I love it when fashion and technology collide. Although I may be in an exclusive club, a stunning and unusual centrepiece can be a real head turner and a conversation starter. The Lipstick keyboard from Lofree does just that! It delivers a statement piece while serving as an exceptional gaming device. Consequently, lovers of this keyboard can stream, type, and game while showcasing their appreciation for its unique beauty.
This keyboard is a tri-mode device with customisable RGB and a host of market-leading gaming tech. Whether it is N-Key rollover or hot-swappable switches, this keyboard delivers. Moreover, the Lofree x GATERON switches offer a comfortable typing experience and reduced fatigue. This is amazing if you have long working hours or you enjoy marathon gaming sessions.
This TKL option is perfect for smaller workstations. However, I understand that some gamers cannot be without their numpad. Thankfully, you can invest in a separate matching device to resolve this issue. Additionally, a funky wrist support can be purchased if you want to take it to the next level and completely transform your workspace into a fashion-forward space.
What’s in the box of the Lipstick keyboard?
The silver box highlights the unique style. It is durable, and most of the packaging can be recycled.
The Lipstick keyboard is a 75% form factor device. It has a sleek body, unusual keycaps, and it has a distinct colourway to highlight lipstick colours across the ages.
Charge the device with the USB-C cable.
Keep things clean with the cleaning brush.
Learn the basics with the user manual.
Technical aspects.
The Lipstick keyboard combines beautiful aesthetics with impressive technical prowess. This tri-mode device offers up to 1000 Hz polling. This can be achieved when using the 2.4 GHz dongle or a wired connection. If you use the Bluetooth functionality, this reduces to 125 Hz. Accordingly, I recommend that option for less demanding tasks. If you use the Bluetooth mode, you can link 3 unique devices to your keyboard. This offers a seamless transition and an incredible user experience.
If you are a wireless gamer, the 4000 mAh battery is enough for over a day’s activities. This battery life improves vastly if you turn off the RGB lighting. With no RGB, you’ll enjoy 14 days of usage. Alternatively, you can charge the device quickly and get back in the game in no time at all.
The RGB lighting has 7 unique effects to match your personality. The settings are easy to change, and built-in macros can be studied via the user manual. Once you get to grips with the fundamentals, you can ditch the guide and become a pro. If you are a bit of a newbie gamer, you can enjoy hot-swapping your switches with ease. I love the supplied option and wouldn’t dream of changing it. They are smooth, responsive, and comfortable to use. As such, you’d need something impressive to want to change them.
Build quality.
Exceptional typing and a classic mechanical design are what Lofree has in mind. The Lipstick keyboard is packed with acoustic layers to deliver an impressive soundscape. Not only does it have that classic thocky sound, but it has a pleasant undertone that isn’t annoying, loud, or obnoxious. Yes, the keyboard makes a deliberate and clean sound, but it has a traditional and pleasant nature that will not disturb your colleagues.
The durable casing has a transparent finish that pops when the RGB lighting is on. Additionally, the blend of graded translucent keycaps helps to create an eye-catching product that will turn heads. The rounded keycaps reminded me of an old-school typewriter. Furthermore, the varied colours complement the lipstick theme. Shades of red and pink dominate every aspect, and a lipstick ESC key is unusual, amusing, and perfect for the theme.
Finally, fixed rubberised feet deliver a comfortable typing angle. Although this may not impress everyone, I like the rigid design and the stable base. Moreover, the position of the switches and the housing of the USB dongle were a great idea. Consequently, you won’t lose any parts, and the keyboard retains its clean and upmarket look.
Is the Lipstick keyboard worth it?
If you enjoy never-ending compliments and envious glances, the Lipstick keyboard will be for you. This unusual but technically impressive device is a conversation starter. Furthermore, it is built to last, and I adore the typing profile. Although the keycaps and fixed height may put some people off, they shouldn’t. A little practice is all it takes to master this fantastic peripheral. Accordingly, I recommend buying it here!
If you’re insinuating that I like Puzzle Parasite because it has a cricket bat in it, then you, sir or madam, are a racist. Also, you might just be correct. I always love those weird sports + something else games, and this is no different.
Developed and published by Wrenfall, Puzzle Parasite is a First-person 3D puzzle platformer where you have a cricket bat to do your bidding.
Blending sci-fi mystery with physics-driven puzzles is already a bold swing, but Puzzle Parasite steps up to the crease with a vintage cricket bat and knocks something genuinely fresh into orbit.
Wrenfall’s debut title takes clear inspiration from puzzle greats like Portal and The Talos Principle, yet still manages to carve out an identity that feels both atmospheric and delightfully strange.
Cricket in Space?
The game’s most unexpected, and frankly charming, twist is its core toolset. Using an old-school cricket bat alongside enigmatic alien devices, you manipulate energy cores, redirect beams, bend gravity, and forge light-bridges to carve deeper into the ruins.
It sounds absurd, but in action it’s clever, tactile, and oddly elegant. Physics puzzles feel weighty and responsive, and solutions land with that satisfying “aha” thud every good puzzle game needs.
From the moment you land on the alien world, Puzzle Parasite makes one thing clear: you’re not just moving blocks around. You’re deciphering an ecosystem that reacts to your presence, with each solved puzzle nudging the planet and your fate closer toward something looming and inevitable.
It’s a hook that works.
Parasite of Fun
Visually, Puzzle Parasite leans into moody sci-fi isolation: humming machinery, half-lit monoliths, cavernous chambers that feel ancient and hungry.
There’s a quiet tension running through everything, subtle environmental storytelling that suggests your presence is waking something up. It’s gripping in a way that doesn’t rely on dialogue or exposition dumps.
The progression system ties neatly into this feeling. As challenges evolve, so does the planet’s response, giving each puzzle a sense of momentum rather than repetition. Even when stumped, I never felt stuck, just nudged to experiment more.
My Problems with Parasites
A few puzzles do tend to lean a bit too heavily on environmental precision, which can momentarily break the flow. And while the cricket-bat gimmick is fun, its use occasionally dips into novelty. But these are small missteps in a demo otherwise packed with promise.
For the love of God, PLAY IT!
Puzzle Parasite is shaping up to be one of the most intriguing puzzle projects of 2025. It’s atmospheric, clever, confident, and refreshingly weird in all the right ways.
This feels polished, purposeful, and full of the kind of mystery that lingers after you close the game.
Puzzle Parasite is an insanely well-crafted game that needs way more eyes on it than it does. With only 15 reviews on Steam, as of writing(all positive, Btw), it would be a shame for a game with this much love and design prowess to be left to die unplayed.
Smart, atmospheric puzzle adventure with a cricket-bat twist that hits far more often than it misses. Get it, you won’t regret it.
Addendum: I forgot to add, Puzzle Parasite is online Multiplayer!!!
