Review: Locked in my Darkness 2: The Room

Locked in my Darkness 2: The Room (I will be calling it LinD2 for short) is a slow burn, psychological horror. Developed by a solo developer for three years at Blusagi Team and published by indie.io, LinD2 was released on February 11th, 2026. With a focus on atmosphere, exploration, and puzzle solving, LinD2 is a narrative psychological horror. LinD2 creates tension with its dark, grim and warped settings that blur the lines of reality. Players play as Yuki Tachibana, a Japanese high school student who recently moved to New York with her parents. However, the darkness of her parent’s past follows them to their new apartment, and it is up to players to uncover the truth.

LinD2 is actually the finale to a trilogy of games by the same developer. The first Locked in My Darkness released in December 2022, and the second installment, Blue Maiden, followed in December 2023. As a trilogy, these games feel designed to be experienced together, especially if you want the full narrative. Admittedly, there isn’t a whole lot to discuss for this review, as gameplay is quite simple. Players can expect to spend 2-3 hours in total with LinD2, potentially more as there are multiple endings, but not by much. Puzzles are straightforward and I never felt completely lost in what I needed to do. It is a walking simulator, which isn’t a bad thing, but also doesn’t lead to me having much to say.

As a psychological horror, LinD2 is on par, but doesn’t really wow me. It might be a bit biased, but I have a love/hate relationship with indie horror games. I absolutely love the creativity and story-telling that developers do with indie horror. I spend most of my YouTube time on channels that analyze and review indie horror games. Ironically, I rarely play them myself; I scare far too easily to enjoy the experience firsthand. I thought that LinD2 was quite effective in it’s horror and jumpscares, but can also see how they might be a walk in the park for the less fearful. I think LinD2 knows what it is and hits the mark, but unfortunately doesn’t leave a lasting impression for me as a player. So, watch out for collectibles, because it’s time to discuss Locked in my Darkness 2: The Room!

Locked in my Darkness…Literally

Let’s jump right in to the horror elements. As the name implies, LinD2 is literally quite dark in some areas. To give you an example, the next two images show the same view, with the second one taken after I turned the in‑game brightness all the way up.

Darkness plays a major role in building tension and shaping the horror atmosphere. The game gives players tools to navigate it, including a night‑vision camera that drains batteries as it runs. You can find extra batteries throughout the world, but you don’t always need to keep the camera powered on. The camera overlay gives the game a ‘found footage’ feel, like players are watching Yuki’s final moments before the monster man gets her.

Speaking of the monster man, this thing is both creepy and a bit underwhelming. Early on, Yuki can find a police report of multiple murders and mutilated bodies. Next to this report is a CCTV feed of various cameras and as you scroll through them, players can get their first glimpse of the monster man. When I first saw him, I was quite creeped out. In another feed you can view the back of him—a hulking man bathed in red, wielding a large weapon. As a design, I liked this. He’s quite creepy, and the jumpscares he gives later on made me pause from playing for a bit.

However, I did feel a bit underwhelmed at times. For example, there are many occasions where he’s just sort of standing and doing an idling animation. When down in the sewers, you get a pretty good view of him as he stands idle down a hallway. As you walk towards him since there is no other way to go, his loud breathing can be heard. And I mean loud too—I had my in-game volume turned down pretty low (again, I scare easily) and it sounded like it was at normal volume. Once Yuki crosses the threshold, the light snaps to black and he vanishes. The moment is unsettling on its own, but the buildup leading to it feels a bit bland. Again, he’s just standing there, idling. It reminded me of that SpongeBob quote, “He’s just standing there…menacingly!”

It would be creepier if he was actually doing something, like peering from behind a corner, beckoning Yuki closer, or brandishing his weapon at her. Another moment like this appears later in the street. He is standing behind a fence, but the scene gets cut short by one of those in‑your‑face, somewhat cheap jumpscares where he practically presses himself against the camera’s view.

Many moments of horror are created through the use of warped reality that has a grim and gory settings. In the sewers, Yuki can find reports in a greenhouse lab of toxic plants. Visions occur with vine-like tendrils, bathed in red. Body bags hang betwixt vines along a hallway and disappear as Yuki walks past. Be sure to get quite comfortable with it, as later on Yuki finds herself trapped in this altered reality and players need to find a way to escape it.

Overall, the psychological horror works well, though that’s coming from someone who scares easily. The tension builds effectively for me, and the scares avoid feeling repetitive. However, I also don’t think LinD2 is trying to do anything out of the ordinary when it comes to the horror genre. I think it hits on par with what I might expect, which is great, but also doesn’t really stand out from the indie horror genre. I think LinD2 relies more on its narrative rather than its horror elements, but relies on the horror more over its gameplay. It’s a bit confusing to explain, but again, the less fearful may see this as a walk in the park.

Locked in my Walking Simulator with Puzzle Solving

Outside of the horror, gameplay is simple and straightforward. As mentioned, it is a walking simulator with various puzzles along the way. Puzzles are pretty straightforward and not overly complicated. For example, one of the first puzzles you encounter involves pulling fours levers in the correct order. In a nearby room are four pages that inform you the order with messages like “The third was pulled first” and such. There are also a decent bit of numerical codes that players will need to remember, such as for a door code. Puzzles later on get slightly more complicated, but it isn’t anything that will leave players stumped and confused.

Yuki can piece together bits of the story by finding notes, such as the police report mentioned earlier and the lab report about the toxic plants. Yuki can pick up, examine, and read the notes. She can also find other items, including extra camera batteries, keys, and collectibles like pink dolls. The game stores these items in her inventory, which expands whenever she discovers new backpacks scattered throughout the world. I suppose there is a slight inventory management factor, but it never posed as a serious element in my playthrough. In fact, I’m not too sure what the purpose of expanding the inventory was instead of just having an inventory. I suppose its just an extra little layer to the gameplay, but it doesn’t feel like something players will need to be super mindful of.

That’s pretty much it when it comes to the gameplay. There’s a bigger focus on the narrative and horror elements and the simplistic gameplay does its job at driving both of these points forward.

Locked in my Rough Edges

Though I can applaud LinD2 for the work that has been put in by a solo developer, there are a few rough edges here are there. Visually, the graphics are okay, but it does feel a bit reminiscent of an older game. I personally don’t mind, but I can see how other players may not be so enticed to play.

I also noticed a few bugs while playing. At one point after picking up a backpack, the inventory was expanded message got stuck on my screen. It’s pretty small and not too noticeable so it wasn’t a big deal. Another bug was when I went to view the first VHS tape. I found it in an archive/storage room and walked down to where the VHS player and TV are. When I went to put the tape in though, there was already a copy of the same tape on the VHS player. I needed to pick it up in order to play a tape, so I somehow ended up with two copies of the same VHS tape. Not really sure what happened, and again, not a huge deal, but it is something to be aware of.

There are a few moments where the camera will cut to something or play a ‘cutscene’. These feel a bit clunky. For example, the first time it happens is in the beginning. You open a garage to reach the CCTV and camera with night vision. The camera then sort of glides forward and turns towards where the TV is. It takes a second for Yuki to actually say anything during this time. Another moment was when it pans over the hanging body bags after reading a note. Like the graphics, these moments also felt like something reminiscent of an older game in its slight clunkiness. I’m not sure what exactly their purposes are either as they don’t feel all that necessary.

One last thing, and this is more of a personal preference, is that Yuki doesn’t react to much of the horror. Like in my earlier example of the monster man standing menacingly down a hallway, it isn’t until he disappears that Yuki says “Nani?” Why is she not concerned about who this mysterious red man is? Why does she not call out? Why does she not ask herself something like “Who/what is that?” when first seeing him and only reacts after getting halfway down the hallway when he disappears? Again, it’s a personal preference, but when I’m scared, I want to know the character I’m playing is scared too.

Locked in my Review

Overall, LinD2 is just okay. I can’t really say how it fits in as a finale to the trilogy, but all three games receive generally favorable reviews on Steam. From the research I’ve done on the trilogy, I do like the narrative told. I can recommend playing the three games for fans of indie psychological horrors indie. They’re shorter games that deliver the scares (in my easily scared opinion). I think for the work of a solo developer, they deserve at least a look at on Steam to do more inquiring, reading the reviews, watching the trailers, and making your own judgement. A bundle is available if you want to purchase the entire trilogy.

