Review: Return to Ash

Return to Ash is a game that mistakes verbosity for depth, and drags its players through a mire of awkward dialogue, aesthetic half-measures, and a story that can’t decide whether to be profound or just plain pretentious.

Developed and published by Serenity Forge, Return to Ash is a low-effort Twine-based Ren’Py visual Novel based on the afterlife.

At its core, Return to Ash wants to be a melancholic meditation on death, identity, and purpose. But what it delivers is a bloated, self-indulgent monologue machine wrapped in faux-deep narrative fragments and art direction that feels just a few years too late to be stylish.

A Death March of Dialogue

The most defining and damning feature of Return to Ash is its approach to dialogue.

Every. Single. Line is wrapped in a redundant cocoon of internal monologue. Before your character speaks, they think about what they’re going to say. Then they say it. Then they analyse what they just said.

It’s a constant cycle of hesitation, reflection, and pseudo-intellectual rambling that turns even the simplest interactions into emotional marathons. Occasionally, you’re given dialogue options, but most of the time, the game just decides for you, and still insists on making you sit through the character’s three-layered thought process.

Instead of helping you connect to the character, this structure smothers the narrative in noise. It feels like being trapped in a teenager’s diary entry for ten hours.

Visually Flat

Return to Ash attempts to present itself as a moody, surrealist purgatory, featuring stark hospital lighting and minimalist backdrops. At a distance, some of the environments are visually striking. But up close, the animation style collapses into flat, lifeless, and outdated 2D cutouts.

There’s an effort to create visual contrast between the sterile purgatory and the quirky characters who inhabit it, but it all ends up looking like a mismatched collage. Rather than being eerie or poetic, it feels awkwardly assembled.

The Story that Wasn’t

You play as a recently deceased, terminally ill patient thrust into a limbo-like realm run by Death—a petulant teenage shut-in who bullies other souls and spends their time designing unwinnable video games.

The world is populated by other lost souls, all performing meaningless tasks in hopes of redemption, revival, or release. There’s no immediate goal, just vague suggestions that you, too, must convince Death to let you go.

It could have been a clever take on the afterlife. A sort of existential bureaucracy meets surreal comedy. But instead, the writing sinks it.

The tone veers between melodrama and cringey “edgy” humour, and the story’s pacing is drowned by its over-written dialogue. Characters feel like stereotypes in search of substance. Especially the one major NPC, a workaholic man constantly belittled by Death, who seems to exist solely to deliver exposition or serve as emotional bait.

Deathly Hollow Experience

Return to Ash isn’t broken in a technical sense. But it is broken in execution.

Its systems, both narrative and visual, are constantly undermined by the game’s obsession with its voice. Instead of trusting the player to find meaning in its world, it spells everything out three times. And even then, nothing meaningful is said.

There are interesting ideas beneath all the clutter. The purgatory setting, the premise of negotiating with Death, and the existential tone. It all could have worked. But Return to Ash doesn’t know when to stop talking long enough to let any of it breathe.

It’s a game that mistakes introspection for depth, and in doing so, loses itself entirely.

PS: Re-using the tutorial code of Ren’py and editing the colour palette does not make you a game developer.

Review: Lepro B1 AI light bulb

You may wonder how I’m going to review a light bulb. After all, if it lights up, it’s done its job. Thankfully, this isn’t where the review ends, as the Lepro B1 AI light bulb has a few clever tricks up its sleeve. Available in packs of 1, 3, or 4, these bulbs can revolutionise your house. Moreover, they are simple to use and look great.

The B22 fitting is perfect for the modern home. Alternatively, Lepro sell other fittings to suit every lamp holder. This versatility was great and will make fans of the brand extremely happy. Alongside this, the bulbs are made to last. Accordingly, you needn’t worry about them burning out within the first month.

Technical aspects of the Lepro B1 AI light bulb

This energy-saving device can be controlled with a dimmer switch. Furthermore, you may control the brightness with the free-to-download Lepro App. This gives you full control of every light in your house. The Lepro B1 AI light bulb delivers 806lm brightness and saves up to 85% energy usage. This is incredible when you consider the global cost-of-living crisis.

The bulb can be programmed with an array of unique colours or patterns. The handy editing tool lets you adjust the lighting elements from scratch. The result is a personalised room that is as colourful and bright as the occupant.

Usability. 

I’ve used many Lepro products, and they are simple to set up. Consequently, I didn’t expect this to be any different. Connecting the bulb to your app is a cinch, and I was up and running in under 2 minutes. Once the product is connected, you give it a name, adjust the settings, and away you go.

If you have an Alexa or Google Assistant device, you may bark orders to energise or power off your bulbs. Moreover, the handy app allows you to adjust every setting with ease. Finally, you can turn every room into a blinding disco. LightsBeat Music Sync listens to every sound and reacts accordingly. Alternatively, tell the app your mood, and the light will change colour.

Build quality. 

Each bulb is light and has a silky texture. The lighting quality is good, and I experienced no flickering or dead zones. The B22 fitting is strong, and there is no concern about connecting this to your light pendant. Additionally, the packaging is robust, and any spare bulbs will be stored safely when not in use. 

Is the Lepro B1 AI light bulb worth it?

If you wish to digitalise your household, then the Lepro B1 AI light bulb is the way to go. No longer will you worry about a dark and uninviting room. Instead, you may create an inviting ambience before you return home. Moreover, you can change the mood at the touch of a button. As such, these affordable bulbs are great, and I recommend buying them here!

(More information on Lepro can be found here!)

The Lepro B1 AI light bulb has been awarded the Movies Games and Tech Gold Award

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

Review: Star Overdrive

Star Overdrive serves as the answer to a fascinating thought experiment: what if the open world of the modern Zelda entries was married to the traversal system of a Tony Hawk game? Unfortunately, video games aren’t just ideas scrawled on paper; they’re the product of a developer’s ability to execute on those concepts, and Caracal Games wasn’t able to nail the landing.

After starting the game, protagonist Bios is dropped very quickly into the environment with a vague goal and a bit of setdressing to start your adventure. Narrative is not the main focus; Star Overdrive very clearly subscribes to the storytelling philosophy of free-roam experiences like Elden Ring and its ilk: you can seek it out, but you won’t be beat over the head with it. There are moments where the game will treat you to a scripted cutscene, but they’re few and far between.