Montezuma’s Revenge – The 40th Anniversary Edition is a challenging game that, surprisingly, is easier than the original. If you are old enough to remember the original, you’ll recall how unbelievably hard it was—precise platforming, unforgiving enemies, and a healthy dose of back and forth. Accordingly, older gamers had to be patient if they wanted to complete it. Thankfully, there is a little respite as autosaving and unlimited lives let you play this freely.
This 2.5D platformer was developed by Normal Distribution and published by Eastasiasoft Limited. It is a single-player game that focuses on exploration, puzzles, adventure, and a high score. The latter is the key to replay value. However, I wanted to get to the end and forget I ever played it. Consequently, although I enjoyed it, I won’t be looking for any high scores.
Montezuma’s Revenge – The 40th Anniversary Edition loves gold.
Hunting for treasure and getting rich are enough to drive any person insane. Sadly for Pedro, this desire to get rich is a risk to his life expectancy. This treasure hunter finds himself at the mercy of Montezuma. Unsurprisingly, this powerhouse isn’t happy about having his gold stolen. As such, he sets traps and conjures monsters to thwart Pedro’s plans.
100 rooms of danger stand between Pedro and his goals. Furthermore, there is a boss encounter every playthrough to test your skills and desire to survive. Although this element isn’t challenging if you have unlimited lives, it breaks up the treasure hunting and dungeon diving.
Piece together your gear.
Working through each room is challenging. Creatures, ghouls, spikes, axes, lava, and other obstacles wish to kill you. Luckily, avoiding them can be simple if you find a clear path and time your jump correctly. Alternatively, if you happen to have a knife at hand, you’ll kill anything that comes close to you.
The knives only last one attack, so you must use them sparingly. Alongside this, there are coloured keys to open doors and torches to light darkened tunnels. The latter is essential during the end part of each playthrough. Whereas the keys are needed to open doors and create new pathways. This can be tricky as the keys can be hidden behind switches and locked doors. Subsequently, you must plan your approach to maximise your chances of survival.
Montezuma’s Revenge – The 40th Anniversary Edition retains its old-school charm.
Montezuma’s Revenge – The 40th Anniversary Edition has polished the visuals to appease a modern audience. However, it still has that amazing old-school charm for a familiar edge. The colour palette is earthy, and the use of lighting helps to create a sense of trepidation. Moreover, the level design is interesting, and I like the use of platforms, monsters, and traps.
Due to the difficult nature of this game, I found the music to be a little repetitive. Although it does a great job of creating a dangerous and interesting atmosphere, it plays on a loop, and this was tedious. Alongside this, there is a hefty dose of voiceover work, and this didn’t work as expected. Instead of delivering an oppressive experience, it becomes reasonably annoying. I know what the developers were trying to achieve, but it didn’t quite hit the mark.
Sluggish controls.
My biggest bugbear with Montezuma’s Revenge – The 40th Anniversary Edition was the controls. Jumping felt sluggish, and falling from half a foot causes you to die. It is unbelievably stupid and extremely frustrating. However, once you get to grips with it, you’ll navigate each tight area and avoid the monsters.
If you love to punish yourself, this will keep you coming back for more. Loads of levels, plenty of puzzles, and an array of monsters and bosses to overcome. On top of this, you can look to achieve a high score if that is your thing. It is not my thing, and I will not be returning for more.
Montezuma’s Revenge – The 40th Anniversary Edition will appeal to a niche audience.
Montezuma’s Revenge – The 40th Anniversary Edition will appeal to a niche, retro audience who love to push themselves all the way. I found it frustrating and difficult, and this prevented me from truly enjoying it. Yet, this was a “me” problem, and I can see it being popular if you love something very cruel. Accordingly, I recommend buying it here! Can you survive and take all of the treasure? Avoid the monsters, jump over the traps, and defeat Montezuma.
Poor Obsidian. Forever living in the shade of a giant Fallout: New Vegas shaped shadow. But New Vegas is really bloody good isn’t it? Despite being trapped inside Bethesda’s janky Oblivion engine, and an astoundingly brief 18 month development period, patrolling the Mojave wasteland somehow feels just as dangerous, kooky and atmospheric as it did back in 2010. Obsidian’s decision to go independent and publish their own RPG seemed like a no brainer. What we got, way back pre-covid in 2019, was The Outer Worlds, a Fallout inspired space romp through a human and corporation occupied star system. The response was lukewarm, to say the least.
I played through the game properly for the first time this year and was left moderately satisfied, the same kind of fullness you get from a kinda dodgy doner kebab and like a kebab I was a bit sad that it was over so quickly. Now under full Microsoft(ugh) ownership, Obsidian have a much much higher budget and years of ‘constructive criticism’ backing the series’ second entry. Have they improved on the first game’s drawbacks, honed in on its strengths and given us an experience that satisfies those with fond memories of a post apocalyptic Nevada?
An Earth Directorate commander and their crew are sent to the Arcadia star system, where dangerous rifts in time and space are being spawned by the inhabitants’ overuse of their spaceships’ skip drives. Investigating a laboratory researching these rifts ran by the oppressive Protectorate faction, they are betrayed by their undercover contact, who blows up the station and leaves the commander trapped floating in space in cryogenic stasis. Almost a decade later, they are saved by two surviving members of their crew and awake to find massive political and economic changes in the system. You are this commander, and it’s up to you to navigate this system, team up with or take down factions/corporations, make new friends and save the galaxy from the impending doom of the rifts.
The first game had a serviceable story and it’s the same here, albeit with higher stakes. It’s very typical sci-fi stuff, told through Futurama-esque satire and hijinks, the only difference is that Futurama knows when to stop talking. Taking place in a different galaxy in a different time period means that playing the first game isn’t mandatory, though it can be somewhat aggressive in name dropping aspects of its universe that aren’t really explained, making us cling to the crumbs of context we get. In the first game we are a stranger to the world, in this one we are an established force who’s expected to know this stuff.
My main gripe with the narrative is it’s overreliance on incredibly dense dialogue sections and reading diary entries on computer terminals to tell you about monumental events that have already occured, rather than directly showing us them. I understood there’d be lots of dialogue going in of course, I always prioritise the speech skill in these games, but it’s the quality of the dialogue that irks me. Every single character is so verbose and well spoken, as though they grew up masturbating to the Thesaurus. Booting up New Vegas on my Xbox and swapping back and forth, I was surprised how snappy and concise the dialogue was. It left deep conversation for when it was needed and when it made sense.
Here, everyone is up for a monologue about their life stories and their philosophies, there’s a distinct lack of character voice beyond the basic traits of the three big factions (giant corpo Auntie’s Choice, maths club The Order and Soviet-lite The Protectorate). Even the diverse companion characters you adopt end up feeling samey, the only exception being Aza, an ex member of a murder cult. She’s feisty and impulsive and says it how it is, sometimes just outright refusing to elaborate on her actions further. Some of them will ramble on about how dangerous they are and their infamous reputation, only to get downed 5 seconds into a combat encounter.