However, as a standalone, I’m not sure if I can recommend this one. There are too many hang-ups for me personally. I think LinD2 hits the mark for what I can expect out similar indie horrors. However, I’m struggling to see what this one does that so many others don’t already do, if not better. There are probably better similar indie horrors out there, even as a non-player of indie horror myself. I know it must be difficult to make something that truly stands out. Simply put, LinD2 is decent for what it is, but I don’t think it will leave a lasting impression.

That’s why I think you should play the trilogy instead of just this one. It will leave a bigger impression. You will have a bigger and better understanding of the narrative. At the end of the day, you will also support a solo developer who has put time and effort into the trilogy.

Yonde itadaki arigatōgozaimashita!

Review: Edgar Allan Poe’s Interactive Horror (1995)

If you’re somewhat into poetry then you might recognize the name Edgar Allan Poe, an American writer well known for his short stories such as The Raven and The Tell-Tale Heart, just to name a few.

He’s often referred to as “the master” in horror poetry, with his work focusing heavily on mystery and the macabre. He left such a big mark on the scene that there are awards named after him called “The Edgar Awards”, which are presented annually by the Mystery Writers of America.

His work has been the inspiration for quite a few things, with one of them recently being a game adapted from his creations “The Tell-Tale Heart”, “The Cask of Amontillado”, and “Berenice”.

Developed by multimedia studio Inscape, this first-person point-and-click psychological adventure delves into Edgar Allan Poe’s brilliant mind, as you witness the stories from both the minds of the victims and the perpetrators.

Stop-motion animation captured the atmosphere so well

When we think of stop-motion animation, most of us instantly think of franchises such as Wallace and Gromit or Shaun the Sheep, mostly shows or films which use this type of animation dating all the way back to the 80’s.

It’s something not seen commonly nowadays, purely because technology has advanced so using the most advanced methods just makes things easier compared to stop-motion which requires meticulous details and the patience of a saint.

Now think of video games and how many have you played that actually use stop-motion animation? The answer for most of you is probably a no, unless you played the most recent hit using this animation, Out of Worlds.

Edgar Allan Poe’s interactive horror does indeed also use stop-motion, and I have to say as a big horror fan it surprisingly works really well with the genre, combined with the puppetry it made the game so much creepier and created such an uncanny atmosphere, something which I didn’t expect to feel so quickly.

The sound design along with the voice acting played a huge part in the atmosphere, the narrator and the voices of the characters did really well and made the overall game so much creepier, and completely nailed the “1900s” voice.

Whilst not technically being labelled as one, for the most parts it felt a lot like a visual novel except that in said visual novel you were able to move around the area and actually interact with most objects within the environment.

Although I wasn’t a big fan of the whole point-and-click mechanic I have to say it did work quite well with this game, mainly because the graphics are similar to retro titles so naturally it doesn’t look out of place.

I was getting into it ever so slowly, but unfortunately due to a few repetitive glitches that I came across I wasn’t able to complete the full game let alone get past the first story, which was a shame because I was starting to get into it and curious as to how the stories ended, but alas I wasn’t able to see why Edgar Allan Poe’s work is highly praised by so many, but maybe reading it instead would prove to be a better way to appreciate it.

Review: Thomas and Friends: Wonders of Sodor

Thomas and Friends: Wonders of Sodor is a Thomas the Tank Engine fan’s ultimate dream! This fun, lively, colourful, and oddly intense affair takes the love of Train Sim World to a whole new place. However, it doesn’t remove itself from the realism and seriousness of the dangers of the railway. Instead, it combines them beautifully to deliver a user-friendly and enjoyable train driving experience.

Dovetail Games has published and developed this single-player simulation experience. Although it has taken a cartoon and colourful approach, it has all the bells and whistles of its serious big brother. Furthermore, it is filled with every popular character from the much-loved TV series. Consequently, there are plenty of plus points to take away if you invest in this standalone game.

Thomas and Friends: Wonders of Sodor has plenty of interesting micro tales.

Unlike other games that focus on a TV or film franchise, Thomas and Friends: Wonders of Sodor delivers plenty of unique stories in its episodic delivery. As you enter the overworld hub, you notice countless story nodes. Each one has plenty of sub-sections that incorporate many of the different engines. Furthermore, there is an array of challenges that await. Each one will test your driving knowledge and skills.

The stories capture the essence of 12 key moments from the brilliant TV series. Although these famous moments don’t dominate proceedings, they allow lovers of the brand to experience “Thomas and Gordon” and “Thomas and Bertie’s Great Race“.

This bite-sized design may not be to everyone’s taste, but I liked the almost never-ending change of pace. Whether you are rescuing an engine, moving passengers across the large and colourful rail network, or undertaking shunting duties in a yard, the opportunities are wonderful. Moreover, the excellent tutorial ensures that newcomers and veterans will hit the ground running.

A balanced approach.

If you’ve played Train Sim World, you’ll know how intense it can be. AWS, TPWS, signalling, point work, speeds, and other typical train driving elements must be considered. Thankfully, Thomas and Friends: Wonders of Sodor smooths this intense feeling considerably. Although it still works on a realistic and technical approach, it doesn’t feel like you are undertaking a train driving exam to enjoy the game.

This is apparent in the driving cab. Unlike TSW, Thomas and Friends: Wonders of Sodor keeps it much easier to understand. The master controller can be shifted from reverse to forward with ease. Additionally, the dials and other important elements are easy to follow because of the exceptional UI. Now, this could be due to the nature of the rolling stock, but I believe that Dovetail Games has made this more accessible to a younger audience.

Keep the railway running.

The story mode is the key feature that’ll appeal to many gamers. However, this isn’t the only action you must tackle. Timetable mode allows gamers a bit more freedom as they must keep the Sodor railway moving. This is your everyday life design that offers freedom and the opportunity to move from A to B without limitations. Furthermore, the exploration allows you to find hidden items and collectables across the rail network.

Finally, the shunting challenges bring in those troublesome trucks. This mini-game puzzle offering is the chance to test your brain and beat your best score. As you arrange each truck, you must do so in as few moves as possible. If you are successful, you’ll beat your score and move on to the next problem. I adore this mode, but the planning element could have been much better. I’d have liked the chance to look at a 2D plan of the yard and the layout of the trucks. This would help a methodical mindset and improve this aspect of the game.

Thomas and Friends: Wonders of Sodor brings the TV series to life.

Capturing the essence of a famous and exciting TV series in a computer game isn’t as easy as you’d think. Thankfully, the developer has got this spot on in Thomas and Friends: Wonders of Sodor. This colourful and upbeat game delivers the magic and wonderment of the world of Sodor. The sidings, depots, train stations, and other elements are great to look at. Yes, there are the odd bugs and glitches, but these will be patched out. Additionally, the passengers are a little rinse and repeat, but who cares! Not only did I enjoy the vibrant world, but it also felt alive. There are moments when major hubs come to life. This was amazing as you feel like you belong to a huge railway network.

The audio is a Thomas and Friends dream. The characters sound great, and the dialogue sucks you in. Alongside this, the engines sound marvellous. The chug of your wheels on the rails was excellent, and I love the different tones for each engine. Alongside this, the ambient sounds and the use of dynamic weather to increase realism were fantastic.

Mouse and keyboard or gamepad?

I’m a console gamer at heart, and I feel more comfortable with a gamepad in my hand. However, I loved playing this with either a mouse and keyboard or my Turtle Beach Stealth Gamepad. Both options were easy to handle, and the tutorial automatically adjusts to your desired input method. The control layout is simple to master, and younger gamers or newcomers will be driving their favourite engine in no time.

Every TSW game is exceptionally addictive. Despite the occasional bugs, you can play these games for hours. Thomas and Friends: Wonders of Sodor is no different, as there are plenty of collectables, challenges, and the stories have loads of replay value. Moreover, there is a camera mode if you like that sort of thing, and you can customise your timetable to create a personalised driving experience. 

Thomas and Friends: Wonders of Sodor is a brilliant addition to the franchise.

I’m glad that this is a standalone title. This approach allows gamers to get into the franchise without having to invest heavily in the huge core game. This makes it much more accessible and user-friendly for newcomers to the genre. Additionally, if you don’t fancy taking on the ultra-realistic world of global train driving, you don’t have to.

