoy Your Photos
Once your printer is prepared, your paper is loaded, and your toner is ready, printing photos at home can be incredibly fast. Within moments, digital memories can become physical photographs ready to display, share, or store in albums.
Home photo printing allows you to bring your favorite images to life immediately without relying on external services.
The fifth chapter for Poppy’s playtime finally released this week after a long year of awaiting the thought to be the final chapter of the series.
We carry on from the end of the 4th chapter, where we find ourselves pursued by the first antagonist of the series Huggy Wuggy, where we’re now in the domains of the prototype the labs, as we delve deeper into the factory uncovering the new horrors that await us.
What made this chapter exciting was that not only did we explore the deeper and darker parts of the factory but we also finally saw how horrifying the prototype is, after years worth of build-up and mystery surrounding him.
Graphically it was great, the atmosphere and tension was as good as ever, and it had a few terrifying moments, though I have to admit I was quite underwhelmed by how scary it actually was. Considering the trailer and the chapter was hinted to be centered around the prototype, I did expect to see him more and in general for it to be a much scarier experience.
Make sure you have your thinking caps on for this chapter...
The past chapters were quite heavily story focused, we actively seeked out notes and tapes to actually learn more about the narrative and the backstory behind characters. This applies specifically from chapters two to four, the first one is an exception of course since it was the first one and just a small taster for what was yet to come.
Surprisingly the latest chapter strayed away from this and instead felt more puzzle driven which I noticed after around an hour of playing, simply because there was a puzzle around every ten minutes. Now more puzzles and less story isn’t necessarily a bad thing, I did still somewhat enjoy the gameplay despite this but it did feel like a constant switch between “solve this puzzle” and “run away”, which pretty much summed up 80% of the game. Luckily though, most puzzles were fairly straightforward and could be solved within a few minutes, I actually had more issues with the chase sequences particularly towards the end of the game.
With that said, whilst it had the most puzzles out of any other chapter and definitely the most complex, the new hands introduced, the pressure and conductive hands added a lot more variety and made the puzzles a lot more enjoyable in general. That meant that new types were added, though the power poles we’ve seen in all of the previous ones still made a few appearances.
Chase scenes are a common occurrence in the series so it’s no surprise that there are quite a few in chapter five, most of them involving trying to escape the ever persistent Huggy. There actually felt like a lot more chase segments too compared to the other chapters, which emphasizes my point on how most of the game consisted of chase and puzzle sections.
It may not of been the scariest, but it was most certainly the darkest installment of the series.
Something the past chapters have successfully achieved at is instilling fear effectively, whether it’s through tense chase sequences, subtle appearances of antagonists or even just the naturally eerie atmosphere they had, none of them ever left you feeling calm.
In comes chapter five, which I found had none of those aspects to make it truly terrifying. Whilst yes it did have chase sequences, a lot of them mind you and an extremely horrifying antagonist in the prototype, it just didn’t feel…scary.
I rarely felt uneasy when walking through the labs or when running away from Huggy for the fourth time. Simply because he’s just not as scary, the more you encounter an antagonist the less effective they are in terms of stirring up tension and fear, which is what I really think was the case here. The atmosphere also felt quite non-existent at times, this was primarily due to the fact that most of the game was heavily puzzle focused which as you can imagine doesn’t scream “horror”.
I really think if it wasn’t for the prototype and how horrifying his design is, it would’ve been one of the least scariest in the series. It’s a shame we didn’t see much of him either apart from a chase sequence towards the end which was probably the best part of the game, he felt like the saving grace for this chapter even if he only appeared towards the last segments of the game.
Despite that, I think this was the darkest chapter by a pretty wide margin, and this was because of the section where you have to collect Huggy’s memories. We got to see his backstory and understand why he’s so aggressive and violent which honestly is understandable, seeing how the toys were treated and basically brainwashed was extremely cruel and we can only think of how horrifying it must have been to go through that process. The thought alone makes me shiver, which is exactly why I thought that section was so effective in making us feel uncomfortable.
Ms Gracie who appeared throughout that segment and in some tapes and notes also contributed to that a lot. I found her to be very creepy and sadistic when watching the short films in the rooms clearly made to brainwash the children to accept their new forms as toys.
New faces didn’t stick around for too long and were overshadowed by past characters for the majority of the game.
