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Froggy Hates Snow is a survival roguelike where a frog digs through a frozen desert. You start each run from a warm home base, then head out into the snow to gather resources, uncover treasures, and return to upgrade before repeating the cycle.
The game loop is simple but incredibly addictive. You start a level, begin shovelling through snow, search for gold and gems, then make your way back to the safe hub to spend what you have collected on upgrades. That repeat structure drives the whole experience and makes each run feel purposeful even when you are just starting out again.
The graphics are perfectly decent for this type of game, doing enough to sell the cold, buried world without getting in the way of the action. It is clear and functional rather than flashy, which suits the pace of digging and returning.
One of the stronger points is that you can play with or without enemies. If you want pressure and danger, they are there in the frozen world. If you prefer a calmer experience, you can strip that back and focus on digging and collecting instead.
The anomaly zones add an extra challenge within each level. They break up the routine of digging and returning by offering riskier areas with better rewards, which gives you a reason to push further into the snow.
Overall, it is a very charming little game with fun mechanics and a distinct personality that comes through in its design and tone.
The main negative is that the levels can feel a bit samey after a while, especially once you have seen the core structure repeat enough times that the variety starts to blur.
Froggy Hates Snow is what indie games are all about. It has a good concept, an addictive gameplay loop, and it works well for both short sessions and longer play. It is the kind of game you keep returning to without really thinking about it.
FORENSIC - M.E. Protocol places players in the role of a forensic investigator tasked with examining crime scenes, gathering evidence and piecing together exactly what happened. Across nine separate cases, each featuring its own setting and storyline, the game focuses on observation, deduction and methodical detective work rather than action or spectacle. From grim alleyways to seemingly ordinary residential streets, every location hides clues that slowly reveal a darker truth.
At its best, FORENSIC - M.E. Protocol delivers an experience that feels refreshingly different from the usual detective game. The emphasis on patience and logical thinking is one of its strongest qualities. Rather than rushing players through objectives, the game encourages careful exploration and rewards those willing to inspect every corner of a crime scene. The absence of timers and fail states helps create a more relaxed pace, allowing players to fully immerse themselves in each investigation without unnecessary pressure.
The variety between cases also deserves praise. Although the core gameplay remains largely the same throughout, each scenario introduces a different environment and narrative backdrop. This helps prevent the investigations from becoming too repetitive and keeps players curious about what the next case will involve. The mature themes, ranging from kidnappings to crimes of passion, give the stories a darker edge that suits the subject matter.
One of the more interesting aspects of the game is its collection of specialist forensic tools. Players can deploy drones to reach difficult locations, send ground robots beneath vehicles and utilise analysis equipment to examine evidence. These mechanics help reinforce the feeling that you are performing genuine forensic work rather than simply clicking on highlighted objects. There is satisfaction in uncovering a clue using the right piece of equipment and gradually assembling the larger picture.
The realistic approach to crime scene investigation is another area where the game succeeds. Much of the enjoyment comes from slowly reconstructing events through observation and evidence gathering. Players who enjoy investigative gameplay and detailed problem solving will likely appreciate the deliberate pace and focus on procedure.
Unfortunately, many of the game's strengths are undermined by serious problems on Nintendo Switch. The biggest issue is that FORENSIC - M.E. Protocol simply does not feel suited to console controls. This is clearly a game designed around the precision of a mouse, and the transition to a gamepad is a poor one. Navigating scenes, examining objects and interacting with evidence often feels awkward and frustrating. What might have been straightforward on PC becomes cumbersome when using analogue sticks and buttons.
The situation becomes even worse in handheld mode. The small screen makes spotting evidence significantly more difficult, to the point where some investigations become frustrating rather than engaging. Important clues can blend into the environment, and missing a tiny detail can halt progress entirely. While the game is at least more manageable on a television, the control issues never truly disappear.
Progression itself can also become irritating due to the game's rigid structure. While investigative games naturally require players to follow evidence, FORENSIC - M.E. Protocol often insists on a very specific sequence of actions before allowing progress. There are moments where players may have already worked out what happened, yet the game refuses to move forward because a particular step has not been completed in the expected order. This rigidity can make investigations feel less rewarding and more like following a checklist.
The voice acting does little to improve matters. Performances frequently sound unnatural and lack conviction, making it difficult to become invested in the stories being told. During key moments, the delivery can feel distracting rather than immersive.
Replay value is also virtually non-existent. Once a case has been solved and every twist uncovered, there is little reason to return. The mystery is the primary attraction, and once the answers are known, the experience loses most of its appeal.