Clearly, Caracal wanted the spotlight to be on exploration, and this proves to be a double-edged sword. Riding around on your hoverboard can be fun, at times delivering an excellent feeling of speed and momentum. However, the devs choosing to focus on it so heavily only exacerbates any issues it has.

Your shredding abilities fail to evolve in any meaningful way during the campaign. You’ll still be performing the same tricks every hour, and jumping off ridges at high speed loses its luster over time. The most helpful upgrades you’ll acquire through part crafting, and they make it possible for you to hover over water and ride along metal without losing energy. These didn’t elicit any joy from me, since they didn’t add any new features, instead just making it less frustrating to navigate the world. It’s rather damning praise when the most positive note I can offer about your crafting system is that it at times made the game more bearable to engage with.

The planet Bios crashes on is rather barren, further emphasizing the tedium of traveling from waypoint to waypoint. When you do encounter a place of interest, it’s usually a shrine ripped straight out of Breath of the Wild. You’ll be forced to do a handful on the golden path, rewarding you with new gameplay abilities (laser blasts, jump pads, freezing time, etc) but the rest are optional. 

The challenges inside are well-designed, asking you to make use of your unlocked powers, but due to the minimal guidance on offer, there are quite a few puzzles that can leave you scratching your head. Despite this, they’re a welcome addition, helping to break up the sandbox monotony and offering some insight into what a more focused vision for Star Overdrive may have looked like.

Completing these shrines will give you a Power Node used to progress your skill tree, but it’s almost too rudimentary to matter. The majority of purchasable skills are simple tweaks to existing systems, like adding to your health pool and increasing melee damage. Thus, combat feels the same in hour one as it does in hour ten, just with adjusted numerical values. The one silver lining is that you can manipulate enemies with your powers during combat, potentially spicing it up through experimentation, but that level of gameplay is likely only accessible to the more hardcore action game fans.

Star Overdrive is a game that’s ultimately too ambitious for its own good, collapsing under the weight of its ideas. It feels like there’s a talented team at Caracal Games, but the desire to capitalize on popular design trends was prioritized above forming complementary gameplay systems. The result is a project that never seems to mesh, creating a flawed, though functional, sci-fi experience.

Review: My Friendly Neighbourhood

0

A Resident Evil Sesame Street fever dream.

My Friendly Neighbour is a first-person survival horror game, from developers Evan and John Szymanski.

With clear inspirations from classics, such as the Resident Evil series and Alien: Isolation. Players must navigate a decaying TV studio where puppets roam, friendly in appearance, but with murderous intent.

Unhinged Puppets

The game’s setup is undoubtably intriguing: you play as Gordon, a repairman sent to disconnect the signal from a broadcast tower from an abandoned children’s TV studio.

The eerie studio houses twisted puppets, lifeless yet animated. Standing still, they wave their arms and recite broken scripts, screaming about their favourite choice for lunch or learning the alphabet. It’s unsettling and absurd, but oddly captivating.

They make you want to hide and observe them.

You must explore through various areas of the abandoned studio, acquiring weapons throughout to combat against the haunted puppets.

The game does not point the player in any direction, allowing for exploration and scavenging for essential items. It may be easy for a player to become lost, while making their way around the different sections of the TV studio sets.

Combat and Survival

Combat in this survival horror feels restricted. If a puppet is lurking, expect a jarring encounter if spotted. While heading to your next objective, you will be chased, grabbed, and pushed to the ground.

 The player’s health comes in three states: Healthy, caution, and danger – making each hit feel significant.

Gordon comes across various weapons throughout his exploration. Such weapons include the wrench, an infinite use melee weapon for higher risk combat. Players also come across firearms like a pistol, or ‘The Novelist” shotgun. Each piece of weaponry packing a powerful anti-puppet punch.

However, the first-person game does not include a crosshair on screen, increasing the difficulty of aiming those precious bullets. This can make the firearms feel ineffective, often missing shots, especially with a lack of ammo supply.

Tape is another essential item. After defeating a puppet, you are able to tape them to the floor permanently, restricting them down. Whereas untaped puppets will reanimate and come back after you. If you happen to forget, or run out of tape, expect the puppet to be standing where you left them next time you come back to that area.

Supplies and Progression

Low on supplies? Progress halts. That sense of tension is amplified by the manual save system, reminiscent of Alien: Isolation. The player must locate tokens, which can be used for save stations, or health stations, further adding to the feeling of helplessness, choosing between healing-up, or saving your progress while you are safe.

Low supplies combined with the restrictive, classic save system can sometimes cross the line into frustration. Tedious backtracking may dull the momentum, especially if a single mistake forces long retreads. A deliberate choice, but one that risks alienating players who prefer a brisk pacing.

Even if you are close to your next objective, lack of supplies can risk your progress. If you have no ammo, or tokens for save or health stations, you are reticent to enter the next room. The anxieties of a puppet horde increase fears for Gordon’s life, and the players sometimes lengthy progress.

 Back we go…

Echoes of Survival Horror: Sound, Puzzles and Inventory

The sound design of the footsteps increases tension. When you are wading through the tight corridors with low ammo supplies, you hear Gordon’s boots on the floorboards, echoing around you. Every move feels detrimental.

The anticipation of turning a corner with Gordon’s thudding footsteps, while hearing the eccentric rantings of the depraved puppets, results in an increased risk of discovery.

The puzzles are reminiscent of those of Resident Evil’s. Oftentimes forcing the player to backtrack through large hordes of enemies, to gather items such as puppet masks which are dotted across the previously explored map. With a clear goal of ultimately getting out of dodge.

The player’s inventory is very similar to that of Resident Evil in its puzzle-like nature, allowing them to arrange their items for optimal storage space, and examine them closer for additional clues.

A Puppet Show Of Fear – And Frustration

My Friendly Neighbourhood often stumbles where it matters most: pacing and playability. 

The scarcity of essential resources isn’t just stressful- it can feel like added artificial difficulty, padding the runtime with backtracking and save-token anxiety.

My Friendly Neighbourhood may not always play nice, but it is undeniably memorable. It’s a haunted puppet show stitched with ambition, heart and just a little too much friction in its gameplay.

Backbone Introduces Backbone Pro: One Controller for Every Screen, Built for the Future of Gaming

0

Backbone has unveiled Backbone Pro, a next-generation controller engineered from the ground up to let players game on any screen with a single device—built for the future of gaming.

