Review: No Sleep for Kaname Date

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A pseudo-sequel to the AI: The Somnium Files.

Spike Chunsoft’s latest entry in its mind-bending mystery series lands on the Nintendo Switch 2 with a blend of surrealism, sci-fi intrigue, and layered gameplay.

No Sleep For Kaname Date does not fully maximise the Switch 2’s hardware potential, but runs smoothly, especially in performance mode.

A bizarre experience

If players are new to this series, they should expect a learning curve in terms of gameplay.

There is minimal combat in this game, it’s more like flipping between a detective TV show, a surreal escape room, and a psychological thriller.

This title has minimal hand-holding, especially for newcomers to this series, but once players click with the games unique rhythm, they will find this title to be a rewarding experience.

A learning curve for newcomers

The gameplay splits into three core modes:

Escape mode, Investigation Mode, Somnium Mode.

Escape Mode: The player must solve intricate puzzles inside surreal environments—think alien labs, haunted arcades, and conspiracy bunkers. 

Players can rotate between characters mid-puzzle using the analogue sticks, and some challenges require combining their perspectives to unlock solutions. It’s tactile, clever, and fun.

Investigation mode: Players step into the shoes of Kaname Date, a detective with a cybernetic eye to scan environments, gather clues, and interrogate suspects.

It’s more point-and-click than action, but the writing and character interactions keep it engaging. There’s a new “Third Eye” overlay that highlights hidden objects and symbols—great for lore hunters, or completionists.

Somnium Mode: This mode is essentially a playable dream sequence. Players dive into the subconscious mind of a character, usually a character tied to a mystery or a crime.

Players must explore the characters inner world to uncover hidden memories, emotions and helpful clues. It’s reminiscent of Cyberpunk 2077’s Braindance, but if Braindance got lost in a strange fever dream.

Performance & Visuals

Visually, the Switch 2 version runs at a smooth 60fps, but it doesn’t push the hardware in any meaningful way. The environments are vibrant and surreal, matching the series’ tone, but don’t expect a graphical leap from the original Switch titles.  

Textures and lighting remain in line with late-era Switch games, thus the successor does not struggle with this title.

Quality mode boosts visual fidelity for those who prefer the games visuals and atmosphere over frame rate.

Mouse support allows for more precise control during investigations, especially while scanning environments and searching for clues, which is a nice addition for those who prefer a mouse over a controller.

No Sleep for Kaname Date: Where anime meets mind-bending mystery

Thanks to the Switch 2, players can enjoy No Sleep for Kaname Date in an enhanced way. With higher visuals, especially on the Switch 2’s quality mode, or at a crisp and stable 60fps with the performance mode.

Players can use the Switch 2’s mouse controls for more precise controls during an investigation. Load times are also improved in the switch 2 version, cutting load times almost in half, in comparison to the Switch version, making replaying investigations less tedious.

No Sleep for Kaname Date is a puzzle-driven mystery, with an interesting myriad of different characters.

The layered gameplay, split between dream dives, investigations and escape-room like puzzles, offer depth and charm, especially for returning fans.

Newcomers to this series may feel lost at first, but those who embrace the uniqueness and bizarreness of this game will find a rewarding experience.

Review: 9 Lives to Defend

9 Lives to Defend is the latest 2D arena shooter to be added to Xbox, having released on Steam much earlier this year. You play as Loki, a cat who defends his home from intruders that are insects, whilst its owners are away on vacation. You’ll have nine lives to fend off the intruders with a handful of different upgrade cards, amulets and special skills available to help you protect the house.

There are multiple different versions of Loki to choose from, with some stronger than others in specific aspects such as dash cooldown, main weapon damage and movement speed. Each of them have their own unique abilities, stats and weapons, allowing you to pick the cat which suits your play style or simply takes your fancy. Three of them are available straight away whilst the rest can be unlocked by completing specific tasks, which is the same case for the maps.

Upgrades are available for each Loki in the hideout, allowing you to improve certain stats up to maximum level five. In order to purchase upgrades you’ll need kibble which is the currency that you can gain from defeating enemies and opening chests, you’ll earn extra kibble for each boss you defeat and every time you win a match depending on the difficulty and the length you decide to choose.

The nine lives sometimes don’t seem like much especially when playing on wild or brutal difficulty

Wild and brutal difficulty are named that for a reason in this game, not only is it chaotic but it’s downright all over the place. Enemies and bosses move a lot faster, have a lot more health and you’re constantly dodging projectiles every couple of seconds especially after the halfway mark which sometimes makes it extremely hard to focus on so many things at once. With lots of enemies I would often find myself cornered accepting the fact that I would lose a life no matter how hard I tried to preserve them, you technically had 27 lives or rather you could take damage that many times, for each three hits you took you would lose a life. Now that sounds very generous which it is, considering most games you can only take a couple of hits before the words “game over” appear on screen.

Despite being able to take that many hits it often felt like they went in an instant. At the beginning of the matches up until around the first five minutes I would end up losing two lives maximum, this was purely because it wasn’t that chaotic and none of the annoying and hard hitting enemies spawned yet. But once it got over that mark I lost my lives extremely quickly. There were some points where I was able to hold onto a life for a minute or two, but then straight after I would lose one in ten seconds. Now this was partially down to the fact that the Loki I equipped wasn’t upgraded enough and that I didn’t have strong enough amulets, both of which determined how much I would struggle.

To put it bluntly, it’s next to impossible to beat a match regardless of the difficulty or length with any Loki which hasn’t had one single upgrade. The damage of the main weapon isn’t enough, the cooldown is too long and it takes a while to recharge the dash, which is arguably one of the most important abilities to upgrade. Though once you upgrade a certain Loki considerably and buy some good amulets, completing matches will be so much easier, granted it does take some time to get enough kibble to actually be able to max out abilities, but it’s worth it in the end.

There are also modifiers which allows you to add in extra obstacles if you’d like, making the matches a bit tougher but also granting you extra kibble towards upgrades. You can also gain them by completing missions and capturing chests, so the game doesn’t make the process of getting them grueling and long.

Despite the simple and straightforward combat, I found it rather refreshing and enjoyable

The combat mechanics aren’t exactly the most complicated or exciting aspect of Nine Lives to Defend, it quite literally consists of moving up, down, left and right. The main weapon attack fires automatically to the enemy closest to you, though you can manually control it by moving the analog stick into any direction to fire at specific enemies. I found this very useful when wanting to prioritize enemies which were very weak, but apart from that it was just something else to focus on amidst the chaos, there was also the chance of completely missing the attack which just put me off using it even more.

There are a ton of fun, wacky and unique abilities available to use each match which made the gameplay a lot more fun and unique. Upgrade cards give you abilities amongst other things to aid you in the match, allowing for different playstyles and combinations. Each time you leveled up you would have the option of 4 upgrade cards to pick, there were over 40 of them each with different effects. Some cards gave you access to new primary attacks depending on the Loki you’re playing as, it also gave you the chance of picking from several secondary attacks, some were quite frankly bizarre but honestly refreshing to see.

Other helpful ones included being able to refill a life, have seven chances to reroll the upgrade options given to you, add extra bowls of kibbles on the map which would replenish a life whenever you collected the specific amount to fill up the bar and many more. Upgrade cards could be upgraded to maximum level seven or five, with some a lot more beneficial than others. Most times I would often go for the same ones each match since I knew what ones were the strongest and most important, but to shake it up a bit some games I would completely go for a new build just so I could use at least each upgrade card once and see how powerful they can really be.

