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29 Jun 2025

REVIEW: Xiaomi Smart Band 10 (2025 Release) - Smarter, Sharper, and Surprisingly Stylish

Images provided by Xiaomi Press

Review by Jon Donnis

With each new version, Xiaomi's smart bands edge closer to full smartwatch territory. The Smart Band 10 continues that trend. It's not just another fitness tracker. It's a polished, well-designed wearable that leans into style and customisation without ditching the fundamentals. Now that it's landed in the UK, it arrives with a sense of purpose and a price that undercuts most of the competition.


Right away, the 1.72-inch AMOLED display makes a strong impression. It's bigger than ever, but still sleek on the wrist. The 326 PPI resolution and 1500 nits brightness make everything pop. Texts are sharp, colours punch through, and the 60Hz refresh rate makes swiping feel fluid, not jittery. This display doesn't just look good in a shop window. It holds up in real life too, whether you're checking a notification in bright sunlight or skipping tracks mid-run. The 2mm bezels are barely noticeable. It's one of the rare bands that genuinely looks good worn every day.

There's some surprising versatility baked in too. The new Pearl White ceramic option feels premium. The band now supports four different wearing styles, including a pearl-chain pendant. That alone makes it stand out in a sea of plastic fitness trackers. With over 200 watch faces and even a few interactive mini-games, there's a definite sense that Xiaomi wants this to feel like more than a data collector.


As for performance, it holds its own. With 150+ workout modes, from running to rowing to things like zumba, it caters for casual users and data obsessives alike. Six of those modes are automatically detected, which removes the need for constant fiddling. The upgraded swim tracking is impressive, not just for the real-time heart rate monitoring, but for how reliably it counts laps. A 9-axis motion sensor helps here. The 5ATM rating means you can confidently take it into the pool without babying it.

Heart rate, stress, SpO₂, and sleep tracking are all here, and done well. What's new this time is a deeper dive into sleep quality. Xiaomi's added sleep efficiency and distribution metrics. These sound like minor tweaks, but they're useful if you're trying to spot patterns. It also kicks off a 21-day sleep improvement programme that ties in with guidance from sleep medicine experts. This might be one of the first smart bands to feel like it's genuinely trying to improve your habits, not just collect numbers.


Battery life continues to be one of Xiaomi's strongest cards. The 233mAh cell lasts up to three weeks in regular use. It still manages around nine days with the always-on display active. You only need an hour to fully charge it. That's rare for a device in this price range. It's the kind of battery performance that means you just stop thinking about it, which is how it should be.

Smart features are well integrated. It connects easily to Xiaomi HyperOS 2 devices. Even outside that ecosystem, syncing with a smartphone is straightforward. Notifications show up reliably. You can reply with short custom messages, and there's a precision linear motor inside that gives some surprisingly decent haptic feedback. It also supports silent mode toggles, calendar syncing, and real-time Bluetooth heart rate broadcasting to compatible devices. That opens up its usefulness beyond solo workouts.

Comfort is another strong point. Even with the bigger display, the band doesn't feel bulky or awkward. Whether you go for the TPU strap options in Black, Silver, or Rose, or the more premium Ceramic version with a Fluororubber strap, it sits snugly without digging in. At £39.99 for the standard model or £54.99 for the upgraded edition, the value is hard to argue with.

The Xiaomi Smart Band 10 doesn't just meet expectations. It quietly exceeds them. It connects without hassle, looks better than you'd expect, and delivers meaningful health and fitness insights without overcomplicating things. You'd be hard-pressed to find another band this complete at this price. If you're in the market for something that balances cost, features, and style, it's probably the easiest recommendation around.


Thank you to Xiaomi for providing a review sample.

25 Jun 2025

REVIEW: Hidden Pictures: Agent Q (2025 MetaQuest VR Game) - A Clever and Charming VR Puzzle Adventure

Hidden Pictures: Agent Q

Review by Jon Donnis

Hidden Pictures: Agent Q is one of those rare games that knows exactly what it wants to be. It's light-hearted but smart, playful without feeling shallow, and surprisingly rich in detail for something that invites you to explore tiny floating worlds. Designed for Meta Quest, this single-player VR puzzle game combines hidden object challenges, narrative progression, and a bit of collectable hunting, all set inside vibrant dioramas that appear in your home through mixed reality.


You take on the role of Agent Q, an elite operative from B.A.R.D., whose mission is to stop the Tumai, a group of space pirates trying to steal powerful Galaxy Orbs. These orbs have been shattered and scattered across more than sixty miniature planets. Each one has its own distinct theme, from Western towns and Halloween haunts to futuristic cities and cluttered museum exhibits.