Today, there are hundreds of millions of game controllers in the world, but they’re all designed to work primarily with a single console—and then slowly adapted to work elsewhere. That model hasn’t changed much, even as the way people play games has completely shifted. High-fidelity gaming on phones and cloud gaming—the ability to stream games from the cloud just like streaming music and TV—are growing fast, and more people are playing across platforms than ever before. Backbone Pro is designed for that world.

Backbone Pro offers two ways to play: Handheld Mode, where it’s physically connected to the device via USB-C for zero latency and no need to charge; and Wireless Mode, connecting via Bluetooth for gaming from a distance. It pairs instantly with phones, tablets (like iPad), laptops (including MacBooks), VR headsets (such as Meta Quest and Apple Vision Pro), and smart TVs like Samsung Gaming Hub even without a console — and Backbone’s FlowState Technology in the Backbone app remembers previously paired devices and connects with a tap, ensuring ensuring frictionless device switching.

To make this work, Backbone had to rethink everything — from industrial design to firmware. The Backbone team, including engineers and researchers from Apple and Google, created the smallest form factor ever to accommodate full-size joysticks. Over the last three years, Backbone went through more than 9,000 part iterations and ran over 30 user research studies using a proprietary 3D camera system to measure hand movements and analyze thousands of hours of gameplay. The result is one of the most comfortable handheld gaming products ever built, with full-size joysticksremappable back buttons, and a form factor that feels just right in users’ hands — whether they’re playing for 10 minutes or 3 hours. Before launch, Backbone invited professional players and industry veterans to test and refine the product.

Backbone Pro offers unprecedented levels of customization. Players can remap every button and create tailored control profiles for specific games and devices, saving different configurations for each platform they play on. The Backbone app serves as a central hub, allowing users to pair with new screens and customize their experience directly from handheld mode.

The Backbone app transforms your phone into a universal hub for gaming, allowing you to access all your games in one place. The app supports multiple gaming categories including App Store games (including Apple Arcade, Netflix games), Remote Play services (Xbox Remote Play, Steam Link), cloud gaming platforms (Nvidia GeForce NOW), and—for the first time—retro games through a built-in emulator. With new features like Smart Search, you can discover and launch games across platforms seamlessly, all from a single place. The Backbone app is one of the most popular gaming apps on the App Store–it was #4 in its category on the App Store this past holiday season. It’s free and works with any Backbone device, even when you don’t have a device connected.

The Backbone+ service now offers customers free games and extra features—similar to PlayStation Plus, Nintendo Switch Online, or Discord Nitro. Subscribers to Backbone+ now also get access to a rotating library of free games that are instantly playable seamlessly, along with new updates.

“We believe the future of gaming transcends individual devices,” said Maneet Khaira, Founder and CEO of Backbone. “With Backbone Pro, you can experience the excitement and connection of gaming on any screen with just a single device”

Backbone Pro is available now at backbone.com. Backbone Pro joins Backbone One as part of our growing controller lineup, giving players more ways to play across any screen.

Review: Noobs are Coming

Noobs are Coming is a fun and hectic twist on standard gameplay mechanics. You don’t play the part of the hero or the underdog. Instead, you are that huge boss who annihilates everything in sight. The result is an amusing, tongue-in-cheek experience that feels fresh and familiar in equal measure.

This top-down shooter rogue-like was developed and published by Overboy. It follows in the footsteps of other great titles, such as Brotato and Bronana. Accordingly, if you are familiar with either of these games, you’ll have a blast. If you are scratching your head in confusion, fear not. Think of a more cartoony Soulstone Survivors or Vampire Survivors, and you’ll understand the basic concept.

Noobs are Coming tells a shallow but overbearing story.

Controlling a humongous boss is a treat. Each hulking monster crushes and maims everything it touches. As such, you don’t need much of a plot to make people excited. Instead, there are loads of weapons, spells, humans, and traps to entertain.

The story is practically non-existent. However, the paper-thin plot is pretty overbearing. Effectively, an army of noob heroes wishes to thwart the evil overlord. You cannot let this happen, and you’ll use every trick in your power to take them down. 

Simple mechanics.

Noobs are Coming uses a wave-based system to manage progression. This is a simple design that is easy to follow. Additionally, if you are successful, you may tackle an unlimited wave of noobs as you prove your worth. Alongside this, there are 5 different difficulty settings to test your skills and resolve. Making it all the way to the top setting is tough, and only the best will survive.

As you destroy your foes, you will collect orbs and chests. The orbs increase your XP and unlock new levels. Moreover, any uncollected resources convert to currency to spend on weapons and skills. Each chest contains new skills to improve your chances. Subsequently, grabbing as many of these will give you a head start.

None of the core elements were challenging to understand. However, making the right build for each hero is no mean feat. Do you choose melee or magical weapons? Alternatively, do you focus on traps and friendly goons to get by? Either way, you’ll have fun experimenting with an almost limitless number of possibilities.

Noobs are Coming looks great.

The developer has created a dark world that looks great. The mixture of ominous colours and lighting delivers a claustrophobic and uncomfortable experience. Furthermore, the never-ending projectiles and noob foes generate a hectic and mind-boggling endeavour. I tested this on PC and Steam Deck, and I had no problems. The frame rate was consistent and the animation was smooth and pleasant to the eye.

The audio was as loud and aggressive as you’d expect! Whether it is the melee weapons, spells, traps, or fellow monsters, it is an almighty cacophony. The result is a high-energy. fast-paced affair that captures your imagination and attention.

Tight controls.

No matter if you use a mouse and keyboard or a gamepad, Noobs are Coming has tight controls. The inputs are responsive, and moving from point to point to avoid every noob was a joy. Furthermore, the UI is clean and understanding your stats and how each item affects your playthrough was a walk in the park.

Replay value and longevity are through the roof. There are countless builds and plenty of different bosses to unlock. Moreover, you may enjoy the increasingly tough difficulty settings or the brutal, never-ending wave option. Either way, this will keep you playing for hours.

Noobs are Coming is a great game!

I love this genre. However, some developers get it horribly wrong. Thankfully, Noobs are Coming is a great addition. It is fun, fast, and impressive to look at. Moreover, it’s loud, easy to understand, and a pleasure to play. Accordingly, I love it and I recommend buying it here! Time to become the big dog and wipe out those noobs. Pick your boss, choose your weapons, and spread some dark thoughts.

Review: Curve Nano Foldable Stand

Here is our review of the Curve Nano Foldable Stand from Twelve South.