To add to the combat each Loki also had their own feline instinct, a power up if you’d like which essentially was a massive attack that was able to deal massive amounts of damage and take out a horde of enemies instantly. It didn’t come easy of course, you had to fill up the feline instinct bar by killing enemies. Some feline instincts are much more powerful than others depending on the Loki, regardless they’re really handy and saved my skin a lot especially when the big bosses appeared.

The enemies and bosses were a real handful at times despite their appearances

Like in most games enemies no matter how strong will always be annoying, whether it’s because they’re so common, hit hard or have specific attacks which either deal a lot of damage or inflict statuses on you. The enemies in Nine Lives to Defend aren’t any different, yeah they don’t carry a massive sword neither do they tower over you (apart from the bosses) but despite being only insects and animals they were still a threat, especially when playing on wild or brutal difficulty as mentioned earlier, since there are just so many of them at all times.

While most enemies didn’t pose much of a threat there were a couple I found that would always hit me or were just extremely annoying. One of which were the slugs which seemed to fire what looked like mucus in the form of a ball, now it only took one life off of you and they weren’t that fast either so dodging the projectiles wasn’t a problem at first, but once more enemies started piling in having to avoid getting hit by them as well as the mucus was quite difficult. Since there was so much going on I sometimes wouldn’t notice the several projectiles before it was too late, this actually ended up taking more lives off of me than I expected which is why I found the slugs to be a handful.

Another enemy which I disliked and thought were the biggest threat amongst the common enemies were the beetles, which shot a purple projectile that made you unable to control Loki for a couple of seconds, and getting hit by that when surrounded by several enemies most of the time ended up in losing a life, unless you picked the upgrade card which negated effects from projectiles, though that was only a single use.

I should also touch on the several bosses which you’ll encounter along the way, there aren’t too many of them but on the hardest modes they have a lot of health with their attacks dealing two hearts, so you really don’t want to get hit by any of them. They come in four minute intervals so you rarely had to deal with two at once unless you weren’t able to kill one in four minutes which is highly unlikely, that is unless you’re playing on wild or brutal difficulty with a Loki that hasn’t received any upgrades, in that case I wish you the best of luck because you’ll definitely need it.

Feline instinct was definitely the easiest way to defeat the bosses, I made sure that just before they appeared it was fully charged, so that I could use it straight away and it would most of the time take around a quarter off of their health or even more, though that depended on the difficulty. I also made sure to pick the upgrade card which charges feline instinct quicker, this made dealing with the bosses and large hordes of enemies so much easier.

Amulets also made dealing with bosses and enemies in general much easier too, especially the extremely powerful ones, though they do cost around 3000 kibble each, so it might take an hour or two of grinding to get your hands on them, but it’s definitely worth it in the end. There are quite a few of them, some offer small advantages whilst others completely change the game for you, which allow for several unique combinations when synergized with upgrade cards.

The Evolution of Casino Games

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What started as simple wagers has gradually become one of the biggest forms of entertainment. Whether you choose to spin a roulette wheel or place a bet on a football match, you are stepping into a tradition that humans have shaped and reshaped for thousands of years. Casino games have gone through an evolution, from dice carved in ancient civilisations to today’s sleek and speedy mobile apps. 

Ancient Origins

Gambling has always been part of human culture. Evidence suggests that ancient Egyptians used to carve dice out of elephant tusks, and Romans wagered on gladiator fights in the Colosseum. There are even references in the Bible to casting lots, showing how originally people linked games of chance to fate.

Governments had begun to regulate gambling by the 15th century through the creation of state lotteries. This gave rulers a way to raise money for public works while also offering the population something exciting and unique. The first formal casino (of sorts) emerged in 1683 in Venice with the Ridotto.

Classics Redefined

Roulette provides a perfect example of how a simple invention can redefine entertainment. Blaise Pascal, a French mathematician, wasn’t attempting to create a game when he designed a wheel in the 18th century. He was exploring perpetual motion, but gamblers quickly realised the device could serve a different purpose. When roulette reached America in the 1800s, the game had been modified to include a zero to increase the house edge. Today, American roulette often includes two zeros, whilst European casinos offer the singular.

Baccarat, a renowned European card game, has also grown in popularity over time. The origins of the game remain unknown; however, it has been previously linked back to tarot cards, as well as ancient life-and-death rituals. 

The Mechanical-to-Digital Revolution

A new era of gambling entertainment was marked by the creation of mechanical poker machines in the 19th century by Charles Fey. These early slot machines gave players a quick form of amusement, and if they were lucky, a small payout. 

The machines were enhanced in the late 19th century and incorporated lights and sounds, as well as multiple payout lines, which only increased excitement as they allowed more varied winning combinations. By the 1970’s the spinning reels were replaced by screens, creating video poker. Machines became faster and more sophisticated, attracting younger individuals who wanted more engagement to casinos.

The Scene Today

We now live in a world where casino games no longer sit behind the doors of glamorous buildings but are instead in our pockets as a result of the internet. 

The development of online platforms and apps has given people instant access to hundreds of titles, ranging from live-streamed blackjack dealers to themed video slots. The growth of smartphones has pushed casinos to focus on improving user experiences and developing games people can trust. Players now expect clarity and speed from operators. The casino games at MrQ delivers on both, offering transparent terms and a smooth mobile experience.

The story of casino games is one of constant change. From carved dice to cutting-edge apps, people have always found ways to turn chance into entertainment.

Review: Adventure of Samsara

With Adventure of Samsara being the brand new addition to the Atari family of games, we can all gather together with hands held together and say thank you… Thank you, God, Atari is no longer a face that represents gaming. I mean… Never has there been a more suitable fit for the don’t get it pile as much as Adventure of Sansara. Bland gameplay, bland art style, and just plain boring everything else.

Developed by Ilex Games and published by Atari, Adventure of Samsara is a 2D-Pixel Art MetroidVania with a focus on climbing.

On the eve of Hollow Knight: Silksong’s release, I came across Adventure of Samsara. A retro piece inspired by the old era of gaming. So retro in fact, it even landed Atari as a publisher. 

For those who don’t know, Atari was the big dog console in the 1917s up till the 1918s. However, their little rain came to a grinding halt with the release of ET. 

I won’t hold this review hostage. If you don’t know, just Google it.

Geriatric Adventure

The adventure of Samsara begins inside an ice cave with a character who is wearing blue. This is just about the information you need to care about because, as you start playing, you will forget all about it.

Mr Blue must climb around this seemingly endless cave, finding a way out or something. All in 2D-pixel art Metroidvania fashion. That is where the metaphorical faeces hit the fan.

Many people have played Metroid and/or Castlevania in their lives. At the very least, they have played a game inspired by the two. That is where the term MetroidVania comes from.

Adventure of Samsara is different. It takes a unique approach to this trend. While most look at Metroid and Castlevania and ask the question, “How can I make this better?” Adventure of Samsara takes the concept and asks the very important question… “How could I make it worse?”

Slower character movements, fewer abilities, horrifically tiny sprites, and worst of all, bland boss battles. There is no challenge or task. You simply fight monsters by walking back and forth while waiting for them to finish their animations. It’s like Hollow Knight in .25 speed.

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Why I am Angry

I don’t get angry at bad games. Bad games are an inevitability. A studio stumbles, an experiment fails, a vision falls flat. Fine. What makes me angry are lazy games. Games that don’t even bother to fail interestingly. 

The Adventure of Samsara is not a broken dream or a flawed gem; it’s the participation trophy of gaming. It exists, it’s technically functional, and that’s about it.

Every time I boot something like this up, I feel like I’ve been conned into wasting hours of my life on a product that knows it has nothing to say. Games like this dilute the medium. They drag the Metroidvania name through the mud and teach players to lower their standards.

