I’m going to throw Ember Island precisely one bone: it made me think of the time I played Ghouls ‘n’ Ghosts (a browser version anyway) for the first time. I was in Uni, and a friend brought it up to me. He said he couldn’t beat the first level. I took that as a challenge and, with a not inconsiderate amount of rage, managed to beat the level. Died immediately on the next one, but I called it a win. So I was prepared for a controller-smashingly hard old-school platformer.
Ember Island is not that. Its blurb makes a big thing about a lack of ‘easy mode’ and that the only way through is true mastery. Except that’s not remotely true. There’s no great challenge here except for wonky mechanics. It highlights the difference between true difficulty, where skill is required, and fake difficulty, where everything is just barely holding together. It’s a little baffling. Ember Island wants to be seen as a true-blue hard game but the problem is: it really isn’t hard.
Ghouls ‘n’ Mosquitos
Ember Island has us pick from three characters, with the aim of playing through twelve stages and sending the final boss packing. First up is the Knight. He has a good bit of health, a big pointy sword and the ability to throw a fireball. Next is the Rogue, whose special ability is quitting to the menu and picking the Knight instead. Lastly is the Mage, who has a normal ranged attack and a big, heavy ranged attack. Her true special ability is completely breaking the entire difficulty.
See, Ember Island is apeing old school platformers where enemies hit hard and are numerous. For a melee character, this means picking the right moment to strike. But the majority of enemies are basic melee, so a ranged character completely trivialises them. Speaking of trivial, most enemies and bosses are completely helpless when repeatedly jump-struck by the Knight. Hell, some of the bosses have a little ledge you can sit on and cast spells where they can’t hit you. Or, as there’s no contact damage, you can just stand inside them and swing. On the other end of the scale is the Rogue, whose blows have a weird hitbox, meaning I kept sailing right through basic enemies. It’s absolutely bizarre.
Burnt To A Crisp
The best way to illustrate Ember Island‘s lack of challenge is this: my first victory came in sixty minutes of playing. The second was fifty minutes later. Most of my deaths in that time were due to being knocked down bottomless pits. Usually by enemies that would cluster at the edge of platforms, knowing that there’s a weird delay before the Mage can fire after landing. Ember Island tries to insert difficulty through its lives system – something that should have stayed in the past – but even that trivialises itself.
The idea is that when you run out of lives, you restart the level instead of spawning at a checkpoint. But the individual levels are extremely short, containing only one checkpoint apiece. So a Game Over isn’t devastating, just a mildly annoying setback. It also doesn’t help that the set levels never change, so there’s not much point replaying once you’re done. The blurb suggests going for a high score, but the game is too simplistic for that I feel. You might as well just enter a big number into the calculator on your phone. Even shuffling around enemy placements, or re-ordering levels for different characters, would give us a reason to go back to it.
Ember Island – Basic And Broken
Alright, alright. Let me calm down for a moment and think of some positives. Platforming feels okay, with jumps being relatively precise. Though it keeps putting in jumps that require you to be right at the very edge of the platform. Hm. The art’s cute. There are a fair few enemy variations, though the same ones are splattered over every level. Boss variation isn’t bad either. Though it starts re-using them towards the end, which is a bit weird. I wish I had a bit more context too, rather than a smattering of text right at the very end.
When I finished my second victory by effortlessly stunlocking the final boss with jump-strikes, I knew this wasn’t the game for me. It feels amateur and easily exploitable. I applaud an attempt to turn back the clock, but the old-school games that stood the test of time were very carefully designed. At the end of the day, £12.79 is a lot of quarters for a game that fell over after just an hour, and offered no real reason to suffer through it again.
Project Songbird is a psychological horror with an emotional story. Developed by Connor Rush and published by FYRE Games, Project Songbird was released on March 26th, 2026. Project Songbird focuses on creating an atmospheric horror rather than relying on cheap jumpscares. It is somewhat of a slow burn into the horror elements, but once it hits, it doesn’t slow down much until the end. If you’ve read my previous psychological horror review, you know that I have a love/hate relationship when it comes to this genre. I love watching people play and analyze these games for their stories and their hidden truths. However, I hate being in the driver seat myself because I scare way too easily. Even without cheap jumpscares, I still felt on-edge most of the time.
Alongside the horror is a story that is deep and emotional. Players play as Dakota, a musician that wants to change their style of music, specifically to work through a recent traumatic event, and is having trouble doing so. To help with their writer’s block, their producer sends them to a remote cabin in the woods. The story does cover sensitive topics that many might have a hard time with. The game warns you about these topics in the beginning, so please keep this in mind if you feel you might get triggered.
Overall, I can easily recommend Project Songbird to psychological horror fans, especially those who like a good story. The experience isn’t a very long one—roughly 4-5 hours—but I thought the pacing is well done. I like that the story has a message behind it, one that developer Connor Rush expresses to players through their work and sometimes directly. I like that the horror is more atmospheric and isn’t always in your face. Whereas puzzles are weaved in nicely, I felt that combat was a bit forced at times, but this is more so a personal preference. Overall, Project Songbird is a great game that deserves the recommendation and recognition for the indie horror genre.
Project Songbird is rich in story. I will keep my review as spoiler free as possible, including images taken only in the first hour before much of the horror. My review will only cover some basic mechanics, story and horror elements as I encourage you to go in to the game as spoiler-free as possible. So, let’s write some music, because its time to discuss Project Songbird!
Dakota, Neon Songbird
For the next few paragraphs, I am going to give the set up to the story. Nothing mentioned is a major spoiler, but feel free to skip this section if you would like to not have anything spoiled.
Dakota is a musician who has previously released music under the stage name Neon Songbird. They’ve found some success in previous songs, enough to land them a producer, Rob. However, after experiencing a traumatic event, Dakota is struggling with a mixed case of writer’s block and aspirations of changing. Dakota wants to write a song that will help them work through their trauma but struggles to find the words. And on the other hand, the fans don’t seem too fond of this new style of music. Rob encourages Dakota to go back to the original stuff, the stuff that sells, but Dakota is persistent.
Rob encourages Dakota to write one more album—one that is ‘true’ to Neon Songbird. To help Dakota, Rob recommends that they go to his friend’s cabin in West Virginia woods. The cabin is said to have helped many musicians with their music in the past. Dakota agrees and heads off. Before heading off though, be sure to take a look in the bathroom mirror.