Curve Nano is a pocket-sized, fold-flat magnetic stand that holds your Qi2 and MagSafe compatible phone at the perfect angle. It snaps on instantly and adjusts seamlessly for portrait or landscape viewing. This stand delivers hands-free convenience wherever you go.

Features

  • Holds MagSafe/Qi2 phones securely
  • Adjusts smoothly to any angle
  • Stays stable with anti-slip base
  • Ultra-light and compact

What’s in the box?

The box contains the Curve Nano, a Travel Case and a Quick Start Guide.

A Closer Look

Final Thoughts

The Curve Nano is very small and lightweight, its made of durable, high-quality aluminium and can easily slip into your pocket or your bag. It folds up really neatly and is easy to unfold ready to use.

You then just place your device on the Nano and position it however you want it – it’s that simple! The magnets in the Nano hold the device securely in place.

Its a really useful way of streaming, chatting, or working on a smartphone, at home or on-the-go.

Here is our review of the Curve Nano Foldable Stand from Twelve South is available now priced around £29.99 and is available in Coastal Blue, Dune and Slate.

You can learn more from the Twelve South website.

Review: Please, Touch The Artwork 2

Please, Touch the Artwork 2

A surprisingly underused game mechanic so beloved; stepping through portraits into a painted world, as featured in Super Mario 64, Rayman Legends, and even in bits of Persona 5 and The Witcher 3 DLC. Paintings are perhaps the most tactile medium of a universe separate from our own, as it is more tangible than television or video games, and it is a way to see and feel the inner minds of the artists behind it all. Visual art is essential to humanity, which is why we are so obsessed with its inclusion in everything.

Solo developer Thomas Waterzooi from Meynen Studios, with the support of the Flemish Government itself, created Please, Touch The Artwork 2. This title is a surreal explorative, point-and-click “Where’s Waldo?” type of game, created in celebration of Belgian painter and printmaker James Ensor’s 75th anniversary following his death.

Please, Touch The Artwork 2 came out on January 17th, 2024, and is completely free to download. It can be played on the Nintendo Switch, PC, Steam, and mobile on Android and iOS.

The Intrigue

James Ensor was well-known for his surreal and expressionist works in the late 1800s to early 1900s. His paintings feature bright and bizarre yet macabre tones, with both carnival and religious themes. He specialized in portraits, still life, and satirical pieces.

james ensor, skeleton in Osten

In Please, Touch The Artwork 2, you play as a skeleton in a suit. In my interpretation, the playable character seems to be an undead version of Ensor himself, reminiscing and roaming around his own paintings. Players hop from scene to scene in a world full of watery strokes, wandering caricatures, and added touches of game animation. The animation makes Ensor’s paintings truly feel alive.

There is an art thief on the loose taking out chunks of each painting. You follow the thief – which is a masked figure featured in Ensor’s The Intrigue (1890) – all the way to the end of the game, while patching up the holes he left behind. The figure is based on the husband of Ensor’s sister, who was a Chinese art dealer that apparently caused quite the scandal in the artist’s hometown.

The Intrigue in Please, Touch The Artwork 2

Aside from this main yet mild plot point, Please, Touch The Artwork 2 is ultimately a point-and-click puzzle game. Random people or animals from the paintings will have a thought bubble over their heads. When you approach them, they will request for you to find x amount of a specific object, perhaps paintbrushes, cigarettes, or fruit. You find all these hidden objects and bring it back to the requester in order to progress to the next set of scenes. There are five game chapters total, all featuring unique galleries dependent on Ensor’s artistic phase of life.

Attributes of the Studio

The player walks left and right on a 2D plane, yet the environment is in 3D, giving each of Ensor’s paintings immaculate depth to them. You point at and click hidden objects with this skeletal hand, and then bring them back to the character that wants or needs that item. The game starts off simply, as objects are pronounced and noticeable. As the game progresses, the hidden objects become more blended into their environments, making the search significantly harder.

Ensor's expressionist still life

Once you find all the items you need within a scene, a passageway will unfold so you can progress. This may be something as simple as a staircase or unlocked door, or perhaps something more . . . morbid . . . like giving a goose all these cigarettes to which he chokes on smoke and drops dead, so that you can climb down his neck into the next scene. Quite brutal.

Please, Touch The Artwork 2 scene

There is a small, automatic hint system that will tell you if the object you are looking for is currently in the scene you are in. It will not tell you where or how many, though. Ultimately, Please, Touch The Artwork 2 features loads of backtracking, but nothing is too far way from you and the game itself is less than 2 hours long. Players can also zoom in closer to get better looks at the environment, and you may choose to turn on more obvious hints when stuck.

Make sure to patch up all the holes the art thief left behind as well. They are very mild puzzles that require dragging the cursor around alongside a tiny bit of geometrical understanding.

Ensor at the Easel

The in-game art is an expansive replica of James Ensor’s real portfolio, so ultimately it is quite beautiful and phenomenal. The scenes are watery, expressive, colorful, and borderline chaotic. The first chapter is more muted, misty, and based on industrial landscapes of the European 1800s like Ensor’s early works. As you move forward, the paintings begin to become more bold and colorful, filled with carnival masks and bones. You are truly walking through portraits, a feeling beyond words, including impressive pieces like The Rower (1883), Flowers and Vegetables (1896), and Skeletons Warming Themselves (1889).

finding the art thief in Please, Touch The Artwork 2

The visual design is amazing yet becomes quite uncanny paired with the audio. There is a mix of somewhat comfy atmospheric sounds yet maddening chatter, which sometimes sounds like you are walking through an art gallery, and other times it feels like the skeletons and masks are mumbling at you. Otherwise, the game includes classical pieces like Claude Debussy’s Reverie and Clair de Lune, and even some of Ensor’s musical works such as Flirt De Marionettes in the main menu and Complainte et Berceuse in the epilogue.

Out of all the scenes, I think Attributes of the Studio (1889) perturbed me the most, with all the floating faces and the more difficult hidden objects segment. It freaked me out . . . in a good way.

Final thoughts

Please, Touch The Artwork 2 is an unrelated sequel to the first game of the same name, but quite a leap away from the original’s abstract, geometric look. Waterzooi entered a more lurid territory that proved to be more immersive and fascinating. The game is short and a tad repetitive, but that can be forgiven due to its length and intent of celebrating James Ensor. I appreciate that Waterzooi doesn’t shy way from the sinister themes, yet it does manage to avoid Ensor’s more satirical religious works, which is understandable. Therefor the game can reach a wider audience.

