Social Media - Follow, Like and Friend

13 Jun 2025

REVIEW: Assassin's Creed Shadows (2025 Video Game) on Xbox

Review by Jon Donnis

Assassin's Creed Shadows feels like a game torn in two. It's got the scale and ambition of something that should be one of the franchise's greats, but the execution drags it down. It's set during the tail end of the Sengoku period, right in the middle of feudal Japan's bloodiest conflicts. That part works. The cities are alive with detail. Kyoto, Osaka, Kobe, and the shadowy corners of Iga all feel authentic. Temples, castles, marketplaces, dungeons, and ports give the map a sense of depth, and the layout feels rooted in real history.


You take control of two characters with completely different play styles. Fujibayashi Naoe is a kunoichi, trained in stealth, movement, and subterfuge. She feels like a return to the classic Assassin's Creed mould. Fast, nimble, and silent. Then there's Yasuke, a character based on a fictionalised version of a real person. Not a samurai, not in history, but reimagined from a fictional book, African Samurai by Thomas Lockley. Japan didn't have an African samurai, and the decision to place him front and centre has caused understandable backlash. In-game, that decision ends up hurting the flow just as much.

You can switch between the two characters during missions, which is meant to offer variety, but the balance is off. Naoe can climb, disappear into shadows, crawl through water, drop from rooftops, and pull off quiet assassinations. She's got access to grappling hooks, bamboo breathing tubes, throwable tools, and everything else you'd expect from a shinobi. Her combat style is fast and reactive, but she's fragile in a fight, so you're pushed to stay out of sight.


Yasuke is the complete opposite. Heavy weapons, brute strength, and no parkour worth mentioning. He can't use Eagle Vision. He lumbers around the map, and his missions often feel more like a chore than a challenge. You end up avoiding him for as long as the game lets you, then switching over just to finish something off. It's hard not to feel like his inclusion was forced. Not because of who he is, but because of how little he actually adds to the gameplay. Plus it takes way too long to switch between the characters, so that adds to the frustration.

There are some good things going on. The new engine handles lighting and weather in a way that really adds atmosphere. Shadows matter now. You can douse lanterns to disappear into the dark. Seasonal changes affect the world too. In winter, lakes freeze over, cutting off hiding spots you could use in summer. Details like that show where the devs were pushing for something smart. The weapons, too, are well researched. From katanas and naginatas to matchlock rifles and bows, everything has its own tree of upgrades. Combat feels better when you stay within your character's lane, even if that lane is narrow.


The missions are non-linear, and you're encouraged to track targets using clues and scouts. That idea works in theory, but it drags in practice. There's too much downtime between good moments. And the world itself, while beautiful, feels strangely empty. In earlier games, you could stumble into interesting side scenes or wildlife encounters. Here, long stretches of forest or countryside just feel dead. You can't even hunt animals. That's not just a step backwards, it's a missed opportunity.

And then there are the bugs. Even after delays and patches, there's a layer of roughness to everything. Characters getting stuck, slopes that are impossible to climb, visuals that glitch out in the trees. Sometimes you can't see your character properly at all. Especially when you're playing as Naoe and trying to climb a hill that should be simple, only to slide back down over and over while the camera fights with the scenery.


The biggest let-down is that none of this had to be a problem. Assassin's Creed has always balanced freedom with structure. It used to give you the tools, then let you improvise. Here, the tools are split between two characters, but neither one feels complete. Naoe is great to control, but too weak to hold her own in prolonged fights. Yasuke is strong, but slow and clunky. It's like they split one good character into two unsatisfying halves. Part of the fun of games like Odyssey or Origins were that you could play either stealthily or straight on attack, you had the choice, which let the player decide purely due to the mood they were in. Here you are forced to play in one of the other, or else you will die quick.

The story does have its moments. Nobunaga's rise, the siege of Iga, and the backdrop of civil war are strong material. And when you're in the right place, at the right time, playing as Naoe, it feels like Assassin's Creed again. But those moments are rare. Too much of the game feels like filler. Big world, small payoff.


I've played almost every game in the series. I went in hoping for a slow-burn experience, waited past release for updates, gave it a fair shot. And yet, I walked away disappointed. Not furious. Just let down. There's potential in here, but it's buried under poor design decisions, unbalanced characters, and a tone that tries to be meaningful without earning it.

Plus I wasn't really interested in the whole "design your hide out" thing, I found that to be a complete chore, although I can understand some people who might want to spend ours making a pretty little area. Personally I just want to get into the missions.

