9 Jun 2026

REVIEW: Sudden Strike 5 (2026 Video Game) on PlayStation 5


Review by Jon Donnis

Sudden Strike 5 arrives on PS5 as a large scale real time tactics experience set firmly in the Second World War, pushing players into sprawling battlefield scenarios where timing, positioning and planning matter just as much as raw firepower. Built around a campaign spanning 25 missions across Europe and North Africa, it offers a sizeable package, backed by more than 300 units and a focus on layered strategic options. On paper, it is the kind of game that rewards patience and careful thought, with every engagement designed to feel like a puzzle of movement, supply lines and opportunity.


One of the game’s clearer strengths is how it leans into moment to moment battlefield storytelling.

"Somewhere near Remagen, Germany

We’ve just taken the bridge at Remagen, made a breakthrough they never saw coming. Speed was our ally. The day was chill, no snow luckily, but nevertheless our breath was forming clouds in the crisp air. And yet, we took to action, flanked their Pak 40 positions with our Shermans, locked down the east bank with a barrage by 75mm M1 Howitzer and pushed forward before they could react.

The whole thing was wired to blow, but we moved too fast. They didn’t have time. This wasn’t about firepower, but timing. Planning. Discipline. Every move counted, and we made it to the other side! This could well be the beginning of the end for this gruesome war."


In terms of gameplay depth, there is plenty to appreciate for genre veterans. The sheer variety of units, from Sherman tanks and T 34s to German Messerschmitt fighters, gives battles a broad tactical palette. Capturing and holding key points such as depots and rail stations adds an extra layer of decision making, while commander abilities allow for small but meaningful shifts in strategy. The camera flexibility also helps, allowing a wider strategic overview or a closer look at frontline engagements, which suits the scale the game is aiming for.


The problems begin when the game asks too much of the player too quickly. The tutorial is limited, and the learning curve is steep enough that newcomers are likely to feel lost within the first few missions. Rather than easing players into its systems, it assumes familiarity with the series and with RTS conventions more broadly. This makes the opening hours feel more like trial by fire than structured learning, which can be off putting for anyone without prior experience in the franchise. On top of that, the visual presentation struggles to justify its price point, with graphics that feel underwhelming for a modern £45 release on PS5.


Ultimately, Sudden Strike 5 is a demanding and intricate RTS that clearly knows its audience. It is detailed, methodical and often rewarding when everything clicks, but it is also unwelcoming to anyone outside its established player base. The complexity is part of its identity, yet it comes at the cost of accessibility. For experienced RTS players, there is likely a deep and challenging system to master here, but for newcomers it can feel overwhelming and poorly introduced. As a result, it lands at a 6.5 out of 10, interesting in design, but difficult to fully embrace.

Out Now for £44.99 on PS5


8 Jun 2026

REVIEW: GUNNAR Echo Gaming Glasses


Review by Jon Donnis

GUNNAR Optiks has built its reputation on a very simple promise, long hours in front of screens should not feel like a battle with your own eyes. The Echo model in Onyx with Amber lenses continues that theme, but wraps it in a noticeably sharper, more modern frame that feels aimed squarely at the competitive gaming crowd.


At first glance, the Echo frames stand out more than many of the brand’s other designs. The high-wrap, half-rimless structure gives them a slightly aggressive profile without tipping into anything overly flashy. The stainless-steel construction feels like it belongs in a premium category, and there is a reassuring solidity to the way they sit in the hand. At 27 grams, they are light enough for extended sessions without drifting into that forgettable, flimsy territory cheaper frames often occupy. The perforated temples add a small design flourish that feels deliberate rather than decorative for its own sake.

The 180-degree flexible hinges are another subtle but important touch. They allow the frames to move with a bit more forgiveness than standard hinges, which matters more than you would think when you are constantly taking them on and off between matches, editing, or general screen work. The fit itself is snug without being tight, and the nose bridge spacing keeps them stable even during longer stretches of wear.


The Amber lens is where GUNNAR continues to lean into its core identity. The patented Focus lens technology is designed to reduce eye strain and filter blue light, and in practice the effect is most noticeable in how consistent the visual experience feels over time. There is a slight warmth to the tint, which becomes part of the background rather than something you actively notice after a short adjustment period. For long gaming sessions or extended editing work, that reduction in visual fatigue is the real selling point rather than any dramatic transformation in clarity.

The G-Shield Plus coating also does its quiet job well. Smudges are less of an issue than you would expect, and reflections are kept under control, which helps maintain a clean, uninterrupted view of the screen. It is the kind of feature you stop thinking about, which is usually a sign it is working properly.


Where the Echo really excels is in its overall balance of function and appearance. These are glasses designed for performance, but they do not look purely utilitarian. They have enough style to sit comfortably on camera during streams, yet remain understated enough for office use. That dual-purpose identity is part of their appeal, especially for anyone moving between work and gaming without switching gear.