At first glance, it seems simple. You search each world for items, clues, or fragments of the Galaxy Orbs. But it quickly becomes more involved. The locals in each setting, called Muddles, often have requests. They might hold up an item they want you to find, or ask you to complete a task in exchange for a clue. It's a smart way of pushing you to examine each world more closely, encouraging you to look behind buildings, rotate the entire level, or zoom in on the tiniest of details.


The game's presentation is one of its biggest strengths. The visuals are colourful and full of character. The Muddles have an odd, friendly design that makes them feel like animated toys, while each environment is packed with tiny moving parts. It's not just decorative. Almost everything you see might be a part of a puzzle, a hint, or a collectible. And thanks to the mixed reality system, these worlds can be placed right into your real space. Whether you're sitting or standing, you can adjust the game height, lean in to inspect objects, or simply move around the scene as if it's a living model on your table.

The game has multiple modes. Adventure Mode lets you work through the main story, exploring each level at your own pace. Puzzle Mode gives you timed challenges that lean more towards memory, observation, and logic. Then there's Boss Mode, which introduces the Tumai pirates in more dramatic scenes. These are bigger, louder encounters that shift the rhythm of the game just enough to keep things exciting.


There's also a strong collecting element. Each world hides one Tumai pirate, and once you catch them, they're added to your pirate collection. The same goes for the Muddles, many of whom have their own unique look or role in the story. It gives the game a satisfying sense of progress, even if you're only playing in short bursts.

In terms of difficulty, the game builds things up well. Early puzzles are straightforward and help you get used to how the controls work. Later stages require more observation and problem-solving, with some levels asking you to juggle multiple tasks at once. There's also the occasional rhythm mini-game, which works well enough, though it might not appeal to everyone. Fortunately, it doesn't overshadow the core gameplay.

The puzzles themselves are the right mix of relaxing and stimulating. Nothing ever feels like a chore. You're always nudged gently toward the solution, either by a character's comment or a visual clue. The satisfaction comes from figuring things out without being told exactly what to do.


Easy to pick up whether you're new to VR or already comfortable in that space. The interface is clean, the pacing is calm, and the tone is warm throughout.

Hidden Pictures: Agent Q is a strong addition to the growing catalogue of thoughtful, well-designed VR games. It's suitable for players of all ages, and while it leans into fun and whimsy, it still delivers meaningful interaction. The game understands how to use space, movement, and curiosity to keep you engaged.

Score: 9 out of 10
Imaginative, accessible, and packed with smart details. A rewarding experience that feels just as good for a quick session as it does for a long sit-down play.

Out Now on MetaQuest

Thank you to Newmatic Co., Ltd. for providing the game key.

23 Jun 2025

NEWS: The Elder Scrolls Online Welcomes New Players to Seasons of the Worm Cult

By Jon Donnis

Jumping into The Elder Scrolls Online as a new player feels like entering a world that's already lived a thousand lives. There's history in every corner, and now I get to be part of it. Not just by catching up on the main game, but by stepping into Seasons of the Worm Cult, the latest story update that continues a thread first spun a decade ago. It launched for PC and Mac earlier this month, and it's now available on Xbox One, Xbox Series X|S, PlayStation 4 and PlayStation 5. That means I've arrived just in time.

This new adventure takes players to the tropical island of Solstice, a location never before seen in the Elder Scrolls series. In Part 1, we explore the Western side of the island. It's more than just another setting. It's a full region packed with story quests, World Bosses, Delves, a Public Dungeon, and a new 12-player Trial called the Ossein Cage. The cult at the centre of this chaos is the Worm Cult, making a return from the game's earliest main story. Their presence on Solstice is hidden behind a powerful and ancient barrier called the Writhing Wall. What exactly they're planning remains to be seen, but the clues are already starting to surface.


For players like me, who are discovering this world for the first time, there's something satisfying about being able to jump into a new chapter as it begins. It connects to the past, but it also feels like a fresh start. Exploring Western Solstice is a proper introduction to what ESO can offer, high-stakes quests, dramatic environments, and the chance to uncover secrets that seem to matter.

The Ossein Cage Trial offers a different kind of challenge. This new PvE activity is designed for twelve players and is set in Coldharbour, one of the more sinister planes in Elder Scrolls lore. The objective is to retrieve a powerful relic from deep within one of Molag Bal's fortresses. Success relies on teamwork, strategy and survival. It's the kind of high-pressure content that gives players something big to aim for after getting settled.

Outside the new zone, Update 46 brings in several changes that apply to the whole game, and they're available for free. One of the biggest additions is Subclassing. This new system allows players to combine skill lines from different classes, giving more flexibility in how characters are built and played. It unlocks over three thousand possible combinations, which is hard to even get your head around as a newcomer, but exciting all the same. It means I'm not locked into a single identity. I can experiment, learn as I go, and adjust my approach based on what I enjoy.


