Pages

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





31 Mar 2026

REVIEW: Ariana and the Elder Codex (2026 Video Game) - On PS5

Review by Jon Donnis

Ariana and the Elder Codex sets out with a simple but effective premise. You play as Ariana, a librarian tasked with restoring the Seven Hero Codices after they have been damaged and stripped of their magic. It is a neat hook, and the idea of physically entering books to repair them gives the game a clear identity. Each Codex feels like a contained world with its own challenges, and that sense of stepping into something broken and slowly putting it right carries the experience forward in a satisfying way.


What stands out almost immediately is the presentation. The hand drawn art style is genuinely striking, giving the game a soft, crafted feel that suits its magical theme. Environments have a clarity to them, and character designs are expressive without becoming cluttered. It is not just pretty for the sake of it either, as the visual design helps guide you through platforming sections and combat encounters without confusion.

The gameplay leans heavily into its Metroidvania roots, and for the most part it handles that structure well. Exploration feels rewarding thanks to the steady unlocking of new magic spells and abilities. With over thirty options to collect and six slots to experiment with, there is a real sense of freedom in how you approach the game. Finding a combination that suits your playstyle becomes part of the appeal, whether you favour mobility, damage, or survivability. That flexibility gives the progression a nice rhythm as previously unreachable areas gradually open up.


Combat is easily the strongest element. It feels fluid and responsive, which makes a big difference in a game that asks you to balance movement and attacks in tight spaces. Encounters are engaging without being overwhelming, and there is a clear satisfaction in learning enemy patterns and responding cleanly. The addition of Magic Items adds another layer, allowing you to tweak your build with buffs such as elemental boosts or reduced knockback. It all feeds into a system that feels considered rather than thrown together.

That said, the experience is not without its rough edges. The amount of dialogue can sometimes slow things down more than it should. There are moments where you want to stay in the flow of exploration or combat, only to be pulled into extended text sequences that feel excessive. It is not that the story is unwelcome, but the pacing could be tighter.


Boss fights are another mixed area. While they are clearly designed to test both your combat and platforming skills, some of them drift into frustration. Instead of feeling like a fair challenge to overcome, certain encounters can feel punishing in a way that breaks the rhythm the rest of the game builds so well. When the balance is right, these fights are a highlight, but when it is off, they can become a sticking point.

Even with those issues, Ariana and the Elder Codex remains an entertaining and well put together action platformer. The core loop of exploring Codices, unlocking abilities, and refining your combat approach is consistently enjoyable. It is a game that understands its strengths, particularly in how it handles combat and progression, even if it occasionally stumbles with pacing and difficulty spikes.


In the end, it lands as a fun and engaging experience with some genuinely interesting mechanics. Not flawless, but easy to recommend for anyone who enjoys this style of game. A solid 7.5 out of 10.


30 Mar 2026

REVIEW: REDMI Buds 8 Pro

Review by Jon Donnis

I have to say, the REDMI Buds 8 Pro, released on February 28, 2026, genuinely surprised me. Coming off reviewing the Buds 5 Pro last year, I wasn't sure Xiaomi could improve on something I already liked so much. But these feel like a proper step up in almost every way.
First off, the sound is noticeably richer and more detailed than the 5 Pro. The triple drivers give the music a sensitivity that makes every instrument and effect easier to hear. Dialogue in movies or games is crystal clear, and Dolby Audio adds a realistic surround feel that really pulls you into whatever you're listening to. I played a few of my favourite tracks and even some mobile games, and honestly, it felt like I was missing details I never noticed before.
The noise cancellation is something else entirely. REDMI claims up to 55dB of ANC and 5kHz ultra-wide frequency cancellation, and from my experience, that holds up. On a noisy train and then a packed bus, the outside world almost disappeared, letting me hear the music and game effects perfectly. The earbuds also adapt automatically to environmental noise and how they sit in your ears, which makes it feel like the cancellation is tailored just for me. I also loved the app options to play ambient sounds while the ANC is on, things like rain, wildlife, or soft bells chiming. It's a small touch, but it made the whole experience feel relaxing and personal.
Comfort-wise, these are really well thought out. My ears are slightly different sizes, so I appreciated the extra ear tips to get a proper fit. The touch-sensitive controls are intuitive, I could play, pause, skip tracks, or answer calls with simple taps or swipes. The charging case in Obsidian Black looks and feels very premium, with a satisfying magnetic snap when placing the buds inside and a lit-up battery indicator that's easy to check at a glance.
Pairing these was effortless. I opened the box, and my phone found them instantly. Being able to connect two devices at the same time is brilliant, especially when switching between my phone and tablet. Battery life is also excellent, 8 hours on a single charge, 33 with the case, and even a five-minute fast charge gives 2 hours of listening. That takes away any battery anxiety.
Overall, I am genuinely impressed with the REDMI Buds 8 Pro. They are affordable, feel high quality, and deliver everything they promise. I didn't think you could improve on the Buds 5 Pro, but Xiaomi has done it. These earbuds make music, games, and video watching a proper joy, and the attention to detail in fit, sound, and usability really shows. I would happily give the REDMI Buds 8 Pro a 9.5 out of 10. Near perfection.
Thanks to Xiaomi for providing the REDMI Buds 8 Pro for review.