No Adventure to be had

Adventure implies risk, discovery, and the thrill of stepping into the unknown. This game offers the opposite: monotony disguised as challenge, repetition masquerading as design. 

We don’t explore; we trudge. You don’t conquer bosses; you wait for their animations to finish. You don’t grow stronger; you simply move slower toward the credits.

Metroidvania games thrive on curiosity. It’s those ‘what’s behind that wall?’ moments that hook you for hours. Samsara gives you walls, sure, but behind them lies nothing but more of the same.

The lack of ambition is frustrating. It’s a void in cartridge form, a reminder that publishing clout and retro aesthetics cannot disguise the absence of creativity.

Call it a climb, call it a journey, call it Samsara if you want. But don’t call it an adventure. My vote… Just don’t play it.

Review: Space Adventure Cobra – The Awakening

Space Adventure Cobra – The Awakening blends old-school 80s anime with modern gaming. The result is a simple but effective platform title that will appeal to anime fans. Moreover, if you love the franchise, you will adore the cutscenes, characters, and plot. I’ll admit that this isn’t my favourite series, but I was impressed with the cheesy one-liners and the fast-paced combat.

This action platformer was developed by Magic Pockets and published by Microids. It is a single-player and couch cooperative title. Furthermore, it uses classic side-scrolling movement to navigate each world. On top of this, there are some Metroidvania elements as you unlock new equipment and return to explore otherwise unreachable areas.

Space Adventure Cobra – The Awakening tells a dramatic story.

If you love the series, you’ll appreciate the accuracy of each mission. The gameplay tackles the opening 12 episodes and is broken down into bite-sized quests. This approach was appreciated as the run-and-gun mechanics can be a little tricky. Furthermore, dodging, sliding, punching, and shooting your way past thugs can be a little tiring.

You control Cobra, the space pirate. This badass killing machine is equipped with his trusty Psychogun, climbing boots, grappling hook, and powerful right hook. As he explores each level, he must tackle crazy bosses and rescue 3 sisters whose lives are intertwined with a fabulous treasure.

Simple gameplay.

Though the developer has incorporated some nice combat and parkour elements, the gameplay is simple. The hero must use their unlocked skills to overcome an array of obstacles. Moreover, they must find upgrade fragments to improve fighting prowess, health, and much more.

As you progress, the levels become larger and more outlandish. Traps become more commonplace, and death is all but guaranteed. Thankfully, the hero is armed with some special tricks to activate switches or kill multiple enemies at once. The result is an OTT game that captures the anime essence.

Each of the bosses requires a methodical and calm demeanour. Observing weaknesses and patterns is key if you wish to progress. I’ll admit that this was the toughest part of Space Adventure Cobra – The Awakening. I failed repeatedly, and plenty of trial and error were required to understand what was needed.

Space Adventure Cobra – The Awakening lacks modern polish.

I loved the cutscenes! The fuzzy imagery, retro art, and gaudy colours filled me with nostalgia. Moreover, I adore the storytelling and the short but effective anime snippets. What wasn’t so good was the dated core gameplay. The lack of detail and the simple character models were disappointing. Additionally, the animation wasn’t perfect, and this delivers low-key graphics that cannot be considered “next-gen”.

The audio was relatively bland. Though I enjoyed the upbeat soundtrack and the often amusing one-liners, the developer played it too safe. The sound effects lack originality, and it feels very repetitive as a consequence. 

The controls were a pain!

I rarely struggle with platform games. I like tight controls and a refined UI. Unfortunately, Space Adventure Cobra – The Awakening features a bizarre aiming system that disrupts the gameplay’s flow. Attempting to shoot your foes and run was frustrating at best. Subsequently, I spent much of my time stationery while annihilating every enemy.

Though the combat wasn’t as smooth as I liked, there was plenty of replay value and longevity. Alongside the Metroidvania elements, you can undertake special missions. Furthermore, there is treasure to find and plenty of other collectables. Therefore, if you wish to lose additional hours, you can do so with ease.

Space Adventure Cobra – The Awakening will be a niche experience.

I’m not sure if Space Adventure Cobra – The Awakening will appeal to a large audience. The story is extremely niche, and the theme will only draw a small audience. However, fans of the series will enjoy the action and the plot. Moreover, the excellent cutscenes will make them smile. I wasn’t impressed by the controls, and I wish the audio were a little more adventurous. However, despite these issues, I enjoyed it and recommend buying it here! Can you unravel the mystery and save the day? Relearn your skills, unlock your gear, and become a hero.

Review: Fresh Tracks

I’ll be honest right out of the gate: rhythm games are usually not my strong suit. I’m the kind of player who can miss a beat even when tapping along to the most straightforward track. So when I first got my hands on Fresh Tracks, a skiing-based roguelite where your movements sync with music, I knew I’m going to have a difficult time. But I gave it my best try. To my surprise, even as someone with less-than-stellar rhythm, I found myself not only keeping pace but fully immersed, but enjoying the progression.

A great surprise in a a small genre

At its core, Fresh Tracks is about skiing down ever-shifting slopes while the world pulses to the beat of its original soundtrack. You’re not just skiing, though, you’re dodging obstacles, fighting off enemies, and timing every move to the rhythm. When it all clicks, it feels like you’re dancing downhill, carving lines through music itself.

The soundtrack is diverse, pulling from pop, metal, orchestral, and even theatrical styles. Each run feels fresh because the environment and hazards adapt to the genre. One moment I was gliding gracefully to sweeping orchestral strings, and the next I was ducking and weaving through spiky obstacles in sync with pounding metal riffs. Even with my less-than-perfect timing, the game gave me moments of flow where everything aligned and I felt unstoppable.

Addicting gameplay loop

Being a roguelite, Fresh Tracks thrives on replay ability. Runs are procedurally generated, meaning no two descents feel the same. Along the way, you’ll collect currencies like whyspers (used during runs) and Ekkos (for unlocking new tracks, items, or gear). Some upgrades are permanent, like better skis, which make every attempt feel like progress even if you crash and burn. Although the way tracks appear do change on the run and the spirit you have accompanying you, they will play the same every time you run into it. For that reason the game lets you use Ekkos to purchase certain tracks to practice on without restarting runs, which is perfect for those stages that you tend to avoid with fear of ending a good run.

This structure is where the game truly hooked me. Even if my rhythm faltered, I always walked away with something tangible that pushed me toward the next run. That loop, learn, improve, unlock, repeat, made me want to keep coming back, despite knowing rhythm isn’t usually my comfort zone.

Beyond mechanics, Fresh Tracks adds character through its story and voice cast. You play as Skaii, guided by divine figures called Mythics who embody different musical genres. From the thunderous God of Metal to the theatrical Gods of Orchestra, their presence doesn’t just shape the narrative but also transforms the soundtrack and level design. It’s a clever way of tying music into the world’s identity, and the excellent voice acting adds gravitas to what could have just been a flashy rhythm game.

The visuals are equally striking, bright, kinetic, and ever-changing to match the music. Whether it was blinding snow illuminated by neon bursts or shadowy peaks cut with razor-sharp sound waves, every descent looked as dramatic as it sounded.

Many options for many kinds of players

One of the first things that struck me about Fresh Tracks is just how welcoming it feels. The game comes loaded with accessibility options and difficulty sliders that let you tailor the experience to your comfort level. I started out on medium, expecting it to be punishing, but the balance felt fair. The game gave me enough breathing room to mess up without instantly punishing me into frustration. That grace period let me find my flow gradually, and before long I was stringing together movements with some confidence.