James Ensor grave site in a painting

As it is free to play, and Waterzooi put so much thought and love into it, I highly recommend this game. It is also a brilliantly interactive way to discover Ensor’s visual and musical works, and serves as a gateway into appreciating modern expressionism.

Look out for Waterzooi’s upcoming Please, Watch The Artwork, which is seemingly a cross between his first two games and Observation Duty.

Review: TH108 keyboard

A small-form-factor keyboard isn’t the perfect choice for everyone. I know mini keyboards are all the rage, but I like full functionality without mastering FN macros. Accordingly, when I was offered the TH108 keyboard from Epomaker, my ears pricked up. This full-size device is the ideal option if you have a large workspace and you simply cannot cope without every major key.

On top of this, it has tri-mode connectivity and it is Mac and Windows compatible. This versatility is an attractive option that will impress every gamer or office worker. Though it isn’t perfect for commuting, I love the lightweight design and the durable build quality. Moreover, it comes in 2 colour choices to impress fashion-conscious consumers.

What’s in the box of the TH108 keyboard?

  • The packaging is large but oddly understated. Furthermore, it is robust and the contents are well protected.
  • The TH108 keyboard has south-facing lettering and RGB backlighting. Additionally, the USB dongle is housed within the case to prevent it from being lost.
  • A USB-C cable charges the whopping 8000 mAh battery.
  • Pull the keycaps with the puller tool.
  • Spare switches are provided.
  • Learn the basics with the user manual.

Technical aspects.

The TH108 keyboard is designed with gamers in mind. Though there are 3 connectivity options, Bluetooth should not be your gaming go-to. Instead, stick to wired or the 2.4GHz connection for a 1000 Hz polling rate. If you have to use Bluetooth, it drops considerably to 125 Hz. This won’t be problematic for slower games or offline action, but competitive gamers will notice the minor latency issues.

If you game wirelessly, you’ll enjoy up to 160 hours of juice. This number drops if you use the vibrant RGB backlighting. As such, it is a bit of a balancing act between battery life and an eye-catching display. Alternatively, use the USB-C cable and forget about running out of power.

Hot-swappable switches make this the perfect choice for amateur PC or console gamers. If you have 5-pin switches, you may change them without having to solder or waste your time.

Usability.

Epomaker creates some incredibly easy-to-use products. The TH108 keyboard is remarkably versatile, and this makes it a pleasant user experience. Customising your lighting, changing macros, or altering your layout can be achieved with the free-to-download software. Alternatively, you can use it as a plug-and-play device.

If you wish to change connectivity between Mac and Windows, it can be achieved with the flick of a switch. Moreover, if you are running wirelessly, you can check your battery life with the helpful RGB guide.

Mastering the Epomaker software is a cinch. This user-friendly option is intuitive, and I love how you cannot make a mistake. If you were to change your mind, you may reset your work, and the keyboard will return to its default settings.

Build quality.

Gaming peripherals take a beating. Heavy-handed users pummel each key without realising the potential damage. Thankfully, the TH108 keyboard is a robust and well-constructed device that can withstand a tough time. The double-shot PBT keycaps are durable and will resist oily stains and unsightly scratching. Moreover, the south-facing lettering will not fade.

The vibrant RGB can be adjusted if you find it too overpowering. The result is a gentle or extreme hue that will light your gaming area. The white and blue or black livery was pleasant to look at. Furthermore, the plastic case is lightweight but strong. I was relatively heavy-handed, and the cherry keycaps, switches, wiring, and case remained unscathed. Consequently, this would be perfect for rough and ill-tempered younger gamers.

Is the TH108 keyboard worth it?

I like this keyboard, but can’t help but think that the south-facing lettering will put people off. Unless you can touch type, it may be tough to master. However, if this doesn’t put you off, you get an awful lot of tech for your money. The massive battery, impressive RGB, and incredible versatility will make you smile. Additionally, it is lightweight and easy to use. Accordingly, this full-size keyboard is a great investment, and I recommend buying it here!

(More information on Epomaker can be found here!)

The TH108 keyboard has been awarded the Movies Games and Tech Gold Award.

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

Review: Eriksholm: The Stolen Dream

In an era of the stealth genre taking a backseat, Eriksholm: The Stolen Dream emerges from the shadows. Is this stealth adventure worth your time? Or are you left wishing it had stayed hidden?

One With The Shadows

Upon loading up Eriksholm: The Stolen Dream, you would have thought this game had been made by a large AAA studio but to my shock and pleasant surprise, it is the complete opposite. Developed by River End Games, which consist of just 19 members based in Sweden, Eriksholm is the studios debut title, and what a debut it is. Set in Eriksholm, a city with clear Nordic inspiration in the fictional Kingdom Of Rosemark, the story follows the tale of protagonist Hanna. Having been orphaned from an early age, Hanna lives with brother Herman, as they struggle to make ends meet in this harsh city that is in the midst of dealing with a disease outbreak named Heartpox. Right at the beginning of the game, Herman disappears and the police come knocking at Hanna’s door, setting in motion the narrative of Eriksholm.

The plot of Eriksholm is nothing particularly new or fresh but what the story sets out to achieve, it does with some wonderful storytelling. It’s a tale of conspiracies, alliances, rebellions and betrayals but what makes it all come together are the fantastic characters. Hanna is a superb lead, voiced so brilliantly by Rosie Day; every line spoken by Hanna really feels full of emotion and it’s hard not to root for the character by the time the credits roll. Hanna isn’t the only playable character though, as you can also control resistance leader Alva and Sebastian, a city outcast. The dynamic between these three characters across the eight chapters is what makes the story feel so emotional and layered. This is all perfectly encapsulated by the absolutely stunning cutscenes which often take place at the beginning or end of a chapter. Every scene feels important and momentous, making each segment a must see, certainly a game where you should not skip cutscenes! The overarching plot of Eriksholm is nothing that hasn’t been told before but if you’re looking for an adventure tale of mystery and discovery, with a brilliant cast, this story is for you.

Crouch, Wait, Sneak, Repeat

Eriksholm sets out to achieve a puzzle stealth adventure from a top down isometric view and it succeeds, for the most part. Throughout the first few chapters, the game seeks to limit how you can control Hanna in order to force you to learn the basics. The basics of cover, utilising shadows and creating distractions with sound are all core fundamentals of this stealth gameplay. Running creates sounds for guards to hear, walking over glass or metal surfaces can garner fatal results, making it a very tense experience from the start. It’s a long game of cat and mouse throughout each level, as you dodge and weave your way through factories, towns and other environments, avoiding the police. Further along in the story, you are rewarded with new abilities, such as a pebble for distractions, a blow dart to stun enemies or a chokehold ability when you are controlling a specific character.

