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Piroker is certainly trying something different. This colourful PC game combines poker, roguelike auto battler mechanics and pirate-themed naval combat, putting eight players into a chaotic battle for survival. On paper, it sounds like an intriguing combination.
Unfortunately, playing it is a far more confusing experience.
The biggest problem is that despite the heavy emphasis on poker, you don't actually play poker. There is no choosing cards, no applying poker knowledge and no meaningful bluffing. Instead, you collect relics, fish, pirates and other bonuses that generate coins, multipliers and other effects, with those eventually contributing to your score.
The game simply doesn't explain this system well enough. There is no proper tutorial, so you are thrown into a match against seven opponents and left to work things out. Even after several hours, I still couldn't confidently explain why I had won one game and lost another.
That makes it very difficult to find the strategy. Piroker talks about reading opponents, bluffing and finding clever combinations, but I never felt I was actually doing any of those things. I was mostly experimenting with the various options available and hoping I had somehow put together a winning combination.
There are some positives. Piroker is colourful, the pirate presentation works well and the sound effects are good. The basic idea of combining poker hands with an auto battler is also genuinely different, and there is clearly a lot of content here, with numerous pirates, skills, relics and fish offering plenty of potential combinations.
The problem is that none of this matters much if the player cannot understand the underlying mechanics.
Piroker is still in playtest, so there is time for the developers to address these issues. However, this feels like something that needs considerably more than balancing or polishing. The core gameplay needs to be reconsidered and, most importantly, properly explained.
There is potentially a fun game buried somewhere within Piroker, but right now it left me confused and disappointed rather than challenged or entertained.
Hyperstacks combines combat, parkour, puzzle-solving and level creation into one colourful VR experience, with its three core gameplay pillars working together to create a broad range of challenges. It is an ambitious approach, but one that largely succeeds thanks to strong movement mechanics, enjoyable combat and an impressive set of creative tools.
The campaign introduces these systems progressively through a cast of characters, each with their own personality and style of challenge. Between levels, you return to the lobby to interact with them, take on quests and unlock new mechanics. This gives the campaign a useful sense of progression while ensuring that new gameplay ideas are introduced at a steady pace.
Combat makes particularly good use of VR. Melee and ranged weapons give encounters plenty of variety, while enemies can put you under pressure and force quick reactions. Environmental hazards can also be used to your advantage, and there are situations where your own fists become part of the solution. Some encounters turn into frantic bullet-hell battles, making good use of the physical space around you.
Movement is another major strength. Hyperstacks allows you to climb, swing, swim, jump, skate and teleport, alongside tools such as grappling hooks, ziplines and jump platforms. These mechanics are not simply there to get you between objectives. They form the basis of many of the game's challenges, demanding timing, precision and a willingness to experiment.
The parkour sections are at their best when several mechanics are combined. Grappling from one point to another, jumping between platforms or finding a route through hazards such as hot lava gives the movement a satisfying physical quality. For players who enjoy standing up and physically engaging with their VR games, there is plenty here to enjoy.
The in-game level editor is one of Hyperstacks' strongest features. Its grid-based system allows players to build stages containing enemies, traps, movement mechanics, puzzles, logic systems, colours and lighting. Despite offering considerable freedom, it remains accessible rather than becoming an unnecessarily complicated development tool.
This opens the door to a substantial amount of community-created content. Players can create and share their own challenges, while fast loading makes it easy to move from one creation to another. The community library therefore adds genuine longevity rather than simply acting as an afterthought once the campaign has been completed.
The creation tools also encourage experimentation. Because players have access to the same basic systems used by the developers, there is plenty of scope for building unusual traps, puzzles and interactive contraptions. The possibilities are particularly interesting when the game's combat, movement and logic systems are combined.
Hyperstacks also has plenty to offer players who enjoy mastering individual levels. Once you know a stage, returning to improve your time can turn a completed challenge into something worth revisiting. The movement mechanics give speed-runners plenty of opportunities to refine their routes and execution, adding another layer to the game's replay value.