The Most Prestigious Chess Tournaments


Over more than a century and a half of organized chess, the world has seen thousands of tournaments - but only a select few have truly become great. Winning a prestigious chess tournament grants not only access to prize money, but also status, influence, and the right to be considered among the strongest players in the world.

It was at such events that Magnus Carlsen, Garry Kasparov, and Emanuel Lasker proved their dominance - players who defined entire eras. These tournaments have witnessed the world’s greatest grandmasters and some of the most intense games in chess history. Their story is, in many ways, the story of chess itself.

What Makes a Tournament “Great”?

Prestige in chess is measured not only by prize funds (although they matter too), but also by historical legacy. We have selected three tournaments where victory automatically inscribes a player’s name into the pantheon of chess immortality. These events represent different formats - from classical “marathons” to the most demanding competitive structures.

FIDE World Chess Championship Match

No. 1 in the world
Since: 1886
Format: 14-game match
Frequency: every two years
Prize fund: ≈ $2M

The pinnacle of the chess world. No other event matches the World Championship in terms of intensity, historical significance, and psychological pressure. Two players - the reigning champion and the challenger - face off in a long match where every mistake carries enormous weight. The first official match took place in 1886 between Wilhelm Steinitz and Johannes Zukertort. Since then, the title has been held by giants such as Emanuel Lasker (27 years as champion), José Raúl Capablanca, Alexander Alekhine, Mikhail Botvinnik, Anatoly Karpov, and Garry Kasparov.

Legendary clash: The Karpov-Kasparov match of 1984–1985 became the longest in history: 48 games over 5 months. FIDE eventually terminated the match without declaring a winner, with Karpov leading 5-3. The rematch in 1985 was won by Kasparov.

Current format: 14 classical games; if tied, the match is decided by rapid and blitz tiebreaks. The challenger is determined through the Candidates Tournament - one of the most grueling events in the chess calendar.

FIDE Candidates Tournament

Since: 1950
Format: 8 players, double round-robin
Frequency: every two years
Prize fund: ≈ $500K

Eight of the world’s strongest players - including winners of the World Cup and FIDE Grand Prix, as well as top-rated players - compete in a double round-robin tournament. The winner earns the right to challenge the reigning World Champion. In essence, this is the second most important tournament in chess. The Candidates Tournament is defined by immense psychological pressure: even a minor miscalculation or an unnecessary draw can cost a player their dream of reaching the World Championship match.

2024 edition: Toronto hosted the most recent Candidates Tournament. Gukesh Dommaraju delivered a dominant performance, becoming the youngest winner in the event’s history. He later went on to win the World Championship title by defeating Ding Liren.

Linares Chess Tournament

(Torneo Internacional de Ajedrez de Linares)

Since: 1978
Format: 8-10 players, round-robin
Frequency: annual (regularly held until 2010)
Prize fund: up to $400K

Linares, a small Spanish town, became a true chess Mecca. For decades, this tournament brought together the world’s best players and was consistently known for its exceptionally high level of play. It was here that Kasparov dominated with remarkable authority, winning the event nine times. The average rating of participants in Linares often exceeded 2700 - and even 2750 - Elo points, which at the time was an extraordinary level. The tournament became famous for its fierce competition and a high number of decisive games.

In chess, prestige is never accidental - it is built over decades through elite lineups, dramatic battles, and legendary names that shape the game’s history. Tournaments such as the World Championship match, the Candidates Tournament, and Linares set the standard that every grandmaster aspires to reach.

Source: whychess.com

23 Mar 2026

REVIEW: Only Up Rush (2026 Video Game) - on Playstation 5

Review by Jon Donnis

Only Up Rush wastes no time dressing itself up as anything more than it is. You climb. You fall. You try again. That simplicity is the whole hook, and to its credit, the game leans into it with confidence. On PS5, it presents a clean, accessible take on the now familiar parkour climbing formula, one that is easy to pick up but quietly demanding once you start pushing for real progress.


The core loop is straightforward. Your only goal is to get higher than your last attempt. Checkpoints offer a sense of relief, breaking up what could otherwise be a brutal climb back from the ground. They are a smart inclusion, especially in a game where a single mistake can send you tumbling all the way down. That tension between risk and reward sits at the heart of the experience, and it works.