What impressed me even more was how the game encourages growth. When I felt more comfortable with the mechanics, leaning, crouching, jumping, slashing, I nudged the difficulty up. That step forward was rewarding rather than daunting. The rhythm-based structure is flexible, and even though perfect timing gives you bonuses, near-misses don’t ruin the run. It’s forgiving in a way that makes the roguelite loop exciting instead of exhausting.

If there’s one thing I’d personally tweak, it’s the control scheme. By default, directional movement is tied strictly to the D-pad, and for me, that was tough to adapt to. Skiing left and right with quick taps felt awkward compared to the natural fluidity an analog stick might offer. Not just the left right movement, hopping was tied to up on the D-pad only unless changed in the settings which is an odd choice. While I eventually adjusted, I’d recommend experimenting with the control settings early on to find what feels best. For a game so focused on flow, controls that feel intuitive make a world of difference.

My Conclusion

Fresh Tracks turned out to be one of the most pleasant gaming surprises I’ve had this year. As someone without natural rhythm, I fully expected to bounce off it. Instead, the game welcomed me in, taught me to trust its flow, and rewarded me for persistence. The accessibility options and difficulty scaling were huge factors in keeping me engaged, and the variety in music and progression made each run exciting.

If you’re rhythmically challenged like me but curious about trying something new, don’t shy away from Fresh Tracks. Start on medium, find your comfort zone, and don’t be afraid to push yourself once you’ve settled in. In the end, Fresh Tracks proves that you don’t need perfect timing to enjoy the ride, you just need to be willing to strap in, hit the slopes, and let the music carry you downhill.

Review: S1 Pro Dual dash camera

Buying a car is up there as one of your most expensive purchases. Accordingly, it would be remiss of you not to afford it some protection. Yes, insurance works well, but we’ve all been there when our pride and joy has been scrapped, bumped, and scuffed when in a car park. Alternatively, no one wishes to be blamed for an accident that wasn’t their fault. This is where the S1 Pro Dual dash camera from MIOFIVE comes into play. 

This handy 4K front-facing and 2K rear-facing camera set is easy to set up and even easier to use. Furthermore, it has incredible night vision, GPS tracking, speed camera awareness, and 24-hour parking monitoring (hardwired only). On top of this, it includes a 32Gb Micro SD card, and it has Wi-Fi connectivity to enhance versatility. Consequently, it will appeal to a wide audience.

What’s in the box of the S1 Pro Dual dash camera?

  • The box is alluring and easy to look at. Additionally, it is hard-wearing and recyclable.
  • The S1 Pro Dual dash camera is lightweight but reassuringly robust and durable. The rear camera is compact, and the front-facing camera has a large, clear display screen.
  • Plenty of sticky pads and a pry tool are provided.
  • Learn the basics with the user manual.

Technical aspects.

I love high-end tech. However, I’m pretty lazy and would rather get up and running with little work. Thankfully, the S1 Pro Dual dash camera is jam-packed with modern tech and is a cinch to set up. The S1 range has a single camera unit, an Ultra version with dual 4K cameras, and the Pro option. The latter has a mixture of 2K and 4K recording at an impressive 30 FPS. Though this may seem relatively low, the recording is clear, and the high-quality visuals make it easy to spot every detail.

If you fear speed cameras, this product alerts you to their presence. This can be a little hit and miss as the database is constantly being updated. Subsequently, it occasionally warns you about an old camera. This didn’t bother me because I don’t speed, but I liked the reminder feature just in case.

I didn’t hardwire this MIOFIVE product, but I have a previous model on another car. The hard wiring lets the camera work as a 24-hour monitoring device. This is extremely handy if you live in high-traffic areas or you are worried about overnight vandalism. If your car is damaged, it will automatically switch on and record around 10 to 12 seconds of footage. Furthermore, this is locked, and the evidence can be retrieved safely. This lock feature is also available for accidents. The camera will automatically lock 1 minute of accident footage to prevent it from being overwritten.

Night vision and GPS tracking.

I know what you are thinking. “What’s the point of overnight recording facilities if the night vision is poor!”. Luckily, the night vision quality from both cameras is unbelievably good. F1.8 Aperture, 7-glass HD lens, and HDR deliver impressively clear footage. As such, you do not experience blurry or washed-out imagery. Moreover, the frame rate doesn’t drop. Therefore, you can watch your footage back without feeling ill.

Have you ever been involved in an accident, and you were accused of speeding? Thankfully, the S1 Pro Dual dash camera records your speed and links it directly to any of your videos. Additionally, it tracks your GPS position and driving routes for later inspection. This is ideal if you need to present evidence to the police or your insurance company. The process of highlighting the information is simple, and the device takes all the heavy lifting.

Usability.

Complex cameras are a real turnoff. Yes, they may have hundreds of helpful features, but I cannot be bothered with the learning curve and the waste of time. The S1 Pro Dual dash camera is so easy to use that I think a child could set it up. The use of a mobile phone or PC is required if you need to firmware update your device. Other than this, it is a standalone product, and the setup takes minutes.

I recommend downloading the MIOFIVE free app, as this lets you adjust settings, play with footage, take screenshots of key moments, and much more. The UI is intuitive, and moving through the menus and settings is a piece of cake. Moreover, learning the fundamentals needn’t be a headache thanks to the helpful support team.

Build quality.

MIOFIVE does not make poor-quality products. The cabling, tools, cameras, sticky pads, and other elements are top-notch. Placing each camera is simple, but if you wish to move it, you can do so with relative ease. Replacing the pads is straightforward, and this helps you to relocate any key parts if you are not happy.

Each of the mounts is well built, and I had no concerns about the cameras falling from the dash or rear window. Furthermore, each wire is securely connected to its corresponding camera, ensuring they will not come loose. Hiding the rear cable is a little time-consuming, but the effort is worthwhile. Once each camera is fitted, the finish is clean and professional. If you plump for the hard-wire option, this is best completed by a trained or competent individual.

Is the S1 Pro Dual dash camera worth it?

No matter which model you pick, the S1 range doesn’t disappoint. Would I have liked the complete 4K package, yes, of course. However, the rear 2K camera delivers impressive recording quality and a reassuring edge. I love the high-end finish and the easy-to-use app. Finally, the ability to hardwire it for 24-hour protection gives it an edge over its peers. Accordingly, I think it is great and I recommend buying it here!

(More information on MIOFIVE can be found here!)

The S1 Pro Dual dash camera has been awarded the Movies Games and Tech Gold Award.

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

Review: Hirogami

Hirogami is such a sight to behold. Seriously, it is one of the most visually beautiful games that I’ve played this year. The Japanese art style and the folding origami figures are fantastic and the world is easy to get lost in with all its beauty. Hirogami is truly a wonder to look at. But there are some areas it stumbles. The 3D action platformer by Kakehashi Games has areas where it shines but also where it becomes frustrating. Is Hirogami worth your time? Let’s dive in!

Saving The World One Paper At A Time

In Hirogami, you play as Hiro. Hiro is tasked with saving his land and people from the evil Blight. The Blight is looking to corrupt the world and its inhabitants. Hiro and the other characters in the game are origami pieces of paper. In the story, Hiro loses his shapeshifting powers and must restore them before The Blight can destroy everything. Players will travel this world from swamps to lava mountains. Each world is beautifully detailed. There is also a Hub world, where Hiro can craft upgrades like giving himself extra health. Hiro must clear the shrines in these areas to clear The Blight’s corruption.

Hirogami’s story is simple and can be forgettable overall. Hiro is a good character. He is self-conscious and doesn’t believe in himself. A very human thing to do, not believing in oneself. But his dialogue becomes very repetitive. Most of his lines are just him saying he isn’t good enough for the task. It gets annoying as it seems to be his only lines. Most of the other characters are also forgettable, none of them are particularly strong or memorable which is a shame. At the end of the day, Hirogami’s story is just a forgettable mess.