Visually, Hyperstacks has a colourful and distinctive style, while its characters have a charm that suits the playful nature of the experience. The presentation helps give the campaign some personality without getting in the way of the gameplay.
The biggest weakness is also connected to the game's ambition. Hyperstacks has combat, parkour, puzzles, logic systems and a full level editor competing for your attention. For players who want one particular gameplay style to receive a very deep and polished treatment, that breadth could make the experience feel somewhat unfocused.
For everyone else, however, the combination works well. Combat provides the action, parkour gives the game physicality, puzzles require thought, and the creation tools offer an almost entirely different way to engage with the game. The campaign teaches you how these systems work before giving you the opportunity to see what other players can do with them.
Hyperstacks is at its best when these elements overlap. A level can ask you to fight, move, think and improvise rather than simply completing one type of challenge repeatedly. Combined with the accessible editor and growing library of community creations, that gives the game a strong foundation for continued play.
If you enjoy VR games that get you on your feet, give you plenty of movement options and mix combat with puzzles and creative challenges, Hyperstacks is well worth playing. Its broad range of mechanics can occasionally leave it feeling less focused than a game built around a single discipline, but there is enough quality and flexibility here to make that an acceptable compromise.
Hyperstacks is a strong VR experience with excellent movement, enjoyable combat, clever logic systems and a level editor that substantially extends what the game can offer.
Disgaea Mayhem takes the long-running Disgaea franchise in a completely different direction, swapping the traditional tactical RPG gameplay for a more direct action RPG experience. The result is a game that keeps much of the charm, humour and over-the-top personality that fans know and love, while offering a much more accessible way to experience the series.
The story sees players take control of N.A., a mercenary with a love for sweet treats and a desire to earn some money, as he joins forces with Princess Tichelle, who has an important craving for pudding. It is a typically silly Disgaea setup, filled with exaggerated characters, ridiculous situations and the kind of playful humour that has helped the franchise stand out for years.
The biggest change is the move away from turn-based strategy into fast-paced hack-and-slash combat. Instead of carefully planning every move on a grid, players jump straight into the action, taking on huge groups of enemies with a range of weapons. This change works surprisingly well, especially for those who have struggled to get into the more complex tactical systems of previous Disgaea games.
Combat is easily one of the highlights. The ability to switch between different weapon types keeps battles feeling fresh, with swords, bows, guns, fists and axes all offering different ways to approach fights. These are not simply cosmetic differences either, as each weapon changes the way you play. Some favour close-range attacks, while others encourage a more defensive or ranged approach.
The game also successfully carries over one of the most enjoyable parts of the franchise, the feeling of becoming ridiculously powerful. Level grinding, upgrading equipment and improving weapons creates that familiar Disgaea satisfaction of watching damage numbers grow to absurd levels. The ability to strengthen equipment and push character power further gives players plenty of motivation to keep improving.
Fans of the series will also appreciate that the personality of Disgaea remains intact. The humour, colourful presentation and bizarre world design all feel familiar, even though the gameplay has changed. Classic elements such as recruiting demons like the Prinny help make this feel like a genuine part of the franchise rather than just a separate action game with a familiar name.
However, the biggest issue with Disgaea Mayhem is that it feels far too small for the Disgaea name. While the gameplay is enjoyable, the experience feels much shorter and simpler than many fans will expect. The main story can be completed in under 10 hours, which feels disappointing considering the usual depth and longevity associated with the series.
The lack of extra modes and meaningful post-game content is another major weakness. Traditional Disgaea games are known for offering huge amounts of additional content once the main story is complete, but here the experience feels much more limited. Once the main adventure is finished, there is not a great deal left to keep players coming back.
The hack-and-slash combat is fun, but it can become repetitive over time. The mission structure does not always offer enough variety, and fighting through similar groups of enemies repeatedly can start to lose its appeal. Having only one playable character also limits the experience, especially compared with the huge variety of characters and play styles usually available in the franchise.