Visually, the game holds its own. The environments become more interesting the further you climb, giving a real sense of progression that is not just about numbers on a leaderboard. There is something satisfying about reaching a new height and taking in the view, even if you know the next misstep could undo it all. It keeps you pushing forward, even after repeated failures.


Controls are generally solid, and the game is easy to get into. There is a slight softness to some landings, a floaty feeling that can take a bit of adjustment. At first it can be frustrating, especially when precision matters, but over time it becomes part of the rhythm. Whether that works for you may depend on how strict you want the challenge to be. The game can feel forgiving in places, which can either smooth the experience or take the edge off depending on your mindset.

For those who enjoy speed running, Only Up Rush offers plenty of appeal. The structure naturally encourages repeat attempts, shaving seconds off runs and finding more efficient routes upward. Combined with the leaderboard, it adds a competitive layer that extends the life of what is otherwise a very simple concept.


That simplicity is both its strength and its limitation. There is not much beyond the climb itself, so your enjoyment will come down to how much you buy into that loop. Thankfully, it is a loop that is hard to walk away from. The constant urge to go again, to just get a little bit higher, carries the game through its quieter moments.

Only Up Rush does not try to reinvent the genre, but it understands what makes it compelling. It is accessible, occasionally frustrating, and quietly addictive. You fall, you learn, you climb again. That is the entire pitch, and for the most part, it delivers.

A solid 7 out of 10.

Out Now on PS5


17 Mar 2026

REVIEW: Dark Trip (2026 VR Video Game) - on MetaQuest

Review by Jon Donnis

Dark Trip arrives as one of the more unusual virtual reality releases in recent memory, and it wastes no time making that clear. This is not just another horror title dressed up for VR. It leans fully into its concept, building an experience around altered perception, unreliable reality, and the unsettling idea that the only way forward is to deliberately lose control.

You play as a detective investigating a disappearance in a small German town, a premise that sounds grounded at first but quickly spirals into something far stranger. The trail leads to an abandoned laboratory, one steeped in disturbing experiments and fragments of human suffering. Notes, recordings and environmental clues slowly piece together a grim history, one tied to wartime atrocities and occult ambitions. It is not subtle, and it does not try to be. Instead, it embraces a grotesque, almost theatrical tone that feels closer in spirit to Hellraiser than traditional detective fiction.


What sets Dark Trip apart is its core mechanic. Progression depends on the player choosing whether to remain sober or consume pills that trigger hallucinations. This is not a simple visual filter layered over the game. Entire rooms transform, puzzles shift logic, and previously invisible clues emerge only when perception is distorted. It creates a constant tension between clarity and chaos. You are never quite sure whether you are making things easier or more complicated by stepping into a hallucinated state.

At its best, this system feels genuinely inventive. Puzzles are carefully structured so that both sober and intoxicated approaches are viable, encouraging experimentation rather than forcing a single solution. Some sequences demand sharp observation in a stable environment, while others only make sense once reality begins to bend. It keeps the player engaged in a way many escape room style games struggle to achieve.


Visually, the game is strong throughout. The contrast between the cold, clinical design of the laboratory and the warped, organic horror of hallucinated spaces is striking. When the game leans into its more surreal side, it becomes genuinely unsettling. Walls breathe, machinery pulses, and the environment feels alive in a way that VR amplifies effectively. There is a confidence in how it presents these moments, even when they border on the absurd.

The storytelling is handled mostly through the environment, and it works well enough. Fragments of narrative are scattered across the rooms, encouraging players to piece together what happened rather than being told outright. It is not always subtle, but it is effective. The themes are dark, sometimes uncomfortably so, and clearly aimed at an adult audience. There is a deliberate push into taboo territory, which will not be for everyone.


That said, Dark Trip is not without its flaws. The use of AI generated artwork in places stands out, and not in a good way. It breaks immersion slightly, especially in a game that relies so heavily on atmosphere and detail. It feels like a shortcut in an otherwise carefully crafted experience.

Length is another issue. The game can be completed in around two hours, which feels short given the strength of its central idea. There is some replay value in revisiting rooms and experimenting with different approaches, but it only goes so far. Once the core mechanics have been fully explored, there is limited incentive to return.


There are also minor technical issues. Bugs do crop up, though not frequently enough to derail the experience. To the developers' credit, updates are ongoing and there is a sense that feedback is being taken seriously.

Even with its shortcomings, Dark Trip leaves a strong impression. It commits fully to its concept and delivers something genuinely different within the VR space. The idea of using altered states as a gameplay mechanic is not just a gimmick here. It is the foundation of the entire experience, and for the most part, it works.

Dark Trip is a disturbing, creative and at times genuinely unnerving piece of work. It may be short, and it may stumble in places, but it stands out in a crowded field simply by daring to do something different.

8 out of 10

Available at