Assassin's Creed Shadows isn't a failure, but it's far from a return to form. If you play almost exclusively as Naoe, you can enjoy parts of it. But as a whole, it feels unfinished and unfocused.

A solid idea, poorly delivered. 6 out of 10.

Out Now on Xbox, PS5 and PC

9 Jun 2025

REVIEW: Redmi Watch 5 (2025 Release)

Images provided by Xiaomi 

Review by Jon Donnis

There's something really satisfying about a gadget that just does exactly what it promises. No weird setup. No clunky menus. Just clean, solid performance right out of the box. That's basically been my experience with the Redmi Watch 5, Xiaomi's latest entry in the smartwatch game. It's the top model in a slightly confusing trio of watches, so if you're thinking of picking one up, double-check you're not looking at the Watch 5 Active or the Lite version by mistake. This one's the proper one, the full-fat edition.

First thing you notice is the display. It's massive. Genuinely feels like a small screen on your wrist, not just a token little square for notifications. The 2.07-inch AMOLED panel is probably the brightest I've ever used on a smartwatch, which actually makes a difference outdoors. No more cupping your hand to squint at your steps. It hits 1500 nits at full blast, with a 60Hz refresh rate and really crisp resolution. The bezels are tiny too, which adds to that sort of seamless, edge-to-edge feel. It looks more expensive than it is, and it wears nicely thanks to the aluminium alloy frame. Doesn't dig into your wrist, doesn't feel like plastic pretending to be metal.


Comfort-wise, the watch sits well. Not too chunky, and the strap range means it'll fit most wrists without issue. It only weighs 33.5g without the strap, so you forget it's there after a while, which is kind of the dream. The crown's been updated too, which sounds minor, but if you've ever used a laggy or fiddly one, you'll know how frustrating that gets. This one's smooth, no misfires, no delay.

What properly sold me though is the functionality. You can answer calls on it. Not just see the call, but actually lift your wrist and talk into it. The dual-mic setup with noise cancellation means you're not shouting into the wind either. It holds up fine even when you're out walking or jogging. As someone who grew up watching Knight Rider, I'm not even going to pretend that didn't feel cool.


There's also this really handy built-in Recorder app. You don't need to pair your phone to use it either. Just tap and go. It's perfect if you're in the middle of something and an idea pops into your head, or if you hear a tune you want to remember later. You can just talk into your watch and capture the moment. Small feature, big convenience.

Then you've got all the health and fitness tracking stuff you'd expect. Heart rate monitoring, blood oxygen levels, sleep tracking, and it all works reliably. Nothing felt gimmicky or half-baked. The watch uses a new heart rate algorithm that's supposed to improve accuracy, and I didn't notice any weird spikes or dropouts when testing it. It syncs up well with exercise routines, and with more than 150 sports modes, you'll be covered whether you're a runner, swimmer or just walking a lot. The 5-system GNSS makes sure outdoor tracking stays accurate too, and it's water resistant enough for swimming.

Battery life's another win. Xiaomi say up to 24 days on typical use, and it's not just marketing fluff. Even after several days of fiddling and testing everything, I barely saw the battery dip. For anyone sick of charging every night, that alone makes this a decent upgrade.


There's a library of over 200 watch faces to mess around with, or you can use your own photos. That kind of personalisation's always welcome, even if it's not essential. Just makes it feel like your watch.

If I had to nitpick, it's not about the watch itself, but the naming system. There are three versions with nearly identical names. It would be easy to end up buying the wrong one unless you're paying close attention. Not a massive deal, but worth flagging.

Bottom line? The Redmi Watch 5 delivers where it counts. It looks great, runs smoothly, and packs in the kind of features that actually make daily life easier. It's not trying to be flashy, it's just quietly excellent at what it does. If you're after a watch that won't drain your wallet but still gives you that top-tier experience, this one's hard to ignore. I was genuinely impressed, and it's easily taken the place of my old smartwatch without missing a beat.

The Redmi Watch 5 was provided by Xiaomi for review, and is out now


6 Jun 2025

REVIEW: Blades of Fire (2025 Video Game) - A Game of Hot Steel and Cold Frustration

Blades of Fire

Review by Jon Donnis

There's a lot to admire about Blades of Fire, the latest third-person action-adventure from MercurySteam, published by 505 Games for Xbox. The moment you step into Aran de Lira's world, with its lore-rich backdrop and striking visual design, it's clear that this game isn't trying to copy anyone. It introduces its own rules and rhythms, drawing you into a land shaped by ancient giants and cursed monarchs. But while the ambition is obvious, the execution doesn't always hit the mark.


