Review: Yaoling: Mythical Journey

Yaoling: Mythical Journey is a charming fantasy RPG developed by RAYKA STUDIO, coming back for a second game release since Prime of Flames released in 2022. The game centers on catching creatures known as Yaolings, sending them into battle, and building your team from one starter Yaoling to a whole team with unique roles, stats, and abilities. The game and its signature Yaolings share a lot in common: both are cute with a lot of depth in certain areas, but can feel like something crucial is missing.

A Beautiful Land of the Ancients

The first thing that I noticed when playing through the game was the overall presentation. The art style is soothing and is an immediate hook for anybody that sees gameplay of this game. The colors all pop, and walking into a new area and seeing all the environments gradually change in front of you is a true delight. It helps that the score of this game really leans in on relaxing music throughout the world. It makes the rest of the game feel incredibly cozy, like this world is all lived in and all the Yaolings you’ll come across can be lifelong friends with a little bit of help. The design of the world lends itself to all sorts of secrets. I was impressed at the overall size of the map when I first opened it, and that’s when I knew that this world would have a multitude of hidden spots, with their own rewards. It helps that not too long into the game, you get access to Spirit Vision, which allows you to see any collectibles or chests you could be missing. The Land of the Ancients is all sorts of vibrant, with multiple towns, NPCs, and side quests the NPCs can provide.

Yaoling Fever!

Yaoling are how you fight in this game. You pick a starter Yaoling and are then quickly off to fight wild Yaolings, capture Yaolings, and fight trainers who use their own team. Combat in this game is an auto-battle, which means most options you have in regards to combat comes in preparation. What makes a well balanced team? What abilities work best for each Yaoling? In the auto-battle, you can also use charms to switch the tide of battle. Charms can do all sorts of things, from dealing elemental damage, healing your Yaolings, and many other unique effects that can change up the battle. While this sounds all great in theory, I personally couldn’t get attached to the battle system. Fights always felt too easy, and when I’d lose, I would win on my second try just because I slightly tweaked my Yaolings and used more charms. The level design of the fighting arenas also don’t help, as most of the time they feel rather bland and don’t encourage any type of real strategy. There’s depth in certain aspects of the combat, mainly in diverse party builds, but the core of the gameplay feels like there’s something missing. Just one or two more things and I could see myself sinking many more hours into the most optimal team build that pulls off crazy damage ratios, but instead I’m left with a gameplay system that is fairly fun at first, but over time becomes fairly boring, simply because it’s too easy and too predictable.

An Epic Journey that Falls a Little Flat

Yaoling: Mythical Journey is a game that divided me. There’s so many positives that made me really hopeful that I would love this game. It’s a game that I could see many people loving due to its world, character designs, and art style. I love those aspects of the game as well, but the general gameplay loop left me a bit on the bored side. There’s potential to be had in the system RAYKA STUDIO made, since I love creating character builds in RPGs and experimenting with all different ways to damage enemies effectively. I just wished that the game challenged me into making those builds. There’s also a general lack of polish within the UI and the text that simply could use some cleaning up. I’d want a game so tied to a mythical world to have good fonts to immerse me even more, but I’m left with a generic font and typos sprinkled into the dialogue. Overall, Yaoling: Mythical Journey is a decent game, I just wish it pushed itself even more.

Review: Architect Life: A House Design Simulator

Have you ever watched a home makeover show and thought, “I could do better than that”? Well, Architect Life: A House Design Simulator hands you the blueprint, the paintbrush, and the furniture catalog to prove it. Whether you’re rearranging cozy apartments or designing sprawling modern homes, this simulator provides a surprisingly enjoyable blend of creativity and calm.

A Creative Playground for Design Enthusiasts

From the moment you boot up Architect Life, you’re handed the keys to your first design job and let loose in a fully editable 3D space. The core loop is simple but satisfying: accept a job from a client, analyze their needs, and transform a blank shell into a stylish, livable space. You can design everything from scratch walls, floors, furniture layouts, lighting, and even outdoor landscaping.The game truly shines in how much creative freedom it gives you. Want to build a minimalist bachelor pad with industrial steel accents? Go for it. Prefer cozy farmhouse charm with pastel color palettes and woodgrain textures? You can do that too. The available inventory isn’t limitless, but it’s extensive enough to keep things fresh for dozens of hours.Controls & Usability is One of Architect Life’s biggest strengths is its accessible control system. Drag-and-drop mechanics, snapping tools, and clean menus make it easy to place, rotate, and align objects. The interface is friendly to beginners but has just enough depth to satisfy more experienced builders.The camera system can occasionally feel finicky especially when working in tight corners or small rooms but overall, the experience is intuitive and fluid. Within a few minutes of playing, you’ll be drawing up floorplans and designing color schemes like a pro.

