Review: DOG WITCH

DOG WITCH is a roguelike deckbuilding game of dice starring a dog witch and an evil wizard. Developed by Heckmouse and published by Mystic Forge, DOG WITCH was released on November 5th, 2025. Sporting over 150 unique items, testing out new strategies is exciting, even if those strategies don’t pan out the way you thought they would. With a deceivingly simplistic design and game mechanics, DOG WITCH offers a surprising but not frustrating challenge. As your progress through each stage and zone, you will encounter some wacky looking enemies, from milk people popping out of a milk vending machine, a swarm of angry bees, a trio of triangles and a TV displaying the nature channel.

DOG WITCH aims to give deckbuilding players a short but difficult challenge. As someone whose familiar with games such as Slay the Spire and Balatro, I found DOG WITCH to be a charming challenge. The game is easy to learn but difficult to master. It took me quite a few tries before I could even reach the final boss, and then a few more tries to actually be able to defeat the wizard. DOG WITCH also offers different levels of difficulties by the way of different witch hats to wear, which will make runs easier and harder depending on your preference. DOG WITCH might not be a game that will have you playing for months, but it’s an enjoyable experience nonetheless. So, get those friendly summons ready, it’s time to discuss DOG WITCH!

The Story & Gameplay Mechanics: Simple but Effective

As mentioned, you play the game as a dog who is also a witch. When starting a new run, an angry wizard scolds you for being a bad dog. He then disappears through a portal. Obviously, our precious pooch is anything but a ‘bad dog’ so we must make our way through a forest, desert and mountains to confront the wizard. When it comes to lore, that’s about as far as it goes. I personally didn’t mind though, as this game doesn’t seem like the type that would need a whole lot of lore to keep players interested. There’s enough here to give me a sense of ‘purpose’ to pursue the evil wizard.

Gameplay is simple and straightforward. Each turn, you roll five (can be increased) die that have six different faces each. The book charges your wand’s power and will decrease upon taking damage. The wand is your ‘main’ attack source, depending on your strategy. Bones provide a shield to your dog. Mana crystals charge your mana, which allows you to cast special spells once the mana is full. You are able to summon friends to battle alongside you and can grow most of them by stacking. Finally, you can try to stun enemies, which will become easier with each stun attempt. You also have two re-rolls, in case you did not get what you need. It feels important to mention that you are not able to lock a die roll, so use what you need when you can.

Enemy actions are displayed above them. After you use all five die or run out of usable die actions, the enemy takes their turn and perform the actions displayed. This can include status effects such as poison, direct damage, summoning, or shielding. You can hover over most if not all elements in the game to learn what they do. Overall, learning the gameplay mechanics is a breeze.

The dog witch only has 13 health, which isn’t a lot considering the amount of damage enemies can dish out. An all-out-offense might not be the best strategy and it will be vital that you plan accordingly. Since you can charge your wand and mana, I found that playing defensively while powering up in the first round or two to be a safe strategy. I also enjoyed summoning friends to assist in my battles, as they can deal some strong damage or at least be meat shields.

After winning each stage, you are then able to choose an upgrade. The upgrade can be upgrading one of your six die face items, such as bones with special effects or better summons. Upgrades can also include gear that offer unique passive effects. After completing a boss battle at the end of a zone, your health will be fully restored. You will also be offered a corrupted upgrade. These provide one of your pre-existing upgrades with a strong effect at the cost of some of your health. Overall, the gameplay in DOG WITCH allows for interesting strategies that require a level of planning that might not be apparent at first glance. Though it is fun and entertaining to try out different strategies, there isn’t a way to brute force them into working necessarily as facing the ‘You Are Dead’ screen will probably pop up more often than not.

The RNG: Perhaps a bit Ruff

My go-to strategy was to focus on defense as I stacked summons and select upgrades that helped power them up. This is of course just one of many possible strategies to go for. Even a summon strategy alone can vary due to the many possible upgrade selections. Remember, there’s over 150 unique items to come across! Though there was a fair amount of repeat upgrades in the beginning, new items would pop up allowing for new strategies to take place. I never felt like I was running into the same thing over and over, as if the game was forcing me into one direction or another.

However, I did notice that occasionally, the RNG in this game seemed to work against the player. For example, I would roll a die that I didn’t want to use, such as a mana crystal. I would of course attempt to re-roll this, but would end up with the same mana crystal after both attempts. I know rolling the same face on a die three times in a row is certainly possible. However, after a few times of this happening, it was feeling a bit off statistically. There would also be turns where I wouldn’t get a die face I wanted at all on any of the five die, no matter the times I would try to re-roll. Again, certainly possible but it feels a bit against the player rather than a true ‘RNG’ experience.

Unfortunately, poor RNG was the reason why many of my runs failed rather than poor strategic planning. This could just be part of the game’s challenge of course. However, without any way to try and improve the RNG in my favor, it did become a tad bit defeating at times. A perfectly sound strategy could fail completely if the RNG does not work in your favor, which feels more so a way for the game to have longevity. If RNG was easier, people would beat the game after only a few tries. This may lead to players becoming bored despite the various achievements to collect and new witch hats to try out.

They did recently release an upgrade that includes a Demon Puppy hat to ‘soften’ the RNG. To me, this says something positive about the developers at Heckmouse. RNG seems to be the main concern according to steam reviews. By releasing something in response to this, it shows that the developers are listening to players. I personally have not tried the new hat yet, but I can certainly appreciate and applaud the developers for listening to their player-base and providing updates in response.

The Graphics & Audio: Smooth Jazz and Dog Customization

I’m a big fan of character customization and am super happy that DOG WITCH includes this. Being able to customize your dog, selecting different furs (dog breeds), size, chonk level and bark sound is a simple but super enjoyable aspect before each run. You are able to create some cute mini-pooches, some oh-lawd-he-coming chonksters or even one similar to your own precious pup at home. It’s sweet and simple and I really enjoyed this.

I also really enjoyed the character designs as well, whether it be friend or foe. The first time I went against the triangle trio, I had to show my partner their cute angry little faces. Fighting alongside two little skeletons was super cute as they teetered in anticipation. Even the bald angry wizard calling us a bad dog had a cute little charm. Graphically, the game is super pleasing and probably does not require much demand on your computer. I honestly wouldn’t be surprised if a mobile port came at a later date so that you could play on the go, beyond the usage of the Steam Deck which this is compatible with.

The audio is very pleasing as well. The smooth jazz background music mixed with the various sound effects blended nicely to my ears. Most importantly, clicking on your dog causes them to bark. When it comes to the audio and the graphics, I have no complaints. The developers hit the mark when it comes to these areas! DOG WITCH is a sweet and charming game that certainly drew me in!

The Conclusion: Short, Sweet, Simple with a whole lot of Barks

Having had a full release earlier this month and already receiving its first update, I’m excited to see where DOG WITCH might go! A post-launch roadmap promises major updates in December, January and in March. I am eagerly anticipating a ton more content, customization, and strategies to try out! I could also see some modding potential and a mobile port, if the developers decide to open those doors for their player base. If not, I still think DOG WITCH has a lot going for it. It will certainly be a game I come back to from time to time to see how things are going. Overall, despite the challenges presented by RNG, I had a ton of fun playing this one!

Heckmouse deserves an A+ for their game and I hope they continue to listen to their player-base for feedback. Though this game may not have the longevity, I think it is super fun for what it does offer. I hope that future updates only enhance the experience. If you have a dog at home, remember to give them an extra squeeze today. You never know what evil wizards might be taunting them!

Thank you for reading and protect those pooches!

Review: Second Sun

Games like Second Sun feel like they were assembled from spare parts found in the back of a developer’s workshop. It rushes forward with ideas borrowed from everywhere, mixes them together with little hesitation, and somehow still manages to land on its feet.

