16 Jun 2026

REVIEW: CINESCAPE VR (2026 Video Game) - on MetaQuest VR



Review by Jon Donnis

CINESCAPE VR arrives on Meta Quest as an ambitious puzzle adventure set across a series of film studio environments, and at its best it captures that playful sense of stepping behind the curtain of cinema itself. Developed by Super AC Games, it builds its identity around Cinemorphosis, a distinctive mechanic that allows players to transform objects between real and fake states, reshaping the world around them in order to solve increasingly intricate puzzles and uncover the secrets buried within the Cinetech company.


There is an immediate charm to the concept. The idea of moving through themed studio sets, each one layered with subtle cinematic references for keen-eyed film fans, gives the game a strong sense of place. The environments are visually detailed and often atmospheric, with a clear effort made to make each stage feel like a functioning production space rather than a simple puzzle box. It is the kind of setting that encourages curiosity, even when the puzzles themselves begin to test patience.

Cinemorphosis is the game’s standout feature, and when it clicks it feels genuinely inventive. The ability to shift objects between states adds a tactile, hands-on quality to progression, and later stages build on this foundation in more demanding ways. As the mechanic evolves, so too does the complexity of the puzzles, which can be satisfying for players who enjoy working through layered environmental logic. There is a real sense of escalation here, even if it does not always land smoothly.


Supporting this journey is P4-TRIC, a robotic assistant created by the former director of the studios. He acts as both guide and companion, offering encouragement and direction throughout the experience. However, his presence also introduces a quieter tension, as his intentions are not entirely clear. There is a suggestion of something more deliberate behind his advice, and this undercurrent helps to support the broader narrative thread about identity, the Codex, and the hidden motivations behind the studio’s creation.

That said, CINESCAPE VR is not without its issues, and they become more noticeable the further you progress. Early interactions can feel confusing and unintuitive, leaving players unsure of how certain systems are meant to function. Even once the mechanics settle into place, the puzzle logic does not always feel consistent, and there are moments where solutions appear slightly disconnected from player expectation. This can disrupt the flow of problem solving, particularly in a game that relies so heavily on experimentation and spatial reasoning.

Pacing is another area where the experience wavers. While the game is clearly aiming for a slow burn mystery, there are stretches where the lack of clear structure makes progression feel uncertain. Instead of building steady narrative momentum, it sometimes drifts, leaving the player to push forward without a strong sense of direction. For a story that hints at deeper revelations around Cinetech, the Codex, and the protagonist’s true identity, this uneven pacing can dilute the impact of its narrative beats.


Even so, there remains a solid foundation underneath these rough edges. The creativity of the core concept, the ambition of the Cinemorphosis system, and the visual detail of the studio environments all work in its favour. When everything aligns, CINESCAPE VR delivers a genuinely engaging puzzle experience that feels unlike many other VR titles in the genre. It is also consistently enjoyable on a moment-to-moment level, particularly for players who are willing to sit with its slower, more methodical rhythm.

Ultimately, CINESCAPE VR feels like a game that is very close to something exceptional, but not quite there yet. It has the ideas, the atmosphere, and enough mechanical originality to stand out, but it is held back by inconsistency in puzzle design, unclear onboarding, and a narrative structure that struggles to maintain momentum.


It remains an entertaining and often striking experience, just one that could benefit from further refinement. As it stands, it earns a 7 out of 10, with clear potential to become something far stronger if its rougher edges are smoothed out.



12 Jun 2026

REVIEW: Tour de France 2026 on PlayStation 5


Review by Jon Donnis

Tour de France 2026 on PlayStation 5 is a pure cycling simulation that commits fully to realism, strategy and endurance racing. Each stage is built to feel different, with changing conditions, unpredictable weather and terrain that can shift the entire rhythm of a race in an instant. From the outset it is clear this is not designed as a casual sporting experience, but as a demanding recreation of professional cycling where control, timing and decision making matter as much as speed.


The strongest aspect of the game, and something that stands out immediately, is how impressive it looks and how detailed it feels in motion. The graphics are outstanding, with every stage presented at a very high level of quality. Weather plays a major role throughout, and the fact that conditions can change mid-race adds genuine tension. A stage that begins under clear skies can turn into heavy rain, and when that happens the handling becomes far more demanding, with slippery roads and technical descents forcing careful control. The expanded calendar also adds variety, with new events like the Muscat Classic bringing punishing heat and steep climbs, while Paris-Tours introduces muddy sections that reward precise handling and positioning. Team time trials have been redesigned to focus on coordination and effort management, and the peloton feels more alive thanks to improved AI behaviour. There is also clear depth in the management systems, with a strong emphasis on tactics, pacing and long-term planning that reinforces the simulation focus. Customisation options and weather-specific equipment changes, along with national champion jerseys, help add visual variety and immersion.