(No reflection, so Dakota must be a vampire.)
Jokes aside, Project Songbird is quite pleasing visually, especially after arriving at the cabin. Everything in the forest seems peaceful despite the few boarded up paths, including one that warns ‘keep out’. With the field recorder, Dakota can record various sounds to use in their music, such as a running stream or a woodpecker. Dakota can also pull out a vintage camera to take photos, as well as use the flash for when things get dark. Dakota can also chop firewood with a nearby axe.
However, Dakota is here to work. They jump into writing the album’s first song, delivering a moment that genuinely made me laugh out loud. I know practically nothing when it comes to writing or producing music. The game lets you choose from three options a style of music for each instrument. The noise produced was so awful it actually made me laugh. With night drawing close, Dakota goes to get some water from the pipe. The black sludge that came out is probably not drinkable though, so Dakota decides that is a problem for tomorrow. That night, something can be heard going through the trash bin out back.
That’s just the beginning. From here, the story gets deeper and I would encourage you to go into the rest as spoiler free as possible. It is an emotional story that is well written. It did a fantastic job at catching my attention and keeping it as a player. I wanted to know what was going to happen next with each unexpected plot point. I think it could also be relatable to many, but I’ll discuss this a bit more later on.
Of course it wouldn’t be a song about a musician without music. Project Songbird has quite a decent soundtrack, including some original songs. I really liked the ‘main song’ of the game (you’ll know what I mean if you play) and would love to add it on my Youtube playlist. Other records can be listened to as well but are optional. This is great for anyone who plans to stream the game to avoid copyright concerns.
The last thing to mention are the puzzles. They had varying levels of trickiness, ranging from pretty easy to quite complicated. The first puzzle you’ll run into is fixing the water and the instructions to do so are practically handed to the player. Some later puzzles, such as one involving a piano, get a little more challenging. None of them felt impossible to figure out though and I never needed to rely on a walkthrough guide.
Horrors in the Forest
This section will focus on the horror elements, describing the two types of enemies, as well as the combat. I won’t include images of the monsters nor describe what they look like, but I do think it’s important to discuss their combat/gameplay styles for my review.
There are two types of monsters Dakota will run into. The first is more along the lines of something in a Resident Evil game. In certain sections of the game, usually in a maze-like area, these creatures wander around. Dakota will to need run and hide from them or face them in combat. Weapons Dakota can carry, such as the axe mentioned earlier or a few types of guns, can be improved on at workbenches. However, Dakota is by no means a weapons-expert. Upgrades can only do so much for combat and bullets are a rare find. Though more challenging, this makes combat feel a tad bit forced—not forced to fight, but a ‘forced into the game’ way, which is odd. I wouldn’t have minded the game being fully stealth, maybe with some light combat in the form of blocking attacks, but again, this is just a personal preference.
The second monster type is a tried and trusted Doctor Who‘s angels type—moving if you aren’t looking. These ones I will say are quite creepy as they breathe heavily moving closer towards you. It’s an equally helpful and chilling way to know when its time to turn around. I’m not entirely sure if these monsters can be combatted as personally, I never tried to hit them. I can imagine though that they cannot.
For combat, the HUD is pretty much blank. There is no visible health bar for Dakota other than the border of the screen getting red. They can take pain killers to heal, but players will need to guess when the best time to do so is. There is also no bullet count for guns either. Players will need to manually check the barrel to see how many bullets remain to know when its time to reload.
Another important aspect I think deserves mention is the saving system. Project Songbird relies solely on autosaving. There are no manual saves or exit saves. Though this approach heightens the tension in key moments, I did feel the spacing was a bit too wide. Players can sometimes lose 10 to 15 minutes of gameplay by a death, which isn’t much, but it can turn off some people—especially if much of that time is just walking around collecting items.
As mentioned, the horror in Project Songbird is a slow burn. It does not rely on cheap jumpscares to do the bulk of its scaring. Instead, it builds an atmosphere that keeps players tense and on edge. It wants to immerse players in the psychological horror, blending horror with the narrative. Between these two, it doesn’t feel one takes center-stage over the other. Despite my dislike for the combat, I was willing to put it aside in order to continue on in the journey.
A Personal Story
Before concluding, the last thing I’d like to discuss is Connor Rush’s decision to speak to players directly. The game opens with a handful of fourth‑wall breaks, where Rush talks directly to the player behind the screen. Rush states that this is their 7th game, having started developing Project Songbird during sophomore year of university as a way to “express and work through some difficult feelings I was having with regard to my identity and place in life.” Rush then states that “This game is nothing if not a labor of love and a deeply personal passion project.” This continues to happen a few times after as you play through the game.
Initially, I was a bit turned off about this. I thought it was an odd choice and a bit cheesy too. In some ways, I still do think this, but I think it’s similar to that of a creative non-fiction essay. Much like Connor Rush and Dakota, I too have worked through troubling moments in my life through my writing—particularly in my creative non-fiction essays where I needed to reflect on my own life experiences, thoughts, and emotions. Musicians often do similar things in their songs, with Dakota being a clear example. Why can’t game developers do the same with their games?
However, I think there could be a way to work it in a little better. The first thought that came to mind was Dr. Hill in Until Dawn. If you’re unfamiliar, Dr. Hill is a psychiatrist that appears throughout the game’s story, usually between chapters. For most of the game, he appears to break the fourth wall and address the players directly, commenting on their choices and reacting to their decisions. Near the end, the game reveals that he’s actually speaking to another character. I don’t think Project Songbird could have used the same setup, but it’s a good example of how a game can blur the fourth wall by weaving it more deliberately into the narrative. I also think just keeping the game as a metaphor rather than outright telling players that it is would have worked as well, but I digress.
Overall, Project Songbird deserves its very positive Steam rating. The game gets a lot right, particularly its horror and its narrative. The game’s flaws are too minor to outweigh its positives. I can easily recommend this one to anyone who is a fan of psychological horrors with a story. The narrative and deeper message perhaps aren’t life changing, but I do think many creatives will be able to relate in some way—hopefully without the trauma and the monsters. Just remember that your art, whatever that may look like, is for you. Even if there isn’t a whole lot of fans or popularity gained, don’t forget who the artist is—yourself.
Go out there and make some art and thank you for reading!