Quests seem interesting at first with plenty of options, but soon devolve into an endless series of fetch quests where you have to tediously hop between planets, culminating in the usual choice of getting more money or doing the ‘right’ thing. It just doesn’t help that I don’t feel all too emotionally invested in the first place. To give them credit, the Companion’s quests are a good concept, wherein witnessing your choices leads them to question their lifestyle and loyalty to a faction, choosing to adopt more independent thought. It just seems odd when the world they’ve occupied their entire lives is so comically harsh and evil, that a couple of tough decisions is what makes them question it. And on a more personal note, where’s the romance, love and sex?
If you’ve played a first person shooter then you know exactly how the combat gameplay feels. Rudimentary but functional, feels far better than what Bethesda are currently offering. You can throw grenades now, which I’m amazed was never a feature in the first game. Despite the trailers advertising the wacky new firearms, nothing ever feels as good as shooting someone in the head with a shotgun. Likewise the environments, while pretty and vast, feel static and empty under any form of scrutiny, with very little in terms of dynamic events or encounters. I feel like I’m in an amusement park talking to actors who can only follow a script, almost fitting considering the hyper corporate ownership of most of the galaxy.
Where the gameplay really shines is the new character building system, stripped down and much more focused. Gone are the very specific skillsets (e.g. short guns and long guns being separate skills) and introduced is a much harsher penalty for not investing in a certain skill. For instance, if you don’t have any points in lock picking, you can’t do it at all. There’s no minigame to attempt, you are completely locked out of it, with some of the later game locks requiring 20 points (you only get two when you level up) invested into the skill.
There’s none of that Bethesda ‘jack of all trades’ character path, if you try to balance out your skill points it will hurt you in the endgame. This not only encourages multiple playthroughs, but also pushes you to focus on a more defined character type. I’m a simple guy so I went with Guns and Speech as priorities, paired with the Lucky trait, meaning I played as a slick talking gunslinger archetype I named “Lucky Bastard”. To put a cherry on top, the new Flaw system (a type of trait/perk that pops up sometimes) will call you out on your bad gameplay habits and give you an option for a buff at the cost of a debuff. Have a habit of skipping dialogue? Accept this flaw and gain 15% more EXP, but you now only have 15 seconds to make dialogue choices. Brilliant stuff.
Despite my moanings, I had a pretty decent time with the Outer Worlds 2 and it is definitely better than the first game. Can it compare to Fallout New Vegas? No and stop comparing them, you gotta move on. Despite its verbal depth, its emotional depth feels pretty shallow and there’s perhaps too much reliance on the snarky anti corporate tone (ironic cos they wanted to charge 80 quid for this). They’re going for Futurama, but forgot that Futurama had its Luck of the Fryish and Jurassic Bark.
A year after its initial release, S.T.A.L.K.E.R 2: Heart of Chornobyl makes its way to PS5. Is this follow up to the cult classic worth your time? Or should this series have remained in quarantine for good?
Light In The Darkness
Before I go into detail on the game and my opinions, I think some important context is needed. Developers and Publishers GSC Game World are Ukrainian developers who have spent years creating this game whilst withstanding the horrific and barbaric invasion of their homeland from Russian forces, which continues to this day. To be able to create a game like this in scope and scale whilst quite literally fearing for their lives is nothing short of a miracle. I commend every single developer who has poured all their effort and time into this project under horrendous circumstances. The strength of the Ukrainian people will never cease to inspire me.
With that being said, S.T.A.L.K.E.R 2: Heart of Chornobyl is a solid FPS that doesn’t quite match its own ambition. That’s not to say, however, that the game is devoid of great elements, in particular its engaging and mysterious story. Like previous titles, the game is once again set in The Chornobyl Exclusion Zone- the site of the devastating real life catastrophe that occurred in 1986. Whilst the area is real, the events that take place in this zone are entirely fictionalised. Due to the disaster, anomalies litter the world as hazardous traps, whilst infected wildlife and creatures hide around every corner. Along with these supernatural and mutated enemies are the Stalkers- effectively various mercenary groups who risk their lives to enter the zone, in hopes of finding key resources or valuable items. It’s a great premise and backdrop for the events that follow in the story. If you can withstand the slog of it, it’s a blast!
The main plot revolves around Yevhen “Skif” Martynenko who is a Ukrainain Marine Corps veteran. Having returned from a deployment to an unspecified conflict, Skif awakens to find his apartment destroyed by an anomaly that has appeared outside the Zone. Desperate for answers and money for a new home, Skif is smuggled into the Zone by scientist Professor Hermann, along with a piece of technology known as the scanner which can help Skif locate further anomalies. This opening is fantastic and sets up what is at stake for the tale ahead. From here, Skif interacts with a variety of different factions and characters as the tone gradually gets darker and darker, morphing into full survival horror at times. If you have played a STALKER game before the themes in this story will resonate, with the main focus on the perils of discovering the truth and the dangers of the Zone itself.
It’s important that this story connected with me early on, since I have mentioned that it’s a very long tale. Along with the main missions are the vast amount of side quests and free form exploration, with a playthrough taking you anywhere from 40-60 hours to finish the main questline. It’s not for the faint hearted. What continued to draw me into this story was learning about the vast amount of side characters through their quests. Each character feels unique and alive in this dangerous world and whilst some quests may not reward great value in terms of loot or cash, they do reward you in rich story detail and character development. There are various choices in the game for you to make as Skif which can alter the story and the ending, there being four different unique endings at conclusion. If you are looking for a survival horror mystery, full of engaging characters, unique settings and enemies and a plethora of player choice, this game is for you.
Brutal, Methodical, But At A Cost
It’s been 14 years since the last main title in the S.T.A.L.K.E.R franchise was released and the developers have chosen to stick to the core gameplay loop from the past – for better and for worse. In many ways, this franchise inspired many of the survival mechanics and games you see today. Whether it is gear wear that degrades and causes malfunctions, radiation levels, inventory weight or maintaining your hunger, survival is at the forefront of everything S.T.A.L.K.E.R 2 wants to achieve. The importance of what to pack in your inventory for missions is absolutely critical and strangely addictive. Make sure you bring enough ammo or healing items! Whilst not an actual RPG, the gear and loot systems are solid enough to satisfy fans of that genre, but be warned, it doesn’t hold your hand! Expect a lot of trial and error with these systems as you uncover the mechanics for yourself.