We were introduced to a few new characters in this chapter, the first of which being Giblet and Chum Chompkins who had the same dynamics as Poppy and Kissy. I don’t think they really had that much of an impact on the chapter, we didn’t really see them both much apart from the beginning of the chapter, whilst Giblet was with us just before the credits rolled I did expect the two to have a much bigger involvement than they did, though we definitely should see more of them in the future.
Lily of course was the last new face to be introduced to us, and like the other two I mentioned she wasn’t present long apart from the last segment of the game, but I do think we saw enough of her behaviour and personality for her to actually have an impact on the game. She was very unhinged and creepy and I do wish we saw more of her because I think she died way too quickly, unlike Yarnaby in the previous chapter who also acted as a secondary antagonist and didn’t have a backstory at all, I didn’t really care when he died since he didn’t have much to offer as a character, but I really wish Lily was fleshed out more or just survived a little longer.
If she was present throughout the whole game I think she would’ve been a lot more effective as an antagonist which is exactly why I think Catnap is one of the best in the series. In my opinion an antagonist which is present the whole game and silently stalks you is a lot more horrifying than one that just kind of has no hesitation showing themselves and dies quickly.
Whilst new faces appeared they were overshadowed by characters reappearing from previous chapters, with the most notable one being Huggy. Kissy and Poppy reappeared which isn’t a shock because we all kind of expected it, and of course who could forget the prototype. The main antagonist who we’ve been aware of and seen briefly since chapter two, who I guess you could count as new since it was our first actual confrontation with him. The Doctor also made a return too, another character we assumed to be dead that we’ll have one final showdown with.
What I really don’t want Mob Entertainment to do is constantly bring back old characters who we thought died. Towards the end of the game we see the Prototype attack Huggy and Kissy and by the looks of it kill them, I do hope that their stories there finally came to a conclusion. I don’t think they have much else to offer anymore and seeing them return again would just feel pointless, especially since it’s a chance for the characters we rarely saw this chapter to actually involve themselves and have an impact on the story in the next chapter, even if it’s small.
Let’s party like it’s the 90s with the release of classic Bomberman games in the Super Bomberman Collection! Does this compilation hold up in the modern era? Or are you left questioning childhood memories?
The Quintessential Party Game!
Bomberman games have defined party games for generations. With buckets full of madness and mischief, you can imagine my excitement when developers Red Art Games decided to shadow drop a remastered collection. The Super Bomberman Collection contains some of the titular hero’s earliest forays into gaming and they are still an absolute blast. So what’s included in this collection? Super Bomberman games 1-5 on the Super Nintendo Entertainment System (SNES) are the main course for players to enjoy. The inclusion of Super Bomberman 3-5 is particularly important as these games did not have a wide release in countries such as the US.
Alongside the main titles, are some bonus games packaged in. The first two NES games are added, which helps beef out the overall package. All seven of these games are blasts from the past; you attempt to beat enemies and bosses in classic 16 bit art style. Each game varies in its difficulty and unique levels. However, all of them manage to achieve the core ingredient in party games – great fun! If you are new to this series and expect much of a story, then this collection is not for you. You play as the titular character and battle your way through levels. It has little storytelling and worldbuilding but it doesn’t care. You pick up, play and have a great time!
Brilliant Additions
The developers, Red Art Games, have gone above and beyond in adding deft touches; fans of the series will adore this. The game launches with a brand new Boss Rush mode for all titles, if you want to take on the variety of bosses in a gauntlet style mode. It’s not for the faint hearted. This really increases the difficulty and the reward. Along with this mode, is the inclusion of a Museum mode, which might just be my favourite part of the whole game. I like to see myself as somewhat of a gaming historian, so this mode spoke to me uniquely.
In this mode you can ‘unbox’ each game cartridge and look at all the box art, which is so wonderful. Concept art, trailers and behind the scenes details make this mode a true delight. We are losing some of the past with the way game preservation is suffering. Thus, for this mode to be included gives me great hope.
Pick And Play Perfection
When you think of party games, the key ingredients for success include the ability to have fun, easy concepts and the option to play with friends. Gameplay across the seven titles varies slightly but the main goal is simple and clear for all. If you are playing solo, the aim is defeat all enemies on the screen by dropping bombs in any given direction. These bombs can destroy walls, expanding the battlefield. However, be careful; one wrong step and you get hit. Result: it’s lights out for Bomberman. Whilst all this combat is occurring, you are also tasked with navigating the mazes and environments to gain a tactical advantage on your opponent.