Shapeshifting Paper

Hiro’s main ability is his shapeshifting power. Players can change into other animals like armadillos and gorillas. Each animal shape has its own abilities, pros and cons. The gorilla shape can climb up vines to access other areas, and his melee is very powerful against enemies. As you progress, his punch can take out multiple enemies, a very useful power as enemies spawn in waves. The armadillo can roll around at a very fast speed, making traversal less tedious but he can’t walk fast or even jump that high. He can also kill enemies by rolling into them. These changes happen seamlessly. You can change into any of them whenever you want and it is instant. A great mechanic.

The enemies in Hirogami are called Glitchers and they are simple to take down. You can take them down in Hiro’s normal form using his fan which is just a basic melee attack or switch into the other animal shapes at your disposal. The most difficult enemies are other animal figures that can only be taken down when switching to your animal forms. The gorilla enemies are by far the toughest as they can deal heavy damage. This makes the combat feel a bit fresh at times as the animals have different abilities to use in combat. The armadillo is my personal favourite as you can quickly wipe out enemies by rolling around an area and cutting them down in seconds.

This Paper Is Easy To Rip Up

Hirogami isn’t really that difficult. The combat is simple and you can easily defeat enemies but it can become tougher in later levels when the game spawns in a lot of enemies at once. Can be chaotic but overall, it isn’t Dark Souls levels of hard. The combat can be clunky at times and frustrating. The camera angle feels like its fighting you as well. Sometimes it hides what enemies are around the corner or if you are coming in fast with your armadillo form you can’t anticipate what is coming up which can lead to death which is very annoying.

The platforming in the game is probably the most difficult. You need to swap sometimes to your animal forms like the frog form where you can jump very high to get to other areas and make it long distances before the rocks fall and you with them. You need to be fast in swapping forms so you don’t die in these tense situations. At least the platforming will keep you on your toes and can make the time challenges in the game where you need to clear a level in a certain amount of time more fun to take on.

There are also some sections where you turn into a paper bird and fly through obstacles and enemies to reach the end. You must shoot enemy Glitchers to get through some areas before crashing into them. Players can also collect boosts to pick up more speed. These sections are fine overall, and I do find the controls for them tight and responsive. They aren’t anything amazing but are a welcome addition. I wish there were more levels to play as the bird but they only randomly pop up during these moments where you need to get across a large area.

Hirogami PS5 Gameplay

Boss Fights

There are four main boss fights. Beating these bosses also unlocks more abilities for Hiro and his animal paper forms. These boss fights are unlocked by gathering origami pieces from the levels you completed. You complete the levels by restoring the shrines at the end of each level. There are ten chapters in the game with some of the chapters having two to three levels each.

The boss fights get their own chapter like the final boss being unlocked at chapter ten and is the only level in that chapter. All the levels have their own challenges to unlock origami pieces. You unlock three origami pieces in each chapter. One is unlocked for just completing the level, the other two are earned by completing the level in a certain amount of time or finishing the level with a certain amount of health remaining. These seem optional but they really aren’t. As you progress through the game, you need to have a certain amount of origami pieces to unlock the boss fights. This does increase replayability but it feels like a way to increase your playtime and can be annoying for some players. The time challenges can be difficult but it personal preference. If you don’t mind replaying levels its all good but making objectives seem optional but later revealing they aren’t can be frustrating.

The boss fights themselves aren’t that amazing either. They are easy. Like shockingly easy. There isn’t really a challenge with them. The final boss fight was the most disappointing and went on for a really long time. Dialogue boxes would come up during it too. It was frustrating playing against him when I had to skip these boxes while the boss fight was going on in the background and he was doing damage against me. These boss fights are disappointing but they can look visually appealing.

Verdict

Hirogami can be a fun game at times but it can be disappointing in other areas. It is a visually stunning game. The paper changing mechanic where you can transform into other animals is a great mechanic and can keep combat fresh sometimes and offer different ways to play and fight. But a frustrating camera angle which causes more harm than good, disappointing boss fights and story, and some bugs like falling through the map really bring the game down. Hirogami ends up just being fine as a game, which is a shame. The game teases a sequel at the end so hopefully the sequel can build on this.

Review: Noctuary

Let me start by prefacing; my only experience with anime visual novels is Doki Doki Literature Club, a game that aims to subvert the medium by turning it into analog horror. I know, it’s like if you tried to get into comics by starting with Watchmen or Dark Knight Returns; you can understand what they’re saying, but you’re not gonna appreciate it nearly as much. So Chengdu-based Gratesca Studio’s Noctuary is my first proper foray into this genre, splicing together a traditional visual novel experience with occasional arena hack and slash gameplay. Did it make a good first impression? Well…

Fancia Dream and Alina Nightsong are young girls who live in the land of Inlixaland, a beautiful utopian world made up of gorgeous valleys and countryside. They are Illuminators, an all female species whose bodies are made of hard light (not too dissimilar from the Crystal Gems in Steven Universe) and they have cutesy names that align with their occupations (Guardia Heart, Classica Wine). It’s as if the Smurf’s village was stuck in a blender with My Little Pony. Their dream? To become Arborangers, a class of elite warriors that act as a mixture of knights, cops and borderline fascist enforcers. Illuminators’ natural enemy is darkness itself, which manifests itself physically as Darkritters, purple creatures with no sign of sentience and apparently attack without thinking. 

It’s all very tropey, which I don’t inherently mind, but it’s in the presentation that I take issue with. Noctuary is 80% visual novel and 20% gameplay, and the visual novel stuff is just too dry for me, and a large part of that comes down to the localisation. What I’m playing here is actually the second translation made for the game’s launch on consoles. and from what I can gather is a genuine improvement over the one that launched on PC back in 2023. Now, it’s no Backstroke of the West but it does remind me of the Star Wars Prequels in that characters speak in a very formal, objective manner, largely owing to what is I assume a very direct translation of the game’s original Canto. This leads to clunky lines such as 

“Well maybe I can take the role of ‘The Bird’. Her singing parts contain strong rhythms and are suitable for drumming” 

and 

“Cast your light upon it so that you can see its internal structure. It’ll appear fibrous or cotton-like if you find the right one. Alternatively, you can use cleavage characteristics to make your judgment as well.”

You could put this down to the main characters being part of the more aristocratic class of this society, but that second line is spoken by Guardia Heart, a working class dingy dock woman who spends her life fixing boats. There’s no dialect or slang, characters speak to each other in cutesy pleasantries where there’s no immediate conflict and the game’s narrator will often describe things that are obvious through subtext. To top it all off, they’ll do that thing where they’ll repeat what a character has just said back to them, posed as a question. 

“I think it was the Darkritter Tide.”

“Darkritter Tide?” 

“Yes the Darkritter Tide”

This is all the more apparent in the game’s opening chapter, a crucial time when a game must set a standard for the rest of its experience, which is largely an incredibly slow slice of life. What’s more, we are forced to spend time with a character who we, the audience, know from the prologue is secretly evil, and who isn’t revealed until far later on, a trope that makes our heroes seem like clueless idiots.  We are also bombarded with heavy lore, mostly told through a notebook system that requires pausing the game and skimming through documents. It grinds the pacing to a halt, and makes skimming through the unvoiced dialogue sections a chore. However, the biggest disappointment for me was the lack of dialogue choices, a staple we come to expect of text heavy games. There’s a few here and there, but for the most part you are pressing A to move to the next predicated interaction. But if you’re after active engagement, this game does have you (slightly) covered in that department.