Unfortunately, the combat in this game is where some of the problems lie. Whilst the gunplay is solid and encounters can range from bombastic shootouts to tense pulsating individual fights, the problem is the enemy AI. The AI in this game is wildly inconsistent, ranging from laughably stupid, to what felt like being hunted by the Terminator. Expect to be gunned down with laser focus on multiple occasions. Mutant movement is deliberately erratic, making it challenging and highly irritating, so be prepared to be frustrated. At least there are vast amount of enemy types for you to aim your frustration at. The anomalies themselves add an interesting twist in the gameplay loop, having to dodge massive gales of swirling wind, fire spitting crevices and much more!
On a positive note, the gunplay particularly shines during the more psychological horror moments, making it truly feel like kill or be killed, and every bullet I fired really mattered. The importance of armour and upgrading the artifacts, which add perks to the armour, cannot be understated. However, some of the gameplay feels like a real relic of the past. The lack of fast travel will annoy some players, whilst wandering the Zone can feel boring and tedious. If you can see past the terrible AI, there is fun to be had, but it’s a war of attrition so don’t expect anything like COD or Battlefield!
A Year On: Some Progress
When S.T.A.L.K.E.R 2: Heart of Chornobyl launched last year on PC and Xbox Series S/X, it’s safe to say it was in rough shape in visuals and technical performance. Now I am pleased to say that the PS5 version is in much better shape than the original launch but that’s not to say it’s all fixed. Some glaring issues remain. To start with the positives, this game looks downright gorgeous at times with stunning landscapes, haunting environments and horrifyingly detailed mutants and creatures. When this game is clicking on all cylinders it’s in large part due to the atmosphere, the visuals and the lighting which make it so daunting and so unsettling. NPC models also particularly look impressive, whilst cutscenes and character conversations help propel the immersion further.
From a technical standpoint, I encountered only one crash compared to the many that PC and Xbox players had to endure. Fortunately, stability stayed rock solid throughout my playthrough. Sadly, there are many visual glitches occurring which directly affect the visual presentation. Too often, an enemy corpse would clip through the wall or floor, completely taking me out of the moment that was occurring in the game. Lighting can also be inconsistent in some areas, along with some texture pop ins along the way. To their credit, the developers have clearly prioritised efforts to patch these problems and with more updates coming, I hope and expect for these to become less of an issue.
Conversely, the sound design knocks it out of the park, with only one slight issue. Every gunshot fired sounds wickedly delightful, especially if you manage to achieve a headshot, where the head cracks and pops violently and disgustingly! Whether it’s the Fleshes, Bloodsuckers, Poltergeists or other creatures, each mutant sounds positively horrific. Enough cannot be said about the overall sound design in this game because it’s magnificent! The PS5’s Tempest 3D Audio makes every rustle, growl or footstep feel right around the corner. It kept me on edge the whole time and unnerved me to my core. The one downside to the sound design is the uneven voice acting at times on display but it’s nothing too impeding. This is premier sound design and should be talked about for years to come.
Finally, the musical score perfectly complements the setting, tone and narrative in S.T.A.L.K.E.R 2: Heart of Chornobyl. Yaroslav Odrin’s score is hauntingly beautiful and it stays true to the location and the developers’ roots. This authentic Ukrainian soundtrack attempts to recreate music from the country in the 80’s/90s time period and it’s wonderful. It builds such an atmospheric and underground feel that it’s hard to imagine the game without it. The whole tone and narrative would be altered dramatically without it, that’s how important a role this score plays throughout this game. A sombre, pensive and brooding, yet beautiful piece of music.
Verdict
When S.T.A.L.K.E.R 2: Heart of Chornobyl clicks on all cylinders, the game is an atmospheric tour de force with a mysterious and unique story, haunting environments and enemy design and exhilarating gunplay. Add in industry leading sound design and a beautiful musical score and you’ve got the recipe for a great survival horror game. Unfortunately, erratic AI, some visual and performance issues, uneven voice work and a gruelling campaign length will put some players off. However, if you can look past these deficiencies you’ll fall in love with this truly unique game. I am in awe of how this game exists for developers in circumstances I cannot begin to fathom. Long live the Zone!
The debut survival game Forever Skies by Polish developers Far From Home has finally arrived to the PS5 after being released in early access. This game gave me Subnautica and No Man’s Sky vibes while playing it. And fortunately this wasn’t a bad thing. But this game does enough to separate itself from other games in the genre.
Is It A Bird? Is It A Plane?
The main story of Forever Skies follows the playable character as they search for a cure for a virus that is ravaging humanity. Players will travel by air to random outposts scattered around the map to find what happened to other human beings who were attempting to do the same. Datapads from other survivors who died are the main meat of the lore and story throughout the game. The plot is interesting but also weak as you end up not caring about it after a few hours of playing. For me anyway this was the case.
But the main thing about this game is the gameplay. Your main mode of transport is flying a big ballon airship. That is correct. Your airship is the main mode of transport as you fly around the map completing missions, side objectives and scavenging materials to survive and expand your airship. The survival aspect of this game I think is well-done and highly addicting. You use a an extractor tool to extract materials like metal and use them to craft other objects that will help you survive. Players have a hunger, thirst and sleep icons in the bottom left of their screen which they need to take care of if you want to survive. Dying results in losing some of your inventory.
Water purifiers and cookers are some of the things you can craft. Collecting dirty water and placing it in your purifier makes it safe to drink while collecting dust mites and cooking them makes it safer to eat. Basic stuff similar to the likes of Minecraft. But it is an engaging mechanic. Every step you take is dangerous and it is important to be stocked up on these basic essentials.
Forever Skies PS5 Gameplay
Your Airship Is Your Home
The airship is your main headquarters. Everything is stored in here. At the start of the game, it will become more cluttered. As you progress you can expand it with new rooms which allows more movement and places to store more things you craft. You can even find decorations to personalise your airship even more. I loved decorating my airship and expanding it. The airship really does become more like a home the more you play. Engines can be attached to the airship to make it faster and these need to be repaired when taking damage when taking damage while flying around. Fuel needs to be scavenged or else you will be stuck in the air while travelling. I felt a connection to the airship as I played and I feel like the mechanic of looking after it was Forever Skies strongest aspect.
Upgrades can be made to make it faster or make it float higher than ever. It was the best part of the game. However, despite being a big map and beautiful to look at, there wasn’t much variation of the locations while exploring. Most areas looked the same and it became repetitive after a while. Exploration is rewarded when finding new materials and the scanner is handy when finding new items and discovering what they are and can do. But it doesn’t stop it from becoming boring. Even the combat is weak. Fighting alien enemies with a knife and crossbow isn’t all that entertaining, but this is a game more interested in the exploration and survival side of things.
Verdict
There isn’t much else to say about Forever Skies. I do think it is a solid game, a fine entry into the survival genre. The airship mechanic is fun. Gathering supplies to survive is engaging and customising your airship is great. There is even a co-op mode for friends to play with. But a weak combat system and exploration being repetitive does bring it down.