This gameplay may seem difficult, but in reality it’s so easy to pick up and master. Single player makes the game feel slower and more methodical but it prepares you for the true party madness: multiplayer. You and up to four other friends can battle to the death to be the last playerstanding. It’s frenetic, brutal and hilariously tense. I adored these moments playing locally with friends or family but this is where my one gripe comes in. Super Bomberman has it all, albeit with one egregious misstep. How is there not online multiplayer??? This staggering mistake is criminal; I can barely begin to think how entertaining and unpredictable an online component could have been. Still, the charm of Bomberman is its pick up and play simplicity. Thankfully, this collection has faithfully restored these relics to the modern era.
Retro Faithfully Restored
When it comes to playing, the Super Bomberman Collection has never looked so good. Every title has been beautifully remastered in all its 16 bit glory. Every title looks crisp and vibrant, with all the beautiful retro levels and environments on offer across the seven games. The character models look superb; animations look dated but in a charming endearing way. Developers Red Art Games have also included some wonderful quality of life improvements. The option of different borders and filters is greatly welcomed. The ability to create save states and toggle rewind also gets you out of sticky situations. A superb effort in visual presentation.
Similarly, the audio design is beautifully remastered, with every bomb explosion sounding particularly impressive. It has the sound of a classic arcade game; I felt like I was being transported back into the golden age of arcade party games! In addition, the original soundtracks for all seven titles have been faithfully restored, alongside a music player that allows you to pick and choose your favourite song from these classic OST’s. Red Art have done a magnificent job updating, yet keeping the art style and sound design faithful to the original releases.
Verdict
Overall, the Super Bomberman Collection is a fantastic and faithful remastering of classic titles. These seven titles which many, including myself, have never played, are addictive and chaotic party games which are best played in couch co-op with friends. Sadly, the lack of online multiplayer leaves a sour taste in my mouth. Thankfully, great quality of life updates and brilliant additions soften the blow. Remasters can sometimes be unwarranted but this is the perfect collection to introduce to a new generation! Check out the page here- Super Bomberman Collection – PS5
Inspired by the wave of frustration-driven titles popularised by Bennett Foddy and his infamous Getting Over It with Bennett Foddy, A Pinball Game That Makes You Mad fully embraces its identity from the very first second.
Developed and published by Azimuth Studios, A Pinball Game That Makes You Mad, is an over-the-top pinball game that focuses on long range progressesion rather than repetitive gameplay.
It doesn’t pretend to be subtle, clever, or misunderstood. It tells you exactly what it is, and then it dares you to press start anyway.
Some games want to challenge you. Some want to inspire you.
A Pinball Game That Makes You Mad wants you to question your life choices.
Clearly cut from the same cloth as Bennett Foddy and the wonderfully controller-throwing Getting Over It with Bennett Foddy, this is another entry in the proud tradition of games designed less for player enjoyment and more for emotional endurance testing.
The difference?
You only press one button.
That is it. One button. No complicated inputs to master. No awkward control schemes to blame. Just a flipper, a ball, and a level designer who clearly wakes up every morning choosing violence.
It is almost admirable how much frustration can be squeezed out of something so mechanically simple.
One Button, Endless Suffering
At its core, this is a very long and very mean pinball table. Your objective is straightforward. Guide the ball from start to finish using carefully timed flipper presses. That is the entire game.
In theory, that sounds manageable. In practice, the table layout feels like it was drafted during a personal grudge.
Angles are tight. Platforms are narrow. Bumpers are positioned with suspicious precision. The physics are consistent enough that you cannot accuse the game of cheating, which somehow makes it worse. When you fail, and you absolutely will, it is technically your fault.
Technically.
The cruelty lies in how the level design constantly resets your progress at the worst possible moment. You will line up the perfect shot, feel that tiny spark of optimism, and then watch the ball rebound off some awkward surface and tumble all the way back down. Minutes of careful progress erased in seconds.
It is less about reflexes and more about endurance. The game wants to see how many times you are willing to try again before your patience evaporates.
Polite British and Mad
As if the gameplay was not enough, a dry, sarcastic British narrator hovers over the entire experience. He comments on your failures, questions your competence, and generally treats your repeated mistakes as a source of light entertainment.