FORENSIC - M.E. Protocol contains the foundations of an interesting forensic investigation game. The use of specialist tools, varied cases and focus on logical deduction all show genuine promise. However, the Nintendo Switch version struggles under the weight of poor controls, frustrating progression systems and significant usability issues, particularly in handheld mode.
This is a game that feels far more at home on PC than on a console. The investigative concepts remain intriguing, but the execution on Nintendo Switch turns what should be engaging detective work into an often tedious and awkward experience. FORENSIC - M.E. Protocol could have been much better than it is, but in its current form it is difficult to recommend.
CINESCAPE VR arrives on Meta Quest as an ambitious puzzle adventure set across a series of film studio environments, and at its best it captures that playful sense of stepping behind the curtain of cinema itself. Developed by Super AC Games, it builds its identity around Cinemorphosis, a distinctive mechanic that allows players to transform objects between real and fake states, reshaping the world around them in order to solve increasingly intricate puzzles and uncover the secrets buried within the Cinetech company.
There is an immediate charm to the concept. The idea of moving through themed studio sets, each one layered with subtle cinematic references for keen-eyed film fans, gives the game a strong sense of place. The environments are visually detailed and often atmospheric, with a clear effort made to make each stage feel like a functioning production space rather than a simple puzzle box. It is the kind of setting that encourages curiosity, even when the puzzles themselves begin to test patience.
Cinemorphosis is the game’s standout feature, and when it clicks it feels genuinely inventive. The ability to shift objects between states adds a tactile, hands-on quality to progression, and later stages build on this foundation in more demanding ways. As the mechanic evolves, so too does the complexity of the puzzles, which can be satisfying for players who enjoy working through layered environmental logic. There is a real sense of escalation here, even if it does not always land smoothly.
Supporting this journey is P4-TRIC, a robotic assistant created by the former director of the studios. He acts as both guide and companion, offering encouragement and direction throughout the experience. However, his presence also introduces a quieter tension, as his intentions are not entirely clear. There is a suggestion of something more deliberate behind his advice, and this undercurrent helps to support the broader narrative thread about identity, the Codex, and the hidden motivations behind the studio’s creation.
That said, CINESCAPE VR is not without its issues, and they become more noticeable the further you progress. Early interactions can feel confusing and unintuitive, leaving players unsure of how certain systems are meant to function. Even once the mechanics settle into place, the puzzle logic does not always feel consistent, and there are moments where solutions appear slightly disconnected from player expectation. This can disrupt the flow of problem solving, particularly in a game that relies so heavily on experimentation and spatial reasoning.
Pacing is another area where the experience wavers. While the game is clearly aiming for a slow burn mystery, there are stretches where the lack of clear structure makes progression feel uncertain. Instead of building steady narrative momentum, it sometimes drifts, leaving the player to push forward without a strong sense of direction. For a story that hints at deeper revelations around Cinetech, the Codex, and the protagonist’s true identity, this uneven pacing can dilute the impact of its narrative beats.
Even so, there remains a solid foundation underneath these rough edges. The creativity of the core concept, the ambition of the Cinemorphosis system, and the visual detail of the studio environments all work in its favour. When everything aligns, CINESCAPE VR delivers a genuinely engaging puzzle experience that feels unlike many other VR titles in the genre. It is also consistently enjoyable on a moment-to-moment level, particularly for players who are willing to sit with its slower, more methodical rhythm.
Ultimately, CINESCAPE VR feels like a game that is very close to something exceptional, but not quite there yet. It has the ideas, the atmosphere, and enough mechanical originality to stand out, but it is held back by inconsistency in puzzle design, unclear onboarding, and a narrative structure that struggles to maintain momentum.
It remains an entertaining and often striking experience, just one that could benefit from further refinement. As it stands, it earns a 7 out of 10, with clear potential to become something far stronger if its rougher edges are smoothed out.
Tour de France 2026 on PlayStation 5 is a pure cycling simulation that commits fully to realism, strategy and endurance racing. Each stage is built to feel different, with changing conditions, unpredictable weather and terrain that can shift the entire rhythm of a race in an instant. From the outset it is clear this is not designed as a casual sporting experience, but as a demanding recreation of professional cycling where control, timing and decision making matter as much as speed.