Thomas and Friends: Wonders of Sodor is a family-friendly, fun, and colourful affair that brings a smile to your face. The stories are interesting, well-paced, and a joy to work through. The shunting mode tests your brain power, and the ability to freely drive the network keeps you coming back for more. Accordingly, you should “choo, choo, choose” this amazing train driving experience, and I recommend buying it here! Can you help Thomas complete his tasks? Choose your engine, tackle the story, and enjoy the vibrant world of Sodor.

Review: Hero Seekers

Hero Seekers breaks the mould with its unusual approach to the genre. Many RPGS lead you from the underdog story to a meteoric rise. This experience is vastly different. A reverse amnesia, if you will. You witness the end battle and destroy the antagonist, but in reality, this never happens. Instead, the world of heroes is wiped from everyone’s memory. Accordingly, the antagonist gets to live another day and change the rules of the game.

This unusual RPG was developed by VANGUARD and published by KEMCO. It is a single-player experience where turn-based combat, dungeon crawling, and village exploration are linked to the central plot. Therefore, there is little reward for exploring and few opportunities to do so. This was unusual as the developer normally encourages that behaviour. Consequently, fans of this gaming partnership may be thrown off by the change of pace.

Hero Seekers tells a strange story.

Undoing what you’ve witnessed can be tough. However, Hero Seekers makes this a key element. The Demon King is a powerful and cruel nemesis. His taunting ways and deep, dark powers run deeper than anyone could predict. Furthermore, his desire to reign supreme overrides every other emotion. Subsequently, the idea of a hero and the success you have tasted is wiped from everyone’s memory.

You play the role of Lunette, who can remember the truth. This hero must search the overworld and try to write the wrongs they see. This is easier said than done, as the Demon King’s minions stop at nothing to appease their boss. However, with the power of the memory stones and 20 unique heroes to collect, you can rewrite history and make the world a safer and brighter place.

Kept on a tight leash.

I was surprised by the lack of freedom offered when playing Hero Seekers. Furthermore, exploring the overworld or dungeons was a little confusing because of a lack of a world map. This is RPG 101 basics that the developer has forgotten. The result was a confusing exploration despite the lack of freedom and the linear approach.

When you tackle enemies, the game focuses on normal combat, magic, and party synergy to get you through. Additionally, there is a clear turn order list to help you to manage your tactics. This was particularly important when using synergies, as you could destroy more powerful opponents or focus on the group’s strengths and weaknesses. 

Where Hero Seekers excels is in its quality of life mechanics. Auto battling, 3x fight speeds, and the ability to leave a dungeon with magic were welcome elements. Yet, this wasn’t clearly explained in the tutorial, and it took some trial and error to get things right.

Hero Seekers is dated but great.

I adore pixelated RPGs, and Hero Seekers didn’t disappoint. The vibrant colours, basic backdrops, and rudimentary villages and dungeons were a joy to look at. Even the text was pleasant to read and easy on the eye. It is this early console approach that works perfectly with this genre, and many developers could learn a thing or two from VANGUARD.

The audio is just as good with its shrill sound effects and dramatic soundtrack. I adore the blend of euphoric moments and the often OTT fanfare. Furthermore, the ability to create tension with the use of sombre and aggressive songs was wonderful.

Basic controls.

There is plenty to understand, and the mechanics could have been better explained. However, Hero Seekers has basic controls. Once you know the fundamentals, you’ll skip through battles, explore dungeons, and become a hero in no time.

Replay value is limited. Although there are 20 heroes to collect and use, the story is somewhat limited. This impacts the desire to return and the sense of originality once you complete a playthrough. Luckily, the first attempt is great, and this makes it worth every penny.

Hero Seekers is a good, old-school RPG.

I was impressed with Hero Seekers’ change of pace. The anti-amnesia design was interesting, and it worked extremely well. Moreover, the unorthodox party recruitment mechanic was a joy to experience. However, the lack of full guidance and the missing world map were unforgivable. Accordingly, despite these complaints, I recommend buying it here! Can you remind the world about heroes? Grab the memory stones, build your party, and thwart the Demon King. 

Review: Over The Top: WWI

I was a little worried when I started Over The Top: WWI, and it started asking me to choose a moustache and silly accent. It felt like it wasn’t taking things seriously. World War I was essentially a bunch of plucky young chaps of various races being fed into an industrial meat grinder. It was when the horrors of modern war were beginning to crystalize. It needed to be handled as such. Thirty minutes after selecting my magnificent moustache and monocle, however, a very different story was playing out.

I was standing in a bombed out trench, the sound of artillery fire thudding all around me. An engineer was desperately trying to build sandbags next to me, but a second later a bullet pings through his helmet. His body falls into the trench in front of me, as machine gun fire rips into the dirt all around. I’ve no idea where it’s coming from. I move forward, to try and take a shot, and a wall of flame immolates me. It’s pure chaos. Exhilarating, and slightly terrifying. Over The Top may be very janky at times, but I’ll be damned if it doesn’t get the heart pumping.

Over The Top: WWI

Your Country Needs You

The bulk of my time with Over The Top: WWI was spent in the Conquest mode. This is a territory control mode, where one side begins with all the points and the other side have to attack and capture them. Sounds like the defender has the advantage, but in true World War One fashion, the sheer weight of numbers on the attacker side usually breaks through. That, combined with some flanking tactics, usually means a constant struggle to maintain capture. If you dig in too much, then mortars will blow you right out again.

Digging in, by the way, is Over The Top‘s most interesting mechanic. The world map is entirely destructible and, depending on class, you’ll spawn with a shovel. Given the war in question, that means trenches. Most of the playtime is spent running from trench to trench. It’s honestly great. Moving towards points usually means keeping the pressure on the enemy while the sappers extend the trenches. By the end, all the trenches connect and everyone’s fighting with flamethrowers and shotguns.

There’s also a decent range of tools and classes. You’ve got riflemen for your basic shooting, snipers for less basic shooting, specialists for pyromaniacs, stormtroopers for the impatient, engineers for those that love Minecraft, and officers for those that want to roleplay as cushy aristocrats. Officers do act as mobile spawn points though, and they can order a charge, giving everyone a bonus. Even if most officers treat that as the one single tool in their arsenal. Even when defending. There are also a range of tanks and planes, though they get snapped up quick so I couldn’t try them. I’m guessing flying is a bit tricky though, given how often I saw someone sail right into a tree.

Over The Top: WWI

The Long Night

Over The Top is quite rough around the edges though. Having everything being destructible means I was constantly getting caught on the scenery. Sometimes when it was floating in front of me. Getting out of trenches can be a hardship sometimes too. I would keep getting pulled back in, like I was wearing a bungee cord. Speaking of jank, the community is a bit polarising at the moment. There are some good players, but also a lot of people just spouting the most barrel scraping jokes you can imagine. Not one to play if you’re offended easily, I suspect. I just wish they’d think up better jokes.

Still, back to the game, there’s a lot to like in Over The Top. The shooting feels great, for one, and digging feels intuitive. It is missing some quality of life elements though. I think a medic class would be good, for one. If not that, at least a clearer way to see downed players. In my last game, I had three people behind me shouting for a medic and I was merrily sniping away. Speaking of orientation, spawning in can be very disorientating. Some indication of where we last died would be good, as it’s hard to remember a map when it’s busy being bombed to kingdom come.

But there’s a more insidious issue at the moment, I feel. Towards the end of my time with the game, I found myself tiring of it and I wasn’t sure why. The shooting still felt fun. Perhaps it was the short ‘Spawn to Death’ time, but that was kind of the point of the game. No, I feel like it’s the territory control aspect that’s doing it. It makes every game feel very similar. By the end you’re just jogging down a maze of trenches, rebuffing and being rebuffed in turn. Some more game modes, and different types of objectives, are called for I think. Something to stop each game from blending into the last so much.

Over The Top: WWI

Over The Top: WWI – Rough But Exhilarating

Still, I feel like Over The Top is a game of moments, rather than a big picture kind of scenario. Like other shooters of the type, it’s great at generating little stories. Like the time we held off an assault from the ruins of a destroyed building. Or the time a bloke came up to me screaming about artillery, shortly before I was coated in his new liquid form. While each game does tend to blend into the next, each one reliably had some moment that stuck out to me. It’s that which kept me coming back, and kept me pushing through the many deaths.