Career Progression with Chill Vibes

While you can play in sandbox mode with unlimited resources, the career mode adds structure and motivation. As you complete jobs, you earn in-game currency and unlock new décor items, styles, and tools. Client requests range from budget studio makeovers to luxurious home remodels, and while they sometimes lack variety, the sheer creative potential of each space makes up for it.The atmosphere is peaceful with no timers, no strict performance grading. It’s a relaxing experience with lo-fi music and soft ambient sounds that encourage you to take your time and enjoy the process.

Room for Renovation

Despite its strengths, Architect Life isn’t without flaws. The graphics are serviceable, but textures and models can feel outdated, especially when zoomed in. Some furniture items clip into walls or floors, and certain object placements don’t respect the physical rules of architecture.Realism is also not the game’s main focus. You won’t be dealing with plumbing, HVAC systems, or load-bearing walls. While this keeps gameplay smooth and accessible, players looking for a deeper architectural simulation might find the experience too simplified.Additionally, job objectives can feel repetitive over time. You might be painting “Room 1” and placing a bed in “Room 2” just a few too many times. A bit more personality in the clients or their stories would go a long way in keeping the experience dynamic.

Review: Lepro TB2 AI Table Lamp

The Lepro TB2 AI Table Lamp is the perfect option for music lovers. Alternatively, they have a planet-shaped lamp for fans of sci-fi or space. This funky lamp can be used as a plug-and-play option, or you can play with every colour and flow setting. The result is a customised lamp that is as bright as your personality.

This special device can be connected to your home smart network. Furthermore, you may download the free Lepro app and control and customise every Lepro product you own. Whether it is this table lamp, their floor lamp, light bulbs, light strips, or external lights, this company has you covered. 

What’s in the box of the Lepro TB2 AI Table lamp?

  • The packaging is lightweight and strong. Moreover, it can be recycled. 
  • The Lepro TB2 AI Table lamp comes in a few parts. Subsequently, some minor DIY skills are required. 
  • Learn the basics with the user manual. 

Technical aspects. 

I was thoroughly impressed by the intelligent settings and easy-to-use software. Moreover, connecting it to my Alexa or Google Assistant for hands-free controls was great fun. I have multiple unique items from Lepro. Consequently, I don’t want every item switched on at once. Thankfully, the handy app allows you to zone your products and authorise different people to control each one.

On top of this, you are free to customise every aspect of the light display. Creating your profile is a cinch, and playing with unique patterns was fun. If you make an error, you can simply undo your work or delete it altogether. Additionally, you can tell the device your mood. It will automatically generate the relevant lighting to match your emotions. 

If this wasn’t enough, LightBeats Music Sync adds drama to any film, song, or game. Accordingly, this reactive sound technology brings your lighting to life. Clap, sing, cough, or shout, and the lights will react. It is fun, interesting, and a great way to add depth to any entertainment experience.

Build quality.

This powerful lamp is cute as hell! The musical note is vibrant, eye-catching, and unique. Accordingly, if you have a music-loving individual in your household, it’ll take pride of place. The full lighting tubes are made of strong, clear material. The result is a hard-wearing lamp that’ll resist some rough and tumble.

The base is large without being obnoxious. Furthermore, it has a nice centre of balance. The cable is rubberised and durable and doesn’t interfere with any of the core components. Finally, the Lepro TB2 AI Table Lamp is unbelievably vibrant. Adjusting the brightness and colours is easy with your voice-activated controls or the handy app.

Is the Lepro TB2 AI Table Lamp worth it?

I’m a huge fan of unusual lighting. Any headturning device will always get my vote. Furthermore, if it is packed with impressive tech, all the better. Thankfully, the Lepro TB2 AI Table Lamp ticks these boxes. The easy-to-customise patterns and music sync were impressive. Moreover, the app is a joy to use. Accordingly, it is an amazing product, and I recommend buying it here!