Normally, this kind of running commentary would feel smug. Here, it is oddly tolerable. The game is not pretending to be above you. It knows exactly what it is doing. It is trolling you openly and without shame.
Some of the lines genuinely land. I found myself laughing more than once, usually right before immediately failing again. There is something disarming about how upfront it is. It does not hide behind artificial difficulty spikes or pretend this is some grand philosophical statement about perseverance. It is a pinball table that wants to annoy you, and it says so.
Merciful, But Not Really
Surprisingly, A Pinball Game That Makes You Mad includes a few quality-of-life features that prevent it from becoming completely unbearable.
If you spend too long stuck in a particular section, you can skip it. The narrator will mock your lack of skill, of course, but the option exists. There are also occasional checkpoints, and they feel like small miracles when you reach them.
These features keep the game from crossing the line into outright hostility. At the same time, the difficulty escalates quickly. New sections introduce tighter gaps, more awkward rebounds, and increasingly precise timing windows. Just when you think you have adapted, the table finds a new way to humble you.
It is relentless, but not entirely unreasonable.
Mad Visual Noise
Visually, the game is serviceable. The assets do not look bad, and the lighting effects are crisp enough. However, there is no clear art direction holding it all together. It looks like a collection of ideas thrown onto a table simply because they could be.
It works from a functional standpoint. You can read the environment clearly, and nothing gets in the way of the action. It just never rises above being visually adequate.
Mad Outcome
A Pinball Game That Makes You Mad delivers exactly what its title promises. No hidden depth. No secret emotional payoff. It is a carefully constructed frustration machine with a sense of humour.
It is beatable, but only through repetition, stubbornness, and a willingness to accept that you will fail more often than you succeed. Recommending it depends entirely on your tolerance for self-inflicted irritation. If you enjoy punishing, precision-heavy experiences that test your composure, you will likely appreciate what it offers.
If not, there is a clearly labelled Rage Quit button waiting for you. The game will not judge you for pressing it. It will just make a joke at your expense.
Sometimes, I like to start these reviews with a little healthy self-depreciation. That way when I start picking nits, I can argue that I’m just as mean to myself. So in the case of ChromaGun 2: Dye Hard, a new puzzle game by Pixel Maniacs, let me say this: I am weirdly bad at remembering how to mix colours. I’m fairly certain I was taught primary and secondary colours in primary school, but it evidently didn’t stick. If you’d asked me last week how to mix the colour green, my mind would’ve completely emptied itself. You’d have gotten little more than a blank look.
Thanks to ChromaGun 2 though, I can now confidently say that it’s blue and yellow. It’s funny how quickly you memorise things when a spinning, razor-sharp droid is rapidly coming towards you and all you’ve got is a fancy, gun-shaped paint palette. Colours are ChromaGun 2‘s puzzle mechanic of choice, and it wrings as much as possible from mixing primary colours together. It’s strung together with a decent enough plot, but it stuffs in rather too much, leading to excessive bloat.
Puzzle By Numbers
ChromaGun 2: Dye Hard‘s central tool is the titular ‘ChromaGun’. It’s a fancy name for what is, basically, a paintball gun loaded with three different colours of paint. You point it at wall panels or droids, pull the trigger, and it paints everything that colour. You can then switch to another colour and shoot it again to mix it. That’s your limit, though. If you try and get clever and mix again, it’ll just paint it black. The key twist here is that things that are identical colours will pull towards each other. So an orange wall will pull an orange droid.
The goal of each room is to reach the exit door, which is usually behind a bunch of other locked doors. So you need to use a combination of colours to get droids on all the door switches, and you to where you need to go. In general, it’s quite a nice system and there are some really well thought out puzzles here. You start off by just pulling droids round corners, but by the end you’re stacking them three high and trying to find the right combination of panels to get them sitting on a button in the middle of the room. Or, in one case, playing basketball.
Still, I do think that the central colour concept is a touch simplistic. It doesn’t offer much freedom in puzzle solving. Having only one solution is normal, but only being to paint certain tiles meant that most of the puzzles solved themselves on first shot, as the solution became obvious. Even in the last third of the game, some puzzles are very simple in concept. They only take time to beat, rather than brainpower. Allowing us to paint anywhere we wanted would offer a lot more freedom, ergo a lot more thought. As it is, the excellent puzzles are balanced out by some dreary ones.