Flying Squirrel Entertainment have a core team of four people, so the jankiness is perfectly excusable. It’s still a fun game, and putting together the framework to have 100 vs 100 matches is very impressive. They also have a clearly laid out roadmap of content upgrades, so my hope is that Over The Top gets nicely tightened up as the months go by. It just needs a bit of extra spice to keep me coming back. Even without that, though, it’s still an excellent game that is great at getting the blood pumping. Shortly before you’re hit by a mortar, that is.

(Over The Top: WWI‘s Steam Page)

Why Frictionless Giving Is Changing Humanitarian Support

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The way people give to charity is undergoing a quiet but powerful transformation. What once involved forms, cash collections, or lengthy processes has evolved into something far simpler: a few taps on a phone, a saved payment method, or even a small automatic donation at checkout. This shift toward “frictionless giving” isn’t just about convenience; it’s reshaping how humanitarian support is delivered, scaled, and sustained.

What Is Frictionless Giving?

Frictionless giving refers to donation experiences that remove barriers between intention and action. Instead of multiple steps, delays, or complexity, the process is designed to be fast, intuitive, and accessible.

Modern donors increasingly expect this kind of experience. In fact, charities are being pushed to mirror the ease of online shopping, with mobile-friendly platforms, one-click payments, and multiple payment options becoming standard.

The result is simple: when giving feels effortless, more people are willing to do it.

The Rise of Digital and Mobile Donations

Digital transformation has been the driving force behind frictionless giving. Online donations are now the norm, with a large proportion of charitable contributions processed digitally in recent years.

Mobile devices, in particular, have changed behavior. Donors can respond instantly to appeals, whether they’re on social media, watching the news, or reading an article. There’s no need to wait, plan, or return later. The moment of intent becomes the moment of action. This immediacy is critical in humanitarian contexts, where timing can directly affect outcomes.

Micro-Donations and Everyday Giving

One of the most significant developments in frictionless giving is the rise of micro-donations. These are small, often optional contributions added to everyday transactions.

Consumers are increasingly comfortable with this model. Many prefer giving small amounts frequently rather than making occasional large donations, with growing adoption across retail and digital platforms.

This approach expands the donor base. People who might not commit to larger contributions can still participate, turning everyday actions into ongoing support for humanitarian causes.

Speed Matters in Crisis Response

In disaster situations, speed is everything. Frictionless giving enables funds to be raised and deployed faster than ever before. Because digital platforms remove delays, organizations can mobilize resources almost immediately. This rapid flow of funding supports:

  • Emergency shelter and food distribution
  • Medical assistance and logistics
  • Early recovery efforts

The faster funds arrive, the faster response systems can scale. This has fundamentally changed how humanitarian organizations operate in the critical early hours of a crisis.

Expanding Reach Beyond Borders

Frictionless giving has also removed geographic limitations. Donors no longer need to be physically present or connected to local fundraising efforts. Digital platforms allow people from anywhere in the world to contribute instantly.

This global reach is particularly important in large-scale disasters, where international support plays a vital role. Donation platforms enable organizations to connect with a broader audience and rally support quickly, regardless of location.

Humanitarian response is no longer constrained by geography; it’s powered by global participation.

Better Experiences Lead to Long-Term Support

Convenience does more than increase one-time donations; it also improves long-term engagement. When the giving process is smooth, transparent, and reliable, donors are more likely to return.

Frictionless systems often include:

  • Recurring donation options
  • Personalized updates and communication
  • Clear reporting on impact

These features build trust and strengthen relationships between donors and organizations. Over time, this creates more stable and predictable funding streams for humanitarian work.

Efficiency Behind the Scenes

Frictionless giving isn’t just beneficial for donors; it also improves efficiency for organizations. Digital platforms reduce administrative workload by automating processes such as payment handling, receipts, and data tracking. This allows charities to focus more resources on delivering aid rather than managing logistics.

In addition, data collected through digital systems helps organizations make better decisions about where and how to allocate resources.

Transparency and Trust in the Digital Age

As giving becomes easier, expectations around transparency are also increasing. Donors want to understand how their contributions are used and what impact they create.

Modern donation platforms often provide real-time updates, progress tracking, and detailed reporting. This level of visibility helps build confidence and encourages continued support. In a crowded digital environment, trust is essential. Frictionless giving works best when it’s paired with clear communication and accountability.

Turning Simplicity into Impact

At its core, frictionless giving is about removing obstacles. It recognizes that the desire to help is often immediate, but traditional systems have historically slowed that process down.

By making giving as simple as possible, humanitarian organizations are unlocking new levels of participation and support. For those looking to contribute quickly and effectively, platforms such as https://www.redcross.org/donate/disaster-relief.html provide a direct way to engage with disaster relief efforts.

The impact of this shift is already clear. Faster donations, broader participation, and more efficient systems are helping humanitarian organizations respond in ways that weren’t possible before.

As digital behavior continues to evolve, frictionless giving is set to become not just a feature of charitable support, but a defining characteristic of how aid is delivered in the modern world.

News: Go 10.3 (Gen II)

Onyx Boox has never been content with simply making e-readers. By merging the eye-friendly nature of E Ink with the open-ended power of Android, they have carved out a unique dominance in the “ePaper” market. They don’t just compete with Kindles; they challenge iPads by offering a distraction-free workspace.

With the release of the Go 10.3 (Gen II) series, Boox has doubled down on its “minimalist-but-mighty” philosophy. This is a device that feels like a sheet of paper but performs like a modern workstation. By splitting the lineup into a standard ultra-thin model and a “Lumi” version with integrated lighting, Boox has effectively cornered the market for both purists and power users alike.

Go 10.3 Technical Aspects.

The Gen II series represents a massive leap in processing efficiency. Accordingly, both the standard and Lumi models are powered by a new Octa-core processor designed specifically to handle the demands of Android 15. Therefore, this is a significant jump from the previous Android 12 architecture, providing users with a smoother UI, snappier app switching, and better memory management. Despite the powerhouse internals, the devices remain impressively thin and lightweight.

The visual experience is where this product excels. Both devices feature a 10.3-inch HD E Ink Carta 1200 glass screen. Consequently, it delivers a crisp 300 PPI that makes text look printed rather than rendered. The inclusion of the new InkSense Plus stylus further elevates the technical prowess of the device. This amazing stylus offers 4,096 levels of pressure sensitivity and tilt recognition. Whether you are sketching a complex architectural diagram or annotating a dense PDF, the latency is virtually non-existent. Therefore, it mimics the tactile drag of graphite on paper.

Why It’s Time to Invest?

Investing in the Go 10.3 (Gen II) series allows you to remove noise and distraction from your daily life. In an era of notification fatigue and blue-light eye strain, these tablets offer peace and a chance to break away from your laptop and phone. The standard model appeals to the lover of pen and paper, while the Lumi model caters to the night-owl professional who needs to work in any environment. Both versions benefit from a huge 3,700 mAh battery that won’t let you down when it matters most.

Ultimately, Boox has succeeded in creating a device that disappears into your workflow. It provides the freedom of the Google Play Store without the distractions of a traditional backlit screen. For students, writers, and executives who require a dedicated space for deep thinking and organised note-taking, the Go 10.3 (Gen II) is the most refined expression of ePaper technology available today. It is a premium investment for those who value their time, their eyesight, and the tactile joy of the written word.

Review: LUMA100 keyboard

The LUMA100 keyboard from Epomaker proves that this powerhouse company are evolving. I’m always impressed with what they offer, but this new device pushes quality and eye-catching design to the next level. This low-profile keyboard has 96% form factor and tri-mode connectivity. This large, versatile design is perfect if you dislike macros and have a large workstation.

On top of this, it has an aluminium frame, double-shot PBT keycaps, and hot-swappable switches to increase durability and customisation. If this isn’t enough, there are plenty of RGB profiles to choose from to create the keyboard of your dreams. Consequently, Epomaker has done an incredible job with its latest offering.

What’s in the box of the LUMA100 keyboard?

  • The packaging is large, strong, and eye-catching. Furthermore, it is recyclable.
  • The LUMA100 keyboard is a stunning-looking device. The brushed metal finish pops next to the RGB. Moreover, it has one port and one switch to keep things streamlined.
  • A leatherette case is provided to protect the keyboard.
  • Spare keycaps, switches, and a keycap pulling tool are provided.
  • Charge the device with the large USB-C cable.
  • Learn the basics with the user manual.

Technical aspects.