Restore Your Island is a calm and cosy experience where time and stress are out of the window. Instead, they are replaced by a desert island that is filled with rubbish. This disgusting sight would put off many mere mortals, but you are willing to accept the challenge and clean everything you see. I have recently covered Clean Up Earth, and I enjoyed it despite its flaws. Thankfully, this is more polished, and it refrains from a sci-fi edge.
Paiband Game Studio has published and developed this cleaning simulation experience. It is a single-player title that uses a first-person perspective. This offers an immersive design that works with the filthy environment. On top of the beach cleaning, you must save the local wildlife and find treasure hidden deep beneath the sands.
Restore Your Island tells the tale of loss and discovery.
Losing a family member is a heartbreaking and troubling time. However, when you’ve already hit rock bottom, you can’t get any lower. The protagonist in Restore Your Island has inherited a small desert island. With no house and mountains of mess, this was an epic cleaning challenge.
Starting with limited tools and few skills, you must work methodically to clean each location. There are 4 categories of rubbish to collect, and plenty of upgrades to unlock. If you keep the food, glass, plastic, and metal separated, you’ll earn more money. Accordingly, some minor planning helps to line your pockets.
The cleaning element dominates proceedings, but there are some base building elements to restore the island. This was rudimentary, and any expansion was linked to rebuilding the piers and little else. Therefore, if you want a deep and rich building experience, this won’t be the game for you.
Help the environment and the animals.
The mountain of rubbish feels never-ending. However, as the game develops, you’ll unlock an automatic grabbing tool, a sand sifter, and other wacky items. The automatic tool eventually upgrades to a powerful hoover, and this is when the rubbish melts away. I liked the upgrade elements, but they made the game too easy. Therefore, I think the developer needs to balance things out.
As you clean the beaches, stranded animals appear. With plastic around their necks and other items hurting them, you must cut them free and assist them. This was nice to see, and it was good to help the seagulls, seals, and other sea creatures. Although this has little bearing on the action, it supported the theme and was heartwarming.
Restore Your Island looks fantastic.
Restore Your Island has a realistic edge with some nice visuals. The rescued animals were a treat to look at, and I liked the animations. Furthermore, the use of a day-night cycle and appropriate lighting worked incredibly well. I had no frame rate problems, and there were no glitches during my short playtime. Subsequently, it is nicely polished and pleasant to look at.
The audio is a relaxing blend of animal noises, crashing waves, and gentle winds. Additionally, you can purchase cassettes to listen to uplifting music if that takes your fancy. This was a nice edge, even though it wasn’t essential.
Excellent controls.
If you prefer a gamepad, Restore Your Island has you covered. I tested this with a mouse and keyboard, and controller, and I couldn’t find fault. Either way, the layout was easy to understand, and the inputs were responsive.
I think I invested around 4 to 5 hours, found every hidden treasure, and thoroughly cleaned every grain of sand. Consequently, there is no reason for me to return. This was disappointing because the base game was enjoyable and relaxing.
Restore Your Island is short but sweet.
If you want a deep indie game that offers hours of replay value, this won’t be for you. However, if you want a relaxing time and a heartwarming theme, Restore Your Island is a great game. It looks good, and I enjoyed the pleasant audio. Furthermore, it is easy to play and cleaning a filthy island is always good for your soul. Accordingly, I like it and recommend buying it here! Can you make this desert island your home? Grab your tools, organise the chaos, and rebuild your piece of paradise.
The Serafim S3 is a fantastic alternative to the much-loved Backbone controller. It has a pleasant ergonomic design with a heavy gaming focus. Moreover, it has a dedicated app for button mapping and easy access to your favourite platforms and games.
This easy-to-use approach was appreciated. I’ve tried and tested many of these mobile phone conversion controllers, and I hate wasting my time. Accordingly, the plug-and-play and friendly design made me breathe a sigh of relief. Everything about this product is aimed towards gamers on the move. The durable build quality and the strong extending case ensure that many phones can be used with this controller.
Word of warning, though, if you have an older iPhone with the Lightning connector, this device will not work. It is USB-C only, and this may cause a few issues. If you have an older phone, check for compatibility or buy a specific model for your device.
What’s in the box of the Serafim S3?
The box is small but attractive. Furthermore, it is hard-wearing, and the contents were protected.
The Serafim S3 houses most modern phones. The extending case holds your device safely, and you can game with ease. There is a through-charging port, a 3.5mm audio jack, and the buttons are well-positioned.
Learn the basics with the user manual.
Technical aspects.
The Serafim S3 has no built-in battery. This may annoy some people, but the through-charging point ensures that your phone never runs out of power. This worked extremely well, and I like the lighter and cleaner design choice. The USB-C port is positioned nicely, and many phones will be well-balanced.
This device is compact when in its “folded” state. It is approximately 26 x 9.4 x 3.4 cm in dimension. This was great as it can sit in your bag without causing an issue. Although it is compact, it can house up to a 17.9 cm long phone while supporting up to 3 mm cases. This is ideal if you want to keep your phone protected and you have one of the larger modern devices.
Once your phone is connected to the USB-C connection, you can start playing whatever game you have installed. Alternatively, you can use the free-to-download app to access a range of platforms and games. It must be noted that you must have any relevant subscription services to use PlayStation Plus, Xbox Game Pass, or GeForce Now.
The app.
This is a unified gaming hub that is compatible with Android 8.0+ and iOS 17.0+. The app automatically aggregates every game you install into an easy-to-use interface. Furthermore, everything remains faithful to its original platform, and this makes it easier to navigate.
Alongside this, you may use the content creation tools if you love to look at screenshots, video clips, or edit your media. Furthermore, there is an option to live stream to Twitch with integrated chat support. Although this wasn’t my go-to option, I love the freedom to use it, and many gamers will adore this feature.
Build quality.
Whenever there are moving parts, you need your controller to be durable. Thankfully, the Serafim S3 is unbelievably robust. The sliding mechanism is smooth and strong. Moreover, the areas that touch your phone clasp the case with minimal pressure. This reduces damage to your device while holding it firmly in place.
The USB-C connector isn’t as strong as its peers, but I wasn’t worried. If you connect your phone correctly, there will never be a risk of damage to your phone or the controller. I was impressed by the through-charging port. It is well-positioned and doesn’t impact the balance of the device.
If you want an ergonomic controller that looks great, the Serafim S3 should be on your radar. The carbon wrap offers a stylish and futuristic look. Moreover, the etched handles deliver a light friction grip that reduces the risk of accidents. The buttons are nicely positioned, and the analogue sticks have Hall Effect switches for accuracy and reduced stick drift.
