31 Oct 2026

REVIEW: POCO M8 5G (2026 Smartphone) - 8GB ROM, 512 GB RAM

Review by Jon Donnis

Using the POCO M8 5G over the past week has been surprisingly enjoyable. It has a way of feeling reliable and capable without drawing too much attention, quietly handling everything thrown at it. Everyday tasks, from messaging and scrolling through social feeds to watching videos and snapping photos, all feel effortless. It is the kind of phone that settles into daily life so smoothly, and when you need it to perform, it does so without fuss.


The first thing that struck me was the design. At just 7.35mm thick and weighing 178 grams, it feels slim and light without feeling fragile. The curved front and clean camera layout give it a look that would not feel out of place on a phone twice the cost. It actually reminds me a lot of the Redmi Note 15 5G I reviewed last year, which is no bad thing. In the hand it is comfortable, easy to pocket, and just looks smart.

The 6.77 inch Flow AMOLED display is easily the star of the show. A 120Hz refresh rate keeps everything smooth, from scrolling through social feeds to gaming, and the 2560Hz touch sampling makes it feel properly responsive. It reacts instantly. The headline figure is the 3200 nits peak brightness, and while you will not be staring at that number day to day, you definitely notice how visible the screen remains outdoors. Even under harsh daylight it stays clear and colourful. Blacks are deep, colours pop, and it is simply a pleasant panel to use.

Photo of my colourful Playstation Controller, taken with the POCO M8

Performance is handled by the Snapdragon 6 Gen 3, built on a 4nm process. In everyday use it feels quick and efficient. Apps open without fuss, multitasking is generally smooth, and gaming runs better than you might expect at this price. I threw a few heavier mobile titles at it and it never stuttered or complained. It just got on with the job. Nothing flashy, just reliable.

Battery life is another highlight. The 5520mAh cell easily stretches through a full day and often well into the next. For most people this is a charge once and forget about it situation. When you do need to top up, the included 45W turbo charger gets you moving again quickly. It is also handy that the phone supports 18W wired reverse charging. More than once I have used it to give my wife's dying phone a quick boost. It sounds like a small thing, but in real life it is surprisingly useful.


Durability deserves a mention too. POCO uses high durability glass on the front and claims it can survive face down drops from 1.7 metres onto marble. I had no intention of testing that. Still, I have accidentally dropped it a few times and it has come away without a mark. That kind of peace of mind matters on a daily driver.

Storage is generous, which I really appreciate. Moving over from last year's POCO M7 5G Pro, the added ROM meant plenty of room for photos, videos and games. The full transfer from my old phone took around three hours over WiFi, but everything came across cleanly. No starting from scratch. That alone saved me a lot of hassle. Nothing go lost in the process, and considering the sheer amount of photos and videos I have on the phone, I was surprised how well it all worked. All the settings easily were moved across, passwords, logins and so on. Makes life with a new phone a whole lot easier.

Photo of my newborn child's Hello Kitty toy taken on the POCO M8

The 50MP AI dual camera system is solid rather than spectacular, but that is perfectly fine for this class. In dull winter weather there has not been much to shoot, yet even so the photos look sharp and balanced. Blacks in particular come out deeper and richer than I remember on the M7 or the Redmi Note 15. There is 4K video support as well, and footage looks clean and detailed. It is not a flagship camera, but it is more than capable for everyday use and social media.

Of course, it is not perfect. The usual bloatware shows up during setup, which is always irritating. A handful of apps you never asked for quietly install themselves. The good news is that I was able to remove everything I did not want without any trouble. It takes a few minutes, but once cleaned up the experience is much better.

Available in Black, Silver or Green. The Silver versions looks incredible!

The other downside is RAM. This model comes with 8GB, which is fine for most people, but I was slightly spoiled by the 12GB on the previous Pro model. If you are a heavy multitasker or constantly juggling loads of apps, you may notice the difference. In that case the Pro version might be worth the extra spend. For anyone coming from 8GB or less, though, this will feel absolutely fine.

All told, the POCO M8 5G feels like a genuine step forward from the M7. It looks better, feels sturdier, and the screen alone makes the upgrade worthwhile. Despite similar specs to the Redmi Note 15, this one just feels nicer to live with day to day. Sometimes that intangible bit of polish makes all the difference.

At around the £230, it is very hard to fault. It is fast, bright, long lasting and tough enough to survive real life. For most people, this is more phone than they actually need.

I would happily recommend it to anyone shopping on a budget. A strong, dependable all rounder that does nearly everything right. A very easy 9 out of 10.