Colourful Characters
The nadir comes around the midpoint of ChromaGun 2, where one puzzle is just an extended maze. No tricky puzzles in that maze. Just running around. In fact, the relative simplicity of the game seems to have spooked ChromaGun 2, so it tries to fill it out with levels that are full of electrical hazards and droids that attack you. It feels a little cheap, for lack of a better word, and sells the good puzzles short. These padded puzzles make ChromaGun 2 feel a little overlong at times, clocking in at ten to fifteen hours.
Still, there are other elements that keep you playing. There’s some nice character work on display, for one. Initially we’re greeted by Richard, a returning character, who tricks us into some deadly testing. Then we meet Mildred, after a short dimension hop, who does the same thing. At first, I struggled to click with them. It felt like Portal cosplay. But then something happens to Richard and he starts to grow as a character. It gave me some impetus to push through the weaker puzzles. The humour started to land a bit more once the jokes were coming from a more sympathetic character.
The other thing that ChromaGun 2 has going for it is it’s inability to rest on its laurels. Its playtime may be long, but it’s constantly trying new things. The first four chapters build on the central mechanic, going from simple colouring in to a controllable droid, with the puzzles appropriately expanding in scope. The last chapter goes completely bananas, sending us to a variety of different universes where we suddenly have moon gravity, or we’re jumping on bouncy floors. There’s a strong sense of freshness to every chapter.
ChromaGun 2 – Fun But Overstuffed
I like ChromaGun 2 in the same way I like fish and chips: it’s very nice but I can’t ignore the bloating. ChromaGun 2 feels rather overlong. Part of that is the preponderance of hazards and jumping puzzles in the middle third, but the final chapter stretches the story conclusion out too. It hops between universes and, while some of them are nice, others are just references to other titles like The Stanley Parable and Superliminal. One level is just a text adventure. Cute idea, but as we just pick from pre-written options, it’s little more than padding.
I guess my final conclusion is that ChromaGun 2 is in need of a good pair of shears. If it trimmed down the overlong puzzles in the mid section, and perhaps reigned in the pandering references in the latter half, it would be a much tighter game. As it is, it feels a little all over the place. I came away with a good feeling about ChromaGun 2, but my enjoyment levels were definitely akin to a sine wave. Still, at least splashing paint all over the place did a lot to liven up the blank, white rooms that these crazy scientists seem to love.
Demon Tides is what Sonic Frontiers wanted to be. The entire game revolves around the main character Beebz traversing distinct islands collecting outfits, talismans and upgrades to make consequent islands easier and more fun. There’s something magical about a 3D platformer that truly understands movement. Not just jumping from point A to B—but making every leap, dive, spin, and scramble feel like self-expression.
The theme
You play as Beebz, the demon queen with a rebellious streak and a surprisingly acrobatic skillset. The setting is a sprawling ocean archipelago called Ragnar’s Rock—an interconnected playground of islands, secrets, vertical challenges, and open water traversal.
Unlike tightly segmented 3D platformers, Demon Tides leans into openness. The ocean itself isn’t just a hub—it’s part of the platforming puzzle. Swimming, gliding and freeform exploration blur the lines between levels. The Islands are perfect bite sized, None of them drag out too long and remain fun to explore every time.
The music and art direction deserve just as much praise as the movement. Visually, Demon Tides embraces a bold, colourful style that feels playful without being overly busy. Exaggerated character animations, vibrant island palettes, and expressive effects all reinforce the game’s kinetic energy. The ocean shimmers with that slightly surreal, almost toy-box quality, while Beebz herself remains a constant focal point thanks to her sharp silhouette and lively animations. The soundtrack complements this beautifully: From up-beat funky tunes to Lo-Fi flicking between exploration, platforming and boss fights really set the tone for any task.
The Exploration
Rather than overwhelming you with map icons and quest logs, Demon Tides encourages organic discovery. You spot something interesting in the distance and you go there.
The depth here feels deliberate. At first, you’re simply navigating obstacles. A few hours in, you’re experimenting with new abilities to find faster routes, discovering unintended shortcuts, and slowly becoming a speedrunner. Importantly, progression feels flexible. You can tackle objectives in multiple ways, and creative movement often rewards you with unintended advantages.
Talisman upgrades modify abilities in subtle but meaningful ways. Cosmetics are plentiful (and stylish). Scoreboards that allow player-ghosts that you can track add a friendly competitive edge without being intrusive. In other words there’s plenty to do and enjoy.