Occasionally, the game will give you control of the characters in combat, swapping to a 3D isometric arena view. It’s essentially a hack and slash in a League of Legends perspective. And it’s fine, just fine. Fancia uses magic based attacks and Alina carries a giant sword; you can swap between them on the fly and they each have three different attack styles. It feels punchy, combos can be pretty satisfying and you’re occasionally granted the privilege of a team up attack that nukes the screen. 

The reason I have so little to say is that it takes up so little of the game in comparision. There were sections where, after reading reams of text, I was shocked by the switch to 3D and felt like I had to learn to play again. There’s no cohesion here, the story isn’t being told or enhanced by these gameplay sections, that mainly amount to you killing mindless purple creatures cos they’re Evil. Rather they sit like an undeveloped extremity on the body of the rest of the game, a blending of genres that doesn’t quite work. And it’s a real shame, because there is something here.

The true highlight of Noctuary, and probably where most of its appeal lies, is in its presentation. The illustration work is gorgeous, its large cast of pretty girls all have intricate unique designs and the backgrounds they hover in front of are stunning. It makes me sad that this game isn’t fully in 3D, as I want to jump into this world and explore its nooks and crannies. The game now has voice acting in some sections, available in Canto by default with Mandarin and Japanese options. Tragically, my Hong Kongian flatmate (who speaks Canto) is currently out of the country, so I can’t comment on the quality of the performances, but it is nice to see a game that prioritises Traditional Chinese. 

The music is serviceable; twinkly, atmospheric and dreamlike but never intrusive. Its menus, the main point of interaction between it and the player, are stellar and the most cohesive part of its experience. My only gripes would be a) the scaling of the HUD during gameplay, which seems to be better suited for monitors rather than a TV and b) the frame rate on Series X during gameplay seems to target 60fps, but rarely actually holds it. 

So that’s it, my first foray into an anime visual novel. I’m not familiar enough with the genre to compare its quality in the grand scheme of things. I found its pacing and localisation wonky, but perhaps these are things that VN connoisseurs actually enjoy about the genre, and to each their own. My hottest take is that I honestly would’ve preferred if they ditched the ARPG elements and invested more into the interactive driving the novel sections. I love narratives and choices, and would have liked to feel like a participant in the events of this world. 

But then there’s also things in the world building that I found barebones, it’s discussion of wealth and class was minimal and there were parts with weirdly fascist undertones (Illuminators who don’t work/are lazy will die of natural causes and one ranger exclaiming “Arborangers are requested to protect Illuminators, even if it’s against their will sometimes”). At 30 hours and £30, it’s neither too long nor very expensive, and its Steam page has good reviews (though I’m gonna be honest, some of its top reviews read like they were written by ChatGPT). But at the end of the day, I just wasn’t personally engaged.

Review: Gomatic Laptop Bag

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Here is our review of the Gomatic Laptop Bag.

The ultimate solution for working professionals, the Gomatic Laptop Bag merges the best features of a messenger bag and tech case into a perfectly balanced design. It’s more than a bag—it’s a daily essential crafted for productivity, convenience, and style.

Versatile, sleek, and packed with smart organisation and expansion when needed, this briefcase is ready to handle everything from boardroom meetings to international travel. It’s the cargo pants of briefcases.

Features

• Expandable Design: Grows from 11L to 13.5L to handle more when you need it
• Laptop & Tech Storage: Padded compartments for a 16″ laptop and tablet, plus smart tech organisation for chargers, cables, and accessories
• Internal Organisation: Includes mesh pockets, zip compartments, and pen storage to keep everything in place
• Travel Ready: Luggage pass-through, RFID-lined pocket, hidden magnetic passport pocket, and lockable zippers for added security
• Quick-Access Essentials: Fleece-lined pocket up top and a zip-out water bottle pocket on the side
• Flexible Carry: Detachable shoulder strap and padded top handle for versatile comfort

Specification

Materials:
• Exterior: Water-Resistant 80% Nylon / 20% Polyester
• Interior: Polyester + PU Foam
• Coated YKK zippers protect against the elements

Dimensions:
• Weight: 0.9 kg
• Capacity: 11L (Expands to 13.5L)
• External: 29 cm H x 39 cm W x 12 cm D
• Expanded: 29 cm H x 39 cm W x 13.5 cm D
• Laptop Compartment: Fits all 16″ laptops/tablet

A Closer Look

Final Thoughts

The Gomatic Laptop Bag looks smart, is very lightweight, and is very practical!

With plenty of pockets, including an expandable area for different size laptops, you can fit everything you want into the laptop bag, and more! There is even a water bottle pocket, plus plenty of room for chargers and cables.

From a security perspective, the laptop bag has lockable zippers, a special passport holder and also provides RFID protection too!

You can either carry it by the padded handles, or attach the comfortable strap and carry it that way, the choice is yours.

One of the really cool things about the laptop bag is the Gomatic Lifetime Warranty. If you have a problem with either Broken Zippers, a Torn Zipper Track, Broken Buttons or Seal & Seam Defects, Gomatic will replace it! Just like that! I can’t tell you the number of laptop bags I have replaced over the last 30 years because of broken zips!

The Gomatic Laptop Bag is available now priced around £160, and whilst that might seem like a lot of money for a laptop bag, you get a lot for your money!

You can learn more from the Gomatic website.

Review: Raining City: Millions Recollections

It doesn’t take Raining City: Millions Recollections long to go off the rails. Assuming that title isn’t ‘off the rails’ enough for you. The Raining City bit is easy enough, but Millions Recollections? Is it lots of people’s memories, or just one person thinking about those little sugar balls in a tube? Anyway, it opens with a lovely scene of a cruise ship. All nice and relaxing. Then, BAM. Our main character is covered in blood, she’s got a weird hole in her hand, and she’s being attacked by a spindly tree monster.

Not that I’m criticising it for that. Quite the opposite, in fact. The standard visual novel playbook is to focus in on asinine, day-in-the-life nonsense for long enough for my brain to atrophy, then backload the intrigue in the second half. Raining City: Millions Recollections doesn’t do that. It keeps the pace high, and introduces heavy doses of horror to keep things interesting. Much like Orca Layout’s previous title, The Chrono Jotter, I find myself intrigued by the plot and the world, though the poor localisation damages both.

Raining City: Millions Recollections

I Can See Clearly Now

Let me flesh out that opening a little. Raining City: Millions Recollections begins with our protagonist, Lyu Xuan, waking up in her apartment. She’s covered in blood, despite no visible wound, and there’s a weird black hole in her palm. Numbers float around it. Turns out she’s been given ten million of some weird, otherworldly currency. Unfortunately for Lyu Xuan, everyone wants a piece of that wealth, hence the spindly tree man. Said monster is promptly eaten by a human-like creature named Paleon, who ends up clinging to Lyu Xuan throughout.

It’s a nice set up for a plot and it remains interesting throughout. Lyu Xuan meets up with a range of different characters, all of whom are drawn to her in some way and have their own share of mysteries. Take Su Lingxi, for example. A young girl that’s grown up in relative decadence in a big, golden tower. Oh, and her arms are made of weird gel wrapped around a skeleton. Or there’s Lu Wenshu, a chain-smoking scientist who seems to be connected with the whole ‘covered in blood’ thing.

Each of these characters feel nicely varied, and go through satisfying arcs as the story evolves. The actual plot does get a little loopy, though. It’s an occupational hazard when dealing with other realities and supernatural occurrences, but it gets a little confusing towards the end. Not helped by a big issue, that we’ll get to in a moment. Raining City also goes through a dramatic plot twist right at the very end, which it doesn’t really earn, and so the last section feels a bit dragged out. Still, the emphasis on horror – especially body horror – kept me very much engaged. Big, betentacled eye monsters parasitizing people? Definitely up my street.