One of the most underrated aspects of video games is their ability to place us within other people, even being referred to by some as “empathy machines”. Sure, most mainstream games cast you as dudebro soldiers, adventurers, and superheroes, but indie titles have never shied away from exploring normal people and their intimate human emotions.
Hymer 2000 places you in the role of Frank, a recycling specialist who must dismantle the titular Hymer computer of Hope Residence. You’ll interact with its charming 90s-style interface, learning more about those who used to populate the area, before ultimately uncovering their fate.
After beginning the game, you’ll be greeted by a computer menu which grants you access to a small handful of applications. The Action program will let you navigate the remains of Hope Residence, learning about its inhabitants and their adventures along the way. However, you’ll encounter areas that you cannot progress through due to data corruption.
In order to recover this data, you’ll need to navigate to the Search program. Here, you enter keywords such as character names, objects, and events in order to retrieve the lost files and open more places to explore within the Action program. Each file also treats you to a transcribed interaction between characters, helping you learn more about their interpersonal dynamics and filling you in on aspects of the story.
This creates a pretty engaging gameplay loop. You’ll explore Hope Residence and other locations, examining objects that were left behind, then take those clues to try and guess new keywords. This will in turn open up new areas with new objects, allowing you to repeat the process. I found that guessing relevant words wasn’t too difficult, though you will certainly need to pay attention to the information you’re given.
I did have a few moments toward the end of the game where I kept putting new words into the search bar, hoping they would reveal story beats, only to be met with no results. It was frustrating, but this was likely due to the fact that I had found the vast majority of the files already. There are 80 to recover, though thankfully you do not need to unlock all of them to finish the game.
The gameplay is certainly simplistic, but that’s so the narrative can take center stage. Without going into spoilers, I found myself very touched by what the story had to say. There are questions raised about AI, personal fulfillment, and how society often finds a way to “other” those that are perceived to be different. As the more dystopian elements of the plot revealed themselves, I found myself grappling with what I would do if I were put in similar situations. It’s a credit to the writing that I found myself so invested in these characters, as I had been shown their triumphs, failures, and relationships over the few hours it took me to roll credits.
Character development and visuals aren’t the only way developer doBell immerses you into the experience; I found the sound design to be excellent as well. There’s a variety of ambient music that plays as you perform your tasks. It’s tonally ambiguous, oscillating between hopeful and melancholic in equal measure. At key moments it will fade out, replaced with the soundscape of a particular story beat. It’s this small attention to detail that further accents emotional scenes and draws the player deeper into the game’s strange world.
I’m not going to say that Hymer 2000 is a game for everyone. Most people are looking for experiences that are filled with spectacle, excitement, and high levels of interactivity. In spite of this, those looking to be lost in other people’s heads (and willing to do a bit of detective work) may hail this as one of the more fascinating indie experiments of 2025.
The Obsidian Glass Mousepad from QPAD isn’t like any mousepad I’ve ever used. In fact, I didn’t know I needed a glass mousepad in my life until I tested this product. The smooth surface, solid base, and striking colourway are impressive. Additionally, the tempered glass delivers a durable finish that will last the test of time.
This large mousepad is ideal if you have a decent-sized desk or lap table, if you game from the sofa. However, if you have a micro desk or limited space, the 420 by 420 mm product may be a little too big. Accordingly, I plead with QPAD to make a smaller version of this peripheral to appeal to gamers with smaller working environments.
The Obsidian Glass Mousepad.
The Obsidian Glass Mousepad is the ideal option if you want a statement piece. Unlike conventional mousepads, this solid item stands out from the crowd. Although it doesn’t have built-in RGB, this doesn’t matter. Instead, it relies on its incredible monochromatic pattern to catch your eye.
Additionally, the secure no-slip base is ideal if you are a little crazy with your mouse movements. Luckily, this solid design prevents the mousepad from moving. The result is increased accuracy and a reliable surface on which to game.
Build quality.
I have mentioned the 420 mm by 420 mm working space. This was a little big for me, and that was a shame. Had the item come in at around 300 mm, it would have been ideal for my smaller desktop. However, if you have the space to accommodate this impressive peripheral, you will not regret it. The tempered glass lets you move your mouse with ease. It supports most sensors and balances control with sleek movement.
The Obsidian Glass Mousepad is heavier than many of its peers. This reassuring weight highlights the impressive materials and market-leading build quality. The tempered glass can withstand knocks and bumps, but like all products of this nature, you have to be careful with stress points. However, if it is handled correctly, this mousepad will last a lifetime. The non-slip base is extremely impressive. I pushed and probed, and the mousepad didn’t shift at all. This is great if you love to play frantic and crazy games.
Is the Obsidian Glass Mousepad worth it?
This is one impressive peripheral! I love the striking design and that amazing build quality. Moreover, using it is an absolute dream. My mouse moved with no friction and no problems. As such, my accuracy and response times were improved. Alongside this, the larger surface area allowed me to move like crazy without any issues. Despite this praise, I’d have loved to see a small and medium version of this product. This will overcome the one minor shortcoming while improving its appeal. Accordingly, it is amazing, even if it is big, and I recommend buying it here!
The Edge Mousepad from QPAD is a beautiful creation. The monochromatic design, smooth material, and exceptionally stable underside ensure that gamers can excel. Additionally, it is sold in 4 different sizes.
This versatility allows users to match the mousepad to their workstation. I was sent the medium size, and I couldn’t be happier. Although I like a larger mousepad, I appreciated the compact finish and impressive real estate on offer.
The smooth material is perfect, no matter your mouse. This mousepad complements any sensor, and gamers and office workers can enjoy low-friction and high-accuracy performance.
The Edge Mousepad.
I’ve recently tested mousepads from SteelSeries, and I couldn’t be happier. As such, when the Edge Mousepad landed on my desk, it had to go some way to oust my go-to option. I have to say, QPAD has done an amazing job, and this fresh-to-the-market option is a real contender.
Everything about this mousepad is perfect for gaming. The anti-slip base and smooth, frictionless material work together for the ultimate gaming experience. Additionally, the glassy finish reduces fatigue while allowing your mouse to swoop and glide with ease.
Build quality.
The Edge Mousepad delivers high-end quality at a fraction of the cost. Furthermore, the eye-catching design is impressive. The monochromatic swirls are a conversation starter. Additionally, the lack of RGB gives it an alluring and stealthy edge.
The seamless edge stitching reduces unwanted rubbing and fraying. Unlike its peers, the item will age with grace. Moreover, you won’t have to endure scratchy and horrible irritations on your hands or wrists.
Finally, the combination of a hard-wearing rubberised base and durable fabric surface was a great approach. Users can place this mousepad on most surfaces and enjoy risk-free, precise gaming.
Is the Edge Mousepad worth it?
The Edge Mousepad is an affordable option that delivers impressive results. The material is durable and great to look at. Furthermore, the rubberised base allows you to go crazy without it slipping. Finally, the stealthy colourway is attractive without being obnoxious. Accordingly, I love it and recommend buying it here!