Is the Serafim S3 worth it?
If you commute to work or love to game when others are watching TV, this is the perfect device. It is compact enough to sit in your bag and is suitable for many modern phones. Furthermore, it is lightweight, easy to handle, and the free-to-download software is a joy to use. Accordingly, I love it and recommend buying it here!
The Rogue Prince of Persia is one of those games that is good but not that good. It is enjoyable and vibrant, but it doesn’t really stick in the memory. This isn’t a bad thing as such, but it neither made me gawp in amazement, nor did it disappoint me to the point of wanting to rage quit. Sadly, this game sits in a saturated genre that has some huge titles to play. Therefore, it’s not unsurprising that it felt a little underwhelming.
This rogue-like adventure was developed by Evil Empire and published by UBISOFT. It is a single-player game that has many similarities to Dead Cells. This isn’t surprising as both games share the same development team. Accordingly, you can expect some nice mechanics, interesting elements, and well-polished moments. However, many of the greatest elements feel extremely familiar, and this unfortunately lacks originality as a consequence.
The Rogue Prince of Persia tells a suitable and enjoyable tale.
An unknown Prince and a Hun army are familiar tropes for this franchise. However, it is the time-bending mystical bola that supports the core genre mechanics. Whenever the hero dies, the action rewinds 3 days. This impressive time-looping power must be manipulated if you are to right the wrongs, rescue your family, and defeat the Hun overlord.
The story isn’t the best I’ve heard, but it works well with the franchise and the genre mechanics. Furthermore, it complements the free-flowing parkour moments. As you traverse the world, you’ll use acrobatic strengths, mind-boggling leaps of faith, and a handful of weapons to progress and face every boss. Alongside this, you’ll enjoy temporary and permanent buffs as you push on through each playthrough.
Acrobatics at its best.
The Rogue Prince of Persia excels as a buttery smooth side-scroller. The ability to leap chasms, climb walls, and use the tiniest of platforms to your advantage was phenomenal. This is where this game excels. I adored the traversal elements and the sense of freedom. Furthermore, searching for secrets and finding key items was a joy.
The combat was impressive, and using the environment to your benefit was wonderful. The use of your primary sword or secondary weapon was fantastic. Each must be used wisely, especially when facing faster and more aggressive opponents. Yet, it was great to kick your foes into traps or avoid conflict altogether if you wish to maximise your opportunities.
The Rogue Prince of Persia looks fantastic.
The smooth traversal elements relied on crisp and vibrant visuals. Thankfully, the Nintendo Switch version runs with limited issues. My only complaint was the painfully slow loading screens. This was a shame as it broke up the sense of immersion and made me frustrated on many occasions.
The audio is a key element that adds drama to each segment. The responsive music and sound effects match the hectic and often high-octane on-screen moments. Furthermore, the soundtrack blends traditional Persian instrumentation with modern elements. The result is a vibrant soundscape that is great to listen to.
Grab a physical version on Nintendo Switch.
Exceptional controls.
I was blown away by the fluidity and the responsive nature of the control setup. I’m not the greatest fan of the tiny Joy-Cons, but I found The Rogue Prince of Persia a joy to play. A simple to understand layout helps you to master the fundamentals, and the responsive inputs let you tackle every foe and tight space with ease.
This has a “one more run” vibe. I died and failed more often than not. However, a small sliver of progress helped me to move towards the finale. Therefore, it is oddly addictive, and learning new permanent skills and experimenting with temporary buffs was fantastic.
The Rogue Prince of Persia is a good indie title.
This franchise is filled with exceptional games. Sadly, The Rogue Prince of Persia doesn’t quite hit that height. However, I’m not too disappointed as I enjoyed it regardless. It has many positives without blowing you away. Moreover, its addictive nature and exceptional aesthetics are enough to keep you coming back for more. Accordingly, I love it and recommend buying it here! Can you master time and beat the Hun overlords? Understand your powers, traverse every stage, and rescue your family.
(A physical version of the game can be purchased for Nintendo Switch!)
I wasn’t going to touch Grind Survivors with a bargepole. This isn’t because I thought it would be terrible, no, it’s because I knew that it would be super addictive and impossible to put down. This game has kept me up late at night. Moreover, it is my go-to whenever I get frustrated with other games I’m reviewing. In short, it’s my addictive crutch that prevents me from going to bed.
This action rogue-like was developed by Pushka Studios and published by Assemble Entertainment. It is a single-player game that demands you to explore each dark, dank, and dangerous location. There are multiple levels of difficulty to wade through, and plenty of runes and weapons to play with. On top of this, it has a skill tree, loads of temporary and permanent buffs, and it is hellishly addictive. Consequently, it has pushed this much-loved genre onto the next level.
Grind Survivors = Survival and no story.
Unless you have been living under a rock, you will have played at least one game from this genre. There are dark and sinister ones, pixelated and cruel ones, and some that opt for a colourful but evil approach. Either way, they all have one thing in common: there is no story. Instead, you are asked to focus on one major element…survival. This is easier said than done, as the balanced gameplay always keeps you on the edge of your seat.
Alongside this, you need a healthy dose of luck if you are to make it to the end of the wave and destroy the gargantuan boss. I’ll admit that this took me an awful long time to do on every level. I like to think of myself as reasonably adept with this genre, but Grind Survivors pushed me all of the way.
Many plates to spin.
At its core, Grind Survivors is reasonably easy to understand. Effectively, you have one hero who must choose his weapon and get to work. Each wave becomes harder, and the volume of monsters increases. This forces you into many tight corners as you slowly improve your weaponry and permanent skills. However, it is the temporary buffs and abilities that make this so special.
As you play each round, you are forced to move across the map. Unlike its peers, you are not rewarded for simply herding your foes and collecting XP. Instead, you must explore the world and find different alters to improve your skills and find resources. New weapons and ash piles are the key elements to keep an eye out for. Ash is used to improve your guns, and new weapons can be merged to improve your gun of choice.
With plenty of destructive tools on offer, you’re spoilt. I opted for a shotgun and machine guns as I liked the different styles. However, there are plenty of weapons and different stats to play with.
During a playthrough, you must choose attack or defence-based skills. Alternatively, you can increase your XP, magnetic powers, or curse your bullets. You must be wise with your decisions, as each small choice has a massive impact on your chances of survival.