Raining City: Millions Recollections

Money, Money, Money

Gameplay-wise, Raining City tries to diversify the standard visual novel template. Alongside the main plot there are sidequests, for instance, which dig a bit further into the side characters. There are also little mini-stories that you can select from a world map, which give the setting more flavour. The main plot also branches somewhat, and a key mechanic is how much ‘money’ is left in your palm. This amount can affect the ending and is spent at key points, encouraging you to either splurge out or hold back. Though, truth be told, most expenditure seemed to be out of my control.

It’s a shame, because it ties into the feeling that Raining City‘s gameplay is a little unengaging. There’s a nice range of monsters, but Lyu Xuan fights them off without any input from us. There was scope for more choices. Cobbling together solutions for escaping monsters – and losing coins for poor thinking – would have been good. Still, the monster designs are great. The big mushroom creature, for instance. Art in general is pretty top shelf stuff. It’s certainly a pretty game, even when it’s being horrific. Voice acting isn’t bad either, though there are strange audio quality issues. Some lines feel like the mic is inside the actor’s mouth, or that they’re recording inside a bathtub.

The gameplay’s not a deal breaker. I was certainly more absorbed than others in the genre. Orca Layout have a knack for hooking me with interesting stories and characters. Still, after The Chrono Jotter, I was hoping they’d get better at localisation. No such luck. There are constant awkward sentences, for one. One character, Jasper, had her name randomly changed to Roselene for no reason. Character genders randomly flip. Several lines are still in Chinese. It makes picking up on what’s going on quite difficult at times. It doesn’t ruin things, but there are times when it pulled me out of the scene. I have to wonder if it’s mechanically translated. Certainly, a proof-reader is needed.

Raining City: Millions Recollections

Raining City – Intriguing, Yet Rough

Hey, if they want a hand with the proofreading, I’ve got the time. After all, Orca Layout are two-for-two with me. Visual novels aren’t usually a genre I click with, but this might be the right formula. An intriguing plot and a big, heaping helping of body horror. What’s more, despite the shaky localisation, I like the way that Raining City is written. It doesn’t write itself in too many circles, like lots in the genre. It’s not grossly overwritten. We’re always moving forward to the next plot point.

Designs are on form, too. While I would have liked to have a bit more control during the monster sections, it was still great. It feels like a selection of folk stories and creepypastas all stitched together. It’s great, and I hate that I will not be able to properly recommend it. It’s hard to recommend something that’s so poorly localised. It gives it the feel of something thrown hastily together, when it clearly isn’t. So if you can look past a collection of wonky sentences, and have a penchant for body horror, then Raining City is definitely worth a chance.

(Raining City: Millions Recollections‘ Store Page)

Review: M75 Keyboard

The M75 Keyboard from Mechlands may not be on your radar. First, it is surprisingly affordable, and this may make you suspicious. Second, its wired-only approach may be frowned upon. Neither of these put me off, as I adore the striking livery, the exceptional magnetic switches, and the customisable settings.

On top of this, a wired-only device lowers weight and reduces distraction. Instead, I can focus on my gaming, low-latency inputs, and vibrant RGB that’ll get my friends and followers chatting. Alongside this, the 8k polling rate and 0.128 low latency are mind-boggling. The results are lightning-fast inputs that put its more expensive peers to shame.

What’s in the box of the M75 Keyboard?

  • The packaging is strong, attractive, and laced with key selling points. Moreover, it can be recycled. 
  • The M75 Keyboard has a 75% form factor design. Additionally, the USB-C port is well located, and it has adjustable feet.
  • Spare switches, a keycap, and tools are provided. 
  • The braided USB-C cable is used to power the device. 
  • Learn the basics with the user manual. 

Technical aspects. 

An affordable keyboard shouldn’t be so technologically advanced. However, the M75 Keyboard breaks the mould. It offers full customisation for key gaming features such as DKS, MT, TGL, and SOCD. Each of these elements delivers a game-winning edge that’ll propel you up the leaderboard. Though it takes some trial and error, you’ll find the perfect setting that works for each genre.

On top of this, you can customise every ounce of RGB. The result is a vibrant or gentle hue that’ll make your gaming and workstation sparkle.

Though custom settings are nice, low latency and rapid polling rates are a must. This keyboard delivers razor-fast speeds that complement any cruel genre. FPS, racing games, and speed running events can be mastered with this incredible gaming keyboard. 

Build quality. 

The M75 Keyboard has a durable plastic case. The ABS plastic is robust and resistant to greasy marks and stains. The Cherry profile keycaps are familiar, and they can be removed with ease. Underneath there is an aluminium plate and magnetic switches for a near-silent and ultra-responsive typing experience.

The magnetic switches can be hot-swapped for any like-for-like alternative. I found the actuation distance, keycap profile, and usability to be comfortable for gaming and office work. Consequently, I wouldn’t recommend removing the provided switches.

A wired keyboard with a plastic shell is a great lightweight option. Moreover, the 75% form factor and 80-key design are perfect for smaller workstations. Though it is compact, it offers full functionality. Subsequently, you are not undermining usability or juggling desk real estate. 

Is the M75 Keyboard worth it?

Mechlands continues to impress me with its affordable but high-end products. Furthermore, the eye-catching designs, impressive switches, and durable quality are perfect for gamers and office workers. Additionally, low-latency inputs and customisable settings are ideal for competitive individuals who wish to top each leaderboard. Accordingly, I love this keyboard and I recommend buying it here!

(More information on Mechlands can be found here!)

The M75 Keyboard from Mechlands has been awarded the Movies Games and Tech Gold Award.

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

Review: The Knightling

Following up from their first title Pine, developers Twirlbound return with The Knightling; a third person open world action adventure. Is this indie title worth your time? Or are you left dreaming of tales of old?

A Knight’s Tale

In today’s gaming ecosystem, we are overwhelmed with options in every genre, making some games slip by the wayside. The Knightling attempts to break that mould, to varying success. Set in the fictional medieval fantasy world of Clesseia, you play as The Knightling. As an aspiring knight, you begin the game following the orders of your mentor Sir Lionstone – a legendary knight known all across the lands. When, at the start of the game, Sir Lionstone goes missing, you are thrust into the role of saving the lands from unforeseen threats, whilst solving the mystery of Lionstone’s disappearance. This is the main crux of the story and whilst you may think at first it’s a basic tale, it packs a lot of heart and intrigue.

The tale of The Knightling isn’t overly long or complex but it did keep me entertained throughout its 15-20 hour story. As the Knightling character is only 13 years old, it’s very much a coming of age tale as you help townsfolk through various main and side quests, whilst trying to find your mentor. What separates this game from other fantasy titles is its charm and humour. Bar the occasional animated cutscenes, most of the game’s dialogue is told through muffled voices akin to Kenny in South Park. This is absolutely hilarious for the most part and really adds wholesome charm to the narrative. The real star of the show is Magnustego, the trusted fabled shield of Sir Lionstone that was left in your possession. This shield is fully voiced and fleshes out the world of Clesseia during traversal sections which helped to keep me engaged during the quieter moments in the story. It reminds me quite a lot of Immortals: Fenyx Rising, another whimsical take on fantasy worlds. Overall, this is a simple, yet highly endearing tale, with mystery and intrigue blended in with a lot of laughs and a surprising amount of heart.