(More information on Lepro can be found here!)

The Lepro TB2 AI Table Lamp has been awarded the Movies Games and Tech Gold Award.

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

Review: Luma Island

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I’m going to be transparent, I don’t really care for Stardew Valley, or its clones. I appreciate what it has done for the video game space though. I’m happy for the many fans who found that game, and will keep playing it long after it’s completed. The amount of clones that come out each year continue to bewilder me, but I’m happy that more people are getting into the game development space. It’s not simply a farming life simulator anymore, the genre has exploded to incorporate lots of other elements from RPG to horror (okay, I’m saying horror, but I don’t actually know if one exists). All that to say, Luma Island falls into that expanding category. But what I played on Luma Island slightly changed my mood. 

First off, no pixels. I’m big when it comes to visual presentation. Pixel art is hard for me to enjoy. Luckily, Luma Island presents itself in a Nintendo 64 retro polygon style with a lower-than-above-head isometric angle. The characters feel inspired from the MySims Wii era, as do the cartoonish and whimsical landscapes. Their most recent update includes a pirate theme, packed with new aesthetics for the characters and the land. The update brings more to the rest of the game including its minigames, housing management, and farm.

Luma Island is equal parts exploratory as it is domestic management. I was thoroughly impressed at the amount of gameplay variety there was. What really impressed me was the small change in equipment that I usually see in other games. Your tools don’t break. I couldn’t remember the last time a game just let me have one pickaxe from beginning to end. Indefinite collecting is my jam. Luma Island lets me upgrade these tools to better stats as well. Better stats plus unbreakable tools equals a happy gamer.

The game’s story is pretty similar and safe to the genre. Players arrive on a mysterious island, occupied with people, a mysterious energy source used without question, and unexplored ancient ruins. As players delve deeper, they’ll find more mystery, and a prophecy that will hopefully hook players to keep playing until the end. What I found was that there’s a choice that requires another playthrough. I won’t spoil anything for players heavily invested. I can tell you my experience was enjoyable.

The last thing I think is worth mentioning are the professions. Very early in the game players will have to choose one to work with and master throughout the game. These will unlock special recipes through mentors that will give you better items to sell and make Gold. This is the best way to earn money, but each class comes with a difficulty rating. I chose the hardest profession first, Archaeologist, but I was also playing on a chill difficulty, so I didn’t have a problem advancing through the game. It took longer, but just vibing with how chill the game is, I was enjoying the grind. There are certainly other games out there with unforgiving grind mechanics (stares at RuneScape).

I certainly do have some gripes. Getting a new profession gets progressively expensive. I suppose the developers didn’t want players maxing out too quickly. Luma Island still suffers from the genre’s padded gameplay for lack of depth. By this point though, it’s a staple, so it feels moot. But finally, there’s no sprinting. Getting around after a while felt like a slog. I get the decision, but having to travel so much became a chore. The Luma pets are cute, but I didn’t invest in them too much. They’re not a bad thing, I simply didn’t care.

Overall, my impression came away more positive. The decision to play safe and make a solid farm/explore sim was a good choice. I will happily recommend Luma Island.

Review: Jade75 keyboard

The Jade75 keyboard from KiiBOOM will divide opinion. On one hand, the RGB is vibrant and incredibly eye-catching. However, on the other hand, the clear case may not be for everyone. Accordingly, outlandish gamers, streamers, and people who want something unusual will flock to this keyboard.

It is a tri-mode device, and this increases usability and versatility. It has a strong battery and can be topped up in no time. Additionally, it has hot-swappable switches, QMK/VIA customisation, and an intuitive system for a plug-and-play approach. Consequently, it is the ideal tool for veteran and newbie gamers and office workers.

What’s in the box of the Jade75 keyboard?

  • The packaging is robust and attractive. It has a professional edge and is unbelievably desirable. 
  • The Jade75 keyboard is a 75% form factor item with 80 keys. There is a simple switch to the rear and macro functionality.
  • The USB cable has a C and A connector. As such, you won’t be left in the lurch. 
  • Spare keys, an Allen key, a screwdriver, switches, and a key cap puller are provided.
  • Learn the fundamentals with the user guide. 

Technical aspects. 