Thank you to the good people at  Xiaomi for providing the phone for review.
Out Now in the UK at

POCO M8 5G is available in three colours: Green, Black, and Silver, with the following
storage variants:
- 8GB+256GB, priced at £229
- 8GB+512GB, priced at £259

POCO M8 Pro 5G is available in three colours: Silver, Black, and Green, with the
following storage variants:
- 8GB+256GB, priced at £299
- 12GB+512GB, priced at £349

27 Oct 2026

REVIEW: FIRE AND ASHES (2026 Video Game) - on PS5


Review by Jon Donnis

FIRE AND ASHES is a first-person psychological survival horror game that mixes disturbing imagery, a sinister psychiatric hospital and a mystery surrounding its protagonist, Henry Gray. Set in 1977, the game opens with Henry waking up in a bathtub filled with blood inside a psychiatric ward. It is an unsettling introduction to a nightmare involving deranged patients, secret experiments and horrors that may have as much to do with Henry's past as the world around him.

There is a decent game here, but FIRE AND ASHES never quite fulfils its potential. It gets plenty right when it comes to atmosphere and storytelling, yet some questionable design choices and a lack of polish hold it back.


The atmosphere is easily one of its strongest features. The hospital feels threatening, with dark corridors, unsettling surroundings and effective lighting that helps build tension. I particularly liked the way the game uses its environments to create a sense of unease, making exploration feel dangerous even when there is no immediate threat in sight.

The sound design also contributes to the experience, reinforcing the disturbing atmosphere without relying entirely on jump scares. There is a persistent feeling that something is not quite right, which suits the psychological horror setting nicely.


Henry's story provides another reason to keep playing. As you explore locations connected to his past, clues gradually reveal more about the tragedy that led to his confinement. The mystery is intriguing, and the suggestion that Henry's own mind may be as dangerous as the creatures pursuing him adds another layer to the narrative. Although some developments are difficult to follow, I found the central mystery interesting enough to maintain my curiosity.

There is also a reasonable variety of enemies, ranging from crazed patients and cannibals to experimental subjects and stranger creations. This gives the game a suitably disturbing collection of threats, although encounters can become repetitive, particularly when combat starts to feel more like an inconvenience than a genuine test of survival.


Unfortunately, combat is one of the areas where FIRE AND ASHES feels rough around the edges. Fighting lacks the polish and responsiveness I would expect from a more accomplished survival horror game, and some encounters become unnecessarily clumsy. The game is generally straightforward to play, which makes it accessible, but simplicity is not always a substitute for satisfying mechanics.

The puzzles are another mixed bag. They provide a welcome break from exploring and fighting, but most are fairly straightforward and rarely offer much of a challenge. The pacing can also be uneven, with quieter stretches occasionally taking the momentum out of an otherwise tense experience.


My biggest disappointment, however, is the voice-based mechanic. This is presented as one of the game's defining features, with players supposedly able to use their breathing, whispers and other vocal sounds to influence encounters. You can attract enemies, distract them or create opportunities to escape, while a microphone is recommended for the intended experience.

The idea sounds promising, but the execution left me disappointed. There is no genuine voice recognition in the experience I played. When presented with dialogue choices, I instinctively spoke my answer aloud, expecting the game to recognise what I was saying. Nothing happened.


Instead, the mechanic is essentially about producing sounds at the appropriate level, rather than actually understanding your voice. While it is an interesting gimmick initially, the novelty wears off quickly. Before long, pressing a button to achieve the same result feels like the more sensible option.

It is a shame because proper voice recognition could have made encounters far more immersive, particularly when trying to remain quiet while enemies are nearby. As implemented, the mechanic feels underused and ultimately adds much less to the experience than I had hoped.

Visually, FIRE AND ASHES has its moments. The lighting works well, and some environments are genuinely unsettling, but the presentation is inconsistent. Certain areas lack detail, while character animations and enemy behaviour can occasionally undermine the atmosphere. These issues are not disastrous on their own, but they become harder to overlook when the game depends so heavily on immersion.


The story also relies on familiar horror conventions. There is nothing inherently wrong with secret laboratories, disturbing experiments and sinister medical facilities, but FIRE AND ASHES does not always do enough with these ideas to make them feel fresh. Some narrative developments could also have been explained more clearly, leaving parts of the experience feeling underdeveloped.

Despite these shortcomings, I did find things to enjoy. The atmosphere is effective, Henry's story gives you a reason to keep exploring, and the combination of investigation, puzzles and survival provides a decent foundation. It is also relatively easy to pick up, without demanding extensive experience with the genre.


My main frustration is that FIRE AND ASHES feels like a game with better ideas than execution. The developers have established an interesting setting and introduced a potentially distinctive mechanic, but the combat, presentation and underwhelming voice system prevent the experience from reaching the next level.