There is very little to criticise here in practical terms. The experience is consistent, comfortable, and clearly engineered with long use in mind. The only real limitation is inherent to the concept itself. The amber tint will not be for everyone, particularly those sensitive to colour shift or working in highly colour-critical environments.


Overall, the Echo Onyx model reinforces why GUNNAR Optiks remains a dominant name in this niche. It is a refined, well-built pair of gaming glasses that prioritises comfort over gimmicks, and quietly delivers exactly what it sets out to do.

Available now direct from Gunnar at https://gunnar.co.uk/product/gunnar-echo-gaming-glasses

Thank you to Gunnar for providing the glasses for review.


7 Jun 2026

REVIEW: Virtual Hunter (2026 VR Video Game) - on MetaQuest



Review by Jon Donnis

Virtual reality has often struggled to find the right balance between realism and entertainment, particularly when it comes to simulation games. Virtual Hunter takes a bold approach by leaning heavily into authenticity, delivering a hunting experience that values patience, observation and skill over fast-paced action. The result is one of the most convincing hunting titles currently available on Meta Quest and a game that understands exactly what audience it wants to serve.


From the moment you step into its expansive wilderness, it becomes clear that Virtual Hunter is aiming for immersion above all else. The landscapes are impressively detailed, with dense forests, open fields and rolling scenery that create a genuine sense of being outdoors. The map feels substantial in scale, encouraging exploration and rewarding players who take the time to learn the terrain. Combined with the dynamic weather system, which adds further atmosphere and unpredictability, the environment often becomes one of the game's greatest strengths.


Unlike many shooting games on VR platforms, Virtual Hunter refuses to rush the player. This is a deliberate and methodical experience where every decision matters. Animal behaviour plays a major role, with creatures reacting to sight, sound and scent. Careless movement can easily ruin a hunt before it begins, while a poorly placed shot may result in a lengthy tracking session. The game consistently encourages players to think ahead, study their surroundings and approach each encounter carefully.

Weapon handling is another area where the developers have clearly invested considerable effort. The realistic ballistics system and stabilisation mechanics make shooting feel satisfying without becoming frustrating. Landing a clean shot at distance requires concentration and practice, but the sense of accomplishment when everything comes together is rewarding. It captures the challenge of hunting while remaining accessible enough for newcomers willing to learn.


Fortunately, those newcomers are well catered for thanks to an excellent tutorial system. Hunting simulations can often overwhelm players with information, but Virtual Hunter introduces its mechanics in a clear and understandable manner. By the time players venture into the wilderness on their own, they have a solid understanding of tracking, weapon use and hunting strategy. It is one of the better onboarding experiences seen in the genre.

Progression is supported by a surprisingly engaging trophy system. Successfully hunting larger animals and using the correct equipment unlocks various rewards, while the detailed trophy lodge allows players to display their achievements however they choose. The ability to position taxidermied animals around the lodge adds a personal touch that makes successful hunts feel more meaningful. Whether placing a prized red deer above the fireplace or creating a showcase of personal bests, the system gives players a reason to keep returning for another expedition.


Multiplayer support allows up to six players to hunt together, and on paper it sounds like a natural fit for the game. Sharing hunts and comparing trophies has obvious appeal. Unfortunately, this is also where most of the game's shortcomings currently reside. Multiplayer can be prone to bugs and technical hiccups that occasionally disrupt the experience. While some of the early issues have already been addressed and further updates appear to be on the way, it remains the weakest aspect of the package at present.

Thankfully, these problems do not significantly affect the core single-player experience, which remains where Virtual Hunter truly shines. Players who prefer solitary exploration will likely find the game at its best when quietly tracking animals through the wilderness and soaking in the atmosphere at their own pace.


Virtual Hunter succeeds because it respects the fundamentals of hunting rather than turning them into an arcade-style shooting gallery. The detailed tracking systems, realistic animal behaviour and thoughtful pacing create an experience that feels authentic without becoming inaccessible. Combined with attractive visuals, a strong tutorial and rewarding progression systems, it stands as perhaps the finest hunting game currently available on VR platforms.

Score: 9 out of 10

Virtual Hunter delivers a compelling and immersive hunting simulation that rewards patience, planning and precision. Despite a few multiplayer issues, its excellent single-player experience, strong realism and impressive presentation make it one of the standout simulation titles on Meta Quest.

Out Now on MetaQuest


6 Jun 2026

REVIEW: Rogue Quest (2026 Video Game) - on PC Steam


Review by Jon Donnis

Rogue Quest is a 2026 PC roguelike deckbuilder on Steam that builds its entire identity around poker hands as combat actions. You climb a cursed spire where every encounter is a fight and every floor pushes the difficulty higher. It presents itself less as a puzzle game and more as a dungeon crawl where your decisions are shaped by cards, risk, and incremental build crafting across repeated runs.