Set in a world once ruled by a race called the Forgers, the game builds its premise on a strong narrative hook. The Forgers gave humanity the power to work steel, but Queen Nerea has flipped that gift on its head, turning steel to stone with a spell. You play as Aran, a warrior with ties to the royal family and a painful past, now armed with a sacred hammer that lets him defy Nerea's curse by crafting his own weapons. Alongside him is Adso, a scholarly companion who takes on puzzle-solving duties and helps break down enemy tactics in a travel book that doubles as an evolving strategy guide.

The story works well in its simplicity. It doesn't overload you with exposition, but the fragments of lore you uncover along the way are just enough to keep you invested. It's all fairly digestible, which is refreshing in a genre that often leans into convoluted fantasy. Aran himself is not a particularly expressive lead, but the emotional weight of his mission comes through clearly enough, especially with Adso adding moments of levity and insight along the way.


Visually, the game is stunning. There's a distinctive look to each region of its interconnected world, with layers of hidden paths and secrets waiting to be uncovered. The issue is how you get to them. Movement feels limited. Aran can't jump, and that restriction makes exploration clunky and frustrating. There are far too many instances where you're wandering around in circles, unsure of where to go next. A simple instruction like "find the castle" can easily become a long-winded hunt through areas that offer no real clues or satisfaction. The game doesn't do much to guide you, which might appeal to some, but I found it more irritating than immersive.

Combat is clearly intended to be a major draw. There's a good amount of depth here, with options to attack from either side, focus on specific body parts, and experiment with different attack types. Blocking regenerates stamina, and parrying gives you a solid opening to land a heavier hit. But the actual feel of combat can be uneven. The mechanics sound great on paper, but they often lack the precision and responsiveness you'd expect. It's not broken, but there's a stiffness that never quite goes away, especially when switching weapons mid-battle, which happens a lot due to the enemy colour-coding system.


The forging system, which sits at the heart of the gameplay, is a mixed bag. On one hand, it's inventive. You collect Forge Scrolls, and at anvils scattered across the world, you get to customise weapons by altering length, blade shape, and materials. There's even a hammering minigame to physically shape your tools. On paper, it should be the standout feature. In practice, it quickly becomes a chore. The level of tweaking feels more like busywork than meaningful progression, and the interface doesn't help matters. It's fiddly and not particularly intuitive, and considering how essential the system is, that becomes a real problem. When forging ends up being the weakest part of a game that revolves around it, there's an issue.

There's still plenty of value here. The world is richly imagined, the story keeps you engaged without overwhelming you, and there's a good variety of enemies to tackle. Adso is a likeable and useful companion, and some of the puzzle-solving elements do a great job of breaking up the pace. It's just that too many parts feel disconnected. The backtracking feels artificial. The level design is often confusing. The forging, which should elevate the game, drags it down instead. There are moments when it all clicks, but they're too scattered to leave a lasting impression.

Blades of Fire deserves credit for originality, and it's clear a lot of care went into its creation. But it's one of those games that ends up being more interesting than it is enjoyable. With tighter combat, better movement, and a serious overhaul of the forging system, it could have been something really special. As it stands, it's a decent game with flashes of brilliance that never quite pull together.

A solid 7 out of 10 feels fair. It's got heart, but it needed sharper edges.

Out Now on Xbox and PS5


3 Jun 2025

REVIEW: Xiaomi Buds 5 Pro (2025 Release)

Xiaomi Buds 5 Pro

Images Courtesy of Xiaomi

Review by Jon Donnis

The Xiaomi Buds 5 Pro are one of those pieces of tech that genuinely feel like a leap forward. I was interested in them because I wanted a proper wireless option for gaming on my phone, something light that wouldn't get in the way or make my head feel like it was in a vice. These earbuds completely nailed that brief. They're small, neat and sit snugly in the ear, and despite how lightweight they are, they never once felt like they were going to drop out. Even after a few hours, they stayed comfortable, and I barely noticed I was wearing them. Not only that they compare very well with full over the ear headphones which are a favourite for gamers.


I took them on a flight recently and that's when I really appreciated the noise cancellation. It cuts out all the usual hum and fuss of being on a plane, and it makes listening to music or a podcast feel like you're in your own quiet space. It's not just a gimmick either, it genuinely works, and makes a huge difference. That clarity is backed up by some really solid audio performance. There's a richness to the sound, with enough bass to keep things feeling lively but without drowning everything else. The mids and highs are well-balanced too, and you can switch EQ profiles depending on what you're listening to. It just all feels very polished and thought-through.