For a PS5 game released in 2026, I would have liked to see more polish. That said, this is not a complete failure. There is an engaging story beneath the familiar horror tropes, and the unsettling atmosphere makes the journey worthwhile if you can overlook its rougher edges.


FIRE AND ASHES is a decent survival horror game that shows flashes of promise without delivering anything particularly special. I enjoyed parts of it, but I came away feeling that a little more refinement and a more ambitious approach to its central mechanic could have made a considerable difference.

I score FIRE AND ASHES a fair 6 out of 10

Out Now on PlayStation

22 Oct 2026

REVIEW: BeamNG.drive (2026 Video Game) - on PS5


Review by Jon Donnis

BeamNG.drive is finally available on consoles, and after years of watching PC players enjoy this remarkably detailed driving simulator, I was delighted to get behind the wheel on PS5. It has been well worth the wait, although this is not a game without its frustrations. The physics are exceptional, the freedom to experiment is addictive, and the sheer variety of things to do makes it easy to lose hours without noticing. Unfortunately, awkward controls, a confusing interface and some technical limitations prevent it from reaching its full potential.


What makes BeamNG.drive different from most driving games is its approach to vehicle physics. Rather than treating cars as objects that simply move around a track, it simulates how their individual components react to the road, collisions and changes in weight and momentum. The result is a driving experience that feels remarkably convincing, whether you are negotiating a difficult corner or watching your car fold around a tree after misjudging a turn.

The damage modelling is easily one of the game's greatest strengths. Vehicles crumple, panels buckle and components can break in ways that reflect the severity of an impact. A collision is more than a brief animation followed by a return to the track. Damage can affect how your vehicle drives, turning a minor mistake into a much bigger problem if you are unlucky.


I found myself repeatedly testing the limits of the physics, sometimes deliberately and sometimes through simple misjudgement. There is an undeniable satisfaction in seeing how your vehicle crumples after a crash, although some frustration if you were in the middle of a challenge and are only a few hundred metres from the finish line, and you car will no longer drive straight. The destruction is impressive, but it is the underlying simulation that keeps things interesting.

Thankfully, BeamNG.drive is about much more than crashing cars. The handling is convincing, and different vehicles have distinct characteristics that make them enjoyable to drive for different reasons. A small hatchback behaves very differently from a powerful sports car or a heavy truck, and learning how each responds is part of the appeal.


Drifting and handbrake turns are particularly enjoyable once you become comfortable with the handling. You need to pay attention to your speed, steering and throttle rather than relying on the forgiving physics found in many arcade racers. Off-road driving is equally rewarding. Rally routes, rocky trails and uneven terrain provide a genuine test of your vehicle's suspension and traction, making it satisfying when you finally manage to negotiate a difficult section without getting stuck or damaging your car.

Vehicle customisation adds another welcome layer of depth. There are dozens of vehicles to choose from, with options to modify components such as engines, wheels and suspension. These changes can influence how a vehicle behaves, encouraging you to experiment rather than simply choosing the fastest car available. I particularly enjoyed the freedom to try different setups and see how they performed in situations where the original configuration might struggle.


There is no shortage of places to test your creations, either. The game features more than a dozen open-world environments, ranging from desert landscapes and urban streets to highways and tropical routes. The desert areas are especially attractive, with expansive scenery and sunset lighting that create some memorable views. The graphics are not among the most impressive on PS5, but the environments provide plenty of space to explore, and the vehicle simulation is far more important to the experience than visual spectacle.

Free Roam is where I spent much of my time. You can select a vehicle, choose your destination and drive without worrying about completing a particular objective. It is a relaxing way to explore the maps, but it also encourages experimentation. Environmental conditions and physics settings can be adjusted, allowing you to introduce unusual challenges or simply see what happens when the rules of ordinary driving no longer apply.


That freedom is a major part of BeamNG.drive's appeal, although it will not suit everyone. The game often leaves you to decide what you want to do next, and I enjoyed having the freedom to create my own entertainment. However, players who prefer a clear progression system and a steady stream of objectives may find the experience aimless at times. There is always something to try, but you need to be willing to find it yourself.

For those who want more structure, Scenarios and Time Trials provide a welcome change of pace. Delivery missions and police pursuits introduce specific challenges, while Time Trials allow you to practise a route and improve your best times. These activities make good use of the physics engine, although they are not always as compelling as the open-world sandbox.