Speaking of different characters, each one has unique abilities and skills which help diversify gameplay and keep things fresh. Hanna can squeeze through small apparatus-like vents; Alma can climb up drain pipes and Sebastian has the aforementioned chokehold ability. Each area playing as these characters feels different from the other, making some really unique moments for each character. It’s just a shame some of these abilities are unlocked far too late in the story for them to produce maximum affect.

The world of Eriksholm is designed as a sandbox in both combat and exploration. Many levels have a puzzle or two for the player to decipher and this once again keeps the game feeling fresh and innovative. The puzzles are particularly troublesome but provide a different challenge for the player to overcome. Speaking of challenge, the most disappointing part of gameplay is the lack of player choice in combat and stealth. Most levels require you to follow a very specific path which the game has mapped out for you, for example, watching a guard moving from point A to B and then making a move. It’s your bog standard stealth gameplay loop, which for some veterans of this genre will become tedious and boring by game’s end. The game also sports an overly generous checkpoint system which can eliminate any sense of real difficulty for certain levels. Overall, it’s a solid effort for a first attempt at stealth adventure gameplay by River End Games.

Exquisite, Enchanting, Eriksholm

Let’s get one thing abundantly clear when it comes to presentation. Eriksholm: The Stolen Dream may just be the best looking non AAA game I have ever seen. Everything in this world looks drop dead gorgeous. The Nordic themed city has some steampunk inspired visuals in places, but carves its own unique beauty. The design and architecture of the buildings is mesmerizing along with the excellent colour pallet selected for each area. The wonderful streets, alleys and even fortresses are illuminated with superb lighting. All of this beauty is at its best when you utilise the camera. Throughout the game you can manoeuvre the top down view to make sure you are seeing every nook and cranny and this really heightens the game’s beauty. And I must not forget the character models: Hanna, Alva and Sebastian all look simply stunning with their facial design and animations. This is particularly evident in the beautiful and cinematic cutscenes. This is a monumental effort in visual presentation by a small developer. I am blown away.

Similarly, the sound design and soundtrack elevate the game to further heights. Every door opening, glass smashing, floor creaking and guard shouting sound phenomenal and help to heighten the tension during the stealth combat encounters. This design really captures the desperation the characters feel. The real star of the sound design is the previously mentioned voice cast. Each member of the cast manages to pour life and soul into each character, making every conversation memorable. A fantastic effort across the board from the whole cast in bringing these characters to life. Finally, the soundtrack of Eriksholm delivers with a brilliant score from composer Lelf Johnson. It’s a score which encompasses the early 1900’s era blended with modern sounds to capture the feel of the city and the tone of the story.

Verdict

River End Games have achieved something special with their debut title Eriksholm: The Stolen Dream. This stealth adventure has a solid story driven by superb characters and a gorgeous setting. Whilst the gameplay may not be challenging enough or provide enough freedom for some players, it is still a tightly crafted stealth experience. Mesmerizing visuals, a great soundtrack and truly memorable voice acting make this game my biggest surprise of the year so far. In a genre that has fallen to the wayside, River End have injected some much needed life!

Review: Holdfast: Nations At War

It took about one-and-a-half games for Holdfast: Nations At War to click for me. In my first game, I approached it like I do any other FPS. So I rushed forward, taking pot shots and trying to flank. It didn’t end well. My second game, I ended up following a decent leader. He set us a line to stand on, and commanded us to fire volleys. And like that, I was sold. Frantically reloading a musket, as balls whizz past your ear, is intense. Firefights dissolve into fields of smoke, as comrades fall screaming to the ground and we’re firing volleys blindly. It’s great.

Though for PC players, this might as well be a retro review. It’s been out for yonks there. But as of the start of this month, crossplay with consoles has been released. I imagine this has been transformative for the voice chat. Still, it means the servers were nice and full. 150 muskets all firing at once is a sight to behold. Either way, as a result of this, I was parachuted into Holdfast for a week. The end result is almost completely positive. The muskets, and the firing thereof, are great. The bayonets on the end of them though? Not so much.

Holdfast: Nations At War

On The Line

Holdfast: Nations At War has two major settings: the Napoleonic Era and World War I. I’m mainly going to focus on the first one. Nothing wrong with the WW1 setting, but the faster reloading guns make it feel closer to a standard FPS, so was a little less interesting for me. Anyway, once you’re in a match, the first thing you’ll do is fire your musket at the nearest enemy. You’ll mostly likely miss. It’ll then take you half a year to reload the thing. This is an authentic musket, right down to the bayonet screwed onto the end.

It might seem irritating at first, but it’s a stroke of genius. It means that no one can just run ahead and rack up thousands of kills. You have to stay with your squad, so that reloading doesn’t immediately leave you defenceless. To co-ordinate this, you have leaders who can set up lines and respawn points. You even get bonus accuracy and XP if you fire in a line, so there’s a great incentive to engage with the mechanic. It means that even without using the voice chat, teamwork happens organically. It’s an immensely clever gameplay mechanic and works like a charm.

It also lends itself to continually generating stories. Like when I was playing as a medic, healing a group defending a hill, until the enemy charged and burst over the edge. The whole hill turned into a cacophony of panicked musket fire and death screams. Speaking of surgeons, there are plenty of different roles available. There are three types of leader, a variety of rank-and-file classes, and support classes. Grenadiers get bonuses in melee, sappers can build fortifications, and so on. Each class generally has its own counter-class, and there’s a big ton of cosmetic unlockables for each. There’s enough content here to keep you playing for many hours.

Holdfast: Nations At War

Fix Bayonets

Holdfast: Nations At War has also put a lot of effort into making its guns feel good. The muskets sound like thunder. Even the little pistols make a satisfying pop as you desperately fire them at someone’s face. It’s good stuff. Though this love has not been extended to the melee. It uses that ‘classic’ directional combat system, seen in things like Kingdom Come: Deliverance. It’s clunky, and melees dissolve into people running in circles around other, frantically swinging all over the place. A silly Do-Si-Do, which ends with someone getting a bayonet in the ear hole. It’s just not as satisfying as the gunplay.