This is where the price becomes difficult to justify. At around £49.99, Disgaea Mayhem feels more like a smaller budget spin-off rather than a full-priced release. The core gameplay is enjoyable, but the short length and limited content make it difficult to recommend paying the full asking price.
After a slightly rough start, Disgaea Mayhem eventually won me over. I have never been a huge Disgaea fan, mainly because the tactical RPG style could sometimes feel overwhelming, but this action-focused approach made the series much easier to enjoy. It keeps the humour and charm while offering a more straightforward experience.
There is definitely fun to be had here. The combat is flashy, the weapon variety is enjoyable and powering up your character delivers the satisfying feeling of becoming unstoppable. The problem is that the adventure ends far too quickly and does not offer enough content to match its launch price.
Disgaea Mayhem is a fun spin-off that introduces the franchise to a wider audience, but it is best enjoyed when bought during a sale or after a price reduction. At the right price, it is an enjoyable action RPG with plenty of personality.
The famous mobile racing simulator finally arrives on Nintendo Switch, bringing with it over nine years of development, more than 35 million downloads, a huge selection of licensed cars and the ability to continue your progress across platforms. Assoluto Racing has built a strong reputation on mobile as a more serious driving experience compared to many arcade-style racers, and the Switch release gives players a new way to experience the game with proper physical controls.
The biggest improvement is immediately obvious. Playing Assoluto Racing with a controller feels significantly better than using the touchscreen controls on mobile. Racing games rely heavily on precision, and having analogue sticks and physical buttons makes controlling cars much more natural. Steering feels more responsive, braking is easier to manage and the overall experience feels closer to what players expect from a console racing game.
The Switch version also benefits from being portable. On the standard Nintendo Switch it provides a more traditional console experience, while the game also works well on the Switch Lite. Being able to take a racing simulator like this on the go is a major advantage, especially for players who enjoy shorter races without needing to sit at a television.
Performance is generally stable during races, with the game handling the action well. Online multiplayer also works effectively, allowing players to compete against others across platforms. The inclusion of cross-play and cross-save is one of the strongest features of the release. Being able to connect your mobile account and continue your garage progression on Switch is a welcome addition, especially for long-term players who have already invested time into building up their collection.
The Switch version also attempts to justify its price with additional value. While the original mobile version is free, the Nintendo Switch release includes extra cars and in-game currency. When comparing the included resources to what the same amount would cost through mobile purchases, the Switch version actually provides a sizeable starter package. A reasonable estimate is that buying roughly equivalent resources on mobile could cost somewhere around £30 to £50, potentially more depending on how lucky you are with certain car draws. This means the Switch version is not simply charging players for a basic port, it does provide a substantial amount of content from the start.
However, this is where some of the biggest problems with Assoluto Racing appear. Despite being released as a paid Nintendo Switch game, it still feels very much like a mobile title that has been moved onto another platform rather than a game specifically designed for Switch.
The user interface is the clearest example. The menus are obviously built around touchscreen controls, yet the Switch version does not support touchscreen input. Instead, players have to navigate with a cursor, which feels slow and awkward. There is an option to quickly move the cursor to the next selectable area, but it is not always accurate, meaning players will often find themselves manually moving around menus in a much slower way than should be necessary.
The presentation also feels behind the times. For a Nintendo Switch release arriving in 2026, the graphics are underwhelming. The cars themselves are recognisable and the tracks are functional, but the overall visual quality does not feel like a modern console racing game. The engine sounds are another weak point, with many vehicles producing fairly generic audio that lacks the character and realism expected from a serious racing simulator.
Another issue is that outside of the additional cars and currency, there is very little that separates the Switch release from the mobile version. There are no major upgrades or features that make it feel like a completely new experience. This is still the same Assoluto Racing players have known for years, simply adapted for a new platform.
The biggest concern for some console players will be the monetisation. Assoluto Racing uses gacha mechanics, where certain rewards and vehicles can be obtained through random paid draws. This system is common in mobile games, but it feels less comfortable in a paid console release. Players have already paid £16.99 for the game, so being faced with heavy monetisation systems afterwards may leave some feeling that the experience is still designed around mobile spending habits.