I prefer wired gaming, but I know this isn’t a popular option. Therefore, impressive polling rates, low latency, and an amazing battery life are a must for a wireless keyboard. Fortunately, the LUMA100 keyboard offers each of these things as standard. If you play wired or via the 2.4Ghz dongle, you’ll enjoy 1000 Hz polling. Alternatively, you can slow things down and use the Bluetooth connection. BT mode offers 125 Hz polling and the convenience of 3 profiles.

I love playing games, and a decent gaming keyboard is a must. This low-profile beast offers low-latency gaming and a stable connection via Bluetooth or the USB dongle. Both modes were impressive, and I noticed no problems. Elite gamers will want to focus on the 2.4Ghz connection for the best performance. This keyboard doesn’t have the largest battery, but 3000 mAh is sufficient for around a full day of gaming. If you turn off RGB, this can be stretched considerably longer.

If you love customising your devices, the LUMA100 keyboard is VIA-programmable. This handy piece of software lets you remap your inputs, play with macros, and tweak practically every setting. If this isn’t your thing, Epomaker has preinstalled plenty of RGB profiles to choose from.

Build quality.

The inclusion of a leatherette case was a nice surprise. Although this is a larger keyboard, it is still extremely portable. Therefore, if you commute on a train, you can use the case to keep your keyboard safe from damage. Talking of damage, the durable aluminium case will keep this device protected for years to come. The double-shot PBT keycaps are equally robust and will resist font fading and unsightly, greasy marks.

If you love to game for hours, you may be worried about your switches wearing out. Luckily, this device offers hot-swappable functionality with no prior experience. As long as you select another low-profile switch, you can remove the keycap, pull the switch, and reinsert your favourite switch. It takes no time, and your keyboard can be ready to use immediately.

Epomaker loves a soft pastel colour palette. The use of white and lilac is a really nice touch. However, if you don’t love the colourway, you can replace the keycaps with a new set or with the spare ones provided.

Usability.

A low-profile device isn’t for everyone. With no adjustable feet and a professional typing position, this may not be the go-to option for gamers. However, I love the one-size-fits-all approach. The lay-flat design feels great during short or long work and gaming sessions. Additionally, I experienced no finger or wrist fatigue while using this peripheral.

Using the macros or adjusting the settings with the app was a walk in the park. Thankfully, the handy user manual highlights the FN inputs to avoid confusion. Finally, if you are using Bluetooth, you can easily navigate your profiles for seamless connectivity with many devices.

Is the LUMA100 keyboard worth it?

Thanks to its stunning RGB, easy-to-manage macros, full customisation, and a durable, timeless aluminium finish, the LUMA100 keyboard will appeal to many people. It is the ideal option if you want a workhorse. It is comfortable, simple to use, and light enough to throw in your work bag. Alternatively, if you love to game, this thing will not let you down. The vibrant RGB adds an eye-catching edge, and I adore the polling rates and low-latency inputs. Accordingly, it is fantastic, and I recommend buying it here!

(More information on Epomaker can be found here!)

The  LUMA100 keyboard  has been awarded the Movies Games and Tech Gold Award.

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

Review: The Disney Afternoon Collection

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As someone who never played the original Disney Afternoon games on the NES, jumping into the Disney Afternoon Collection on Switch 2 felt a bit like opening a gaming time capsule. These are titles many players grew up with, but for me this was my first experience with them. The real question wasn’t whether they were nostalgic classics — it was whether they still hold up as games today.

Published by Atari and Digital Eclipse, the Disney Afternoon Collection features eight NES and SNES titles: DucktalesDucktales 2Chip ‘n Dale Rescue RangersChip ‘n Dale Rescue Rangers 2Talespin, and Darkwing Duck. Upon booting up the curation of classics, I felt as if I had stepped foot in an arcade. 

The selection menu treats you to some groovy 8-bit tunes while you decide which classic to get into. The games are chronologically ordered, ranging from ‘DuckTales’, 1989, to ‘Bonkers’ from 1994. And as someone who has never experienced any of this revered collection, I was unsure which game to boot up first, but naturally I started first and went back to 1989 for a little while, with Scrooge McDuck in “DuckTales”.

Ducktales is a classic 2D platformer, avoiding and jumping over passing enemies. Despite being a simple concept, the platformer bested me a couple of times. The goal being to explore the level, collect treasure and reach the end while avoiding a slew of 8-bit foes.

Chip ‘N Dale sees the player taking control of either Chip, or Dale, with two players also available for couch co-op. Chip ‘N Dale is a side scrolling platformer with focuses on puzzles and teamwork. What sets this classic aside from the usual jump on enemies formula, is the focus on throwing items. Throwing a barrel at an oncoming foe will never not be fun.

To a modern audience discovering these games for the first time, these titles make a change from the modern gaming landscape. These games offer short and straightforward levels, with clear and unique mechanisms are a good time for any player. 

The Disney Afternoon Collection offers many customisation modes in game to tailor the experience to the player, whether you are reminiscing and walking down memory lane, to newcomers who have never experienced these classics before. 

While playing any of the titles, pressing R on the joy-con will pause the game, a much-appreciated feature for those harder levels, but also allows the player to customise their experience. Whereas, pressing and holding L will allow the player to instantly rewind time, handy If you get stuck on a level.

Three filter options are available: Off, TV and Monitor. TV and Monitor filters apply a retro feel to your display. When I changed to the monitor filter, it felt like I was in an arcade. These options allow for users to recreate that childhood nostalgia and play these games as if for the first time again.

These customisation features, and the ability to rewind, allow for these NES classics to feel modern and be enjoyed by newcomers, and returning players alike.

These features are some of the reasons why the Disney Afternoon Collection on the Switch 2 make for some old-school, quick-paced arcade feeling gaming. 

Overall, The Disney Afternoon Collection is a short walk through some of Nintendo’s classics, and while some games show their age, these titles managed to feel engaging even in the modern gaming landscape. For those who grew up with these games, this collection will be a surefire way of reliving those memories with a modern spin. With modern features that make older designs easier to handle, this collection is a solid way for both longtime fans and curious newcomers to revisit these classic Disney adventures.

Review: KASSO GAIDEN: Escape from the Skaterverse

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In a gaming landscape often crowded with photorealistic shooters and massive open-world RPGs, KASSO GAIDEN: Escape from the Skaterverse arrives like a neon-colored jolt of electricity. It is a title that doesn’t just ask you to play; it asks you to find your rhythm. Combining high-speed skating with kinetic combat, it is one of the most refreshing, if occasionally frustrating, experiences of the year.

The Mechanics: Momentum is Everything

The heart of KASSO GAIDEN lies in its movement. This isn’t your typical “skate and do tricks” simulator; instead, the game treats momentum as your primary tool for survival. You gain speed by chaining tricks, grinding on gravity-defying rails, and wall-riding through kaleidoscopic cityscapes to bypass dangerous traps.

The “flow” is seamlessly woven into these maneuvers. You don’t stop to interact with the world; you navigate through it. Landing a massive air over a gap grants a crucial speed boost, allowing you to clear sections that would otherwise be impossible. When you find that “flow state,” the game feels incredible. However, the learning curve is steep. If you lose your speed, you become vulnerable to the hazards around you, and regaining that lost momentum in a cramped area can feel a bit clunky.

The Obstacles: Precision Over Power

The “Skaterverse” is designed to stop your groove. Without enemies to fight, the environment becomes the primary challenge:

Mastery Trials: Rather than boss fights, each zone ends with an intense “Gauntlet.” These are long, uninterrupted sections where a few mistakes can send you back to the start. They require total focus and a perfect memory of the level layout.

Zone Hazards: Glowing energy barriers and floor traps force you to jump or swap lanes instantly to keep your speed.

Rail Gaps: Shifting mechanical parts on the rails require perfectly timed hops to avoid falling into the void.

Graphics and Music: A Sensory Feast

Visually, the game is a triumph of style over raw power. It uses a vibrant, cel-shaded aesthetic that feels like a comic book come to life. The colors pop, and the “trail effects” left behind by your board make every movement feel impactful.

The soundtrack is equally impressive, featuring so many that have a blend of high-energy breakbeats and lo-fi synthwave that play along with your performance in every level. If you’re pulling off a long combo, the bass kicks in harder; if you crash, the music muffles and slows down. It creates a powerful psychological link between your ears and your thumbs.