The Flux 65 Model 5 from QPAD is a compact beast whose size doesn’t match its performance! This incredibly vibrant, accurate, and comfortable keyboard leaves its competitors in the dirt. Additionally, it won’t break the bank if you want to compete with elite gamers.
Designed with magnetic hall effect switches, this device is ridiculously responsive. On top of this, you can adjust the actuation distance to enhance your gaming experience. If that isn’t enough, it offers 8k polling, vibrant RGB, and a host of keystroke tricks for the FPS genre.
What’s in the box of the Flux 65 Model 5?
The packaging is simple, attractive, and strong. Furthermore, it is recyclable.
The Flux 65 Model 5 is a 65% form factor keyboard. It is a wired-only device, and this could deter some users.
A detachable USB-C cable is provided.
Learn the basics with he user manual.
Technical aspects.
This keyboard is packed full of high-end tech. Magnetic hall effect switches deliver mind-blowing accuracy and rapid actuation. This took some getting used to, but I loved how in tune this keyboard was with my play style.
Adjusting the settings was easy, and gamers can fine-tune every layer of this product. Whether it is the RGB, lighting effects, or programmable keys, this device lets you play with it all.
If you love fast-paced gaming, 8k polling is a must. Every keystroke moves like lightning as you navigate the gaming world. Moreover, this is complemented by anti-ghosting and rapid trigger. AG increases accuracy while reducing frustration. Whereas rapid trigger allows you to reset inputs with the lightest of touches. When combined, gamers enjoy impressive results almost immediately.
Build quality.
I’ve tried and tested many great keyboards. Thankfully, the Flux 65 Model 5 competes with the best of them. The sturdy ABS frame has an anodised aluminium switch plate for accurate keystrokes and enhanced precision.
Alongside this, the sound-dampening material enhances the acoustic performance. Users will enjoy a rich thocky soundscape as they type and navigate every fantasy world.
No one likes faded keycaps. Fortunately, the double-shot PBT keycaps are built to last. No longer will you endure greasy or shiny keys. Instead, they will remain clean and bright for longer.
Is the Flux 65 Model 5 worth it?
You may not be familiar with QPAD, but this impressive brand creates incredible products. Exclusive to Currys in the UK, this tech company is pushing the major brands all the way.
The Flux 65 Model 5 offers impressive polling rates and accurate and responsive keystrokes. Furthermore, it is great to look at, and it is built to last. Accordingly, if you want a compact peripheral that improves your gaming experience, I recommend buying it here!
I’m sad to say that Ayasa: Shadows of Silence represents the second time in as many weeks that I’ve had to stop and review a game before the end, because it was too broken to continue. In this case, I was exploring some subterranean bunker full of piles of food, coins and whatever else. On the way back out, the ceiling suddenly disappeared and the whole world seemed to shift down. The lighting messed up and the doors vanished. Even reloading from a checkpoint didn’t fix it. It was well and truly broken.
My only recourse left was to restart the entire game from scratch. Maybe if I was a consummate professional, I would attempt that. But the thought filled me with depression. The preceding hours had been filled with frustration, you see. Because, while Ayasa might have moments of nice atmosphere, it’s also full of an inexcusable amount of bugs, and the bits that aren’t bugged needed a bit more thought put into them.
Teeny-Tiny Bad Dreams
Ayasa: Shadows of Silence has one of those plots where it prefers to show you an assortment of things and help you piece the themes together along the way. In this case, one of the first things it shows you is a big old nuke going off in the middle of a city. Bit of a conversation stopper, that one. Shortly after this, our protagonist wakes up in the middle of a forest and proceeds to start running to the right. She quickly finds that the world has gone very wrong. For one, everything and everyone wants to kill her.
This is a story that is firmly dedicated to show don’t tell, which is admirable. Though critiquing Ayasa‘s story is difficult. Partly because I couldn’t finish it, but also because I was never sure I quite got the story. There’s a lot of striking imagery at play, with grotesquely deformed monsters and big sad statue heads everywhere. The metaphors do get a lot less subtle in the back half, though. I’d wager money on Ayasa‘s final message being about the connection between war and greed. That’s based on the big artillery guns constantly firing and the literal giant pig eating a bowl of money.
Anyway, regardless of subtlety, one thing that Ayasa gets right is the atmosphere. The woods feel appropriately haunted, any buildings you come across seem moments from falling down, and all the people you see behave very strangely. Then as the game progresses, everything gets more and more grotesque. Sound design is generally okay too, with some nice mechanical noises. Though all the enemies make the gurgling noise from The Grudge, which is a bit weird. Maybe the long hair is coming in a future patch.
Unfortunate Infestations
Visuals and atmosphere can only get you so far, however. Now we need to talk about Ayasa‘s gameplay, which is where things go off the rail a bit. I have issues with it on multiple fronts. Ayasa is, at its core, a puzzle-platformer. It’s done in that ‘almost but not quite 3D’ style, where you can move up and down as well as side-to-side but the camera is fixed. The platforming itself is incredibly floaty, and with this 3D-esque style, it makes landing basic jumps a challenge. Hell, even walking along a log becomes challenging, especially given the camera’s tendency to whip around to the least useful angle.
As for the puzzles? To be glib, I’d welcome some. The majority of Ayasa‘s puzzles are solved in seconds, like pushing blocks onto matching tiles, or just aren’t puzzles at all. A prolonged section has us just going up and down underground lifts, as we turn off poisonous gas. It does nothing but stretch out the time. The rest of the gameplay comprises of stealth sections, where you have to creep past the Grudge monsters. This is the source of most of the frustration, as being stealthy only works about ten percent of the time.
That’s probably a bug. No matter if I crouched, or even went invisible, I was spotted immediately. I had to beat these sections by jogging around in circles, waiting for them to get stuck on the scenery. It joins the large ranks of other bugs. Frankly, I’m hard pressed to think of a time there wasn’t at least one bug. I was constantly falling through the floor, and quite often respawned in the same floor. The worst ones came at the end of long platforming sections, or in the middle of stealth sections. Even the monsters would bug out, rapidly vibrating and moving unpredictably. The best ones were when I’d walk through a door and the camera wouldn’t follow me. Exit Ayasa, stage left.
Ayasa: Shadows of Silence – Broken Beyond Belief
And so it came to an anticlimactic end, with Ayasa standing in a completely bare room. No exit, nothing to do. Just existing. I don’t know the ending, so maybe that fits. Still, I was a little sad that it ended like this. Ayasa‘s contemporaries are games like LIMBO, INSIDE and, of course, Little Nightmares. Explorations through bizarre worlds. But these games were very tightly designed. LIMBO has clever puzzles, and INSIDE blends its world with its gameplay much better. And, crucially, Little Nightmares has predictability in its monster chase set pieces.