Ultimately, Assoluto Racing on Nintendo Switch is a difficult game to judge. As a racing game, it is genuinely enjoyable. The driving feels good, the car selection is impressive, the online features work well and the ability to carry progress between mobile and Switch is excellent.
However, the question is whether it offers enough to justify buying it if you already own the mobile version. For existing players who have spent years building their garage, there is little reason to purchase the Switch version unless they specifically want a bigger screen and controller support. Even then, the older visuals may make the upgrade feel less impressive than expected.
For newcomers, however, Assoluto Racing is one of the better driving games available on Nintendo Switch. It offers a more serious racing experience than many arcade racers and provides plenty of content straight away. The gacha mechanics and mobile-style monetisation may put some console players off, especially after paying an upfront price, but if you can accept those systems, there is a lot to enjoy.
Assoluto Racing is a great racing game that has finally found its way onto Nintendo Switch. It is not a perfect port, and it sometimes feels like a mobile game wearing a console jacket, but the strong driving model, large car collection and excellent cross-platform features make it a worthwhile addition for the right audience.
Looking at Assoluto Racing purely as a standalone Nintendo Switch game, it earns a fair score of 8 out of 10
Cricket has always been a sport that relies heavily on timing, patience and instinct, so bringing it into virtual reality makes a lot of sense. After spending time with Irusu Cricket VR, the biggest impression is that it captures the feeling of being at the crease better than many traditional cricket games can. Picking up the bat, watching the ball come towards you and trying to time the perfect shot creates a genuine sense of involvement.
That does not mean it is a perfect cricket simulation. As an early access release, Irusu Cricket VR still feels like a game with plenty of room to grow. There are moments where the experience feels convincing and immersive, but there are also areas that need more polish before it can truly compete with the best VR sports experiences.
The strongest part of Irusu Cricket VR is the simple enjoyment of batting. There is something satisfying about physically swinging the "bat" and seeing the results of your own movement.
(You will need an attachment so your controller feels more like a bat. See https://amzn.to/4yBuTiI)
A well-timed shot feels rewarding, especially when you connect cleanly and watch the ball race away. The motion controls work well for creating the feeling of actually being involved rather than just pressing buttons and watching an animation play out.
The stadium environments also help make the experience more immersive. Being surrounded by a cricket ground, with the atmosphere and crowd reactions around you, adds to the feeling that you are actually participating in a match. For cricket fans who have wanted a more active and physical experience, this is where Irusu Cricket VR has its biggest appeal.
The game is also easy to pick up and play. You do not need to spend hours learning complicated controls before enjoying it, making it accessible for both experienced cricket fans and people who are simply curious about trying a VR sports game. The different match lengths and practice options provide a good starting point, while the customisation features give players something to work towards.
However, there is still a noticeable gap between what Irusu Cricket VR is now and what it could become. The batting physics need further improvement, with more consistency needed in how the game interprets swings and contact with the ball. When it works, it feels great, but there are times when the experience does not quite match the realism it is aiming for.
The AI also needs more development. Facing different bowling styles adds variety, but the bowlers, fielders and overall match behaviour need to become more intelligent to make games feel less predictable. Improving these areas would make every match feel more competitive and rewarding.
The biggest issue at the moment is replay value. While the core batting experience is enjoyable, more modes and additional ways to play would help keep players coming back. A deeper career structure, more challenges and greater variety would help turn Irusu Cricket VR from a promising VR experience into a complete cricket game.
At this stage, Irusu Cricket VR feels like a strong foundation rather than a finished product. The developers have created something that gets the most important part right, making cricket feel fun and physical in VR. There is genuine potential here, but the final quality will depend on how much further development and refinement the game receives.
For cricket fans with a Meta Quest headset, there is already enjoyment to be found, but this feels like the beginning of the journey rather than the finished article.
Score: 7 out of 10
A promising early access cricket experience with great potential. The foundation is there, but it needs more polish, more content and further improvements to reach its full potential.