Another new feature is called Hero's Return. It's aimed at players who've been away for a while, but as someone brand new, I still appreciated its optional tutorial-style adventure. It gives a quick refresher on the combat systems and some early rewards. It's a nice touch, especially when you're still figuring out how the world works.

Other quality-of-life improvements include an updated in-game map, which makes navigating Tamriel more intuitive, and clearer guidance around the Wayshrine fast travel system. For someone just getting used to the pace and scale of ESO, these small changes make a big difference.

Seasons of the Worm Cult Part 1 is available as part of the 2025 Content Pass, which also includes everything planned for the rest of the year. That means Part 2 of this story, two dungeon packs, and a full in-game event built around the Writhing Wall. It's a huge amount of content, and knowing it's all connected to this one storyline makes it even more compelling.

Getting into The Elder Scrolls Online now doesn't feel like playing catch-up. It feels like arriving right when things are getting interesting. For anyone starting fresh, this isn't just another expansion. It's a new beginning with a cult uprising, a mysterious island, and more freedom than ever to shape how you play.

"The Elder Scrolls Online: Seasons of the Worm Cult Part 1 is now live on PC/Mac, Xbox One, Xbox Series X|S, PlayStation 4, and PlayStation 5. Players can purchase the new content with the 2025 Content Pass, which will also give access to every update planned for this year’s adventure, including access to Seasons of the Worm Cult Part 2, two dungeon packs, and a server-wide Writhing Wall in-game event."


Thank you to Bethesda for providing a ESO key, time for me to start to understand what I have been missing.



20 Jun 2025

REVIEW: Train Valley Origins (2025 Video Game) - Released on PC Steam

Review by Jon Donnis

Train Valley Origins is a charming and quietly clever entry in the long-running train management series from Flazm. While its name hints at something nostalgic, Origins is no lazy rehash. It strips the formula back to its basics, capturing what worked in the earlier games and leaving behind the fussier mechanics that bogged down its immediate predecessor. The result? A clean, focused, and highly replayable puzzler that delivers satisfying strategy in bite-sized doses.


The setup is instantly familiar. You're looking down on a colourful world, laying tracks and managing switches to shepherd trains from station to station without causing mayhem. It sounds easy until it isn't. With multiple trains on the move, limited track space, and a growing list of constraints to juggle, things get hectic quickly. But the design is tight, and the rules are clear. There's rarely a moment where you feel cheated by the game, just bested.

Each level offers a self-contained puzzle, often with extra challenges layered in. Some ask you to complete the map without ever stopping a train. Others tempt you to take on bonus deliveries while keeping everything on schedule. It's these optional objectives that bring out the obsessive side, pushing you to replay levels until you've nailed that elusive perfect run.


Visually, the game leans into a clean, minimalist style. Bright colours, neatly animated locomotives, and clear interfaces make everything easy to read, even when things get hectic. It may not be a visual showcase, but it's thoughtfully designed. The aesthetic feels more functional than flashy, but it's undeniably charming in its own right.

One of the game's best features is the variety of settings. You move through four distinct historical periods and locations, from the dusty grit of the Wild West to the frosty terrain of Norway. The trains evolve with the eras, and there's genuine pleasure in unlocking new models and viewing them in the game's Shed, a kind of virtual garage that adds a subtle collecting element.


What Train Valley Origins does especially well is keep you engaged without overwhelming you. It avoids the over-complication that turned some players away from Train Valley 2, sticking instead to a more accessible core loop. That simplicity is what makes it sing. It's a game that trusts its mechanics and doesn't try to overextend them.

There are drawbacks, though. The lack of significant innovation over the first game is noticeable, particularly if you've spent a lot of time with the series already. At times, it can feel like a reworked version of Train Valley 1 rather than a full evolution. And while the upcoming level editor promises longevity, it's not here yet. That means the game currently lives or dies on its built-in content.


There's also the matter of presentation and price. For some, the game's browser-like look and mobile-style pacing might make the near £10 price point feel steep. It doesn't have the polish or scale of a full PC title, and if you're not already into this genre, it might be a harder sell.

Still, for puzzle fans, transport sim lovers, or anyone who enjoyed the earlier Train Valley titles, this is a very easy recommendation. It's focused, fun, and easy to lose an hour in without realising it. Most importantly, it's the kind of game you find yourself booting up again the day after you've sworn you were done with it. And that says more than any feature list ever could.

Score: 8.5 / 10

Train Valley Origins is a delightful return to form. It's simple, satisfying, and full of personality. Once the level editor arrives, it might just be the best in the series.

Out now on Steam

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