Developed by Grey Wolf Entertainment and published by Iceberg Interactive, Second Sun is an FPS with RPG elements, set in an open world.

Second Sun is unpolished, uneven, occasionally baffling, yet consistently entertaining. For all its quirks, Second Sun kept me playing far longer than I expected.

A Sun That Sets the Stage

You take on the role of a Sunborn, a lone fighter caught in the middle of a collapsing Empire and a rising Order of the Second Sun. 

The story is straightforward and only dips its toes into deeper lore, but it moves just enough to support the brisk pace of the game. A few surprising turns appear across the three Acts, and while none of them reinvent fantasy storytelling, they give your journey enough weight to keep you invested.

Rowen, the world you explore, stretches across regions filled with camps, ruins, towers and catacombs. It is expansive and occasionally striking, though often wrapped in dull colours that soften its atmosphere. 

Even so, exploring new corners becomes compelling once the early missions begin to branch out into larger, more ambitious excursions.

Where the Game Opens Up

The procedurally generated dungeons are the heart of Second Sun. Each time you enter one, the layout is entirely different, shifting passageways, arenas and branching routes in surprising ways. 

The structure can be confusing, since some paths lead to abrupt dead ends and others loop back on themselves with no clear purpose, but the constant unpredictability gives the dungeons their pulse.

These areas are where the game finds its best moments. Tight corridors erupt with sudden ambushes, wide caverns host frantic firefights, and hidden pockets of loot reward bold exploration. Even when the repetition begins to show, the randomness still injects enough freshness to keep the challenge engaging.

The Momentum of the Sun

The gunplay is where Second Sun truly earns its fun. Weapons feel powerful, responsive and satisfying to use. Shotguns hit with remarkable force, rifles have a solid rhythm, and SMGs offer a dependable balance during heavier encounters. 

Enemies pour in with intensity, and while many creatures go down quickly, human soldiers are surprisingly dangerous, forcing you to stay alert and move smartly.

Loot comes in constant waves, encouraging you to dismantle old gear and upgrade new finds. It can get overwhelming when your inventory fills with repeated items, but the upgrade loop remains addictive. 

As levels increase, so do your abilities. Invisibility, toxic blades, explosive boosts and other skills add a welcome burst of creativity, even if you end up relying on your weapons more often than not.

Flawed Gem Worth Playing

Second Sun’s flaws are easy to spot. Some NPCs barely animate, menus give off an old computer vibe, and the overall presentation looks rough around the edges. Characters lack personality, and death carries almost no real punishment. 

Yet these imperfections give the game a strange identity. It knows it is scrappy and throws itself into its strengths instead of trying to hide its weaknesses.

Second Sun is not trying to be polished or elegant. It is a rugged, energetic experience that places fun at the front and lets everything else fall in behind it. 

When the action is at full speed, it is easy to forget every visual flaw and every awkward animation. The game wins you over through enthusiasm rather than refinement.

If you want a smooth, pristine experience, this will not be it. If you want something rough but full of heart, Second Sun delivers the excitement it promises.

Review: Vivid World

Vivid World is a follow-up to Vivid Knight, another 2D RPG which has a completely different story, with the characters being redesigned along with other aspects which have massively improved such as the UI and graphics, giving the game a much more cleaner and modern look than its predecessor. It also includes completely new introductions such as orbs, which allowed for even more strategized and in-depth party building.

The various characters allowed for lots of different play styles and combos, keeping each dungeon refreshing and unique.

One thing I loved about Vivid World was the large character roster, there were so many different types of characters each with their own abilities, special skills, and symbols, allowing for many different combinations and synergies. Each unit has their own unique stats, which consists of HP, attack power, defense, magic defense, speed and technical points. As expected the units vary in strength since rarities exist and obviously the higher rarities have a bigger impact in battle, however upgraded units even if common can have just as much of an impact, so it’s a good strategy to collect the same units and upgrade them, as opposed to just picking the shiny looking ones, though that may be a bit too tempting for some to not resist.

After understanding more of the game I did go down the route of trying to collect the same units as much as possible, this though proved to be challenging at times since luck did play a big part in it, which I both liked and hated at the same time. It meant that it wasn’t too easy to just fully upgrade your team, but on the flip side it would sometimes feel like the always lingering luck was never on your side, which sucked to say the least.

A lot of times I would find myself at the jeweler store either wasting my carats by rerolling the units in the lineup or selling all the ones which weren’t being used, to try and get the one I so desperately needed in order to upgrade it. Sometimes I would waste all my carats ending up with nothing and other times I would actually end up getting the exact one I needed, but it’s the risk I took and it paid off sometimes.

Upgrades weren’t the only thing which could make your units stronger in battles and increase your chance of victory, there were also symbols which if you had a specific amount of in your party would unlock various buffs for your units. Each of them have two symbols, the first being a color and the second a crest, aiming to have at least a few units which have the same symbols can be very beneficial and make battles a lot easier, whether it’s an offensive buff such as increasing damage dealt from physical attacks, or a defensive one like quite literally increasing your defense by an amount equal to the number of buffs, it can be the difference between progressing to the next floor or starting at the very beginning.

Upgraded units and matching symbols within your team is great, but there’s also another trump card which does only activate once each battle, however it can be of great help. Union skills become available once you upgrade a unit, their partner will then be revealed and if you have both in your lineup then they can together unleash an attack or give the squad a defensive benefit. These really freshened up battles and gave me something else to try and work towards, mind you I had to actually work to get the specific linked unit in my possession, but once I did they went straight in and were a great addition.

Each time you start a dungeon the linked units will change, meaning that you can’t plan ahead and get the two of them before one of them has even been upgraded. It keeps things exciting and made it a lot more interesting, otherwise it wouldn’t be any fun would it?

Gems were one of the core mechanics of the game and when combined and leveled up would grant many benefits to your team. What was great about them was the fact that there are so many different combinations to the point that even after 15 hours of playtime I still have a lot more to discover. I mentioned earlier how prioritizing upgrades for units was something I thought was the most important thing to focus on in order to clear dungeons, but I’d argue that gems are just as important.

Transmuting them at the alchemist frequently is a wise thing to do, it allows the gems you have to grow even stronger and have a bigger impact in battles. Now I hate to say it and bring the dreaded word up again, but luck did also play a part in the gems you obtained. The alchemist doesn’t only allow you to combine gems but also gives you the chance to buy chests using materials which are one of the main currency’s in the game, don’t fret though they’re fairly easy to obtain and before you know it you’ll have lots, which the alchemist will always be pleased about.

Anyhow, you can use them to buy chests which contain three different gems, unfortunately you can’t keep all three but only one so choose wisely. The great thing about them is that you don’t need to collect lots of the specific gem you want to upgrade, all you need is one of them and you’re good to go. When combining gems you place the one you want to upgrade in the first slot and in the second one any gem will do, thankfully you don’t have to cough up anything for the upgrade so you can go ahead and do it for free.

One thing to understand is there are quite a few gems all of which have different effects, there are a few healing ones, some that deal direct damage to either one or all enemies, and others which reduce damage received. I was a big fan of the wide variety and multiple possible combinations of gems, it allowed me to experiment and see what ones were the best, which resulted in most of my equipped gems in each dungeon different from the last.

That was what I really loved about Vivid World, since there were so many different characters, synergies, gems, and orbs, my party was always different from my previous dungeons which kept the game fresh and allowed me to enjoy battles without ever having to worry about repetitiveness.

Too much greed can be a bad thing, which Vivid World reminds you of in a rather interesting way.