The strongest aspect of the game, and something that stands out immediately, is how impressive it looks and how detailed it feels in motion. The graphics are outstanding, with every stage presented at a very high level of quality. Weather plays a major role throughout, and the fact that conditions can change mid-race adds genuine tension. A stage that begins under clear skies can turn into heavy rain, and when that happens the handling becomes far more demanding, with slippery roads and technical descents forcing careful control. The expanded calendar also adds variety, with new events like the Muscat Classic bringing punishing heat and steep climbs, while Paris-Tours introduces muddy sections that reward precise handling and positioning. Team time trials have been redesigned to focus on coordination and effort management, and the peloton feels more alive thanks to improved AI behaviour. There is also clear depth in the management systems, with a strong emphasis on tactics, pacing and long-term planning that reinforces the simulation focus. Customisation options and weather-specific equipment changes, along with national champion jerseys, help add visual variety and immersion.
Where the game struggles, and where my frustration with it really comes through, is in how inaccessible and punishing it feels to play. It is extremely difficult to win anything without already understanding the systems inside out, and the learning curve is so steep that it becomes a barrier rather than a challenge. I found it impossible to win, and that feeling of constant struggle quickly overshadows any sense of enjoyment. There is no arcade mode or simplified option, which means everything is locked into a strict simulation style that leaves no room for casual play. If you just want to ride through the Tour and enjoy it as a game, that option simply is not there. The pacing is also very slow, and while that may suit realism, it often feels restrictive rather than engaging. Commentary becomes dull and repetitive quite quickly, which only adds to the sense that long races drag more than they should. The structure can also feel rigid, particularly with systems that prevent you from simulating races or sections without affecting later events, which interrupts any sense of flexible progression.
Overall, Tour de France 2026 is a game that is clearly not made for players like me. It is built for a very specific audience that wants a strict, highly detailed cycling simulation, and it does that job with commitment and technical strength. But it is also slow, demanding and extremely niche, and unless you are already invested in this style of game, it will likely feel overwhelming and unrewarding. My view is that it is a super niche experience that will struggle to appeal to casual gamers, and it is firmly aimed at hardcore fans of cycling simulations. I score it 6 out of 10.
Gobliiins Collection arrives on Nintendo Switch in 2026 as a sizeable archive of puzzle adventure history, bringing together the first five entries in the long running series originally released on PC between 1991 and 2023. It presents itself less as a modern remake and more as a carefully preserved museum piece, and in that respect it largely succeeds.
What stands out immediately is how faithful the collection feels to the originals. These are not reinterpretations or softened reworks, but direct reproductions of the classic games, including multiple versions of the early entries such as MS DOS, CD-ROM and Macintosh builds. For anyone who remembers the series from its early days, there is a clear sense that the developers have tried to preserve the odd, slightly chaotic identity that defined Gobliiins from the start. The humour is intact, the tone remains stubbornly peculiar, and the puzzles still demand patience and lateral thinking in equal measure.
There is also a surprising amount of extra material included, which goes some way to broadening the appeal beyond nostalgia alone. The music player draws from all five games and offers a simple but effective way to revisit the series’ distinctive audio identity. The inclusion of 3D models of original packaging and a gallery of design documents adds a layer of archival interest that feels genuinely thoughtful rather than decorative. The documentary mini series, featuring a new interview with Pierre Gilhodes, co creator of Gobliiins, gives the package a human anchor that helps explain why these games still matter to a small but loyal audience.
On Switch, the games themselves translate reasonably well to console play. Point and click design has always been a tricky fit outside of a mouse driven environment, but the adaptation is serviceable enough that it rarely becomes a barrier. The underlying challenge remains intact, which will please long time players. These puzzles are still uncompromising, sometimes almost wilfully obscure, and that difficulty curve has not been softened for a modern audience. There is a charm in that stubbornness, even if it occasionally tips into frustration.
That said, the collection is not without its shortcomings. The omission of Gobliins 6: The Madmen of the Year 1000, released earlier in the same year, feels like a glaring gap in what is otherwise marketed as a comprehensive set. It is difficult not to see this as an oversight, particularly given the emphasis on completeness elsewhere in the package. There is also the simple reality that these games remain extremely tough by contemporary standards. What once felt like playful experimentation can now feel opaque, and not every player will have the patience to push through its more punishing moments.
Taken as a whole, Gobliiins Collection is best understood as a preservation project aimed squarely at returning fans and puzzle enthusiasts rather than newcomers. It captures the spirit of the original games with care, supports them with meaningful archival extras, and presents them in a convenient modern format. At the same time, it does little to smooth their rough edges or address the long standing difficulty spikes that defined the series from the beginning.
Gobliiins Collection ultimately feels like a well curated time capsule rather than a reinvention. For those who grew up with the series, it is an easy recommendation, even with its gaps and frustrations. For everyone else, it is a curious, often demanding glimpse into a very particular corner of puzzle game history. A solid 7 out of 10 still feels about right, balancing preservation, nostalgia and the occasional reminder that these games were never interested in being easy.