Grind Survivors looks amazing.
With so much going on, Grind Survivors should have had performance issues. The screen fills up with bodies and projectiles, but it never stutters. Additionally, you’ll be firing off abilities, dashing, and shooting like hell, but it takes it in its stride. Alongside this, it looks fantastic. The post-apocalyptic world is grim, and the monsters are equally appalling. Yet, there is enough variety that repetition doesn’t set in.
If you dislike long and uncomfortable games, you will not like this genre. It is a cacophony that rarely ceases. With aggressive gunfire, weird sci-fi elements, and an OTT soundtrack, Grind Survivors will make your ears scream.
Exceptional controls.
I’m lazy, and I used the auto function for my abilities and my firing. However, if this isn’t for you, you can use manual controls. Either way, it is great to play, and everything is well explained. If you are new to the genre or want a different challenge, this is a game that can be mastered in no time at all.
If I didn’t have to work or sleep, I’d play Grind Survivors forever. It is so addictive that it should come with a warning. You’ll die, fail, and die some more, but it doesn’t matter. Instead, you’ll shout, cry, brush yourself off, and get to playing again.
Grind Survivors is a brilliant game.
I thought I had had enough of this genre. I love it, but everything feels familiar. Thankfully, Grind Survivors takes things to the next level. The action is fun, challenging, and refreshing. Moreover, it is nicely balanced, and you will get your ass kicked repeatedly. Accordingly, it is amazing, and I recommend buying it here! Can you make it through every wave? Pick your weapon, upgrade your hero, and expect to die every time.
Death Stranding 2: On The Beach, Hideo Kojima’s newest… thing, has hiked its way onto PC. It gave me something of a revelation. I’ve realised I really like games that are ninety percent slow and meditative, but will suddenly go off the rails. Stuff like Pacific Drive or The Long Dark. In this case, I hiked my way carefully up a big hill, only to realise I’d blundered into a region of giant ghosts that sent me running off the hilltop and rolling right down to the bottom. It was great.
Death Stranding 2 seems fully aware of its meditative qualities too. It’s full of grand vistas, and has a haunting soundtrack provided by artists like Woodkid. As a keen hiker, pulling myself up a steep hill and being rewarded with a view of the world beyond is fantastic. For those of us that prefer something a bit faster paced, though, there is a good deal of action. I will say it doesn’t marry the two particularly well, but it’s a lovely package overall. I just wish it would stop trivialising its main features.
Going Down Under
I should say up front that Death Stranding 2 is my first proper Hideo Kojima game. I vaguely knew what to expect, but it feels very much like plugging into someone’s stream of consciousness. Here’s my best summing of the plot. After connecting up the whole of North America in the first game, Sam Porter Bridges is in hiding with his adopted baby, Lou. He’s soon tracked down though, and asked to connect up a chunk of Mexico and, after a great personal tragedy, do the same with Australia. His journey takes him across the continent linking up with friends and fighting against old enemies.
I love how weird everything is. Take the cast of characters that surround Sam. There’s Deadman, who is Frankenstein’s monster in a sharp suit; Heartman, a man whose heart cuts out at set intervals, Tarman, whose hand is lost and swimming through tar, and Dollman, who is a possessed doll. Meanwhile we’re constantly finding links to ‘Beaches’, which are similar to afterlives, and fighting giant, ghostly monsters. The first boss fight is against a giant slimy skull, with big tentacles coming off it. I love it.
That said, the writing is a bit weird too, and not in such a positive way. For one thing, you can basically separate all characters into good ones who are nice to each other, and bad ones that are not. There’s very little conflict within the group. Lots of emotions, but little friction. Sam himself mostly drifts about, with the vast majority of dialogue said at him, while he just nods along. It’s like everyone is vying for a turn to stand up and talk about themselves. Every time he links up a new node, the hologram there will vomit their backstory all over him. Bit odd, but the fascinating spin on the apocalypse makes it bearable.
Best Foot Forward
Gameplay-wise, Death Stranding 2 is very similar to the first game. We’re tasked with transporting cargo from one area to another, and linking up new sections of the continent as we do so. The cargo goes on your back, you draw the route and off you go. The actual hiking is great. Things feel weighty, so walking over uneven terrain can knock you off balance and send the precious cargo tumbling. Picking a sensible route is vital, particularly in the late game when you’re scrambling over mountains. A lot of the later missions are just one long route, too, and I really enjoyed the long treks.
Picking a sensible route is key, because there are other dangers than stacking it over a cliff. BTs, akin to something like ghosts, will beset you if you come near to them. Bandits will try and shoot you up and take your cargo. Combat is fairly basic third-person fare. You sneak kill as many bandits as you can and when that goes wrong, you pull out your biggest gun and open fire. Shooting feels quite nice and there’s a dizzying range of weapons to choose from. BTs, on the other hand, feel quite tense as you generally need to sneak around them. Generally, the trekking and the combat is married well.
You can pick a route that avoids them to spare your cargo, or be brave and push through. Ever so often though, it forces you into combat, which I liked less. The boss fights especially, while functionally nice, felt a bit out of place. A lot just have you shooting giant glowing weak spots. An odd action focus for an otherwise slow paced game. Most annoying is a repeated section where you have to fight a Solid Snake cosplayer. I will stress that, mechanically, it’s not bad at all. Sam’s dodge is a little pathetic, but it’s serviceable otherwise. It just felt like another, more generic game kept intruding on my Death Stranding 2 experience.
Death Stranding 2 – Calm And Chaotic
I don’t think Death Stranding 2 agrees with me though, as it keeps handing me tools that trivialise the bits I like. The massive range of guns and tools all felt redundant when pretty much every enemy went down to the basic assault rifle. What’s more, I was a little disappointed by the focus on vehicles. Balancing the load on my back felt like it had a sense of risk, but by the mid-game I was just loading things into my pick-up off roader and slowly trundling to my goal. It still felt meditative, but it almost felt like cheating. Especially when it came to hazardous materials.
Still, these gripes aside, I did very much enjoy Death Stranding 2. Giving us the overall aim of linking up Australia, and showing it all connect up on the map, made the deliveries a lot more fun. It even does the multiplayer well. Structures you build, like bridges and generators, can show up in other people’s worlds. As can their paths carved through the snow. It brought in a great unspoken feeling of camaraderie, which helps reinforce the themes brought across by the story’s characters.