We all know that too much greed is never a good thing, a lesson a lot of us have probably learnt when we were younger in the form of food. Video games also remind us of the lesson if we’ve fallen victim to it again, only this time in a digitalized world.

Mana in Vivid World represents your greed and once you run out of it your units pay the price. They’ll all lose HP for each time you move, whilst you might only lose a small amount for each path you choose to take, overtime it does accumulate quite high and will punish you in battle for your earlier greed. You also lose mana if you carry more units than you can hold, a unique way of punishing players for carrying too much, as opposed to just being able to discard an item like most games allow. Once you make it to the stairs on the level and progress to the next floor, your mana will be restored.

I have to admit that I did get a tad greedy a few times, whether it was to go back to the jewelers store to upgrade a unit or to go to an undiscovered path which gave me some materials or carats when low on mana, it was a risk but sometimes worth it. Both luck and risk do play quite a big part in this game which depending on the type of player you are will leave you either hating it or loving it. I actually didn’t mind it, simply because even when it wasn’t on my side I still found clearing dungeons very achievable and most times easy, not to mention it was more of a challenge.

Don’t be mistaken though, if you do act recklessly by wasting your gems, not focusing on upgrades or simply not strategizing enough then your greed will not be the only thing that punishes you. Long story short if you want to be greedy then by all means go for it, but make sure you either have a healing potion at your disposal or that a boss isn’t waiting for you at the stairs, that way you can actually get away with your rapacity.

Review: Jotunnslayer: Hordes of Hel

Jotunnslayer: Hordes of Hel follows in the footsteps of many popular games. The most famous in this genre is Vampire Survivors. However, unlike that beast title, this one feels and looks more polished. Moreover, its Norse Mythology edge adds a sense of energy and magic.

This rogue-like arena romp was developed by Games Farm and published by Grindstone. It is a single-player, isometric title that spans 9 cruel worlds. Additionally, there are plenty of bosses to slaughter, characters to unlock, and a host of skills to develop and master. As such, it keeps you busy throughout.

Jotunnslayer: Hordes of Hel tells a gripping story. 

You control a hero who must overcome armies of beasts and deadly creatures. These horrific animals want to rip you to pieces, and they won’t stop until they are thwarted. Luckily, the hero is armed with a special weapon and the blessings of the Gods. Accordingly, they will use every trick up their sleeve to defeat the Jotunn and stop the death Goddess Hel.

The story and gameplay are unbelievably gripping. As you tackle every heinous wave, you must dodge, dive, and use your powers to annihilate everything you see. This is easier said than done, as different abilities and the cruel surroundings undermine your tactics at every turn. 

Familiar but wonderfully original action. 

Though much of the gameplay is familiar, Jotunnslayer: Hordes of Hel has some pleasant twists. The abilities can be upgraded, and each God has a progress tree that can be improved as well. This lets you start every round with a bit of an advantage. However, as the difficulty ramps up, the game balances itself out. 

Alongside the character and God progression are the hellish objectives. If you are to meet a Jotunn, you must complete an array of taxing tasks before the clock ticks down. This seems straightforward, but the waves of enemies get hectic, and each quest is bloody difficult. Consequently, it is impressive if you make it to the final stage. Finally, the different worlds have unique elements that influence your approach. These must be considered as you navigate every obstacle you face. 

Jotunnslayer: Hordes of Hel is wonderfully sombre. 

When death is assured, you need a sombre and melancholy aesthetic. Thankfully, Jotunnslayer: Hordes of Hel delivers this from the off. The roster of heroes looks burly, creepy, and unbelievably badass. Furthermore, each of the monsters is sinister, nasty, and uncomfortable to look at. In short, it captures a hellish and fantasy edge that matches the godly and oppressive theme. 

The audio is loud, aggressive, and dramatic. I love the booming music and the unnecessarily obnoxious sound effects. As the hordes grow, the soundscape is horribly uncomfortable but great to listen to. 

Simple controls. 

The control layout is remarkably easy to master. Dash, move, and a special ability are all you must understand and execute. Once you get to grips with these commands, you’ll saunter across each world without thinking. As such, this rogue-like is a cruel but joyous title to play. 

Replay value and longevity rely upon a stubborn completist mindset. If you wish to unlock everything, this game will keep you busy for hours. However, if you wish to play something casually, you may find that you tackle this rarely. Either way, it is addictive, and you’ll return for more. 

Jotunnslayer: Hordes of Hel is a great addition to the genre. 

This genre has some great and terrible titles. Thankfully, Jotunnslayer: Hordes of Hel is in column 1. The action is fun, addictive, and the right side of challenging. Moreover, I love the story and each godlike ability. Though it is occasionally familiar, it does enough to be original. Accordingly, I like it and recommend buying it here! Can you defeat Hel and be a hero? Master your skills, overcome every monster, and defeat every Jotunn.

Review: Syberia – Remastered

The adventure game genre is an odd one to examine. Imagine a product where traditional gameplay is deemphasized. You won’t be engaging in any tense shootouts, thrilling car chases, or other forms of high-flying spectacle. Instead, you’ll be presented with modest environments, in which you’ll need to examine documents, gather items, and solve puzzles.

Sounds fun? Well, not to most people. Point-and-click experiences were a staple of the PC ecosystem in gaming’s earlier years, but have since faded into obscurity. Adventure games have salvaged some success on consoles, mostly due to their willingness to become (somewhat) more interactive, with Telltale’s catalogue of choice-based titles briefly taking over the industry before their quality fell off.

Remastering Syberia for consoles is certainly a surprising move then. The lack of demand for titles in the genre coupled with aged 2002 game design philosophy doesn’t inspire confidence in today’s ultra-competitive market. Indeed, I’d guess Virtuallyz Gaming’s efforts will likely only be appreciated by those already fans of Benoît Sokal’s clockpunk odyssey.

Let’s start with the good; the visual facelift Valadilène and other areas have received looks nice. Textures are well-detailed, resolution is sharp, and the redone lighting breathes life into the environments. Performance is also rock solid, though any serious dips would have been a major cause for alarm given the game’s lack of dynamism.

Character models leave a bit more to be desired. Automatons fare well, but humans resemble plastic dolls. They aren’t awful, but stick out like a sore thumb given that the locations they’re placed in appear so lifelike. It feels like they’re from an older hardware generation, while other assets are in line with modern standards.

Exploration and solving puzzles makes up the majority of your playtime with Syberia. You’ll navigate protagonist Kate Walker around various spaces, reading text, searching for clues, and collecting items. Things get a little tricky however when it comes to actually interacting with the environment. The game makes use of fixed camera angles, which lends a bit of filmic charm, but also obscures the player’s vision to an extent. At multiple points, I had to look up a walkthrough to determine how to progress, only to find out there was a door or item I could engage with hidden just out of view.

Once you wrap your head around your surroundings, you’ll actually need to solve the puzzles the game is presenting you with. This is certainly one of those earlier titles that oldheads love to talk about, “back when games didn’t hold your hand as much”, etc. Yes, Syberia expects a lot more of the player than modern titles, but we’re so far removed from where the industry was in 2002 that members of the contemporary audience may not possess the acumen to divine the answers.

It’s frustrating, because I struggle to put my finger on specific elements of Syberia and definitively say “this is bad”. There are some good puzzles, but they’re laid out in such a way that is completely foreign to today’s gamers. It feels akin to struggling with a different language, or having to learn basic elements of video game literacy all over again. Syberia is caked with the design fingerprints of a bygone era, but it’s one that I struggle to see people connect with 2025.

The story and concepts of Benoît Sokal’s world are interesting and I’d love to explore them more, but the game structure actively grinds story progress to a halt. You’re constantly being stopped by new puzzles, which some may love, but it certainly destroys the pacing for those looking to find out what happens next. When you are treated to a cutscene, they’re the original videos from 2002. It’s quite disappointing these couldn’t be recreated in the new engine, considering the wide gap in visuals between the two eras.