At the centre of it all is a deceptively simple combat loop. You draw five cards, assess what you have, then decide which poker hand to play. A Pair will chip away at enemies, a Two Pair hits harder, and stronger combinations like Flushes and Straights scale into serious damage. It is not poker in any competitive sense. There is no bluffing or outthinking an opponent in card terms, only using poker rankings as a framework for damage output and tactical choice each turn.


Where Rogue Quest begins to show more depth is in its Power Card system. These passive modifiers sit in limited slots and trigger under specific conditions, shaping entire builds around synergy rather than raw draws. Effects like lifesteal on damage, bonus damage on the first hand of a fight, or increased power when health is low can radically alter how a run plays out. Some combinations feel almost reckless in design, like trading health for gold or turning low health into a damage multiplier, but they are precisely what make late runs more unpredictable and engaging.


The five classes help reinforce this sense of variety. The Warrior leans into sustained fights and grows stronger through kills, the Rogue plays faster with extra draws and crit potential, the Wizard rewards high value poker hands with boosted damage, the Paladin mixes durability with self healing, and the Warlock thrives on risk with life drain mechanics and higher payoff hands. Each class also has its own progression track and exclusive Power Cards, which makes early experimentation feel worthwhile as you learn what each style can evolve into.


Outside of combat, the structure follows familiar roguelike expectations. Branching paths lead you through shops, healing points, blacksmith upgrades, mystic events and random encounters. Runs gradually shift as you refine your deck, and the forge system in particular begins to change the identity of your cards entirely, turning simple starting tools into heavily modified weapons that define your build. Between runs, a persistent town system allows upgrades that steadily improve future attempts, which helps soften the sting of permanent death while keeping momentum intact.


The positives come through most clearly in how easy it is to fall into one more run. It has that familiar loop where failure rarely feels final, especially once town upgrades start stacking and each attempt pushes a little further than the last. The systems are straightforward to grasp, and there is a quiet satisfaction in watching simple card plays evolve into powerful combinations over time. Visually it keeps things clean and functional, with a dark fantasy presentation that does the job without overcomplicating the experience.

Where it falters slightly is in expectation versus reality around the poker concept. Despite the framing, this is not a poker game in any meaningful strategic sense. You are not outplaying enemies through card psychology or competitive mechanics, but simply using poker hands as a damage hierarchy. For players expecting deeper card game tension rooted in poker itself, that gap may feel a little misleading once the novelty wears off.


Rogue Quest ultimately lands as an easy game to recommend to roguelike deckbuilder fans, even if it does not fully commit to its poker premise beyond surface level mechanics. It is simple to pick up, surprisingly sticky in its progression loop, and capable of pulling you into extended play sessions without much effort. A strong foundation with enough variety to keep it engaging, even if it never quite becomes as mechanically deep as its theme suggests. It earns a solid 7.5 out of 10.





4 Jun 2026

REVIEW: Sea Walker Saga (2026 Video Game) - Released on Early Access on PC Steam


Review by Jon Donnis

Sea Walker Saga drops you into a drowned version of 1878 where the world has been swallowed by the sea and the last remnants of humanity cling to floating island settlements known as Isla Muvimi. It is a steampunk survival adventure with RPG and strategy elements, built around a mobile island that acts as your base, your weapon and your lifeline. There is a clear Waterworld influence in its tone and setting, but it builds its own identity through a mix of exploration, resource gathering and slow expansion into a wider, hostile ocean world while you follow the story of a missing father and a rumour of a mythical continent beyond the map.


What stands out immediately is the atmosphere and visual direction. The steampunk aesthetic fits the setting well, with battered machinery, improvised fortifications and a sense that everything has been salvaged from a broken world. The idea of growing and managing a living floating island is easily the strongest part of the design, and when it is working well it gives a real sense of progression as you expand your base into something that feels more like a travelling fortress than a simple hub. There is also a strong loop of missions that push you out into the ocean to recover resources and artefacts, which helps the world feel active even in early access form.


The main problems come from how it actually plays moment to moment. Movement is noticeably slow, even when sprinting, and this turns basic travel into something that feels longer than it should. During defensive encounters this becomes more frustrating, since you are constantly running between damaged systems like turrets and the lighthouse while trying to keep everything running. Instead of tension building in these moments, it often becomes repetitive busywork that breaks the pace rather than sharpening it. There are also technical issues that interrupt progress, including situations where movement between areas can cause the character to get stuck entirely, forcing a restart.


Even with these issues, there is a clear sense that Sea Walker Saga is still in early access and not yet in its final shape. Content feels limited and some systems are rough around the edges, but the foundation is promising. The core concept of a mobile steampunk island exploring a submerged world has enough strength to carry a much larger game if the pacing is improved, the bugs are addressed and the moment to moment gameplay is tightened up.


At the moment it feels like a game with strong ideas that have not yet been fully refined into a smooth experience. There is ambition here, and in flashes it is easy to see what the finished version could become, but it is not quite there yet.

Out Now on Steam