In the end Death Stranding 2 really hit that note of calm-chaos I was looking for. Driving my pick-up through the torrential rain, listening to some of Woodkid’s finest, and seeing the lights of my destination grow closer was a great feeling. Then I’d be drawn into a firefight, or a desperate run from BTs and it would fall into chaos. I was never bored by Death Stranding 2 and the bonkers story kept me invested right to the end. While all its parts are not perfectly lashed together, Death Stranding 2 is one hell of a package.
I’m a huge fan of arcades. Obviously, I love video games, but I also enjoy low-wager slot machines and other silly endeavours. Therefore, when The Coin Game was sent my way, I was giddy with excitement. The opportunity to play an array of weird and wonderful arcade games from the comfort of my chair was too good to turn down.
This odd simulation title was developed by Devotid and published by Kwalee. It is a single-player experience that mashes together fairground rides, penny slots, and skill games. Furthermore, there is a survival mode, birthday mode, and quick play. Although I enjoyed the challenge of the survival option, I spent most of my time with unlimited cash in the birthday mode.
The Coin Game tells you to forget the story and get gaming.
The Coin Game doesn’t really have a story. Instead, it thanks you for being part of the process. This was a nice touch, but the developer missed a trick. The world is full of odd robot NPCs, and a huge story and mountains of lore could have been introduced. Instead, you are left to your own devices as you explore the world.
The core concept of this is simple. Pick 1 of 5 gaming locations, and try to win as many tickets as possible. The tickets can be exchanged for prizes, at quite frankly, a ridiculous rate. However, this is to be expected. Thankfully, it doesn’t really hold you back, and pushing for bigger and better prizes is a must.
Survival vs birthday mode.
The Coin Game offers depth if you fancy trying your luck. Survival mode demands that you look after yourself while managing your bank account. Sadly, this does mean that you’ll have to deliver papers, pizzas, or take on other remedial tasks. Yet, needs must, as those arcade games and fairground rides won’t pay for themselves. Although I’m not against this idea, per se, it did make experimenting with the games a little tricky.
This is where the birthday mode comes to the fore. Money is not a problem, and you can forget about riding your bike or taking the bus like a peasant. Instead, you have a limo to take you between each location. Additionally, if you run out of cash, fear not. Luckily, there is a “Crystal Dome” style cash-grabbing event to refill your coffers.
The games vary from simple ball dropping and coin pushing moments to skill-based endeavours. This blend is fantastic, and there is bound to be a game for everyone. However, if I didn’t have unlimited funds, it would have been quite tricky, and this is one of the downsides of the survival option.
The Coin Game has its issues.
I’m not normally one to complain about frame rates. However, The Coin Game stutters and hangs horribly at times. This is a shame, as the world is fun to explore. It feels huge, and riding your bike across its streets was enjoyable. Additionally, once things had settled down, the games ran smoothly and winning every ticket was pleasurable.
The audio is as loud, energetic, and bizarre as you’d expect. This is juxtaposed by some calm ambient sounds. This intelligent soundscape matched the demands of the arcade moments. Furthermore, it offered some peace as you explored the world.
Rough controls.
I enjoyed The Coin Game, but the UI feels like an afterthought. Moreover, the controls are clunky and badly ported. On top of this, there is little hand-holding, and this confuses. In short, a better tutorial and smoother controls would improve this title.
Replay value depends on how much you enjoy the arcade games. The survival mode is good, but it doesn’t have enough depth to keep you going. Therefore, if you get bored with the large library of arcade machines, you’ll probably uninstall it.
The Coin Game is a great concept.
I adore what the developer has tried to achieve with The Coin Game. It is fun, silly, and a little out there. However, it has its faults, and that holds it back. Had it been ported better, or if there was more depth, it would be a cult masterpiece. Instead, it is a decent indie game, and I recommend buying it here! Can you get every prize you desire? Pick a machine, try your luck, and get those tickets.
Sands of Aura is a dark and sinister experience that throws you into the action immediately. This massive fall off a chasm may feel overwhelming, but the opening elements act as a thorough and impressive tutorial that sets you on your way. Despite this good start, the developer lets many key elements surprise you. Accordingly, there are moments when you feel out of your depth and frustrated.
This dark fantasy RPG was developed by Chashu Entertainment and published by indie.io. It is a single-player game with Soulslike combat. Now, I know everyone says that tough fighting mechanics are Souls in nature, but this is 100% inspired by the Souls genre. With respawning enemies and a reliance on dodge and parrying moves, Sands of Aura will test your reactions, mindset, and patience.
The world is dying, and you must be prepared to stop it in Sands of Aura.
This dark fantasy experience is set in the twilight of a dying world known as Talamhel. A tormented god changed the face of this once vibrant place as he smashed the Hourglass of time. The sand emptied across every continent, and death and destruction followed. The night plague is a corrupt force that destroys everything it touches. Consequently, the Order of Remnant Knights must banish the disease and save the day.
The plot is wonderfully told by the protagonist and an array of NPCs. As you explore the world on your Grainwake, you move between isolated islands that act as micro dungeons. Here, you will find survivors that will impact the path you take and the growth of the central hub. This essential element takes a while to evolve, but once it takes hold, many core mechanics make sense.
No levelling up!
An RPG without character levelling is a weird idea. However, Sands of Aura plays with this to great effect. Instead of personal progression, you must find runes and bits of weapons to create hundreds of unique tools. This unusual approach leads to an array of different approaches while ensuring that your playthrough is unique.
The Soulslike combat should have been impressive, but it was a little frustrating. The hitboxes don’t quite work, and timing can be off. This was unfortunate, as I liked the monsters on offer and testing my newly forged weapons. I’m not saying that it is terrible, but it should have been better polished to enhance an essential element of the game.
Finally, a lack of guidance can lead to hours of aimless wandering. A compass has helped this, but I lost plenty of time as I ran around like a headless chicken. A detailed map of every dungeon would have resolved this issue and made the game much better.
Sands of Aura is dark, sinister, and great to look at.
The claustrophobic dungeons, grim colour palette, and array of horrendous creatures were great to look at. Although every opening wasn’t always obvious, I adored exploring each of the islands and the dungeons within. The animation was smooth, and fighting looked great, even if it was occasionally flawed. Moreover, I had no frame rate issues, bugs, or crashes to dashboard.