Syberia isn’t going to be for everyone, and it likely won’t be for you. Point-and-click games aren’t very relevant these days for a reason, and it’s largely because the industry has moved towards more player-friendly experiences. This remaster is a great opportunity to experience a bit of the past, but I doubt it will have many people reminiscing about the way things used to be.

Review: Racer Wheel

The Racer Wheel from Turtle Beach is the perfect middle ground. I love racing games, but not enough to buy a fully racing rig. Moreover, I don’t have the room to keep a perfect setup for the odd go on Forza. Thankfully, this wheel removes a lot of fuss and nonsense. Instead, it focuses on the pure joy of racing and the connection you feel with your vehicle.

This product is a certified Xbox product. However, it can be used with a PC via the tri-mode connectivity. I tested the wired and wireless dongle method, and I was impressed. I have yet to try the Bluetooth option, but I imagine it will be stress and latency-free. 

What I absolutely love about this racing controller is its straightforward design. Instead of pedals, you have a streamlined arrangement. Paddle gears, customisable buttons, and smooth steering ensure that you lose yourself in the moment.

What’s in the box of the Racer Wheel

  • The box is attractive, simple, and large. The imagery is eye-catching, and the box can be recycled.
  • The Racer Wheel is nicely balanced, not too heavy, and simple to move. Moreover, it has adjustable clamps to attach to your desk.
  • If you play your console from the sofa, the 2 metal leg rests will come in handy.
  • Charge the controller with the USB cable.
  • Learn the basics with the user guide.

Technical aspects.

Being lazy is one of my biggest flaws. Sadly, this laziness spreads to my tech. Consequently, I don’t want stress or products that are challenging to use. Instead, I prefer instant results or plug-and-play devices. Luckily, the Racer Wheel can be used straight out of the box. The wireless functionality is lag-free thanks to its 30-foot range. Furthermore, connecting it to your PC or Xbox is a cinch. Therefore, gamers can get on and race without worrying about setting things up.

If you play wirelessly, you’ll enjoy up to 30 hours of trouble-free racing. I opted for the wired approach as I had a USB cable already set up. This may not be convenient if you play from your sofa. As such, you’ll enjoy the quick charging facility that helps you to stay in the game. Bluetooth 5.1 can be used for your Android smart device. This should be relatively easy to use, and gamers will enjoy a strong connection with a low power draw.

Usability.

The Racer Wheel is the controller of my dreams. It is so easy to use that I began installing titles that I haven’t played for years. Furthermore, adjusting the controller layout to improve each driving experience was straightforward. However, if you want to map the controller, this can be done from the free-to-download software.

The control centre 2 companion app is the ideal tool to maximise the Racer Wheel’s potential. This app lets you map the customisable buttons, adjust sensitivity, check for response times, and execute firmware updates. It is a simple program to use, and keeping your device up to date is child’s play.

Build quality.

Every element of this racing controller is of quality. The clamps, base, and support pads are durable, and the wheel doesn’t slip or move during heated racing moments. Adjusting the clamps was easy as the 2 adjustable knobs can be turned with ease. Unless you have an exceptionally thick desk, this device will fit most workspaces.

The buttons have a familiar layout that is easy to navigate. Moreover, the actuation distance is smooth and reassuring, and the position of the paddles and mappable buttons feels comfortable to use. The wheel is nice and plush, and holding it for extended periods causes no fatigue. Furthermore, though it has a noticeable weight, it doesn’t become uncomfortable during lengthy sessions.

Each of the accessories is well designed. The USB-C cable and dongle are hard-wearing. If you damage the cable, it can be replaced with any standard USB-C alternative. The adjustable knobs are strong and they will last the test of time. Finally, the wheel is easy to clean if you suffer from sweaty palms. Alternatively, maybe your kids love to grab your gaming gear with their dirty hands. Either way, the Racer Wheel polishes up with no concern.

Is the Racer Wheel worth it?

With Christmas just around the corner, the Racer Wheel could be the perfect option for the gamer in your life. If you are currently flying solo and you love racing games, this device should be on your radar. It is easy to set up, great to use, and comfortable during marathon races. Additionally, I love the free-to-download app and the versatile connectivity options. Accordingly, I think it is great and recommend buying it here!

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

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

Review: Dispatch

Almost a year after its reveal at The Game Awards, Dispatch launches to much anticipation and intrigue. Can this game from a group of former Telltale Games developers strike lighting in a bottle? Or should it have been left on the cutting floor?

Superheroes In The Workplace?! (And So Much More)

Anyone who knows me would tell you my go to genre of video games is interactive dramas. Over the years I’ve played every single Telltale, Life Is Strange and just about any title in this genre you can think of. I revere the genre and how these games manage to illicit these deep emotions in me and how much I connect with and love the characters. The ability to choose your own path speaks to me so profoundly from a narrative perspective, I just can’t get enough of it. So when AdHoc Studio (A team made up of former Telltale Games developers) announced Dispatch, my enthusiasm and excitement was through the roof! What I’m about to say, I don’t say lightly – Dispatch is an all time classic and easily one of the best interactive dramas ever made. It’s that damn good.

I cannot state enough how brilliant the narrative of Dispatch is. The game bills itself as a superhero workplace comedy but it’s so much more than that. Set in Torrance, California, you assume the role of Robert Robertson III, a third generation superhero who doesn’t have any actual superpowers. What he does have is a giant mech suit which he pilots, giving him the name of ‘Mecha Man’. At the start of the game, Robert is lured into a trap by supervillain Shroud who murdered Robert’s father prior to the events of the game. Robert manages to barely escape the trap but at the cost of his suit being almost entirely destroyed, forcing him into indefinite retirement. After failing to stop criminals in the street, Robert is introduced to Blonde Blazer, a corporate yet powerful superhero who runs Superhero Dispatch Network (SDN) and convinces Robert to become a dispatcher and run a team of superheroes in exchange for repairing his suit. Thus setting the game’s events in motion.

This is such a brilliant start to the game that helps set the stage for the player to gain an understanding of Robert and his motivations and feelings. I became emotionally invested in his journey immediately. His clear issues with his identity now that he no longer has the suit is such a great narrative tool to use in order to push Robert to new emotional depth. The game just gets better and better from here on in. Set across eight episodes that will take you around 8-10 hours to complete, the story is an emotional and hilarious tale of teamwork, identity and morals.

The team you look after is a dysfunctional bunch of former supervillains known as the Z-Team. The team is made up of Sonar (a man bat), Punch-Up (a jacked up Irish dwarf), Flambae (a flying hero who can control fire) Invisigal (shockingly, she can turn invisible) Malevola (a literal demon), Golem (a sentient construct), Prism (a master of light) and Coupé (mercenary enamoured with knives). This cast of characters is nothing short of one of the best casts ever assembled, as they are both hilarious but also profoundly complex.

Of course, since this game is billed as an interactive drama, player choice takes a huge role in how the story unfolds. There are many dialogue and choice options throughout the game which help shape relationships, romance, events and reactions and may drastically alter how the story ends. The amount of choice and replay ability is phenomenal and I cannot recommend multiple playthroughs enough in order to fully grasp the scale of differences in choices.

The script and the dialogue are some of the best in gaming, ever. The cast, my god the cast! The voice cast is outstanding propelled in lead by Aaron Paul who fully encompasses Robert and makes the character feel truly alive. The Z-Team is voiced by a diverse cast, including rappers and the likes of Moist Cr1TiKaL as Sonar; Yung Gravy taking an hilarious turn as Golem and so many more great performances across the board. The full list can be found here. If you are looking for a superhero comedy full of action, heart, mystery and emotional moments, then this is the game for you. It is best to go in with as little knowledge as possible and let these characters imprint onto you. This story will stay with me forever. Magnificent.