The Jade75 keyboard has up to 1000 Hz polling rate. When connected via USB or a wireless dongle, you’ll enjoy the maximum results. However, if you use the Bluetooth 5.0 functionality, it drops to 250 Hz. Subsequently, I recommend using this option for scrolling the Web or composing emails.

A 3750 mAh battery delivers impressive game time. With the RGB glowing, I enjoyed around 18-19 hours from one charge. Alternatively, when wired, I could forget the juice and enjoy my gaming session. If you are running wirelessly, you can check your remaining power with the LED guide. 

N-key rollover improves gaming and typing. This device registers every input independently to maximise strafing, dodging, and running. This will improve your movement and reactions and push you up every online leaderboard.

Usability. 

I’m more of a plug-and-play guy. However, I do like messing with customisation. Accordingly, I was happy to see the QMK/VIA functionality. The software lets you customise this keyboard to your heart’s content. New macros, RGB lighting, and other settings can be adjusted with ease. 

Built-in macro functionality is key! Thankfully, the Jade75 keyboard has a space-saving size with the functionality of a full-size keyboard. As such, this is the perfect option for smaller workspaces or people who commute for work.

Several Bluetooth profiles allow you to seamlessly switch between compatible devices. This was impressive, as you can move your work PC and gaming setup with ease.

If a classic mechanical clacky sound is your desire, the Jade75 keyboard doesn’t let you down. Multiple layers of audio-damping components generate a rich typing soundscape. Furthermore, it isn’t obnoxious and will not distract anyone within earshot. 

Build quality. 

The Jade75 keyboard is one of the most unusual keyboards I’ve handled. The case has a clear marble effect that is strange but alluring. Moreover, the translucent material emphasises each south-facing RGB key. The result is a stunning light display that will turn heads. 

Durability and gaming peripherals must go hand-in-hand. Fortunately, the Jade75 keyboard is constructed from CNC and UV resin moulding. This hard-wearing material is scratch and colour fade resistant. Additionally, it can take some knocks with no ill effects.

The provided crystal switches are amazing to use. They have a comfortable actuation distance, and they are incredibly responsive. However, if you don’t like them, you can hot-swap them for another 5-pin alternative. 

Is the Jade75 keyboard worth it?

Though the Jade75 keyboard is unusual, I love its stunning design. The RGB is out of this world, and the case is simply divine. On top of this, it is easy to use and I cherish the customisation. Accordingly, it is a phenomenal gaming peripheral, and I recommend buying it here!

(More information on KiiBOOM can be found here!)

The Jade75 Keyboard from KiiBOOM has been awarded the Movies Games and Tech Gold Award.

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

Review: Stunt Flyer

Stunt Flyer has arrived to the PlayStation 5. Developed by Torus Games, Stunt Flyer was originally released on the Nintendo Wii back in 2011. Ultimate Games have now brought the game to next-gen consoles with better graphics and improved controls. Is this flying adventure worth it in 2025? Lets dive in!

A Simple Flying Adventure

There isn’t much to Stunt Flyer in terms of gameplay. It’s a simple aviation game with more of a focus on an arcade type of gameplay. You can crash your plane or even UFO spaceship as many times as you want and you respawn again in the skies. A very casual type of aviation game and just wholesome overall. The target audience is definitely children but adults can have fun too. Just sit down and have a good time for a few hours in this casual flying adventure. No stress, just a relaxing time with a chill soundtrack and world to explore. There is also a split screen option where you can play with a friend and this is always a bonus. Two friends can have some fun here exploring the skies and playing missions.

The flying mechanics are great and easy to use and control. You can do barrel rolls and nose dive all the way down to the ground for more speed before pulling up. Very easy and not much else to it. You can also fly just above the water and skim it. There are challenges to be completed when you fly like this so its important to be experimental when flying if you wish to gain more XP to level up. Players also have access to a camera which they can us to capture pictures of any sights they loved.

Stunt Flyer Captured On PS5

Mission Types and Islands

You play as a simple pilot exploring the skies of three different islands as you progress through the game. Your pilot can be changed anytime from Jimmy Jetstream to a Pirate Queen and even an alien. They don’t do or say much, just there as avatars to fly your plane. The islands are big and offer a lot of exploration as you fly around. Gloster Island is the first island to explore and it is a beautiful opening level to explore. You can see towns and a ferris wheel from above and even follow trains as they circle around the entire map. It is green and colourful, and is truly satisfying to look at. Captains Cove is another island with a big volcano in the middle and the final island is Nimbus which is a floating island with some waterfalls.