Strengths and Weaknesses

What Makes the Game Shine:

  • The flow-state combat system makes every successful trick feel like a masterpiece of coordination and timing.
  • Its vibrant cel-shaded art style creates a world that feels like a playable comic book, standing out from the usual grey and brown color palettes of modern games.
  • The soundtrack adds a deep level of immersion by changing its intensity.

Where the Game Falls Short:

  • The difficulty Of the game may alienate casual players who are looking for a more relaxed skating experience.
  • When you lose your momentum, the physics can feel heavy and unresponsive, making it difficult to get back into the action quickly.
  • Certain sections rely heavily on trial and error, requiring you to memorize the layout rather than relying on pure reaction speed.

Final Verdict

KASSO GAIDEN: Escape from the Skaterverse is a bold experiment that mostly succeeds. Its flaws, which are just technical hiccups and a punishing difficulty, but that’s just a small prices to pay for the sheer joy of its movement system. It’s a game for people who miss the arcade era but want something that feels modern and stylish.

Review: Zootopia: Flash the Sloth holder

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If you love Zootopia, this mobile phone and controller holder is going to be right up your street. Cable Guys offer an incredible array of eye-catching accessories for your workstation, desk, and bedside cabinet. However, I have to say, this one is a little special. My youngest loves sloths, and the Zootopia: Flash the Sloth holder will drive her bonkers. It is a sizeable collectable that is carefully reimagined. Therefore, it will make fans of the film and Disney smile every time.

This awesome product is a conversation starter. The vibrant colours, fun stance, and cute nature of Flash will break the ice. Furthermore, it is remarkably stable no matter the phone, controller, or tablet you use. Consequently, it is the perfect option if you wish to display a special gamepad or you like to keep your phone safe while you work or game for hours.

What’s in the box of the Zootopia: Flash the Sloth holder?

  • The packaging is colourful and interesting to look at. Moreover, it is robust, and the holder will be secure during transit.
  • The Zootopia: Flash the Sloth holder is a wonderful choice if you love the film or Disney. Its sizeable design makes it a statement piece for your desk or bedside table.

Usability.

I have to state that the Zootopia: Flash the Sloth holder is not a toy! It sits somewhere between a usable item and a collectable. However, that didn’t stop my youngest from letting her imagination go wild. The large base ensures that Flash rarely falls over. Moreover, the strong and stable arms allow more than a phone or controller to be balanced. Yet, this is a phone and controller holder, and it does its job exceptionally well.

Your phone must be placed horizontally; this ensures that it is perfectly balanced. The same applies to a gamepad, but the arms hug the natural curvature of a PS or Xbox controller. I have used a Kindle and a smaller tablet, and it handled them extremely well. However, larger devices would be precariously balanced, and I wouldn’t take the risk.

Build quality.

Cable Guys don’t do things by halves, and the Zootopia: Flash the Sloth holder isn’t an exception to this rule. This 22 cm tall product is extremely durable, and it has no moving parts. The base is large, and this helps the statue balance regardless of its load. 

I know that this will be mishandled by my daughter. However, I’m not concerned because the paintwork is robust and it will resist scratching and horrible, greasy marks. Additionally, the lack of moving parts reduces the risk of damage to poorly placed phones or controllers.

Is the Zootopia: Flash the Sloth holder worth it?

I adore the Zootopia: Flash the Sloth holder. It makes me smile every time I glance towards it. I adore the reimagining of a much-loved character. Additionally, the colours, stance, and simplicity are perfect. Accordingly, I think it is amazing, and I recommend buying it here!

(More information on Cable Guys can be found here!)

The Zootopia: Flash the Sloth holder has been awarded the Movies Games and Tech Gold Award.

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

Review: Greedfall: The Dying World

Greedfall: The Dying World has finally been released into the world. It has spent some time in Early Access, and gamers now get to enjoy or hate the fruits of the developer’s labours. After the success of the original, I was thoroughly looking forward to this prequel. Sadly, not everything hit the mark, as there are some performance issues, and the world isn’t as immersive as I hoped. Yet, there is a large world to explore, factions to befriend or betray, and plenty of side missions to undertake. In short, it retains many classic RPG elements.

This open-world RPG was developed by Spiders and published by Nacon. It is a single-player game where 3 unique approaches dominate the way you play. I decided to throw myself in at the deep end while attempting to be in charge of everything. However, if this doesn’t sound like your thing, you can adjust your involvement and the difficulty of the world around you.

Greedfall: The Dying World transports you to another world.

Living in peace and harmony is a dream of many people. Yet, making this dream a reality will rarely happen. Unfortunately, too many outside influences control your life. Additionally, when death and destruction are added to the mix, things go south extremely quickly.

This is what happens to the heroes of Greedfall: The Dying World. These tribal people have completed their initiation and are tasked with discovering why their world is failing. Sick people, dying animals, and an influx of foreigners are ruining their way of life. Unbeknownst to them, this journey will lead them far away from their home and across many perilous paths. 

The opening layers of the story were truly fascinating. The use of tribal languages and the incredible setting were captivating. However, once the game expands and things become more open, it loses its edge. You become focused on quests, resource gathering, and seamlessly never-ending fights. In short, it feels a little diluted at times.

Reputation is everything.

Greedfall: The Dying World utilises a relationship and reputation system that guides and pushes the heroes down different routes. Moreover, the bond between the team impacts choices and the way things flow. This was nice, and I guess it’ll add to replay value and longevity. Yet, some of the choices felt forced, and this removes that sense of freedom and open decision-making.

The reputation system impacts your ability to walk among each faction. If you are friendly with a certain tribe, they will welcome you with open arms. Alternatively, if you’ve somehow managed to piss off a group of indigenous tribespeople, you kind of deserve what’s coming to you. This pigeon-holed mechanic drives you into uncomfortable corners that may annoy some gamers. After all, making bad decisions that impact your overall experience isn’t always a pleasant idea.

Fighting, fighting, and more fighting.

Deciding to control my whole team was an interesting layer of Greedfall: The Dying World. I enjoyed the tactical nuance and the opportunities this created. This won’t be the thought process of most gamers as things slow down to an almost impossible crawl as you stop the action and plan your approach.

Furthermore, unlocking or empowering each character’s main skills requires action points. AP can only be obtained through basic combat moves. Therefore, if you want to be an all-powerful hero, you have to hack and slash your way through every opponent. Moreover, many of your foes are bullet sponges, and you can hack and slash for hours before they fall or you die.

This element of the game definitely needs some work. I’m not sure if it would be more balanced with the NPC heroes controlling their attacks, but I wasn’t entirely satisfied. This level of dissatisfaction continued with the almost rinse-and-repeat roster of enemies. Except for bosses, the low-level animals and people were extremely repetitive. Consequently, when you are spending ages attacking the same beings, it gets a little tiresome.

Greedfall: The Dying World has performance issues.

I’m hoping that many of the performance issues have been highlighted through Early Access, and my review build was somewhere short of the release version. If this is the case, there should be plenty of patches to iron out the frame rate drops, glitches, bugs, screen tears, and crashes to the dashboard. Moreover, there are moments when NPCs are missing, and the cinematic doesn’t match up to the dialogue. This was a little jarring and something that needs resolving. On top of this, the camera angle can make things somewhat tricky when your character appears and disappears without reason.  

The audio has the potential to be absolutely incredible. The ambient sounds are some of the best I’ve heard, and the impressive tribal theme forms the backbone of this game. Greedfall: The Dying World has some brilliant acting, and the energy and tone help you to understand every encounter without reading the subtitles. Subsequently, it is a joy to listen to.

Heavy opening lessons.

I found the opening few hours to be quite intimidating. There is so much to learn, and it all happens within the first handful of quests. Understanding tactics, fighting, team management, quest management, exploration, and so forth is often overwhelming. However, once you throw yourself into it and get to grips with what’s on offer, you rarely get it wrong. 

I can see this improving as the developer irons out the problems. When that happens, this will be a game that you can play for hours. Sadly, its current state makes it quite an uncomfortable, rough, and testing experience. Therefore, it will put people off wanting to play it repeatedly.

Greedfall: The Dying World doesn’t quite hit the mark.

I desperately wanted Greedfall: The Dying World to be the game I could rave about. It never claims to be AAA, but it has the potential to be a very high-end AA game. Despite the interesting story, excellent setting, and oodles of potential, the problems were frustrating. Yet, this shouldn’t put you off, as the shortcomings will be ironed out. Accordingly, it will be great, and I recommend buying it here! Can you understand the new world you live in? Explore your surroundings, work together, and bring peace to your home.