The gothic art style is complemented by the melancholy atmosphere. The audio delivers a deathly edge that rarely fades. Even when you are successful, minor-toned songs play out. This sense of doom and despair reminds you that the world is on its last legs.
Excellent controls.
The opening tutorial sets you up to enjoy every moment of this game. Sands of Aura has an easy-to-understand controller layout, and the buttons are responsive. Sadly, the aforementioned hitbox issues hold it back, and this has caused hours of frustration.
There is loads of replay value if you can look past the odd problem. The world is a joy to explore, and I loved moving between the islands. The Grainwake element was truly fantastic as it offers a sense of freedom. If you fall for the dark and moody charms, you will not be able to put this down.
Sands of Aura is a good indie experience.
I enjoyed my time playing Sands of Aura. It is one of those indie games that keeps on giving even when you think you’ve mastered it. Furthermore, there are plenty of twists and turns as you create new weapons, rescue survivors, and evolve as a hero. Despite the limited issues, this is a great game, and I recommend buying it here! Can you battle the plague? Explore the world, upgrade your gear, and bring peace and harmony back to a broken land.
Here we take a closer look at the One Piece Luffy Phone Stand from EGX Pro.
Luffy Mini Cable Guy has stepped off the Thousand Sunny, ready to take on any adventure… and hold your phone and earbuds along the way!
With his iconic straw hat and fearless grin, he’s the ultimate mini cable guy for any One Piece fan. Whether you’re setting sail or kicking back, let Luffy keep your essentials safe and sound.
• Luffy mini holder
• Perfect for keeping your earbuds, phone, and other small gadgets organized
• Officially licensed by Netflix, styled on Luffy from Netflix’s One Piece
• Approx 4″ tall
The One Piece Luffy Phone Stand from EGX Pro is available now priced around £14.99.
Here we take a closer look at the One Piece Buggy Phone Stand from EGX Pro.
Step right up and behold the legendary pirate himself—Buggy the Clown Mini Cable Guy!
Leader of the Buggy Pirates, master of chaos, and now… your loyal guardian! Whether you’re setting sail on the Grand Line or just lounging at home, Buggy’s got your back and your phone.
• Buggy mini holder
• Perfect for keeping your earbuds, phone, and other small gadgets organized
• Officially licensed by Netflix, styled on Buggy from Netflix’s One Piece
• Approx 4″ tall
The One Piece Buggy Phone Stand from EGX Pro is available now priced around £14.99.
Rayman: 30th Anniversary Edition is a wonderful reminder that dated games can compete with modern titles. This amazing collection of games has been lovingly put together in one easy-to-manage package. Furthermore, there is a brilliant early prototype game that has been lost to the ages. Consequently, this will appeal to lovers of the franchise and gamers who wish to enjoy a step into the past.
This platform adventure was developed by Digital Eclipse and published by UBISOFT. It is a single-player game that is agonisingly brutal, addictive, and tough to put down. Furthermore, the blend of 5 unique platforms and games across an evolving gaming era makes this an appealing collection.
I’m not discussing the plots of Rayman: 30th Anniversary Edition.
I think it would be a waste of time to explain well-known plot from each of the games on offer. Instead, I’m going to praise Rayman: 30th Anniversary Edition for remaining faithful to each experience. Moreover, it is an amazing insight into era trends and how each platform developed the visuals, handling, and other key elements.
It is the inclusion of new levels, commentary, and other moments that make this a special experience. An insight into the creator’s mindset and what they hoped to achieve is a fan’s dream. Furthermore, the inclusion of the long-lost SNES prototype filled me with joy. I’ve played many of these games when they were first released. Therefore, it was fascinating to witness and play something that I never knew existed.
New levels and new features.
Adding over 120 levels to the core game is no mean feat. Yet, this is what you get if you invest in Rayman: 30th Anniversary Edition. Each of these levels is designed to make you shout, laugh, and cry. They focus on many of the core beliefs and ideas and develop the game past its original limitations. This may upset true hardcore fans, but most gamers will enjoy the fresh ideas and the ability to test themselves.
Talking of tests, I’ve never sworn so much in my life. I have forgotten how cruel and frustrating this game can be. Even though the developer has included a rewind button, unlimited lives, and other life improvements, I couldn’t help but die, fail, and wish that I were better at the game. Others may not feel this way, but I can’t remember being this terrible at the game when I was a kid.
Rayman: 30th Anniversary Edition is hard to play on a large screen.
I use a 50″ monitor, and this wasn’t ideal. Sadly, the pixelated visuals were challenging to look at on a larger screen. Everything was blown out, making the writing and details harder to read. Luckily, when I changed monitors, the problems were reduced. The characters, levels, and blown-out graphics looked much better. Furthermore, it was a dated experience that rarely got old.
The audio is as loud, vibrant, and fun as you’d expect. However, the overhaul of the soundtrack will upset lovers of the original. Despite its familiar feel, this new soundtrack dishonours the original game’s memory and nature. I love the fact that the developer wants to reimagine the experience, but letting people pick the music should have been the least they could do.
As good to play now as always.
The control system is fantastic. It is easy to understand, quick to master, and great for players of all ages and skills. Despite the challenging action, you can cut your teeth on this fantastic platform adventure. It will bite you in the arse, but you’ll be a better gamer for tackling every tough moment.
There are so many levels that I struggled to keep up. If you add in the prototype and the lost history, Rayman: 30th Anniversary Edition offers lots of value and longevity. If you want a modern experience, this won’t be for you. Yet, if you are happy to sacrifice graphics and some polish, this will teach you about gaming heritage.
Rayman: 30th Anniversary Edition is brilliant.
I’ve loved Rayman for as long as I can remember. Therefore, Rayman: 30th Anniversary Edition was always going to be a winner. Although I wasn’t best pleased about the soundtrack, the rest of the action was fantastic. It is fun, tough, and colourful. Additionally, it is great to play. Accordingly, I love it, and I recommend buying it here! Can you take on your challenge and retrieve the Great Protoon? Explore every level, overcome your foes, and bring harmony to your world.
Turtle Beach champions Nintendo products as if they were their baby. Accordingly, I wasn’t surprised to hear some incredible additions to their amazing Mario-themed peripherals. This Mario Fun Collection is a celebration of all things Mario and the amazing Turtle Beach products on offer.
