17 Apr 2026

REVIEW: Noir Mafia Simulator 1960s American Crime (2026 Video Game) - on PC (steam)


Review by Jon Donnis

There is a clear sense of ambition running through Noir Mafia Simulator, even in its current Early Access form. Set against the smoky backdrop of 1960s America, the game drops you into a criminal underworld built on risk, improvisation, and split second decisions. It promises freedom in how you approach each job, and to its credit, that part mostly holds up.


The core loop revolves around planning and executing heists across a mix of locations, from banks to museums and even police stations. Each environment presents its own layout and set of risks, which gives the game a welcome bit of variety early on. The choice between stealth and outright aggression is always there. You can creep through corridors with lockpicks and forged documents, or walk in armed and deal with resistance as it comes. That flexibility is one of the game’s stronger points, even if the systems behind it feel a little thin.

One small highlight is the lockpicking. It is not reinventing anything, and feels very familiar, almost lifted from other games in the genre, but it works. It is simple, responsive, and adds just enough tension in the moment. It is the sort of mechanic you do not think too much about, which in this case is a good thing.


The ability to take hostages adds another layer. It is a straightforward system, but it creates moments where you can control a situation that might otherwise spiral. Moving through an area with a hostage in tow, knowing it is the only thing stopping you from being shot on sight, brings a bit of edge to proceedings. It is one of the few mechanics that genuinely changes how you think in the moment.

Where things begin to fall apart is in the presentation and overall feel. The visuals are a real sticking point. For a game releasing in 2026, even in Early Access, it looks dated to the point of distraction. Character models, environments, and animations all feel like they belong to a much older generation. It makes the world harder to invest in, especially given the strong theme it is aiming for.


Controls are another issue. The lack of gamepad support is difficult to overlook. For a third person action game, it feels like a basic expectation, and its absence makes the experience more awkward than it should be. It is the kind of omission that stands out immediately and never quite stops being noticeable.

Combat does not help matters. Shooting lacks impact and precision, and the decision to require multiple shots for something as simple as a headshot undermines the feel of the gunplay. It turns what should be tense encounters into slightly clumsy exchanges, where the mechanics never quite match the stakes.

The planning side, which should arguably be the backbone of a heist game, also feels underdeveloped. There is the outline of something interesting, but in practice it does not go far enough. You are given options, but they rarely feel deep or meaningful enough to fully support the idea of carefully orchestrated jobs.


Even so, there is a sense that something better could emerge over time. The variety of missions and the basic structure are in place, and there are moments where the game hints at what it could become with more polish and depth. Right now though, it struggles to hold attention for long.

As it stands, Noir Mafia Simulator feels like an early build in the truest sense. There is potential, but it is buried under dated visuals, limited systems, and a lack of refinement. A score of 5 out of 10 feels fair at this stage. It is a game worth revisiting if development continues, but in its current form it falls short of what it is trying to be.

Released on Early Access from April 21st


15 Apr 2026

REVIEW: ROGOLF (2026 Video Game) - on PC Steam


Review by Jon Donnis

ROGOLF takes a very familiar idea and nudges it somewhere slightly stranger. On the surface it is mini golf, plain and simple, but wrapped inside a roguelite structure and dressed up in a quietly bleak office setting. You are not just lining up shots for the sake of it. You are climbing floors, chasing a contract, and trying not to get fired along the way. It is a small twist, though a clever one, and it gives the whole thing a sense of purpose that basic mini golf games often lack.


The central loop is easy to grasp. Each run has you playing through a series of mini golf levels on an old computer, with success pushing you higher up the building in the real world. Between floors, the lift becomes a kind of lifeline. Here you meet a robot smuggler who offers upgrades, equipment, and small advantages that can make or break a run. It adds a bit of character, but more importantly it gives the game momentum. You are not just retrying holes. You are building towards something.

What keeps things engaging is the way each level introduces its own rules. One moment you are avoiding walls entirely, the next you are counting every shot against a strict limit. These variations stop the game from becoming too predictable, at least in the short term. There is a steady push to adapt, and that fits nicely with the roguelite structure where no two runs play out exactly the same way.


The scoring system adds another layer. Every shot costs you points, which creates a constant tension between caution and efficiency. At the same time, collecting coins boosts your multiplier, encouraging riskier play if you want to post higher scores. It is a simple system, but it works. Combined with the ability to buy power ups and extra balls in the break room, there is just enough strategy to keep you thinking beyond the next swing.