There are other quality of life issues too, ranging from big to small. Here’s a quick list. There’s absolutely no tutorial, so half the mechanics you have to piece together from the control list and HUD icons. You can remove your bayonet, for instance, which a lot people seem unaware of. Secondly, I wish it would let me choose a default camera so I don’t have to switch back to first person every respawn. Thirdly, cavalry classes are supremely unbalanced, as there is little to no counter other than desperately firing a musket at them. Lastly, please make a big warning sign when you’re being healed so people will stop wandering out of cover every bloody time.

Still, cavalry aside, these are minor irritations. Even the melee stopped grating after a while, when I realised that everyone sucks equally at it, which might well be the point. If you get behind the line mechanic, it will sucker you in. That, and the fact that there’s a lot of content here. There’s a big rotation of maps, and different objectives. My favourite are the siege maps, where one side defends and another attacks, with a time limit. The defenders have limited respawns, so it’s a desperate struggle against almost inevitable defeat. As the clock ticks nearer to the end, cannon fire has usually blown holes in your defences and your guys are trying to hold amongst the rubble.

Holdfast: Nations At War

Holdfast: Nations At War – Tremendously Exciting

I should also say a word about the community. I found it to be a mixed bag. There were some leaders I encountered who were great. They knew the best place for lines and helped martial the troops. A thankless job. I also had a laugh at the people doing their best mock British accents. But for every one of those, there’s someone screaming racial epithets, or trying, very desperately, to be funny. There’s also a trend of blasting music through their mics. Sometimes it can work, like when ‘Enter Sandman’ was cut off by an artillery shell hitting our boat. Other times it’s just someone blasting Justin Bieber to try and be funny.

Still, I think the community is mostly on the positive side. Even then, you can mute them and not lose that much, beyond the occasional blast of Rule Britannia. I should also mention that, after fifteen hours of play, there’s a lot of Holdfast: Nations At War I haven’t tried. I wasn’t brave enough to be cavalry or use the artillery and I also realised the day before writing this that there are naval battles. There’s so much to play with here, that the scale can be quite intimidating at first. It’s well worth digging into though, as its smart systems and wealth of things to unlock will keep you on the line for a very long time.

(Holdfast: Nations At War’s Steam Page)

Preview: Food Truck Shop Simulator

Food Truck Shop Simulator is an Early access title that will appeal to simulation fans. Though it is a little buggy, the action is easy to understand, and the gameplay flows nicely. The EA experience wasn’t without faults, but it never stopped me from progressing. As such, as long as you set your expectations accordingly, you’ll have a good time.

This food simulation game was developed and published by Bodiroga Pavle. It is a single-player title with minimal content. Furthermore, it is affordable as PC gamers can pick it up for under £5. This is great value for money as the developer promises to expand the base content and make it much more complex and expansive.

Food Truck Shop Simulator tells a basic story.

In typical genre fashion, you are blessed with a broken business and limited skills. However, with a little guidance, you can fulfil your potential of running the greatest food truck ever known to man. I know that this will not set the world alight, but the plot is strong enough to get the ball rolling.

Once you break through the initial tutorial, the action expands nicely. There are new ingredients to purchase, recipes to unlock, and special customers to serve. Moreover, you must work quickly if you wish to maximise profits and customer satisfaction. So far, so good. There are no major surprises, and if you’ve played any of the other million food-sim games, you’ll know exactly what to expect.

The ugly.

Unfortunately, Food Truck Shop Simulator does have its problems. The UI isn’t always intuitive, and more handholding and guidance would have been appreciated. However, this wasn’t to be, and this does break up the flow of the action.

On top of this, there are problems with bagging the cooked food and understanding when everything is cooked. Yet, once you overcome these problems, you tick along nicely. You can pin customer orders and deal with multiple meals. Additionally, working in your tiny tin cooking van was fun. Cutting, slicing, frying, cooking, and selecting the correct sauces was enjoyable.

Food Truck Shop Simulator isn’t eye-catching.

Sim games don’t have to be polished. However, it is nice when they have good graphics and are pleasant to the eye. Unfortunately, Food Truck Shop Simulator is a little ugly. The textures weren’t great, and the world is pretty bland. Moreover, the characters are amusing, and the animation is sluggish. Thankfully, many of the core elements are easy to identify, and this makes selecting the correct ingredients a doddle.

The audio blends upbeat music with realistic ambient and cooking sounds. The result is a pleasant listening experience that isn’t vulgar, uncomfortable, or unsuitable.

The controls could have been better.

Glitches and bugs with the control system hold Food Truck Shop Simulator back. Until the developer irons out these problems, the game will never thrive. I’m hoping that the bagging issue is resolved and there are more layers of guidance to help you during the opening stages.

Replay value is somewhat limited. If you love this genre, you’ll find more reasons to return. If you are picking this up as a change of pace, you’ll tire of the faults and limited action quickly. Subsequently, new content needs to be added and the issues resolved before this happens.

Food Truck Shop Simulator doesn’t break the bank.

Food Truck Shop Simulator’s saving grace is its low price point. If you’re on the fence, you won’t lose much by giving this a try. Yes, it could be better, but I’m hoping it will improve over time. Though it isn’t perfect, it is fun, albeit limited, and it’ll hold your interest for a few hours. Accordingly, I recommend buying it here! Can you run the world’s best food truck? Select your ingredients, create the menu, and run a thriving business.

Review: Lepro S1 AI Smart Rainbow LED Light strip

The Lepro S1 AI Smart Rainbow LED Light strip is a perfect choice if you wish to add some flair to your house. Maybe you have a gamer who wants their streams to pop. Alternatively, you can create a spectacular backlit hue for your TV or monitor. Either way, this easy-to-use and intelligent light strip is the ideal choice.

The thought of setting up new lights or playing with another electrical device can be too much for some individuals. Thankfully, this light strip is different. It is easy to install, and the LED lighting is affordable to use. Moreover, it connects to an array of smart apps and devices for a seamless and simple user experience. Accordingly, this product is perfect no matter your ability or skill level.

What’s in the box of the Lepro S1 AI Smart Rainbow LED Light strip?

  • The packaging is sleek and easy to look at. Furthermore, though it is lightweight, it is robust and can be recycled.
  • The Lepro S1 AI Smart Rainbow LED Light strip comes installed on a plastic reel. This makes it easy to handle and install. Lepro have UK and US plugs, so be sure to pick the right option at the checkout.
  • An array of connecting clips is provided.
  • Learn the basics with the user manual.