My Conclusion
Yes the technical rough edges are there. The islands popping into existence out of the void can be jarring, especially when you’re swimming or gliding at full speed. Those moments briefly break the illusion of this seamless ocean world. You notice it. It’s not subtle.
But the more time I spent with Demon Tides, the more it clicked. What started as “this feels really good to control” slowly turned into hours of experimentation, rerouting, and that addictive “one more attempt” energy that only the best platformers manage to create.
What makes this game special is personality and freedom. It trusts you to push its systems. It rewards curiosity. It lets you look at a distant structure and decide how you want to approach it, not how the designer expected you to.
Here is our review of the TESSAN Universal Travel Adapter 21W.
Features
5 in 1 design with 1 universal AC outlet and 4 USB ports
2 USB A ports up to 5V/2.4A (12W total)
2 USB C ports up to 5V/3A (15W)
Total USB output 21W max
Supports plug types C, G, A and I
Compatible in 224+ countries
Compact size: 5 x 5.3 x 7.1 cm
Lightweight at 149 g
Built in double 10A fuse with spare fuse included
Input voltage 100V to 250V AC
Rated power 110V 1100W / 250V 2500W
Fully cruise ship approved
Not a voltage converter
The adapter features a universal AC outlet that accepts US, EU, UK and AU plugs, allowing travellers to connect devices in more than 224 destinations. This includes regions across Europe, the United Kingdom, North America, Australia, Asia and many other popular travel locations. The four USB ports include two USB A and two USB C connections, delivering a combined 21W output. The USB A ports support up to 2.4A while the USB C ports reach up to 3A, providing fast and efficient charging for phones, tablets, laptops, cameras, earphones and other essential travel electronics. All USB ports intelligently detect connected devices to optimise charging performance.
Designed for convenience, the TESSAN Universal Travel Adapter 21W transforms four international plug types into one compact unit that powers up to five devices at the same time. This makes it ideal for use in airports, hotels, dorm rooms and other locations where outlets are limited. Its lightweight 149 g construction and compact 5 x 5.3 x 7.1 cm size allow it to fit easily into pockets, handbags, backpacks and carry-on luggage without adding unnecessary bulk. With no surge protection and no cords, it is fully compliant with cruise ship regulations.
Safety remains a core focus of the design. The adapter includes double 10A fuse protection with an additional spare fuse provided, along with integrated safety shutters to support secure operation during international travel. As with all universal adapters, it is not a voltage converter and is suitable only for devices that support 100V to 250V dual voltage. Travellers using high-power appliances such as hair dryers, straighteners or curling irons should ensure their devices are compatible before use.
The adapter is small and lightweight and easily fits into a bag without taking much room. This is a must have addition to your kit if you travel!
The TESSAN Universal Travel Adapter 21W is available now priced around £20.99.
The Monitor 60 headphones from OneOdio join a long list of DJ and production headphones that I’ve reviewed. First impressions were good as they feel great, look sleek and discreet, and offer impressive sound quality. On top of this, they are available for under £80, so they are an affordable option if you want next-level quality.
This audio peripheral boasts Hi-Res audio and market-leading audio quality. The Hi-Res audio is crystal clear, and a keen ear will pick out every tonal range and bass line with ease. This is important if you love to DJ or you are editing any form of audio. Alongside this, they are built with marathon sessions in mind. The large earcups are comfortable and plush. Moreover, they never overheat, and you can wear them with glasses. Consequently, they are perfect for many people.
What’s in the box of the Monitor 60 headphones?
The packaging is professional and eye-catching. Additionally, it can be recycled.
The Monitor 60 headphones are chunky but not obnoxiously heavy. They have a simple design with no tactile buttons or audio wheels. On top of this, the audio ports are gold-plated for elite connectivity and low-latency performance.
A carry case is provided.
Audio cables are provided for a wired connection. They are well built and will resist some roughhousing.
Learn the basics with the user manual.
Technical aspects.
The Monitor 60 headphones are ideal if you are a DJ. The single-sided monitoring feature lets you focus on your music and any environmental sounds. This keeps you in tune with your surroundings without missing a beat. Although this wasn’t perfect for me, I know that hardcore DJs will adore this helpful setting.