Still, for all its ideas, the core mini golf mechanics are quite basic. The act of hitting the ball never really evolves, and after a while you start to notice the limits. The visuals lean into a dated look, which may well be intentional given the office setting, but it does not do much to elevate the experience. More of a sticking point is the lack of variety in actual course layouts. You begin to recognise holes fairly quickly, and that repetition can dull the excitement, especially during longer sessions.

Even so, there is something appealing about the way ROGOLF ties everything together. The climb through the building, the small interactions in the lift, and the idea of pushing back against upper management with the help of a hidden ally all give it a bit of personality. It is not trying to reinvent mini golf completely. It is just trying to give it a new frame, and for the most part it succeeds.


ROGOLF ends up feeling like a modest but worthwhile experiment. It is easy to pick up, occasionally frustrating, and quietly satisfying when a run comes together. It does not quite have the depth to sustain endless play, but there is enough here to make the journey to the top floor feel earned.

A fair score of 6.5 out of 10 feels about right.

Out Now on Steam


13 Apr 2026

REVIEW: The Rogue Prince of Persia (2025 Video Game) - On PS5

Review by Jon Donnis

The Rogue Prince of Persia, released in late 2025 and developed by Evil Empire with Ubisoft as publisher, takes the familiar foundations of the long running Prince of Persia series and reshapes them into a roguelike 2D platform experience. It follows an unnamed Prince who carries a magic bola as he attempts to save his homeland from an invading army of Huns. The story unfolds around the city of Ctesiphon, where the Prince’s actions provoke the Hun forces, leading their chief Nogai to unleash possessed soldiers on the city, leaving the Prince with the task of stopping the destruction.


At its core, the game is a 2D side scroller built around fluid movement and constant momentum. The Prince is designed for acrobatic traversal, with wall jumping, wall running, swinging and pole jumping forming the backbone of how each level is approached. Combat is equally dynamic, mixing melee and ranged attacks with kicks that knock enemies backwards and evasive movement that relies on vaulting over opponents. The Prince carries both a primary and secondary weapon, and can switch loadouts freely even while fighting, which keeps encounters flexible and reactive. Progression is shaped through Medallions that enhance weapons, while enemies drop coins used to buy gear or restore health mid run. Chests scattered through levels provide additional weapons, and a Memory Board tracks interactions with supporting characters, some of whom offer insights into level layouts and hidden details. Procedurally generated levels and roguelike systems ensure each run feels slightly different, while a time travel mechanic tied to a mysterious artefact prevents permanent death and returns the player to a hub known as The Oasis, where upgrades and restocking take place.


The strongest aspect of the game is how confidently it builds on the series identity while pushing it into a roguelite structure. The parkour system feels natural and responsive, and it combines seamlessly with combat to create a constant rhythm of movement and attack. There is a clear emphasis on skill development, repetition and learning enemy patterns, and the progression loop encourages players to refine their approach while chasing better gear. The visual direction is vibrant and expressive, and the overall presentation supports the fast pace of the gameplay without getting in the way. It stands out as a competent and entertaining roguelite that captures the essence of the franchise while carving out its own space, with fast progression and mechanics that feel well balanced and consistently engaging. It is also a strong entry for fans of 2D action games, offering a mix of familiar ideas and new systems that work together effectively.


Despite its strengths, the game does struggle with variety over time, with repetition becoming noticeable during longer play sessions. While the systems themselves are solid, the limited range of scenarios can make runs feel familiar once the initial novelty wears off, and this affects long term engagement more than moment to moment enjoyment.



Overall, The Rogue Prince of Persia is a fun and well made 2D action roguelike that delivers smooth parkour, enjoyable combat and a satisfying gameplay loop. It is easy to pick up, energetic in motion, and consistently entertaining, even if it does not always maintain variety in the long run. It earns a solid 8 out of 10.

Available now at https://amzn.to/4eg6g3l



7 Apr 2026

REVIEW: Darts VR 2: BullsEye (2026 VR Video Game) - on MetaQuest

 

Review by Jon Donnis

Darts VR 2: BullsEye is the latest attempt to bring darts into virtual reality, and in many ways it captures the basic appeal of the game. The physics are finely tuned, making the darts behave as you would expect, and the graphics are clear and clean. The game offers several modes to keep things interesting, from standard 501 matches to Around the World and Killstreak, both reimagined as rhythm challenges. Party Mode allows up to eight players to socialise and enjoy casual games together, while the addition of Zombies adds a surprising and playful twist.

The game also includes online leaderboards, tournament options, and customisation features such as new dart designs, hats, and sunglasses. These elements give a sense of competition and personal style, and the 16-player esports mode with voice support adds some depth for more serious players.