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Hacking, Dispatching, Interacting, Vibing

Often, gameplay in interactive dramas tends to be pushed to the wayside in order to fully showcase the narrative but this is not the case in Dispatch. The core gameplay loop is intrinsically tied to the title of the game itself. Whilst there are some quick time events and dialogue choices often found in this genre, it’s the dispatching gameplay mechanic that feels so fresh and quite genius. Throughout each episode, Robert will partake in his dispatch shift or shifts depending on the episode.

Logging into SDN, it’s up to you, as Robert, to strategically decide where to send your team across the city to different crimes and events taking place. It could be stopping a robbery, it could be saving a cat or even fighting a Kaiju! What makes this so addictive are the stats and traits tied to each character. They all have different stats, whether its mobility, charisma, intellect, vigour or combat. Looking at each event and deciding which character or characters fit the needs of that mission is just an absolute blast. The shifts get progressively harder but you continuously upgrade the stats of the team and unlock their unique abilities, making some characters overpowered for certain events. Of course, sending the right character won’t always mean guaranteed success, as the game operates on a percentage probability system, making it somewhat randomised. Staggeringly good.

The icing on the cake for the gameplay is the hacking minigames that take place during dispatch shifts. Some events require Robert to aid the team by hacking into cameras, doors, safes etc. This is a simple minigame that gets progressively more difficult the further into the game you go. Unlocking passwords, avoiding anti-virus and using electrical sources to power you to the exit are some of the tasks to handle. Or it could be a countdown pressing you for time. These are just some of the events that take place in these hacking sequences. I fully expected the game to mainly consist of dialogue and QTE’S but it’s so much more. I could never have dreamed of a better gameplay system to fit the narrative so perfectly like this.

Straight Out Of A Comic Book

If you think I’m about to stop waxing lyrical about this game, then you have another thing coming. The visual presentation is just mesmerising. Every character, location and environment looks ripped straight out of a comic book, with gorgeous 2D cell-shaded backgrounds, complemented by 3D models dripping in detail and colour. Every character looks phenomenal and each one looks fitting of a main character, with the amount of detail put into each layer of clothing being particularly impressive.

The Mecha Man suit is also something to behold at the start of the game. The level of complexity on the characters’ faces when conveying emotion is breath-taking. You can really tell the love and passion these developers have poured into this game. You can see the inspiration of old Telltale games shining through but this is just on another level. A vibrant, beautiful world and the fact that the team has talked about making this into a animated series excites me to my core.

Similarly, the audio design and soundtrack are so wonderfully woven into the narrative that it is magical! As previously mentioned, every character is voiced so superbly (Jeffrey Wright as Chase, my personal favourite) bringing huge amount of depth and emotion to each line they utter. Every fight scene or action moment sounds bombastic and intense, whilst the beeping on the dispatching network is so satisfying to hear it’s hard to quantify it in words. And then, the soundtrack, good god. Every episode ends with a song that perfectly fits the events and mood. I can’t imagine it being any more perfect. The score itself is wonderful and adds so much emotion and weight to the scenes. I am simply in awe of AdHoc Studios presentation across the board. Masterful!

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Verdict

To put this as simply as I can, Dispatch is a game that will stay with me forever. It’s easily my game of the year so far and one of my favourite stories ever told. A tale of discovering a true identity, packed with emotion, comedy and romance, it’s more than I could ever have hoped for in an interactive drama. Add in the superb and unique gameplay mechanics, and AdHoc have managed to catch lightning in a bottle. Stunning visuals, pitch perfect audio design and a killer soundtrack make this the perfect game. I just pray the developers decide to revisit this world, whether that’s on television or hopefully another season in video game form. Bravo AdHoc, you have achieved true perfection! I’m going back to Dispatch!

Review: Winter Burrow

Winter Burrow is cute, wholesome, and simple to play. Additionally, it is weirdly addictive as you explore a small but interesting world filled with resources, bugs, and captivating neighbours. This adventure title follows a familiar gameplay loop. Accept a quest, explore your surroundings, and collect some bits and pieces. On the way, you’ll meet new individuals, unlock new gear, and discover plenty of secrets.

This heartfelt adventure was developed by Pine Creek Games and published by Noodlecake. It is a single-player experience that utilises a third-person perspective. This wide viewpoint helps you to explore your wintry surroundings. Furthermore, it assists you as you try to tackle an array of angry bugs. Thankfully, much of the action is straightforward, and combat isn’t a priority. Accordingly, it is the resource gathering, crafting, and quests that take centre stage.

Winter Burrow has a touching plot.

Living in the countryside is a dream for many people. No hustle and bustle, friendly neighbours, and clean air. However, the desire to earn money and offer more to your children can be enough to turn your head. Sadly, this is exactly what happened to the protagonist’s parents. They swept him away from his childhood burrow and his aunt. Sadly, this was the worst decision of their lives. The work was hard and they fell ill. Once his parents passed, the young mouse returned to his home to rebuild a life for himself.

This rebuilding and healing form the backbone of the action. You must speak to the locals and your aunt to unlock new equipment and assist them with their needs. Whether it is rare herbs, lost family, or some sticks and stones, the plucky young mouse will help. En route, there are apex predators to avoid and a fun and occasionally dramatic story to enjoy. Additionally, you must be aware of your health, hunger, heat, and stamina bars. If your health drops to zero, the hero will fall, and your journey will temporarily end.

Straightforward action.

Like its peers, Winter Burrow has a simple-to-follow gameplay loop. Your initial tasks are relatively simple, and your equipment is refined. However, as the game progresses, you’ll find new resources and unlock new tools. An axe, a pick, a lamp, and a spade are essential if you are to complete every job.

On top of this, there are recipes to unlock, food to cook, and furniture to build. Your burrow will not fix itself, and the resources are not easy to find. Consequently, you must knit yourself thicker and warmer winter gear as you venture into colder and more dangerous areas.

Winter Burrow looks great.

The developer has done a nice job of creating a vibrant world that is dangerous and welcoming. The bugs are simple but effective, and creating and finding new paths is no easy task. As such, you must have a keen eye as you explore your surroundings. I liked the varied weather fronts and the use of lighting to create a sense of drama.

The audio is warm, wholesome, and well delivered. Everything is nicely balanced, and I like the blend of calm and dramatic moments. The soundtrack is nice to listen to, and it was extremely relaxing. Subsequently, it makes exploring feel a little calmer.

Tight controls.

The world is a pleasure to explore, and Winter Burrow is a joy to play. Moving across each area could be dangerous, but the tight controls help you to move quickly and attack any bug you encounter. Furthermore, the excellent UI ensures that you can grab each tool with ease.

The core game lasts around 10 hours. After this, there is little reason to return. This should be a problem, but it isn’t. I enjoyed every minute of the story and helping the locals. Additionally, the length of each fetch quest was just about right. As such, Winter Burrow never outstays its welcome.

Winter Burrow is a fun indie title.

Indie games flow like the sea. They are never-ending, and it can be tough to swim against the current. Thankfully, Winter Burrow is a breath of fresh air. It is fun, simple, and wonderfully wholesome. Additionally, it looks and sounds great, and it is easy to play. Accordingly, I love it and I recommend buying it here! Can you help your aunt and rebuild your home? Gather every resource, help the locals, and become everyone’s new best friend.

Review: Atelier Resleriana: The Red Alchemist & the White Guardian

After venturing further into the mobile space, the Atelier Resleriana franchise returns to consoles with The Red Alchemist & The White Guardian. Is this storied franchise back to its best? Or should this series have been retired by now?