Review: John Carpenter’s Toxic Commando

Announced two years ago, at the Summer Games Festival, John Carpenter’s Toxic Commando promised a squad based shooter with tons of fun. Can this cooperative shooter capture the attention of players? Or should John Carpenter have stayed clear?

Leon Needs You!

John Carpenter has a long history of being involved in superb movies. However, apart from offering some story consultancy to F.E.A.R 3, he has stayed away from the video game format. Until now, that is, with the launch of John Carpenter’s Toxic Commando. This is a squad based shooter developed by Saber, written by the man himself and inspired by his signature blend of 80’s horror. I’m pleased to say that Carpenter’s magic touch still exists; Toxic Commando is a fun action horror adventure which is a familiar format, but still a blast to play.

The story of Toxic Commando takes place in the near future. An experiment by tech CEO Leon Dorsey, to harness the power of the earth’s core, goes horribly wrong. As Leon’s company begins to drill, citizens become attracted to the dig site in a trance like state. When the experiment goes awry, Leon unknowingly creates and unleashes the Sludge God. This abomination has one goal – to terraform the earth into sludge and transform the population into mindless undead. With Leon desperate to rectify his deadly mistakes, he tasks a team of mercenaries to save the world, naming them the Toxic Commandos!

Shooter Squad Based Cooperative Gameplay.
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A Cheesy And Bloody Hilarious Affair

The Toxic Commandos are made up of a team of four: Walter, Ruby, Cato and Astrid. These characters are hilarious and endearing as the story takes place through nine distinct missions and locations. As previously mentioned, the story is by no means ground-breaking, but it thoroughly succeeds in what it sets out to do. It’s an 80’s style buddy cop horror movie with so many cheesy lines, you can’t help but laugh at them.

The way in which the characters converse with each other is absolutely hilarious; the voice cast have done a superb job bringing these characters to life. It’s a real thrill ride; these commandos team up and save the world from an impending apocalypse. It’s refreshingly simple and satisfying with a climactic conclusion. You can feel Carpenter’s influence oozing everywhere in this story! My only gripe is there should be more levels on launch!

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A Shooter, Looter, Defender Extravaganza!

When you first load into the prologue of the game, you can immediately feel the influence of titles like Left 4 Dead and Back 4 Blood. Toxic Commando sports a very similar four player squad-based shooter; it can be played alone or with a team of three other friends. Like those titles, you are encouraged to play with friends and it’s such fun! Each of the nine levels takes on a semi open world format. You can complete the main objectives straight away if you so choose. However, it is highly recommended to explore the map in order to gain valuable loot and weapons for each level’s decisive ending.

Loot also plays a very important part in gameplay, whether it’s collecting spare parts, (enables you to unlock defences at the end of the level) and sludgite, (used to upgrade weapons). On higher difficulties, you can collect rare loot that can be used for cosmetic items. All of the loot can be used in the game’s hub, Leon’s Base. This base is your classic co-op hub where you can upgrade weapons, test guns on the shooting range and even play a basketball mini game!

Let’s not forget about another crucial ingredient – classes. For any playable character, you can choose one of four classes: Strike(Damage Dealer) Medic (Healer) Operator (Engineer/Support) and Defender(Tank). These classes all support their own robust skill trees; they allow players to experiment with the different abilities each class has. Whether it’s throwing fireballs as the Strike, sending out a healing aura field as the Medic, using a combat drone as the Operator or putting up a huge shield as the Defender. Each class feels varied and unique and offers a vast amount of replayability.

Teamwork Makes The Dreamwork

John Carpenter’s Toxic Commando offers a variety of gameplay styles that keep the game feeling fresh and unique. This game stays true to the formula of playing from a first person perspective. Shooting feels solid and balanced, with up to 19 main weapons and secondary weapons to use along with a host of special weapons that can be picked up in levels. Unfortunately, it’s not without problems. Melee weapons are also available but they are erratic. This is due to the game’s currently imbalanced stamina system. It should be many more swings before stamina loss!

The real additions to the traditional gameplay loop in this genre are the vehicles. There are up to ten vehicles to drive at launch and each has unique abilities, such as an EMP from the truck or healing from the ambulance, with some directly affecting mission structures. Most of these machines come with a winch ability, allowing you to propel yourself up hills and out of sludge. Driving feels highly responsive and is so much fun, especially in co-op. Co-op is the optimum way of playing; the bots do a serviceable job but they can be wildly inconsistent, which is very frustrating in tough situations.

Frustrating Foes

Finally, when it comes to gameplay, the enemies are both engrossing and frustrating. The usual cast of zombies shows up, along with a selection of named special enemies like the Goon, Slob, Stalker and Snare. These special enemies are similar to games previously mentioned but do just enough to stop them from being carbon copies. The problem with these enemies is they can be wildly inconsistent with attacks and abilities, thus making the hardest difficulty (Very Hard) hugely frustrating. Still, it’s worth noting how many enemies can flood the screen to fight the player. It’s a true spectacle during the game’s pivotal moments.

Bloody Disgusting

Visual presentation is another high point for John Carpenter’s Toxic Commando. The nine levels look gorgeous, as they are drenched in black and red sludge. You might think that doesn’t sound very appealing, but it’s visually striking as you destroy the sludge. Lighting is superb; most of the levels are set in darkly lit environments or at night. Blood splatters violently on the screen; it’s over the top and brutal, but oddly satisfying. Cutscenes are animated superbly. The added cinematic mode that can be toggled in the options adds a nice touch, as does the comic book style loading screens.

The character designs for both the playable characters and the enemies are superb. Each special enemy looks truly monstrous; the sludge god at the end of the game is particularly frightening. It’s also worth mentioning that there is a strong selection of skins for customisation. A superb effort by Saber.

Similarly, the audio design and soundtrack have been crafted to perfection. Every bullet fired feels powerful and meaningful. Special enemy introductions are alerted by unique sounds to make the player aware. As I have mentioned earlier, the voice acting is superb. Special mention should go to Omari Hardwick, with an outstanding turn as Cato. Finally, the soundtrack, crafted by Carpenter along with his son Cody and composer Daniel Davies, is a blend of 80’s retro wave. It is so perfectly suited to the game! I was often nodding my head in time with the music during the intense moments! Saber has done wonders with its presentation.

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Verdict

To put it simply, John Carpenter’s Toxic Commando is an absolute blast. An over the top, fun filled cooperative shooter, with solid gunplay and great exploration which will have any lover of this genre smiling from ear to ear. Whilst there are some inconsistencies with enemy and bot balancing, and the game is on the short side, it’s still a great time. Add in superb visuals, great sound design and a rip roaring soundtrack and you have a real blast from the past! This is a game that doesn’t take itself too seriously and is just here for a good time! I can’t wait to go back for more. Check out the page here- John Carpenter’s Toxic Commando – Focus Entertainment

Review: Baladins (Nintendo Switch)

Baladins originally released back in May 2024 for the PC. A fellow reviewer from Movies, Games and Tech actually reviewed the game back then, praising it for it’s engaging and charismatic writing, its charming visuals, and the amount to discover. However, they did think that gameplay was punishing for solo players.

Almost two years later, Baladins is back! Developed by Seed by Seed and published by Armor Games Studios, Baladins had a re-release for Nintendo Switch and PlayStation on February 19th, 2026. This whimsical game has ventured onto console with the same engagement and charm. After receiving many updates since it’s initial release, Baladins has added more content and improved many bugs along the way.

For those of you who are asking “but what even is Baladins?”, it is a roleplaying adventure game that plays in a boardgame fashion. Players play as one of the five Baladins and can explore the board freely, stopping at points on the map such as cities, shops, or castle. At these locations, you’ll meet a colorful cast of characters, each with their own quests for the Baladins to assist with, most of which having multiple possible outcomes. Supporting both solo and multiplayer up to four, players can collect items, make choices, and test their characteristics. After almost two years, it feels like the right moment to step back into Gatherac and explore what’s improved with its rerelease for console. So, grab a couple of friends, because it’s time to discuss Baladins!