A feature I didn't expect to use as much as I have is the recording function. You just press the case button a few times and it starts capturing audio. I was in a café when I heard a song I liked and had no idea what it was. I quickly started a recording and later used it to identify the track. It was one of those small things that makes a big impression. It's also handy in work settings, especially if you're someone who likes to capture quick voice notes or meeting highlights.


There's also support for dual-device connectivity, which is great if you're juggling your phone and laptop. Switching between them is seamless. Add to that the fact that you get up to 40 hours of use including the case, and you're looking at a very capable all-rounder. A 10-minute charge gives you 4.5 hours of playback too, which has saved me a couple of times when I forgot to charge them overnight.

The only real downside, and it's a bit of a funny one, is that they're too comfortable. Because they're so light and unobtrusive, it's easy to forget you've even got them in. That's great for comfort, but not so great if one were to fall out and you didn't realise. They're small, and like all wireless earbuds, if they're lost, they're properly lost. It's not a flaw in the product, more just something to be aware of.


Overall, I've been seriously impressed by the Xiaomi Buds 5 Pro. They look sharp, sound amazing, and pack in features that you'd usually expect in far more expensive models. With everything from studio-quality audio to real-world practical functions like voice recording and multi-device pairing, they tick all the right boxes. They've been a brilliant addition to my daily routine, and I'm happy to give them a solid 9 out of 10.


Thank you to Xiaomi for providing the Ear Buds for review purposes.

Check out the official page for all the technical details.


2 Jun 2025

REVIEW: American Arcadia (2025 Video Game) on Xbox

American Arcadia

Game provided by Out of the Blue Games

Review by Jon Donnis

American Arcadia is a stylish, story-driven puzzle-platformer from Out of the Blue and published by Raw Fury, which delivers one of the most original and polished indie experiences of recent years. Set in a retro-futuristic 1970s metropolis, the game follows Trevor Hills, an ordinary man whose life is turned upside down when he discovers that his entire existence has been broadcast to the world as part of a reality TV show. When his popularity ratings drop, he becomes a target for elimination. What follows is a thrilling escape, aided by a backstage technician named Angela Solano who works to guide Trevor out of the illusion and into the real world.


The game presents two distinct gameplay styles. Trevor's story unfolds through side-scrolling platforming sequences, filled with clever puzzles and interactive elements that require timing, precision and observation. Angela's segments take place in first-person and focus on hacking, surveillance and environmental manipulation. The transitions between these modes are seamless, and in several inventive moments, players must control both characters simultaneously. This dual-character structure is executed with confidence and creativity, never feeling gimmicky. Instead, it forms the backbone of the experience, creating tension and variety throughout.

American Arcadia builds its world with flair and precision. Arcadia itself is a vibrant, pastel-soaked city where everything seems perfect on the surface, but sinister truths lurk beneath. The retro-inspired visuals are rich and distinctive, while the environments remain grounded enough to make Trevor's escape feel believable. The storyline draws heavily from the concept explored in The Truman Show, but brings its own flair, layering in social commentary about surveillance, media control and the loss of privacy. The writing is sharp and intelligent, with a pace that keeps the narrative engaging from start to finish.


What truly elevates the game is its voice cast. Yuri Lowenthal brings emotional range and quiet desperation to Trevor, making him a compelling and sympathetic protagonist. Krizia Bajos as Angela delivers a performance full of resolve and subtle humour, creating a strong and believable partnership between the two leads. These performances anchor the story, making even the more surreal elements feel grounded.

While the platforming sections are consistently enjoyable, the first-person segments with Angela can feel less engaging by comparison. They serve the story well and add variety, but the pace sometimes slows, and the mechanics, while competent, lack the same spark. Even so, the experience remains cohesive, with the alternating gameplay styles reinforcing the dual narrative and keeping the player invested.


American Arcadia succeeds on almost every level. It looks fantastic, sounds great and tells a gripping, well-paced story filled with tension, emotion and humour. The puzzles are satisfying, the platforming is smooth, and the alternating character perspectives are used to full advantage. It captures the paranoia of being watched, the absurdity of media spectacle and the human desire for freedom, all within a tightly crafted adventure. It may not reinvent the wheel, but it polishes it to a shine few games achieve. This is one of those rare indie titles that combines technical quality with artistic ambition, and it delivers something unforgettable.


A clear highlight of the year, American Arcadia is an experience worth seeking out. Whether you are drawn in by its clever gameplay, compelling narrative or eye-catching world, this is a game that earns your time and delivers a near perfect ride from start to finish.

I score American Arcadia a near perfect 9.5 out of 10. Game of the year on consoles so far?