A Messy Affair

I’ll admit, I had limited knowledge of the Atelier franchise, but I knew of its pull for fans and lovers of the JRPG series. However, upon seeing the reveal for this game, I had immediate reservations. The Red Alchemist & The White Guardian is a successor to the free to play gatcha spin off, Atelier Resleriana: Forgotten Alchemy And The Polar Night Liberator. Having launched in western countries, it failed quite significantly and was quickly shut down, remaining available only as a mobile title in its native country, Japan. Having been advertised as a standalone adventure not tied to the previous title, I had hope for this game, but unfortunately the story ends up being a bit of a mess in its delivery and narrative choices.

The Red Alchemist & The White Guardian is at its core a dual protagonist story of two people trying to restore balance and peace to their land. Thankfully, you don’t need any context or knowledge of previous titles in order to get to grips with the narrative. You start as Rias, a young adventurer who’s as naive as she is optimistic. Unlike previous titles and characters, Rias has no prior knowledge or interest in alchemy at the beginning of the game. Her passion is exploring and this leads her to encounter Slade, a young man who at first seems very mysterious and somewhat intimidating. He has returned to the town of Hallfein determined to honour his father’s last wishes and, before the events of the game, he has been given an arm band called the Geist Core. The two (Slade and Rias) then set out and discover a hidden alchemist’s atelier, thus setting in motion the events of the game.

The story attempts to weave themes of discovery, friendship and mystery, with varying degrees of success. The narrative arch of these two characters can be compelling at times but far too often it is bogged down with needlessly long and tedious dialogue conversations with other characters. It seriously affects the overall pacing of the game and strips a lot of tension and emotion from the story. Rias is by far the more compelling character, and, far too often, Slade’s story gets in the way of the more intriguing moments with Rias, such as her apt for alchemy and the mystery behind how she has managed to understand it so quickly. Also, developers Koei Tecmo have repurposed a lot of characters and items from the now defunct gatcha title, making it an odd mismatch of random characters, which the audience may not be familiar with. Overall, this is a generic type of story, featuring two strangers becoming friends, attempting to uncover mysteries and rid their town of evil. The multiple endings create some replay ability but they don’t really feel very different from each other. It’s been done before and done a lot better by other franchises. A truly forgettable tale.

Gatcha Gone?

In trying to keep in line with the narrative, the gameplay loop attempts to focus on combat, exploration and of course crafting. Thankfully, the developers have managed to weave a tightly knit system. Exploration and crafting go hand in hand as you travel through areas, gathering as many materials as you can possibly carry. Whilst it can feel like you are entering every area and hitting things to gather items, it’s strangely addictive and satisfying. The problem here lies in the exploration itself, as most zones are very linear and don’t allow for much player freedom but it still manages to be fun, roaming around gathering items.

The alchemy system works in what it sets out to do, but feels slightly limited in its ambition. After gathering your materials, you can return to the Atelier in order to craft and synthesise items into gear. The game utilises a colour system that allows you to easily link ingredients together in order to transform them into higher quality items. The reason I feel this system is limited is due to previous titles. Past games in the franchise had time limited moments, making crafting and combat feel tense and truly like every moment counted, but in this game, not so much. Crafting feels so streamlined to the point where it really isn’t that necessary. Hell, it feels like half the materials I collected were pointless!

For veterans of this turned-based combat, you’ll feel right at home. Your party, as in previous titles, is split into two rows, allowing players to chain attacks together on a single turn, using your turn points. The six playable characters in combat have varying styles, offering the player lots of freedom in how they wish to approach the combat. Their buffs and elemental attacks feel vastly different and it was an absolute blast finding my own curated style with the team. However, the difficulty feels far too easy and for someone who has little experience in turn-based combat, I began breezing through battles. On the flip side, boss battles can be bizarrely difficult, creating a real imbalance in combat. Thankfully the core gameplay loop is enough fun for this to become a minor issue.

Style, But At What Cost?

Visual Presentation in this game is beautiful in some of the areas and downright ugly in other areas which seem to have been left by the wayside. Cutscenes, characters, and the UI all look beautiful in the gorgeous animation style this series is known for. With the exception of Slade who looks particularly bad, the characters remain the most intricate and beautiful part of this beloved series, as they drip in detail and flare. Unfortunately, the cost of making the characters look so wonderful is at the direct detriment of the environments. The areas of Hallfein look blurry, bland and so forgettable you can really tell the developers have repurposed assets from the doomed mobile game. JRPG’s are known for their art style but this game fails miserably in environmental presentation. There are also too many performance issues that affect the game, far too often.

Thankfully, the sound design and musical score are top notch. Every battle feels momentous with the explosion of sound from each attack, defence or action taken. Characters are voiced in their native language and each cast member should be commended for pouring emotion into their performances. Finally, the musical score knocks it out of the park! The deft cosy soundtrack blends rural tones along with a classic JRPG style, making it the outstanding aspect of the game for me. It’s serene and beautiful to sit and listen to the orchestral tunes perforating my ear drums. Special mention goes to the music that plays during the ‘Starry Sky Hideout’ area. It is genuinely mesmerising!

Verdict

Atelier Resleriana: The Red Alchemist & The White Guardian truly is the definition of a mixed bag. An uneven story led by two vastly differing protagonists fails to deliver a memorable tale and outstays its welcome for far too long. Bad visuals affect the delivery of the narrative but thankfully a strong combat system helps keep this title afloat. The beautiful art style and gorgeous soundtrack save this game from being a true disappointment. Far too many repurposed assets from the previous mobile game make an appearance, making this game feel like an update rather than a brand new title. Hopefully this storied franchise can weather the storm!

Review: Dragon Quest 1 And 2 HD-2D Remake

Remakes aren’t anything new. We’ve seen many over the years. From horror classics like Resident Evil and Silent Hill 2 to action adventures like Gears of War. So it makes sense that Square Enix would remake some of their classic Dragon Quest games. More specifically, the first two. Dragon Quest 1 and 2 are classic RPG titles that bring back that retro feel of gaming from long ago. Are they worth revisiting and should newcomers give them a chance? Here is a review of Dragon Quest 1 And 2 HD-2D Remake.

A Hero’s Story

Dragon Quest 1 follows your character as they embark on a perilous quest to take the down the evil Dragonlord. You come from the line of Erdick, a legendary hero and now you must take up the mantle to save the world once again in his name. Now the story of Dragon Quest 1 is pretty basic. A simple good vs evil story. There are many characters you can meet on your quest but they are pretty forgettable. They have tons of dialogue but none really stuck with me on my playthrough. Except for the overuse of the word, ‘thy’. It makes the plot forgettable and that is a shame because the world is beautiful to look at. Villages are beautifully lit up and the soundtrack that plays when you visit them in Dragon Quest 1 is brilliant and catchy as hell. Same can be said about Dragon Quest 2 in these areas. Both games have the retro, classic look and feel but the visuals are updated to make them more appealing for modern audiences. Soundtrack and visuals are brilliant in both games but I found the plot’s simple and lacking.

Dragon Quest 1 is hit the most by this because it is a solo adventure. No party system. Just you alone against the many enemies of bosses in this world.

DRAGON QUEST I & II HD-2D Remake PS5 Gameplay

A Lone Wolf Vs Friends

Dragon Quest 1 and 2’s combat gameplay is simple but fun and challenging. Players encounter various enemies and bosses on the road. When thrown into an encounter, players face against one or multiple enemy types. In the first game, you face them alone. You can decide to attack them with normal sword attacks or special moves like a fire slashes that apply burn damage or spells like Crackle which freezes enemies in ice, breaks and deals big damage. Enemies also have weaknesses so choosing the right method is key.