The visuals are great and colourful and make exploring the maps more engaging. Lots of hidden areas can be found if you fly around. Exploration is highly recommended.  Each island is unique in design and have their own dangers to encounter. The audio design is also strong with each plane having its own original sound and a soundtrack that is simple and chill. However, there times the music would randomly cut off before coming back moments later.

On each island, there are missions, 40 in the whole game, and these range from time trials to races. There are also random hoops scattered around the islands. One hundred hoops can be found around the islands and flying through them grants you more XP to unlock more planes and customisation options. Birthday presents are also hidden as well and can be found for more XP also.

Repetitive Missions

While time trials and races aren’t anything new to these types of games, there are also missions where you are required to follow a train around and record it. The recordings need to be clear and done in fast time for a TV show. These missions test your flying skills as they can become more difficult as you need to be close to a moving train as it comes in and out of tunnels. The best pilots need to have a steady hand as they follow them in. Another mission type is where players need to fire water ballons from their cannons to water various plants around the island. Besides that, the cannons can’t be used for anything else it seems outside of those missions.

 Unfortunately, the missions can become very repetitive as the same types are present across all the islands and you will find yourself playing them over and over again. Only difference is the change of scenery. This can make the game boring at times but its exploration can make it easier. You can take breaks from just doing the missions and just enjoy flying around.

Customisation

There are multiple planes to unlock as you progress through the game and complete missions and challenges. Each plane has a unique design and different speed stats. Some are faster than others and can be vital for different missions especially races and time trials. You can also unlock different colours and patterns for the planes. From zebra to gold patterns, there is plenty of customisation here for players to experiment with.

Verdict

Overall, Stunt Flyer is a fine, casual aviation game. Flying is very good and easy to control from the start. The islands are big and have plenty to explore. There are plenty of missions to play but they can get a bit repetitive as the game goes on. Definitely more for children than adults with the graphics and art style. Split screen is available so you can have fun with a friend. The occasional audio bug where the music just stops is annoying but doesn’t take too much away from the game. If you are a fan of flying games, this is one to check out even if it is simple.

Review: Return to Ash

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

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

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

A Death March of Dialogue

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

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

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

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

Visually Flat

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

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

The Story that Wasn’t

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

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

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

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

Deathly Hollow Experience

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

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

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

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

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

Review: Lepro B1 AI light bulb

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

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

Technical aspects of the Lepro B1 AI light bulb

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

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

Usability. 

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

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

Build quality. 

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

Is the Lepro B1 AI light bulb worth it?

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

(More information on Lepro can be found here!)

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

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

Review: Star Overdrive

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

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

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

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

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

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

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

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

Review: My Friendly Neighbourhood

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A Resident Evil Sesame Street fever dream.

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

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

Unhinged Puppets

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

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

They make you want to hide and observe them.

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

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

Combat and Survival

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

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

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

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

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

Supplies and Progression

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

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

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

 Back we go…

Echoes of Survival Horror: Sound, Puzzles and Inventory

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

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

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

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

A Puppet Show Of Fear – And Frustration

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

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

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

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

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

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

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

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

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

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

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

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

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

Review: Noobs are Coming

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

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

Noobs are Coming tells a shallow but overbearing story.

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

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

Simple mechanics.

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

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

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

Noobs are Coming looks great.

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

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

Tight controls.

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

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

Noobs are Coming is a great game!

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

Review: Curve Nano Foldable Stand

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

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

Features

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

What’s in the box?

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

A Closer Look

Final Thoughts

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

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

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

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

You can learn more from the Twelve South website.

Review: Please, Touch The Artwork 2

Please, Touch the Artwork 2

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

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

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

The Intrigue

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

james ensor, skeleton in Osten

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

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

The Intrigue in Please, Touch The Artwork 2

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

Attributes of the Studio

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

Ensor's expressionist still life

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

Please, Touch The Artwork 2 scene

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

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

Ensor at the Easel

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

finding the art thief in Please, Touch The Artwork 2

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

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

Final thoughts

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

James Ensor grave site in a painting

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

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