Technical aspects.

If you are after waterproof or extendable lights, these won’t be for you. Yes, you may trim them at the correct cutting points, but you may not run them in sequence with other Lepro light strips. Instead, they can be controlled and synced for the ultimate light show. Furthermore, you can purchase them in different lengths to match your room, TV, or monitor size.

Using the app is the way forward. If you have any other Lepro products, you may create zones to ensure every light works perfectly. Alternatively, you can have every product connected to create an amazingly vivid light display. 

These AI lights let you create your light display based on your mood or the music you are listening to. Additionally, they will react to in-game audio for a captivating and special effect. Imagine dodging bullets in COD as your lights pulse and glow with every passing bullet.

A smart home.

Most houses have at least one smart home assistant. Thankfully, the Lepro S1 AI Smart Rainbow LED Light strip will work with the major and leading contenders. This was a great design choice as it incorporates your new lighting within your smart home setup. Moreover, it’ll allow each user to control their lights without installing the app.

If you are a creative person, you may adjust the lighting in countless ways. Generating your own lighting design was a cinch, and this creates a truly personalised product for your day-to-day needs.

Build quality.

I have tested and binned many of these sticky LED light strips. Normally, the adhesive backing fails, and the lights flop and fall to the ground in an unsettling mess. Thankfully, the Lepro S1 AI Smart Rainbow LED Light strip is different. The backing is strong and ridiculously sticky. Accordingly, once it is attached to your selected surface, you’ll have a battle to remove it.

On top of this, the cutting locations are easy to see, and the rubberised cable and plug are built to last. Unlike cheaper brands, you needn’t worry about poorly fitted USB ports and inexpensive plugs. Instead, every aspect feels robust and well-built. Consequently, this is a reassuring product that will not falter.

Is the Lepro S1 AI Smart Rainbow LED Light strip worth it?

If you want a simple way to create a unique look for your room, then the Lepro S1 AI Smart Rainbow LED Light strip is the way forward. This easy-to-install and straightforward device takes the sting out of new tech. Moreover, it is robust, easy to adjust, and a joy to use. If you have other Lepro products, you’ll sync them with ease. Accordingly, it is a great device and I recommend buying it here!

(More information on Lepro can be found here!)

The Lepro S1 AI Smart Rainbow LED Light strip has been award the Movies Games and Tech Gold Award.

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

Spider-Man: No Way Home Live In Concert with the Royal Philharmonic Concert Orchestra at the Royal Albert Hall

Spider-Man: No Way Home, one of the most successful Super Hero films of all time, will be presented live in concert for a world premiere performance at London’s Royal Albert Hall this year, in what will be the ultimate experience for Spider-Man fans. 

Taking place on Friday 14 November 2025, the box office smash hit will have its incredible score performed by the Royal Philharmonic Concert Orchestra live to picture on a huge HD screen, bringing all of the wall-crawling action to life as never before. 

The music for Spider-Man: No Way Home was composed by Academy Award®-winner Michael Giacchino (Up, 2010), one of the most celebrated film composers working today. Giacchino has crafted the scores for all three of the recent live action Spider-Man films, creating a bold, emotionally rich musical identity for the beloved web-slinger. 

Michael Giacchino said: 

“It has been such an honour and a joy to have written the music for the recent Spider-Man trilogy. I have been drawn to Peter Parker since I was a kid – who can’t relate to the awkward teenager who sails headlong into danger without thinking anything through? I have loved how his story has unfolded – Peter has gone from a high school student with all the angst we remember from our own youth (while also battling super villains!) into a confident young adult who truly understands the weight of his great responsibility. That musical arc, from plucky and clumsy to genuinely heroic, has been a rewarding creative experience. 

I’m absolutely thrilled that audiences will now be able to experience ‘No Way Home’ with a full orchestra, listening to talented musicians who make the black dots I write on paper come alive – and there is no better venue to have its premiere than the Royal Albert Hall.”

Matthew Todd, Director of Programming at the Royal Albert Hall, said:

“Spider-Man is one of the most beloved Super Hero stories of all, so we’re delighted to be bringing it to the Films in Concert format for the first time, in what we’re sure will be a huge treat for UK fans”

Senbla the producer of the live concert experience said:

“We are absolutely thrilled to be able to bring this incredible film in concert experience to the Royal Albert Hall for the World Premiere.

To hear this fantastic score by the incomparable Michael Giacchino as it accompanies this triumphant film is going to be a real treat and unmissable for Spider-Man fans.”

Released in 2021, Spider-Man: No Way Home is the third Spider-Man Super Hero film from Sony Pictures and Marvel Studios, starring Tom Holland, who plays the role of high-schooler Peter Parker and his alias, Spider-Man. It became a global box office phenomenon earning over $1.92 billion worldwide to become the highest-grossing Spider-Man film of all time, Sony Pictures’ top-grossing film and ranks as the seventh highest-grossing film in cinematic history. The film also earned critical acclaim, including an Academy Award nomination for Best Visual Effects, cementing its place as both a box office triumph and a fan-favourite.

In Spider-Man: No Way Home, for the first time in the cinematic history of Spider-Man, our friendly neighbourhood hero’s identity is revealed, bringing his Super Hero responsibilities into conflict with his normal life and putting those he cares about most at risk. When he enlists Doctor Strange’s help to restore his secret, the spell tears a hole in their world, releasing the most powerful villains who’ve ever fought a Spider-Man in any universe. Now, Peter will have to overcome his greatest challenge yet, which will not only forever alter his own future but the future of the Multiverse. 

Starring Tom Holland, Zendaya, Benedict Cumberbatch, Jacob Batalon, Jon Favreau and Marisa Tomei, Spider-Man: Now Way Home was directed by Jon Watts and written by Chris McKenna & Erik Sommers. Based on the MARVEL Comic Book by Stan Lee and Steve Ditko, the film was produced by Kevin Feige and Amy Pascal and Louis D’Esposito, Victoria Alonso, JoAnn Perritano, Rachel O’Connor, Avi Arad and Matt Tolmach served as executive producers. 

Spider-Man: No Way Home Live in Concert is the ultimate experience for Spider-Man fans of all ages — and, of course, all true believers. 

The premiere at London’s iconic Royal Albert Hall comes ahead of a full tour which is to be announced.

Pre-sale for Royal Albert Hall Friends & Patrons at 10AM on Thursday 17 July.

General sale at www.royalalberthall.com at 10AM on Friday 18 July.