Unfortunately, Dragon Quest 1 is a lone wolf game. No party system which leads to more difficult fights. Enemies can kill sometimes before you even get a turn which can become frustrating as you go on. Dragon Quest 2 introduces the classic party system and gives you more characters to control. As you level up, you will have access to more weapons, armor, spells and gear. You will become more powerful and you and your party can become unstoppable. Boss fights are good too and are the most challenging so it is recommended to explore as much as you can before facing them.

A Wonderful World

The world of both games is beautiful and one of the best parts. Upgraded visuals make everything stand out more from the big open forests to the beautiful towns. Dungeons and enemy designs stand out. My favourite was the dragon from the first Dragon Quest. Makes exploring that more fun. Something is always hiding around every corner of the map.

Verdict

Overall, both Dragon Quest games are a blast to play. The remakes give both a visual upgrade with more characters and brilliant soundtracks. Both games have beautiful open worlds, while offering challenging fights. The first Dragon Quest is hindered a bit by not having a party system but is still fun to play. Both games also stumble in the story department but the exploration, combat and open world are too good to ignore. If you want to check out these classics, the remakes are the best way to do it right now.

Scandinavian-Designed Smart Heater Delivers Style and Smart Savings

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Introducing the Mill WiFi Max Portable Heater 1500W – precision temperature control with sleek looks and energy-efficient features.

Mill proudly unveils its WiFi Max Portable Heater 1500W, a premium heating solution that combines elegant Scandinavian design with intelligent, cost-saving technology. With WiFi and app control, advanced heating algorithms, and a minimalist aesthetic, this heater is engineered to reduce energy consumption while elevating the look of any modern home.

Sophisticated Design Meets Practical Functionality

The Mill WiFi Max is carefully crafted with soft, rounded corners, gently curved side panels and a distinctive black centre-section beneath the control panel—instantly recognisable as part of Mill’s design language.

Lightweight (just 5.5 kg) and compact (62.0 × 24.5 × 38.5 cm), the unit is easy to move between rooms and blends effortlessly into bathrooms, bedrooms, home-offices or living rooms. Mill

With an IPX4 rating and low surface temperature, it delivers safe, silent warmth—even overnight.

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Smart Technology for Maximum Energy Efficiency

At its core, the Mill WiFi Max employs the company’s proprietary Mill PID Wattage Tech™, which modulates power once the target temperature is reached—reducing temperature swings and using less energy to maintain comfort.

Additionally, Mill Predictive Heating™ monitors how quickly a room heats up (and cools down) and learns when to start heating so the desired temperature is in place at the pre-set time—avoiding unnecessary runtime and waste. 

The heater integrates seamlessly with the Mill app: users can adjust temperature remotely, monitor energy consumption, activate the “open window” sensor to pause heating when a window is open, and lock controls to prevent unintended changes. 

Designed to Save Money without Compromise

Energy-smart features translate into lower bills. Because Mill’s control systems reduce waste-heat and only use what’s needed, households benefit from effective heating at lowered cost.

With an aluminium heating element (for high efficiency), accurate temperature control (to 0.2 °C increments) and full app-based scheduling, the WiFi Max is built to cut excess usage without sacrificing comfort. 

Availability & Further Details

The Mill WiFi Max Portable Heater 1500W is available now RRP £169.00

https://www.diy.com/departments/mill-1500w-portable-wifi-electric-heater-quiet-energy-efficient-app-control-ipx4-5-year-warranty-white/9311644544708_BQ.prd

About Mill
Founded in Scandinavia, Mill combines minimalist aesthetics with cutting-edge heating technology. With a focus on sustainable design, user control and long-term reliability, Mill aims to redefine how consumers approach home-comfort and energy-saving.

Review: Hellstuck: Rage with Your Friends

Hellstuck: Rage with Your Friends is a horribly cruel experience that I wouldn’t wish on my worst enemy, let alone a friend. This game will make you swear, scream, and regret your life choices. No matter how proficient you are at leaping platforms, you will struggle immensely!

This brutal and unfair platformer was developed by Terror Dog Studio and published by Ultimate Games. It is a single-player or multiplayer title that’ll have you pulling your hair out. If you are bald, you’ll probably smash a controller or punch a wall. I didn’t try this with any friends as I didn’t want to subject them to the madness. However, if I had, I could imagine we wouldn’t be friends anymore!

Hellstuck: Rage with Your Friends has no story.

Making your way up a hellish hole and across 9 circles of hell is story enough. Other than that, Hellstuck: Rage with Your Friends has no plot or reason for being. Instead, it relies on its truly sadomasochistic gameplay. Lovers of brutal and often hellish games will adore the doomed plight they face. Everyone else will wonder what the heck they’ve invested in.

As you move from the floor to the summit, you must move from platform to platform. There are obstacles to overcome, and you are in charge of every aspect of your jumping prowess. Do you want to leap a massive chasm? Well, hold down that jump button and see how you get on. Alternatively, will you use the surroundings to help you make tiny jumps? Either way, you’ll probably screw it up and end up right at the beginning.

Shifting platforms.

If the action wasn’t hard enough, the developer has incorporated plenty of different surfaces to land on. Sand, ice, and other elements await those who are silly enough to test their skills. As you can imagine, each surface impacts the time you have to move forward, and your ability to stop. This must be taken into account when planning your next move.

Alongside this, you must become one with the simple control setup. If you implement too much power, you’ll sail past your intended target and plummet to the floor. If you use too little power, well, you know the outcome of that as well. Consequently, you must be perfect in everything you do.

Hellstuck: Rage with Your Friends is wonderfully pixelated.

Though the action made me angry to the point of going blind, the visuals are a treat. Hellstuck: Rage with Your Friends has a brilliant pixelated finish. The dark colours match the hellish theme. Moreover, the protagonist has a weirdly cute appearance that juxtaposes the cruel background imagery. People in chains, animals attacking, and other unsightly moments make your skin crawl. Though it won’t win awards for its graphics, it is a good standard for indie games.

The audio is sombre, uncomfortable, and creepy. The daunting soundtrack adds a nasty edge to an already mentally testing experience. Furthermore, if that wasn’t enough, there is a horrific scream as you fall to the bottom. This scream continues for the whole of your free fall. Subsequently, if you fall for ages, your ears will be ringing.

Simple but challenging controls.

Moving left and right and jumping shouldn’t be a challenge, right? Well, when small platforms and huge drops are on the cards, there is plenty of pressure. If you then account for the power meter, you have a tough and often unfair challenge on your hands.

Replay value will be determined by your stubborn mindset. Furthermore, if you somehow have friends who like to fail, then you all may find longevity in the strangest of places. I certainly won’t be tackling Hellstuck: Rage with Friends again, but some odd people love to up the ante.

Hellstuck: Rage with Your Friends does everything it promises.

Hellstuck: Rage with Your Friends isn’t my idea of fun. Though I like the horrid experience, harsh action, and ever-changing platforms, it is too tough for my liking. This will appeal to a very, very niche audience, and even then, they’ll probably regret installing it. Accordingly, it is tough, unfair, and strangely addictive, and I recommend buying it here! Can you make it out of hell? Take a breath, plan your next move, and have your fingers crossed.

Review: World Tour – Tokyo keyboard

The World Tour – Tokyo keyboard, or specifically MOD007B-HE PC keyboard from Akko, is ridiculously colourful, eye-catching, and perfect for gamers who like to make a statement. This tri-mode device is versatile and ideal if you commute or work from home. What’s more, it has a sleek and modern finish and built-in RGB to enhance the vibrant colour palette.