The Sword And The Clunkiness

Gameplay in The Knightling is truly the definition of a ‘mixed bag’. As an open world action adventure title, you can expect a plethora of combat, puzzles and platforming to quench your thirst. Combat is a huge aspect of this game but sadly fails to deliver in the majority of its aspects. A lot of the combat feels like a button-mashing slog as you take out enemy camps and creatures in the open world. The only weapon available to you is the shield which gives the game a truly unique fighting style; it’s just a shame this wasn’t fleshed out more with additional moves and abilities for this weapon. There is an upgrade tree for combat with some abilities but these are so bog standard and pointless, you still end up button-mashing away. In the far too few boss battles that take place, there are some cool combat design ideas implemented, such as the armour systems on the enemies. This requires you to destroy their armour through quick time events which make these fights feel particularly different and varied. Sadly, combat overall just feels far too clunky and boring alongside middling boss and enemy design, making it a true disappointment.

Thankfully, the traversal, platforming and puzzles deliver, for the most part. The movement of The Knightling is absolutely fantastic and such a breath of fresh air. Not only is the shield the main focus of combat, it’s also the focal point of the traversal. You have a number of abilities connected to movement to unlock throughout the game, but the one I am blown away by is the shield sliding. The design of the open world clearly has been catered to this ability as the world is full of slopes and cliffs along with boost pads and ramps aplenty. It is so much fun sliding your way around the world at a brisk pace. Later on in the game you’ll unlock a glider and other upgrades to sprinting and jumping, making this a truly wonderful experience, allowing the player to have such a vast amount of options in how they want to approach traversal.

Unfortunately, it’s not all positive as during some of the precision platforming sections, it’s highly imbalanced, making these sections feel very frustrating as you think you have made the landing, only for the knight to unexpectedly fall. Regarding the puzzles, they are just fine. They are not difficult or particularly bad; they are just forgettable for the most part. The majority of the puzzles boil down to moving a box to cover a pressure pad to open a gate…. yeah, not that intuitive.

A Flawed, Yet Charming World

The world developers Twirlbound have created a visual delight that only is let down by its damning performance issues. Everywhere in the land of Clesseia looks vibrant and colourful, full of this charming art style that borders on being dangerously close to a Breath Of The Wild imitation. It is clear they have taken inspiration from that title, but luckily it does enough to feel like its own concoction. It’s like Zelda, Banjo and Sly Cooper had a baby! Character models look complex and detailed and the animations crafted for the knight are particularly impressive during traversal. It’s just a damn shame the performance issues have soured my views. Too many frame rate drops, screen tearing and texture pop ins ruin the look and feel of this wonderful land.

Conversely, the sound design and score deliver strongly. The clangs and the bangs from the shield against enemies’ armour sounds wonderful, yet brutal, whilst the grunts and the exertions from the knight during platforming make for tense moments. As previously mentioned, the muffled dialogue is voiced to perfection, making most conversations downright hilarious to hear. This game would not be the same without it. Finally, the peaceful and tranquil orchestral soundtrack is superb and really helps reinforce the fantasy theme and setting. Outstanding job across the board in these departments.

Verdict

In an era of an overwhelming amount of fantasy open world games, The Knightling tries its best to stand out with its solid story, charming visuals, unique dialogue and musical score. In a world of far too many bloated open worlds, it’s refreshing to see a compact and brisk story, set in a vast world. Whilst combat can become far too repetitive and platforming can be tedious, I truly admire the developers’ attempts to think outside the box with some of their design philosophies. Sadly, performance issues may sour your experience but overall, this is a tale worth being told!

Review: Chip ‘N Clawz vs. The Brainioids

When I first booted up Chip ‘N Clawz vs. The Brainioids, I was ready to roll my eyes. The colorful art, wisecracking human hero, robotic feline sidekick, and alien invaders screamed Ratchet & Clank knockoff. I expected a standard beat-’em-up platformer where I’d mash through waves of silly enemies and hop between glowing platforms. But within minutes, I realized I was completely wrong.

This isn’t just another action-platformer. It’s a real-time strategy game hiding under a Saturday morning cartoon shell. And honestly? That twist is what makes it special.

The most accessible RTS out there

The stars of the show are Chip, a brash human engineer who thinks on his feet, and Clawz, his robotic cat companion who doubles as both sarcastic sidekick and full-fledged playable character. Chip wields traditional weapons and gadgets, while Clawz brings a totally different toolkit, repairing capabilities, enemy controlling grenades, and some slick traversal options. Playing as Chip feels steady and direct: he’s the main character, enhancing buildings and friendly troops. The traversal options and unlockable weapons/gadgets turn the two playable characters into very different playstyles the more the game progresses.

The real surprise here is how Chip ‘N Clawz redefines expectations. At first glance, the environments bright colours, collectibles floating on cliffsides, jungle ruins, all look designed for platforming. But instead of jumping from platform to platform, you’re dropping mining posts to harvest Brainium, the bright crystal resource that powers everything you do.

It’s a clever mix of direct control and strategic oversight. You’re not just a commander clicking from above, you’re also in the fight, deciding whether to lead your troops from the front or let them do the heavy lifting while you chase side objectives.

Gameplay loop

The story unfolds across mission-based maps, each with unique objectives. Sometimes it’s as simple as clearing Brainioid outposts, other times you’re defending a certain core buildings across multiple waves. Each mission also has challenges that reward stars like completing objectives under a time limit, keeping your casualties low, or mining out all the resources.

And speaking of side objectives: each map has a handful of collectibles and blueprints tucked away, often off the beaten path or behind optional skirmishes. These aren’t just throwaway trinkets. They unlock upgraded troops and upgrades for your loadout. Before heading into the next mission, you can customize your build, maybe swap in a stronger defensive turret, or prioritize better ranged weapons. It adds that extra incentive to explore the brightly coloured levels.

Viable for Single player, really shines in co-op

Playing solo, the game feels surprisingly balanced. The enemies come slower and resources are more abundant than in co-op to compensate for not being able to be in two places at once. You’re given enough breathing room to focus on both micromanaging troops and handling combat yourself.

The campaign does a good job of layering complexity without overwhelming. Early missions teach you the basics of mining and unit spawning, while later ones force you to juggle multiple fronts, experiment with vehicles, and adapt to map-specific quirks. It scratches that strategy itch while keeping the action personal.

Co-op is where Chip ‘N Clawz shines brightest. With two players, Chip and Clawz split responsibilities naturally. One can focus on laying down infrastructure and troop control, while the other dives into the thick of combat or hunts for blueprints. Communication becomes key, you’ll constantly find yourself shouting for resources to be sent over as you are frantically budling a last line defence, while your ‘Iron Man’ suited up cat is peacefully looking for collectible posters. The game rewards this coordination with smoother runs, and the chaos is the good kind, the kind that makes you laugh when your careful base setup gets swarmed because you both completely missed the enemy flank.

There is also a local or online versus mode. Instead of building together, you’re competing against each other in smaller arenas, racing to harvest Brainium, set up structures, and overwhelm the other side. Matches are quite lengthy, scrappy, and often hilarious. Problem is I could not actually find an online game to test out my single player practice.

My Conclusion

Chip ‘N Clawz vs. The Brainioids could have easily been dismissed as a Ratchet & Clank knockoff at first glance, but it manages to carve out its own identity by blending action-platformer aesthetics with surprisingly deep real-time strategy mechanics. It’s accessible without dumbing things down, letting players enjoy both the direct control of a cartoon hero and the broader satisfaction of building, managing, and commanding troops.

Solo players get a well-paced campaign that gradually ramps up complexity, but it’s in co-op that the game becomes something special, equal parts tactical and chaotic, often hilarious, and always rewarding when you and your partner finally sync up. The versus mode feels more like a bonus than a centrepiece, but it adds extra replay value with friends or strangers.