Career mode adds further missions and activities, but it is one of the less convincing aspects of the game. The missions can feel disconnected, and the overall progression lacks the cohesion needed to keep everything moving towards a meaningful goal. The insurance and vehicle ownership systems can also be frustrating in a game built around experimentation and destruction. Having to worry about the consequences of a crash sometimes feels at odds with the freedom that makes BeamNG.drive so enjoyable in the first place.

The biggest problem with the PS5 version, however, is its control scheme. BeamNG.drive has a great many functions, and the DualSense controller does not have enough buttons to accommodate them all comfortably. Too many actions rely on button combinations, which can be difficult to remember and awkward to use while driving. I often found that interacting with the game required more effort than it should, particularly when trying to adjust settings or access features quickly. I feel like I need to buy a gaming steering wheel to truly appreciate this game.


The interface compounds the problem. Menus and submenus can be confusing, text is sometimes too small, and unclear icons make certain options difficult to identify. Even basic adjustments can take longer than necessary. It is an irritating distraction in a game that otherwise encourages you to experiment freely, and the console version would benefit enormously from a more intuitive layout and controls designed specifically for the DualSense.

The lack of mod support is another disappointment. The PC version benefits from community-created vehicles, maps and other additions, giving players more ways to expand the experience. PS5 owners do not have the same flexibility, which limits the possibilities for those who want to keep discovering new content. There is already plenty to enjoy, but the absence of mods is noticeable when customisation and experimentation are such important parts of the game.


Performance is generally smooth during ordinary driving, although it can suffer when several AI vehicles are on screen or a scenario places greater demands on the simulation. Frame rate drops are disappointing during these moments, particularly when multiple vehicles interacting with one another can produce some of the game's most interesting situations. The visuals are also relatively modest compared with other modern PS5 releases, although the convincing damage modelling and realistic engine sounds help maintain immersion.

Despite these shortcomings, BeamNG.drive is a remarkable achievement on console. It brings a complex vehicle simulation to PS5 and retains much of what makes the experience so appealing on PC. The controls and interface need attention, Career mode could be more engaging, and the lack of mods limits its long-term potential. Yet the quality of the physics and the freedom to experiment make it difficult to put down.


I am delighted that BeamNG.drive has finally arrived on consoles. It offers something genuinely different from the usual racing games, and its combination of realistic handling, detailed damage and open-ended gameplay gives it an identity of its own. I can spend an evening trying to master an off-road route, testing a modified vehicle or simply exploring, then finish by creating an absurd crash just to see what happens.

There is still room for improvement, but the foundations are excellent. If the PS5 version receives continued updates and improvements, it has the potential to become an even more substantial experience. Even as it stands, I expect to return to it for years to come, not because it constantly gives me something to unlock, but because there is always another idea worth trying.

BeamNG.drive is not the most accessible driving game, nor is it the most polished. But for anyone who enjoys cars, realistic physics and the freedom to make their own fun, it is an exceptional simulator that offers something few competitors can match.

I score BeamNG.drive a solid 9 out of 10.

Out Now on PS5

20 Oct 2026

REVIEW: YAR: Forgotten Throne (2026 Video Game) - on PS5


Review by Jon Donnis

YAR: Forgotten Throne is an open-world RPG that feels like a throwback to the early 2000s, when sprawling fantasy adventures were a familiar sight on PC. Set in the lands of Borea, the game follows a journey to uncover what is poisoning the forests and wildlife with darkness. With over 100 quests, three character classes and a range of crafting and progression systems, there is plenty to get involved in. Unfortunately, some frustrating design choices and a lack of polish hold it back.


Players can choose between a Warrior, Mage or Archer, each offering a different approach to the adventure. There are two factions, three large settlements and a variety of biomes to explore, alongside secrets to discover and character attributes to develop. Crafting also features heavily, with alchemy, cooking, blacksmithing, enchanting, fishing and jewellery making among the available activities. Multiple difficulty settings cater for different preferences, ranging from a story-focused experience to hardcore challenges with limited saving.

Visually, YAR: Forgotten Throne makes a decent impression for a relatively low-budget indie game. The graphics have a distinctive style, and the presentation is good enough to make exploring Borea worthwhile. It does not need cutting-edge visuals to work, and there is a certain charm to its straightforward approach.


The biggest problem is how the game feels to play. The controls are stiff, making movement less responsive than it should be. Jumping has a floaty quality that feels out of place, while various bugs further undermine the experience. These issues make it harder to settle into the adventure, particularly when the basic controls should be the least of your concerns.

Navigation is another frustration. There is no on-screen map while playing, which makes finding your way around more awkward than necessary. In an open-world RPG with so many quests and locations, I would have appreciated a map that was readily available during exploration.