Although the vivid pink finish wasn’t for me, I adore the Asian inspired keycaps. Additionally, I love how easy it was to set up and use. If you want a plug-and-play option, this keyboard will not let you down. Alternatively, you may customise it with the free-to-download software. Accordingly, it is great for experienced and elite gamers, or newcomers to the PC master race.

What’s in the box of the World Tour – Tokyo keyboard?

  • The packaging is pink, in-your-face, and robust. Additionally, it can be recycled.
  • The World Tour – Tokyo keyboard is a compact device. This TKL option is perfect for smaller workstations or to use when you commute to work. 
  • A coiled USB-C cable is used to connect and charge the keyboard.
  • A USB-A receiver lets you connect wirelessly.
  • Learn the basics with the user manual.

Technical aspects.

I have tested countless keyboards, and Akko always impresses. This gaming keyboard mixes eye-catching colours with mouth-watering tech. Consequently, it is responsive, customisable, and great to look at. If you use the USB cable, you’ll enjoy low-latency gaming at up to 8k polling rates. This figure drops when playing wirelessly. If you use the dongle, the polling rate drops to 1 KHz. Alternatively, Bluetooth drops further to 125 Hz. As such, the latter should be reserved for work purposes only.

The World Tour – Tokyo keyboard has Rapid trigger, Dynamic keystrokes, Roar mode, Mod tap, and Toggle Key (TGL) to enhance your gaming needs. I’ll admit that none of these features sit highly on my list of priorities. However, I know how important they are for FPS and racing titles. Each option can be customised via the software, and each gives you a match-winning edge.

This magnetic switch keyboard lets users swap compatible switches with ease. However, it is not suitable for mechanical switches unless you invest in a 5-pin adaptor. I didn’t fancy messing with that, so I stuck with the smooth and reliable switches provided. Furthermore, the Hall effect sensors deliver accurate and comfortable typing during lengthy gaming or work sessions.

Build quality.

Akko do not make poor quality products. Their keyboards are designed to last the test of time, and the World Tour – Tokyo keyboard is no different. The outer casing is durable, and the colourful pink livery can withstand unfortunate knocks and bangs. On top of this, the double-shot PBT keycaps retain their vivid colour and imagery while resisting staining and greasy marks.

The switches are stable while offering a clean and comfortable actuation distance. Moreover, the gasket mount and layered material generate a pleasant soundscape that isn’t as obnoxious as its mechanical counterparts. This design not only sounds great, but it delivers an accurate typing experience that reduces fatigue and discomfort.

Is the World Tour – Tokyo keyboard worth it?

Although the vibrant colour palette wasn’t my thing, I know gamers will adore the style. On top of this, it has an impressive 3600 mAh battery and 3 connectivity modes. The free-to-download software ensures that the World Tour – Tokyo keyboard is user-friendly, and the striking and durable design will make your friends take a second glance. As such, I think it is a great device and I recommend buying it here!

(More information on Akko can be found here!)

The World Tour - Tokyo keyboard has been awarded the Movies Games and Tech Gold Award.

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

Review: Dark Quest 4

Dark Quest 4 is inspired by the old-school boardgame, HeroQuest. It involves a set of characters wandering through a dungeon while an evil wizard throws hordes of monsters at them, and grudgingly gives them treasure now and then. I’ve not played it. Instead, the closest I got was a board game version of Dungeons & Dragons, which I played a lot as a teen. It was a gateway drug into the real stuff. I remember it being quite fun, as it had a ton of little miniatures and all your inventory was done with cards.

Dark Quest 4 hit a lot of the same notes. The cards are back, there are lots of little monsters everywhere, and your dwindling HP is constantly kicking the back of your seat. So the basis of this review is this: Dark Quest 4 has been faithfully translated from board game to video game. On the surface, that seems like a good thing. You can now play it without the impossible task of corralling multiple adults into a room. Unfortunately, this translation is a double-edged sword, as Dark Quest 4 is lacking a certain something.

Dark Quest 4

Dungeons & Dark Wizards

Dark Quest 4‘s plot is rather straightforward. An evil wizard, who has been evil wizard-ing at least three times before this, has created an evil puppet named Gulak. Gulak is half-orc, half-goblin, all-jerk. In order to cut his strings, ten heroes are gathered to work their way through a series of dungeons, beat up all the sub-bosses then face off against Gulak themselves. It’s a pretty threadbare story, without any sort of exploration of the world. I’ve not played the previous games, though, so perhaps there’s more in those.

Anyway, in order to sally forth, we need to pick three of the ten classes (with two of those locked from the start). There’s quite a different range of classes. You’ve got the classic Barbarian, Archer and Wizard. Your basic dungeon-crawler starter pack. But then you’ve got interesting classes like the Prince, who can command other heroes to attack again, or even convert enemies to your side. I also enjoyed using the lancer, whose attacks can pierce through enemies. It encouraged clever positioning and coralling enemies, which was nice.

Which brings me to Dark Quest 4‘s gameplay. Once you pick your three lads, you’re dumped into a dungeon to explore. Everything is turn-based, so you begin by sending your lads out to open doors. When you meet an enemy, you roll for initiative and off you go. Your attacks come in the form of cards, some of which can only be used one per battle. You need to use your skills to complement your fellows and get the upper hand. I usually rolled with at least one blocker, one ranged chap and a damage dealer. So the blocker’s job was to get everyone attacking them, while my wizard and attacker wrecked them.

Dark Quest 4

Getting Dicey

It’s worth noting that Dark Quest 4 does still do the dice rolls, they’re just in the background now. Things like traps have a certain percentage associated with them, so it’s all a gamble. You could easily lose a character to a single goblin, because it won’t stop blocking. It makes for some organic gameplay, as you might squeak through a tough dungeon because you got a few lucky rolls at the end. Or it’ll all collapse in the first battle. The frustration is part of the fun.

I do have complaints with the gameplay, though. For one, the fatigue system is kind of annoying. Once you use a set of characters, they get a penalty to HP until they’ve rested. It’s supposed to encourage character switching, but we also spend gold to upgrade character skill sets. So I ended up just repeating the easiest level with the Z-Team just to rest up my preferred lads. And then towards the end, the combination of extra attacks, potions and powerful passive buffs made the final boss a walk in the park. So balance needs a tweak.

Still, my biggest issue with Dark Quest 4 is that it just feels flat. For lack of a better word. The art is nice, but every dungeon is the same set of assets, just re-arranged. There’s very little animation, so combat is just our character models all bumping into each other. This might have been saved with some interesting story notes, but it’s all basic exposition without any elaboration. We don’t even roll the dice ourselves. It feels like we’re playing with a very bored DM, who’s only there to snack on the bowl of crisps so he’s just listlessly reading out damage numbers.

Dark Quest 4

Dark Quest 4 – Faithfully Flat

It does have a big hooded dude staring at you over the board, which did remind me of something, but he doesn’t do much but spout the same few lines. There is co-op with up to two other people, but that feels like it’d have the same problem. Without us doing the rolling and without an actual DM to shout at, it’s still going to be missing something. A large part of the joy of the board game is the camaraderie of dice rolling, and the look on the DMs face when he realises his elaborate campaign is about to end after just ten minutes.

The result of all this is that while Dark Quest 4 is by no means a bad game, I found it dissolved into white noise by the end. There’s no real ‘hook’ here. It’s just a bog standard dungeon crawler, without any interesting notes in the plot to elevate it. So while its mechanics did generate a few interesting stories, it feels like it was just a quirk of all the mechanics firing at once. If you were a fan of HeroQuest back in the day, and your friends have all moved to Discord, it might be a worth a go. If you’re flying solo, though, you’ll probably find more enjoyment elsewhere.

(Dark Quest 4‘s Steam page)