Gatherac and Colobra, the Time-Eating Dragon

The story of Baladins begins six weeks before the upcoming Peace Festival, a celebration of love and friendship. Each week, players can explore the town of Mouliac and surrounding areas with the task of setting things up for the Peace Festival. To make matters worse, a geyser shoots water out from a well all over where the festival is supposed to take place! Your main objective then becomes to either plug up the hole or stop the water. Players have a limited number of movement points and action points, and each week is one turn. On week seven, regardless of where you are at in your progress of fixing the geyser, the Peace Festival occurs.

All of the sudden, a dragon named Colobra comes out of the well! They chide the Baladins, asking if they have forgotten the true meaning behind the festival. As punishment, Colobra eats any items you are carrying and then eats time itself. The Baladins are hurled into a vortex, and on the other side is… six weeks before the upcoming Peace Festival. Initially I was very confused. Baladins isn’t just your typical adventure boardgame. It features a time-loop mechanic, restarting after six turns. Everyone except for Baladins guild members forgets everything. Obviously, the Baladins now have a much bigger problem than just setting up the Peace Festival. Tasked with going to the castle in Hortegarde, the real adventure begins.

From here on, players can now freely explore the entire map of Gatherac. In total there are five areas with multiple locations in each. Baladins is really a game of side quests, as pretty much every character you meet at the different locations will have a quest for you to do. As mentioned, almost all of the quests has multiple potential outcomes depending on which actions you take. For example, one of my favorite quests was the rivalry between a theater owner and a general at the arena. Perhaps you side with the theater owner and sabotage the arena’s fireworks with spices. Perhaps you side with the general and turn the theater owner in. Or maybe you want to see their rivalry end and have them come together to perform the best show ever. All are possible outcomes.

On the seventh turn, the loop repeats. Colobra eats your items, filling up a mysterious progress bar of his “hunger”. He isn’t so cruel though, as he will let players keep one item (each if in multiplayer) to take with them into the next loop, but it will not count towards filling the bar. A statistics screen will show you the total number of items fed to Colobra, the characters met, the rumors heard, and the good and bad quest endings you’ve achieved. Though I like this idea, I do wish there was an easier way to keep track. There are 154 items able to be fed to Colobra, but seemingly no way to know which items have been fed already. An in-game tracker would be very convenient.

Though the time-loop does reset the everyone’s memories, sometimes it isn’t always necessary to repeat quests in the same steps. For example, a miller needs the castle to send him an engineer. After the first time discovering this quest, it isn’t necessary to ‘re-discover’ it in following loops. You can head straight to the castle and request an engineer without stopping at the mill. This is a mechanic that I particularly liked, given the time-loop nature of the game. It makes completing quests easier, especially if you are playing in single player. What I ended up doing is focusing on a quest or two for a few loops in order to try and find all the possible outcomes. It made things slightly easier for me as a player, but of course it is up to how you prefer to play the game.

The Baladins, Items, and Characteristics

Players can choose one of five Baladins to play as for each loop—the cook, the luxomancer, the dancer, the pyro, or the bard. Each Baladin starts with the same number of action points and movement points, as well as ten gold. Along with their charming designs, each Baladin excels in one of the five characteristics—physique, finesse, knowledge, creation, and destruction. One characteristic has a value of 8, 1 or 2 points in three other characteristics, and one at 0. The choices you make in a loop may test your characteristics in a dungeons & dragons style. Three six-sided die are rolled and then added to your characteristic to determine if you succeed. Threshold values come in three different variations— 8, 11, or 18. Locations on the map have practice areas where players can improve a characteristic by 1 and challenge areas that test your characteristics for rewards.

Items are another way to increase or decrease your characteristics. You can obtain items in several ways: by triggering random encounters on the map, buying them from shops, or earning them as quest rewards. Most items will passively effect your characteristics. The traveling merchant, who wanders around the map near players, will happily buy your items. Selling to him is a great way to pick up extra gold, which you’ll occasionally need when someone demands 50 gold. There are also consumables, such as drinks that increase your characteristics or refill a point of action or movement. Don’t forget that Colobra allows each player to keep one item between loops. It’s important to keep the right items if they will help in a quest, especially when playing single player.

Single Player vs Multiplayer

I wanted to dedicate a section on my review to discuss specifically the single player vs multiplayer aspect. Many reviews, including the one here back in 2024 when Baladins originally released, claim that the game heavily favors multiplayer. I’ve even seen some say that not everything is possible to achieve when in single player. Though I can’t say that this is true, I do have to agree that multiplayer seems to be the intended way to play.

In multiplayer, each player takes a turn wandering the map and taking actions. Players can be anywhere on the map. During a player’s turn, they can teleport to or summon another player to your location at any point. Players can share items with each other, though this is limited to once per turn. When making a big decision, players can vote on what they should do, which is a fun little quirk as well. And as mentioned, each player will be able to keep one item between loops. It is important to note that the kept item is tied to the Baladin. Single players can keep an item on one Baladin and switch to another between loops. Make sure you don’t obtain that item a second time though. The game will pull it away from the other Baladin, and it disappears if you don’t reclaim it.

Multiplayer can be played both locally and online with a code. Admittedly, I’m not entirely sure if both players will need to own a copy when online. My guess is yes which is unfortunate since on PC it allows players to play without a copy. I am also not sure about cross-play. For local multiplayer, it seems that only a dual set of joy-cons or a pro-controller work. I tried docking my Switch 2 and playing in multiplayer with the two joy-cons separately, but it didn’t work. Eventually, after failed attempts at persuading my partner to play with me, I grabbed the two pro-controllers and just played in multiplayer by myself.

There isn’t really anything gained when playing in single player outside of an extra action and movement point. Though I can understand this, I do think single player makes gameplay a lot…harder? Harder doesn’t seem like the right word as the difficulty in this game is little to none. It definitely will take you way longer to complete and achieve everything though. More strategy will also be required if you want to complete some quests within the loop.

I’d like to give an example of what I mean by more strategy. A farmer is plagued with lavender that keeps growing and needs the player to find a buyer and stop the lavender from growing. In order to complete this quest with the best possible outcome, players will need to have two encounters along the map—a king with a stolen drawing book and a crying child missing her drawing book (her crying magically makes the lavender grow). These encounters trigger somewhat randomly across the map, but each one still belongs to a specific area—for example, Mercazon. Though there are other ways of stopping her from crying, giving her the drawing book is the only way to receive a rare item.

At any point, you will need to stop and talk to the farmer to get a sprig of lavender. Then, travel to the next town over and give the lavender to to a boutique owner who says they will buy more. Then, it’s back to the farmer to tell him the good news and receive his scythe item. In single player, performing all of these tasks took an entire loop for me. This isn’t a terribly long time, loops might take you 15 minute tops, but in multiplayer, a quest like this would be way easier and faster. With item swapping alone, players could easily complete this quest in a few turns, with enough time to explore other things as well.

So yes, though it may not be entirely impossible to achieve everything in single player, it does make things way more challenging than they need to be. I wish that we could fill up the party slots in single player as an optional setting, without needing to have multiple compatible controllers. I can appreciate the game encouraging players to game together. However, I can’t help but feel like they didn’t need to make things as challenging for those that can’t or simply don’t want to. Both options should feel like viable ways to play without the dramatic spike in strategic gameplay.

A Re-Release is Hopefully Good News for Baladins

In conclusion, though I can recommend this one, I don’t think it will be for everyone. I think there’s much to wish for in this game. I would love for them to make single player slightly and optionally easier by allowing players to control multiple Baladins. If I ever want to dive fully into this game, I’ll need a more detailed tracker. There’s no way I’m keeping a personal log of everything I’ve fed Colobra. I wish I could view the map before getting into a loop. Though I can select my starting location, I have already forgotten where things are located many times. The same could be said for the quest log and other achievements. My hope is that this re-release breathes new life into Baladins and that Seed by Seed takes another look into improving the game further.

On the other hand, I loved the game’s charm and whimsy. It is simple, light-hearted fun that would be great for those interested in board games and dungeons & dragons. I found myself playing into the evening a few times even though I typically do my gaming research during the day. I enjoy diving into an adventure packed with side quests to tackle. The wacky and wonderful characters I meet along the way stand out, and their stories are consistently well written. If you have family or friends that you think would enjoy this, then I can especially recommend it to you. I was always more of a fan of co-op rather than competitive in multiplayer, and this fits right in. Gather your friends locally or online and treat it like you would a dungeon and dragons campaign!

Thank you for reading, now go feed some items to Colobra!