Ayasa: Shadows of Silence feels like it’s barely holding itself together. Even aside from the bugs, it’s difficult at times just to figure out where we’re meant to go. Even when we do, it feels odd. Like a clock puzzle where we have to adjust clock hands to drop safely off a cliff. Except I frequently bounced off the hand and died anyway, so I was never sure that I was doing the right thing. The bugs do drag Ayasa down, but there’s a lot of old-fashioned poor design on display here too. For all the atmosphere of its world and visuals, Ayasa needed a lot more playtesting and fine tuning before it was ready to step out into the real world.
If you’ve ever settled down to watch The Holiday or Love Actually, you’ve probably found yourself captivated by the homes where the magic happens. From grand estates to quaint cottages, these locations set the tone for the festive cheer and warmth that define these Christmas classics. But have you ever wondered what it would cost to live in these picture-perfect homes? Let’s look at how much some of the most iconic Christmas movie homes would cost in real life, and how they reflect the charm of the season.
Home Alone
In Home Alone, the McCallister family’s house in Chicago has become synonymous with Christmas mischief. This spacious five-bedroom home, with its red-brick exterior and large windows, would be worth around £4,144,000 today. Nestled in a desirable suburban area, it offers plenty of space for a large family and all the holiday gatherings you could imagine. Its expansive lawn and welcoming front porch make it the kind of house that’s perfect for a Christmas celebration – though you might want to invest in some extra security if you’re worried about burglars!
The Holiday
The two homes at the heart of The Holiday provide stark contrasts in both size and price. Amanda’s modern mansion in Los Angeles is worth a whopping £10 million. With sleek interiors, a home cinema, and large gardens, it’s the epitome of luxury.
On the other hand, Iris’s English countryside cottage is far more affordable at £765,000. Though it’s smaller, the charm of this cosy retreat makes it a desirable festive escape. The rustic features, such as wooden beams and quaint decor, evoke a warm, welcoming atmosphere that makes it easy to picture yourself spending Christmas there. You could even replicate the look with custom interiors from fitted furniture experts like Hammonds to bring the countryside vibe into your own home.
Love Actually
In Love Actually, two homes stand out. Jamie’s home on 27 St. Luke Mews in Notting Hill is worth around £2.3 million in today’s economy. This charming London home offers a blend of quaint appeal and elegant living, making it a perfect romantic setting. Natalie’s family home, by contrast, is on the more affordable side at £665,000. This suburban gem nestled in Wandsworth gives off a cosy, family-friendly vibe, providing a perfect backdrop for the film’s heartwarming moments.
Other Iconic Christmas Film Locations
In Elf, Walter Hobbs’s penthouse in the Upper West Side of Manhattan, New York, would be valued at £2.4 million, adding a touch of glamour to the holiday cheer. Meanwhile, also in New York, in Miracle on 34th Street, Susan’s dream home, set in a picturesque Port Washington area, is also worth around £2.4 million. Both homes capture the magic of Christmas in ways that feel both aspirational and deeply nostalgic.
The Price of Festive Magic
While the homes featured in Christmas movies often feel like perfect retreats from reality, the truth is that their prices can be as eye-popping as their beauty. These homes represent the ideals of comfort and joy that we all hope to experience during the festive season. Even if the price tags might be out of reach, the essence of these homes reminds us that Christmas isn’t about the house you live in, but the love and memories you create there. So, while you may not be able to move into a £10 million mansion, you can still make your home feel just as magical this Christmas with a little creativity and plenty of heart.
Having been born in the late 90s, much of my childhood growing up included many things from that era that were passed down by my older sister and parents. I still remember fat-back televisions and VHS cassettes, SNES and the original PlayStation, and computers with disk drives. It isn’t a time I personally look back on, yearning for ‘the good ole days’, but it is a time I am thankful to have experienced. Video games were all physical with no microtransactions or paid DLCs. Animations took time due to many being hand-drawn, with no usage of things like AI generative tools. Cartoons had much more freedom in their jokes without the fear of offending anyone. These are things that I believe Captain Wayne – Vacation Desperation took to heart and this is something I can appreciate.
Captain Wayne – Vacation Desperation is an intense, retro shooter with great 90s appeal. Developed by Ciaran Games LLC and published by Silver Lining Interactive, the game was released on November 25th, 2025. The game’s star, Captain Wayne, is a pirate sporting a flashy pink jacket and a shotgun for an arm. As Captain Wayne, we must travel through eight expansive stages, mowing through groups of enemies. An endless mode, Riptide Rampage, is where players can collect trophies and beat high scores. The game is certainly packed full of intense combat with little time to rest—a perfect ‘vacation’ for someone like Captain Wayne. Through the course of the game, players can find new weapons, take on bosses and maybe even discover some secrets. So, grab your beer and buckets of chum, because it’s time to discuss Captain Wayne – Vacation Desperation!
The Story: A Free Vacation on Orca Isle
The story begins with Captain Wayne winning a free vacation to Orca Isle, home of the legendary Orca Stone. Captain Wayne jumps at the promise of a vacation and treasure, but players sense trouble as two goons listen in. Before Wayne can depart for the isle, detective Stanley Steel Press appears on his boat. He is investigating Captain Wayne for previous pilferies, which Wayne answers with a giant fist to his face, punching him off of his boat. Detective Stanley is hit with the same paper about the free vacation and vows to try and stop Wayne from stealing the Orca Stone.
Thus begins the adventure and serves as a premise for the game’s story. Later Wayne encounters other characters, such as King, a robot king who had his crown stolen (by Wayne who pawned it) and a mysterious voice, Davy Jones, who gifts Wayne a Skull of Power. Most of the enemies belong to the Killer Whales, a mercenary group, and take on fish/whale/humanoid appearances. The story stays simple, and the cutscenes drive it forward. I enjoyed that, for the most part, where we began a stage is where the previous cutscene ended. This helped create a reasonable flow of events and I never had the thought of ‘wait, how did we get here?’
Captain Wayne’s story is like an episode of a cartoon from the 90s. The game leans into absurdity, delivers humor, and refuses to take itself too seriously. The voice acting channels a retro charm—unpolished, with the kind of stereotypical tones you’d expect from its characters, such as a pirate or a detective. Ciaran Games LLC clearly had a vision they were going for. They wanted to write a story that feels like a 90s cartoon and I think they did a great job at doing so. I could easily see future Captain Wayne games playing like new episodes to the story. Seeing the overall very positive reviews on Steam, I can definitely see Captain Wayne’s saga continuing.