However, the core question remains: why play darts in VR when you could play the real thing? VR is often at its best when it allows you to do something impossible in real life, and a darts game, while polished, does not quite fit that idea. The extra modes and customisation are entertaining, but they may not be enough to sustain long-term interest.

Darts VR 2: BullsEye is fun in short bursts and has a few clever touches, but it may not have the longevity to make it essential. It is a safe option for enjoying darts indoors without risk, but its appeal is limited.

I score Darts VR 2: BullsEye 6.5 out of 10.

Released April 9th on MetaQuest

https://www.meta.com/en-gb/experiences/darts-vr2-bullseye/25045358675112696/

1 Apr 2026

REVIEW: Xiaomi Tag (2026 Tracking Unit)


Review by Jon Donnis

I went into this with a fair bit of doubt. Tracking tags have always sounded clever in theory, but I had never really trusted how well they would hold up in real use. So when the Xiaomi Tag landed in my hands, I decided not to go easy on it. This was going to be a proper test, not just a quick pairing and a glance at a map. I wanted to see if it genuinely worked as claimed, or if it was another bit of tech that looks better on paper than in practice.

Straight out of the box, things started well. I pulled the plastic tab from the battery and, within seconds, my phone had already picked it up. No fiddling, no repeated attempts, no digging through menus. It was, quite honestly, one of the easiest Bluetooth connections I have ever experienced. That alone set a strong first impression, especially for something aimed at everyday convenience rather than tech enthusiasts.


The real test came thanks to a friend heading off on a cruise to Norway. It felt like the perfect opportunity to push the tag beyond normal use. They did not install any app or connect to the tag in any way. All I asked was that they kept it in their bag throughout the journey. As they travelled by coach to Southampton, the tracking worked exactly as you would hope. Updates came through consistently, and the location data remained accurate as they boarded the ship and set off past the Isle of Wight.

Things got more interesting once they were out at sea. Anyone who has been on a cruise knows that connectivity becomes a different story entirely. Internet access is limited and usually comes at a cost, and my friend had no intention of paying for it. In theory, this should have limited the tag quite heavily. Yet, surprisingly, it still managed to report its location while in the middle of the sea. The way this works is that other passengers nearby had Bluetooth enabled and active internet connections, allowing the tag to anonymously piggyback on those signals. It is not foolproof. When my friend was in their cabin, with fewer people around, updates stopped. But out on the ship, moving among others, it worked far better than expected.


Once they reached Norway, normal service resumed. The tag provided regular and reliable location updates again, showing that it handles international travel without any real fuss. For something so small and lightweight, it proved itself more capable than I had anticipated.

Physically, the Xiaomi Tag is compact and easy to live with. At just 10 grams and roughly the size of two one pound coins placed side by side, it slips neatly into a bag or attaches to keys without drawing attention. The IP67 rating adds a layer of reassurance, especially for travel, and the use of a standard replaceable battery is a practical touch. Claimed battery life sits at over a year, which I could not fully verify in this test, but the ability to swap batteries easily removes most of the concern anyway.


In day to day use, it makes perfect sense for items you are likely to misplace or travel with. Suitcases, handbags, rucksacks, even keyrings. The integration with both Apple Find My and Google's Android tracking network gives it a wide reach, and the option to share access with family or add contact details for lost items adds a bit of thoughtful functionality.

There is, however, one clear limitation. The entire system relies on Bluetooth and nearby devices. If there are no phones around with Bluetooth enabled and an internet connection, the tag cannot report its location. That is simply how this type of technology works. In reality, it is less of an issue than it sounds, given how many people carry smartphones with Bluetooth switched on, but it is still something to be aware of. Foe example if you are in the middle of the desert and your phone has died, the tag cant report its location to anyone who you have shared the app with, although it can report its last known location, so there is that. So people, don't go off to the middle of the desert on your own!


What stands out most is just how well the Xiaomi Tag handled a genuinely unusual test. Being tracked across countries and even in the middle of the sea is not exactly standard use, yet it still managed to deliver. That alone says a lot about its reliability.

At £12.99 for a single unit, or £44.99 for a pack of four, the value is hard to ignore. It does what it promises, it is easy to use, and aside from the inherent limitations of Bluetooth-based tracking, there is very little to complain about. I started this review as a sceptic. I did not finish it that way.

A big thanks to Xiaomi for sending me the tag to review, I just need my friend to finish his cruise and give me the tag back. Lets hope he doesn't get lost, or I will be the only one who can find him!

You can buy the tag at