Combat can also be poorly balanced, especially in the early stages. Some enemies are far too difficult, capable of killing you with just a couple of shots. Challenging encounters are part of the RPG experience, but these fights can feel unfair when you are still finding your feet.

These problems are disappointing because the foundations are there. The range of quests, character classes and crafting options gives the game plenty of scope, while its visual style and old-school design have genuine appeal. However, content alone cannot make up for controls that feel awkward, frustrating encounters and technical issues that interrupt the experience.


Perhaps I have been spoiled by modern RPGs, with their more refined controls and smoother gameplay. There is nothing wrong with returning to an older style of adventure, but nostalgia only goes so far when the mechanics feel dated for the wrong reasons.

YAR: Forgotten Throne is a mixed bag on PS5. It looks decent, has plenty to offer and captures something of the old-school RPG experience, but it lacks the polish and refinement needed to make the most of its potential. Fans of traditional role-playing games may find enough here to enjoy, although the stiff controls, uneven difficulty and bugs make it difficult to recommend without reservations.

I score YAR: Forgotten Throne 7 out of 10.

Out Now on PS5


16 Oct 2026

REVIEW: Sledders (2026 Video Game) - on PS5


Review by Jon Donnis

Sledders is a snowmobile simulator that drops you into a vast, snow-covered mountain range and leaves you to find your own entertainment. There are no races, checkpoints or objectives. You simply climb aboard a snowmobile and head out into the wilderness, tackling steep slopes and trying to navigate the deep snow without ending up on your side.

The idea has some appeal, and my first few minutes were reasonably entertaining. Getting up to speed, tearing across the snow and inevitably crashing provided a few laughs. Unfortunately, that initial enjoyment soon disappeared, and I was left wondering what I was supposed to do next.


Visually, Sledders is decent enough. The snowy landscapes provide a convincing setting for backcountry riding, and the open areas give you plenty of room to explore. The graphics might not be particularly impressive, but they do the job. The problem is that there is very little to discover beyond more snow and mountains.

The game puts considerable emphasis on realistic handling. Every movement matters, with throttle control, leaning and steering all affecting how your snowmobile behaves. The intention is clearly to recreate the challenges of real snowmobiling, but I found the controls frustrating rather than rewarding. Even relatively minor movements can send you face-first into the snow, and getting stuck becomes a regular occurrence.


You will spend a fair amount of time resetting your snowmobile and trying again. While mastering difficult terrain might appeal to simulation enthusiasts, I struggled to find much enjoyment in repeatedly falling over or becoming bogged down. There is no proper tutorial to explain the controls or help newcomers understand how to handle the machines, leaving you to work things out through trial and error.

That might be acceptable if there were other activities to break things up, but there aren't. Sledders is essentially an open-world sandbox with no races, challenges, objectives or alternative game modes. You choose a direction, ride around and decide what you want to attempt. Once the novelty of speeding across the snow wears off, there is very little to encourage you to keep playing.


I understand the appeal of a game that lets you create your own adventures, but the underlying riding needs to be enjoyable enough to support that freedom. Here, the awkward controls and constant crashes make even simple journeys more frustrating than they should be. Getting to the top of a difficult climb might provide a sense of achievement for some players, but I wanted something more substantial to work towards.

There are features that could make the experience more appealing to the right audience. Licensed snowmobiles from Lynx, Polaris and Ski-Doo give enthusiasts familiar machines to choose from, while multiplayer lets you explore with friends. Proximity voice chat allows players to talk while riding together, and replay features, including ghost rides, offer a way to revisit your best runs.


Mod support is another welcome addition, with custom wraps and community-made maps available to download from within the game. These features provide options for players who want to spend time experimenting and exploring, although they do little to address the lack of structured gameplay.

The engine sounds are another disappointment. I found them unpleasant enough to turn the volume down almost immediately, which is hardly ideal for a simulator built around the experience of riding a snowmobile.


Ultimately, Sledders feels like a game made for people who love snowmobiling and want to recreate the experience as closely as possible. If you enjoy exploring mountains, attempting difficult climbs and messing around with friends without needing a particular goal, you may get plenty out of it.

Personally, I came away disappointed. After a few minutes of speeding around, crashing and repeatedly getting stuck, I had little reason to carry on. The realistic approach is understandable, but realism alone cannot make up for a lack of enjoyable activities.


Sledders has a decent foundation, and the open environments look perfectly acceptable, but I wanted more from it. Without races, challenges or meaningful objectives, the experience quickly becomes repetitive. If you want a snowmobile simulator, this might be worth considering. If you want a video game with things to do, you will probably get bored very quickly.

I score Sledders a disappointing 6 out of 10.

Out on PS5 Now