Today, I can talk about 2 new peripherals from this exciting brand. If you want a stunning controller, you can invest in the new Mario & Luigi Rematch, Rosalina, or Koopa Troopa Wireless RGB Gaming Controller. Alternatively, if you need a headset, the new Airlite Fit Mario Star Wired Headset will make you smile. If you wish to keep your console safe, there is a new Koopa Troopa PlayTrek Case. All of these products are compatible with Nintendo Switch 2 and all other Nintendo systems. Therefore, sit back and take a look at the details.
Details of the Mario Fun Collection.
The Rematch Wireless RGB Gaming Controller.
The Rematch Wireless RGB Gaming Controller from Turtle Beach is a stylish wireless controller designed for Nintendo Switch systems. It features a 30-foot wireless range, motion controls, two mappable rear buttons, and a rechargeable battery offering up to 40 hours of playtime. Its unique lenticular or glow-style designs create eye-catching visuals while gaming.
This offers affordable wireless gaming with strong battery life and customizable controls. Its ergonomic design provides comfort during long sessions, while programmable back buttons improve gameplay performance. Stylish visual effects and official Nintendo licensing also make it a fun, reliable upgrade from standard controllers.
(Mario Fun Collection – $64.99)
Airlite Fit Mario Star Wired Headset.
The Turtle Beach Airlite Fit Wired Gaming Headset is a lightweight over-ear headset designed for Nintendo Switch consoles. It features powerful 40 mm speakers for clear game audio, soft jersey-knit ear cushions for comfort, and a noise-cancelling flip-to-mute microphone for team chat. Its 3.5 mm connection provides simple plug-and-play compatibility.
It offers strong gaming audio and comfort at a very affordable price. The lightweight design suits long gaming sessions, while the clear microphone helps communication with teammates. Easy plug-and-play compatibility and durable construction make it a practical headset for casual or younger gamers.
(Mario Fun Collection – $27.99)
PlayTrek Travel Case.
The Turtle Beach PlayTrek Travel Case is a durable, travel-ready carrying solution designed for Nintendo Switch 2, Switch, and OLED models. Featuring a rugged EVA-moulded shell, padded interior, and accessory storage, it keeps your console safe from drops, scratches, and everyday wear while staying compact and portable.
The PlayTrek Travel Case offers strong protection, smart storage, and stylish designs, making it perfect for gamers who travel. Its lightweight build, game card slots, and accessory pockets make it a convenient all-in-one solution for keeping your gaming gear organised on the go.
(Mario Fun Collection – $29.99)
Time to revamp your gear.
If you love Mario and want to refresh your Nintendo setup, Mario Fun Collection offers a new controller and a stunning headset to improve your gaming experience. I love the build quality, comfort, and vibrant style. Turtle Beach offers some incredible peripherals, and you will not be disappointed if you invest!
(More information on Turtle Beach can be found here!)
Clean Up Earth is a relaxing, enjoyable, and wholesome experience that isn’t without its faults. However, once the developer irons out every problem, this will be a fantastic game to play. Furthermore, the more rubbish you collect, the more money you make for real-world charities. Accordingly, by playing this game, you are helping improve the global environment.
Magic Pockets SAS published and developed this cosy adventure title. It is a single-player or up to 25+ player multiplayer game. You can drop in on your friends at any point and replay any of the levels to your heart’s content. Think of PowerWash Simulator, and you have the right idea. I tackled this alone as none of my friends has a copy. However, once it’s released, I look forward to playing it with them.
Clean Up Earth lets evolution tell the story.
Clean Up Earth refuses to follow the usual linear story pattern. Instead, it unleashes nuggets of information as you clean each stage. There are ancient monuments, weird alien markings, and plenty of strange and exciting things to discover. Yet, it is the feeling of success that takes centre stage.
Cleaning mountains of dirt and plastic was ridiculously rewarding. Additionally, finding new tools to pick up different types of filth was fantastic. There are 4 coloured attachments to find and ladders, bridges, and buildings to restore. Moreover, there are gadgets to unlock and plenty of things to upgrade. Thankfully, shifting dirt pays well, and you can upgrade your recycling tool and other bits as you explore each map.
The not so good.
Unfortunately, Clean Up Earth isn’t without its faults. I played this on the Xbox Series X, and I experienced repeated crashing to the dashboard. This wouldn’t be an issue, but there is no auto-save facility. Consequently, if it crashes, you lose your progress. This was extremely frustrating and something that needs to be resolved.
Alongside this, the latter stages are imbalanced. Sadly, you get to a point where your equipment isn’t strong enough to break down and suck up the bigger structures. This was annoying as you hit a brick wall and cannot move forward. I spent hours grinding the lower levels, but the money on offer isn’t enough to purchase the better equipment. Therefore, you’ll waste hours without much progress.
Clean Up Earth is colourful but refined.
Despite the crashing issues, Clean Up Earth has a pleasant and colourful finish. Each stage offers a blend of lush grass, sandy beaches, mountain ranges, rivers, lakes, and other weird and wonderful aspects. They are filled with rubbish, so to make the most of each level, you must get to work and make every location sparkle.
The audio is refined. There is a gadget to listen to music, but this runs out of battery pretty quickly. Therefore, you spend most of your time with the calm ambient sounds and the noise of your industrial, futuristic hoover at work. Although this could become annoying, I enjoyed the simplicity.
Excellent controls.
The control system and UI are well considered and perfectly ported from the PC build. Adjusting the tools and attaching the gadgets was a breeze, and collecting the dirt and rubbish was amazing as a consequence. The developer has included some nice tools to help you along your way. Unlike PowerWash and its magic highlighting vision, Clean Up Earth offers a radar gadget that bleeps when you are close to rubbish. This prevents you from aimlessly wandering around searching for specks of dirt.
I think the online mode will offer plenty of replay value. I regret that I wasn’t able to test this, but it should be great fun as you work in teams to clear large areas of filth. Additionally, it’ll take away the sense of grind from the larger and more complex stages.
Clean Up Earth is relaxing, but flawed.
I really want to rave about Clean Up Earth. I love the support it offers to real-world charities and the relaxing nature of each stage. Furthermore, it is exceptionally rewarding as you sweep up the dirt and rectify the hideous mess. Yet, I cannot overlook the crashing to dashboard and the imbalance. If the developer tweaks the latter and resolves the bugs, it’ll be an amazing experience. Accordingly, I like it, and I recommend buying it here! Can you work through the dirt and save the day? Grab your machine, find the right tools, and remove that filth.