Where the game struggles, and where my frustration with it really comes through, is in how inaccessible and punishing it feels to play. It is extremely difficult to win anything without already understanding the systems inside out, and the learning curve is so steep that it becomes a barrier rather than a challenge. I found it impossible to win, and that feeling of constant struggle quickly overshadows any sense of enjoyment. There is no arcade mode or simplified option, which means everything is locked into a strict simulation style that leaves no room for casual play. If you just want to ride through the Tour and enjoy it as a game, that option simply is not there. The pacing is also very slow, and while that may suit realism, it often feels restrictive rather than engaging. Commentary becomes dull and repetitive quite quickly, which only adds to the sense that long races drag more than they should. The structure can also feel rigid, particularly with systems that prevent you from simulating races or sections without affecting later events, which interrupts any sense of flexible progression.


Overall, Tour de France 2026 is a game that is clearly not made for players like me. It is built for a very specific audience that wants a strict, highly detailed cycling simulation, and it does that job with commitment and technical strength. But it is also slow, demanding and extremely niche, and unless you are already invested in this style of game, it will likely feel overwhelming and unrewarding. My view is that it is a super niche experience that will struggle to appeal to casual gamers, and it is firmly aimed at hardcore fans of cycling simulations. I score it 6 out of 10.


11 Jun 2026

REVIEW: Gobliiins Collection (2026 Video Game) - on Nintendo Switch

Gobliiins Collection

Review by Jon Donnis

Gobliiins Collection arrives on Nintendo Switch in 2026 as a sizeable archive of puzzle adventure history, bringing together the first five entries in the long running series originally released on PC between 1991 and 2023. It presents itself less as a modern remake and more as a carefully preserved museum piece, and in that respect it largely succeeds.


What stands out immediately is how faithful the collection feels to the originals. These are not reinterpretations or softened reworks, but direct reproductions of the classic games, including multiple versions of the early entries such as MS DOS, CD-ROM and Macintosh builds. For anyone who remembers the series from its early days, there is a clear sense that the developers have tried to preserve the odd, slightly chaotic identity that defined Gobliiins from the start. The humour is intact, the tone remains stubbornly peculiar, and the puzzles still demand patience and lateral thinking in equal measure.


There is also a surprising amount of extra material included, which goes some way to broadening the appeal beyond nostalgia alone. The music player draws from all five games and offers a simple but effective way to revisit the series’ distinctive audio identity. The inclusion of 3D models of original packaging and a gallery of design documents adds a layer of archival interest that feels genuinely thoughtful rather than decorative. The documentary mini series, featuring a new interview with Pierre Gilhodes, co creator of Gobliiins, gives the package a human anchor that helps explain why these games still matter to a small but loyal audience.


On Switch, the games themselves translate reasonably well to console play. Point and click design has always been a tricky fit outside of a mouse driven environment, but the adaptation is serviceable enough that it rarely becomes a barrier. The underlying challenge remains intact, which will please long time players. These puzzles are still uncompromising, sometimes almost wilfully obscure, and that difficulty curve has not been softened for a modern audience. There is a charm in that stubbornness, even if it occasionally tips into frustration.


That said, the collection is not without its shortcomings. The omission of Gobliins 6: The Madmen of the Year 1000, released earlier in the same year, feels like a glaring gap in what is otherwise marketed as a comprehensive set. It is difficult not to see this as an oversight, particularly given the emphasis on completeness elsewhere in the package. There is also the simple reality that these games remain extremely tough by contemporary standards. What once felt like playful experimentation can now feel opaque, and not every player will have the patience to push through its more punishing moments.


Taken as a whole, Gobliiins Collection is best understood as a preservation project aimed squarely at returning fans and puzzle enthusiasts rather than newcomers. It captures the spirit of the original games with care, supports them with meaningful archival extras, and presents them in a convenient modern format. At the same time, it does little to smooth their rough edges or address the long standing difficulty spikes that defined the series from the beginning.


Gobliiins Collection ultimately feels like a well curated time capsule rather than a reinvention. For those who grew up with the series, it is an easy recommendation, even with its gaps and frustrations. For everyone else, it is a curious, often demanding glimpse into a very particular corner of puzzle game history. A solid 7 out of 10 still feels about right, balancing preservation, nostalgia and the occasional reminder that these games were never interested in being easy.

Out Now on Nintendo Switch


9 Jun 2026

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


Review by Jon Donnis

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


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

"Somewhere near Remagen, Germany

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

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


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


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


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

Out Now for £44.99 on PS5


8 Jun 2026

REVIEW: GUNNAR Echo Gaming Glasses


Review by Jon Donnis

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


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

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


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

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


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

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


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

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

Thank you to Gunnar for providing the glasses for review.