OneOdio provides 2 cable formats to remove the need for adaptors. This was the perfect choice as it reduces interference while focusing on crisp and clean sound. Moreover, if you are spending around £80, you want to hit the ground running. Luckily, the 3.5mm to 6.5mm coiled cable covers most bases for everyday and professional setups.
This headset offers a 20Hz to 40KHz frequency range. This impressive range delivers accurate and clear tones alongside sparkling vocal clarity and a clean and punchy bassline. The 50mm neodymium driver creates a powerful soundscape that is memorable and comfortable to work with. With a strong bass, impressive lows, stable mids, and crisp high tones, this offers everything for hobbyists and professionals.
Build quality.
The Monitor 60 headphones are built to look as good as the audio it delivers. The sleek black finish is professional without screaming look at me. Moreover, the high-protein memory earmuffs are a pleasure to wear. They sit against your skin and cause no friction or pressure points. The same applies to the excellent headband. It sits upon your head without creating unwanted pressure. This is ideal if you are working for hours or you have a long commute. Either way, they feel delightful to wear.
If you are short on space, the headphones fold to a small size. This is perfect if you need to throw them into your bag or you have a compact workstation. The hinged points are robust, and I have no concerns about durability when used excessively. Finally, the accessories are amazing. The strong cables can be pushed and prodded without breaking. Furthermore, the gold-plated connectivity delivers sparkling audio and low-latency performance.
Are the Monitor 60 headphones worth it?
If you love listening to music and you have a passion for editing, the Monitor 60 headphones should be on your radar. Alternatively, if you are a DJ seeking a great pair of headphones with high-quality audio, impressive accessories, and market-leading comfort, you need these in your life. They are impressive, affordable, and worth every penny. Accordingly, I recommend buying them here!
There’s something immediately comforting about booting up Under The Island. Before the story even begins to unfold, the vibrant pixel art, top-down perspective, and upbeat colour palette quietly signal what kind of journey you’re about to take. This is a game that wears its inspirations proudly on its sleeve — and yet, it still manages to carve out an identity of its own.
Developed by Slime King Games and published by Top Hat Studios, Inc., Under The Island is a 2D action-adventure RPG that feels like it belongs in the late ’90s — in the best possible way.
Straight to the action
You step into the shoes of Nia, who reluctantly accompanies her parents to seemingly very boring island. Under the Island quickly escalates the stakes and doesn’t waste time sending players on their adventure. The premise is simple, but it works. There’s an immediate sense of urgency layered beneath an otherwise cosy island atmosphere.
The game’s narrative doesn’t overwhelm you with exposition. Instead, it unfolds naturally through exploration, side quests, and conversations with the island’s eccentric residents. You’ll reunite lost pets, uncover strange environmental disturbances, and gradually peel back the mystery surrounding the island’s fate.
The tone balances lighthearted charm with genuine interesting characters. As players progress they will constantly loop back to the main Koala Village where NPC’s will move around, complete their tasks and have something new to say. It’s what this title does really well, added details like that, which wouldn’t be missed, but add so much character by being there.
Great puzzles combined with fun gameplay
If you love discovery-driven games, this is where Under The Island shines brightest. The island is divided into multiple distinct regions — lush forests, odd industrial areas, strange greenhouses, frozen caverns — each with its own visual identity and mechanical twist. The map design encourages backtracking once you unlock new abilities, creating that classic “aha!” moment when you remember a previously unreachable ledge or sealed path.
There’s a satisfying density to the world. Hidden chests, secret pathways, optional character stories — the island constantly rewards curiosity. It’s not massive in scale, but it feels intentional and handcrafted. Under the Island captures that elusive feeling of childlike adventure — the sense that every corner of the map might hide something surprising.
It’s not trying to reinvent the genre but refine it. It’s confident in its scale, focused in its design, and careful not to bloat its systems unnecessarily. For players who grew up on classic 2D adventure games, this feels like coming home. The puzzles are rewarding with a perfect balance between being satisfying without unnecessarily frustrating.
My Conclusion
Under The Island is a heartfelt indie adventure that understands exactly what it wants to be. It combines exploration, combat, puzzles, and story into a cohesive experience that feels both nostalgic and fresh. It may not push technical boundaries or introduce groundbreaking mechanics — but it doesn’t need to. Everything this title offers is done perfectly.
If you’re drawn to retro-inspired action RPGs with charm, mystery, and a strong sense of place, this is absolutely worth your time.Under the Island is inexpensive and available on all major platforms.