The Gameplay: Bullets, Booze & Blood
Captain Wayne – Vacation Desperation is a whole lot of action. For campaign, there is no central hub for you to pause and purchase upgrades. The action is non-stop and in abundance. Speaking of non-stop, constantly being on the move is important. Though Captain Wayne can pick up some booze to fill up his Gusto (his armor),enemies can easily take you down if you stand still. Most enemies are equipped with guns and the ones that do get up close pack a punch—literally. Wayne has a kick that not only knocks enemies down, but also serves as a quick movement ability. If you kick during a jump, you can cover a long distance quickly, allowing you to reposition. I thought it took some time getting used to, especially mid combat, but thankfully respawns take place at checkpoints rather than at the beginning of the stage.
Captain Wayne can get a small arsenal of weapons of his own. Starting off with a shotgun—he has a shotgun arm afterall—players will eventually come across other weapons such as a chain-gun for rapid fire or bottles of boom brew to light them up. The weapons are always available to you as long as you have the ammo. Of course, you can always resort to kicking and punching as well. Designers keep weapons simple and straightforward. Again, I think this feels reminiscent of early FPS boomer shooters. It’s relies more so on the action and violence rather than the fancy guns. Blood splatters from enemies will fill the map. The quick pace helps intensify the action. Even the seagulls want to get in on the action as they literally dive bomb you. The developers knew what they were doing and did it well.
The campaign stages have decent lengths, not too short and not too long. I also thought there was a nice flow to the stages and was never unsure of where to go next. Outside of eight campaign stages, there is also an endless mode called Riptide Rampage. With six different maps, this mode allows players to collect trophies and beat their high scores. I was never a high score chaser so this game mode isn’t for me, but I can certainly see the enjoyment in it. In all stages, both campaign and riptide, there are many secrets to discover as well. As is the case in other boomer shooters, some secrets are better or more hidden than others, but all are enjoyable to keep your eye out for.
The Graphics & Audio: A 90s Cartoon
I’ve already touched on most of what there is to say in this section so I’ll keep my thoughts short. As mentioned, the hand drawn cartoon art style is familiar to that of a cartoon from the 90s. This style mixed with the action and violence is super satisfying to look at. If you want over-the-top, high quality graphics, then this probably isn’t the game for you. Normally I might take a few points off for graphics, but because it’s intentional, I think it does it’s job effectively. I felt transported back to a 90s cartoon with flashy Captain Wayne as its star. I could see myself as a child watching an episode of Captain Wayne on a fatback TV, eating cereal on a Saturday morning.
Audio is decent as well. Outside of the voice acting which I talked about earlier, the music and other audio elements are what you expect. Explosions are loud and intense. Music ties in with the game’s action. Captain Wayne’s little comments during stages made me chuckle. Again, it feels similar to that of a 90s cartoon and is effective with that in mind. I did think the music was a bit too loud at first, but that’s an easy fix. I also really like the remixed pirate shanty tune when launching the game. If you know where I could find this, please let me know!
The Conclusion: Captain Wayne, A Pirate Legend
Overall, there’s not a whole lot to discuss when it comes to this game. Its short, simple and effective. On the flip side, there’s also not a whole lot to criticize either. Captain Wayne – Vacation Desperation knows what it wants to be. Ciaran Games LLC had a clear vision in mind when developing this game and I think they executed it well. I think for the right player, this could be a greatly enjoyable, albeit slightly short, experience. I can’t find a post-release roadmap from the developers, though it doesn’t feel like this game needs much. The game does well it’s supposed to do and isn’t horrendous in what could be improved. Would more stages or weapons be nice? Sure, but I don’t feel like this game needs it.
Captain Wayne probably won’t appeal to everyone and won’t have the longevity with just this one game, and I think that’s okay. For Ciaran Games LLC’s first game on Steam, the game does its job and has a clear image of what it wants to do. The developers could focus on making new Captain Wayne games, each one playing like a new episode in the series. I could see a future where there’s an “Ultimate Captain Wayne” bundle with five Captain Wayne games together at a cheaper price than buying them individually. Personally, I’m not sure I will be tuning in, as its not my genre of game. However, I’m still hopeful that this is just the beginning for Captain Wayne.
TOZO, a leading innovator in smart audio technology proudly announces the global debut of its NC20 Series True Wireless Earbuds, featuring the TOZO NC20 and the flagship TOZO NC20 Pro. The new lineup blends cutting-edge audio innovation with smart AI integration, redefining the standard for immersive, intelligent wireless listening.
Main Features:
Smart Touchscreen Charging Case – Exclusive to TOZO NC20 Pro
The NC20 Pro also debuts a Smart Charging Case with Touch Control, allowing users to check battery levels, switch modes, and manage functions directly from the case-bringing effortless control and a futuristic aesthetic to the everyday listening routine.
AI Assistance at Your Command – A New Way to Control Audio
Leading the series, the TOZO NC20 Pro introduces AI Assistance at Your Command, an intelligent companion that enhances daily convenience and productivity. From real-time translation and voice-based interaction to instant access to smart controls, the NC20 Pro transforms the listening experience into an intelligent, connected journey.
Studio-Grade Sound with LDAC & Hi-Res Audio Wireless
Both the NC20 and NC20 Pro earbuds are equipped with LDAC codec and Hi-Res Audio Wireless certification, delivering up to 24-bit/96kHz resolution for studio-quality audio performance. Whether it’s crisp treble, rich mids, or powerful bass, every detail is faithfully reproduced for high-fidelity listening.
Adaptive Hybrid Active Noise Cancellation up to -52dB
Engineered with Adaptive Hybrid ANC, the NC20 Series effectively suppresses ambient sound by up to -52dB, providing a serene, distraction-free environment ideal for travel, work, or relaxation.
Exclusive SDLC Patented Acoustic Technology
Featuring 12mm dynamic drivers with TOZO’s Super Diamond-Like Carbon (SDLC) diaphragm, the NC20 Series achieves remarkable sonic precision-delivering extended frequency response from 12Hz to 44.1kHz and ultra-deep bass that resonates with realism.
Immersive Spatial Audio and AI-Enhanced Calls
The Immersive Spatial Audio feature creates a captivating 3D sound field, enveloping listeners in lifelike acoustics. Meanwhile, a six-mic system with AI-powered noise reduction ensures crystal-clear voice clarity, even in noisy environments.
Ultra-Low Latency, Seamless Connection, and Smart Adaptation
Powered by Bluetooth 5.4 and optimized for 50ms ultra-low latency, the NC20 Series guarantees smooth, lag-free audio for gaming and streaming. With smart in-ear detection and EarTune Sound Compensation, the earbuds adapt intuitively to user behaviour and hearing preferences.
With the TOZO NC20 Series, TOZO continues to lead the evolution of wireless sound-merging high-fidelity audio, advanced noise control, and intelligent AI-driven innovation into a sleek, modern design.
The TOZO NC20 Series is now available through TOZO’s official website and major online retail platforms worldwide including Amazon.
Price & Availability:
The NC20 Pro are available from Amazon. Available in Titanium Champagne at £84.99 or Titanium Black at £99.99