Showing posts with label Adventure. Show all posts
Showing posts with label Adventure. Show all posts

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.



30 May 2026

REVIEW: Midnight Swamp (2026 Video Game) - on PS5


Review by Jon Donnis

Midnight Swamp arrives as a dark point and click adventure that leans heavily into eerie fairy tale energy, dropping the player into a strange world where nothing feels entirely safe or familiar. The setup is simple but effective, a restless night by a lake, a strange laugh from the water, and one wrong step that pulls you into a shifting swamp filled with odd creatures and hidden secrets. From there it builds a compact but focused experience that feels deliberately old school in its structure and pacing.


The strongest part of Midnight Swamp is how confidently it commits to its classic point and click identity. It feels like something that could have comfortably existed in the 1990s Amiga era, not in a dated way, but in a way that understands the charm of that design approach. The puzzles are the highlight, offering a balance that feels challenging without tipping into frustration. There is enough logic and restraint in their design that most solutions feel fair, even when the setting itself is deliberately strange. The hand drawn visuals also deserve credit, with a style that suits the swampy, fairy tale tone and helps sell the unsettling atmosphere without overcomplicating it.


There is also a pleasing variety in how the game builds its world through encounters and mechanics. Meeting unusual inhabitants, following the guidance of a talking Cat, and learning potion basics from a Witch in a gingerbread house all contribute to a sense of playful unease. It is not trying to overwhelm the player with complexity, instead offering small, self contained ideas that fit neatly together. Exploration feels straightforward, and the lack of unnecessary systems keeps everything readable and accessible.


The main drawback is length. Midnight Swamp is very short, and it can realistically be completed in under an hour on a first run. That brevity leaves it feeling more like a concentrated vignette than a full adventure. Completionists will find a bit more to do on a second run, particularly for achievements, but even then the content is limited. One missable achievement involving feeding the cat adds a small layer of replay attention, though it also highlights how easily the experience can be exhausted in a single sitting.


Midnight Swamp is a charming and compact point and click adventure that understands exactly what it wants to be. It is straightforward, lightly eerie, and rooted in old school design principles where puzzles and atmosphere do most of the work. There is no excess here, no overthinking required, just a short journey through a strange swamp world that knows when to end.

I enjoyed Midnight Swamp enough to go back for a second run after missing the "feed the cat" achievement, which feels appropriate for a game of this size and style. For fans of classic point and click adventures, it is an easy recommendation despite its short runtime.

I score Midnight Swamp a solid 8 out of 10.

Out Now on PlayStation


4 May 2026

REVIEW: The End of the Sun (2026 Video Game) - on Playstation 5


Review by Jon Donnis

The End of the Sun arrives with a quietly confident premise and, to its credit, it largely delivers on that sense of intrigue. Set within a Slavic fantasy world that leans heavily on folklore and ritual, the game casts you as the Ashter, a fire mage able to track echoes of the past. It is an unusual hook, and one that immediately sets it apart. From the moment you step into the abandoned village, with its lingering smoke and fractured sense of time, there is a strong feeling that something meaningful has happened here, even if the game takes its time explaining exactly what.


Visually, it is difficult to fault. The world has been crafted with clear care, and that effort shows in the detail of the buildings, objects, and natural surroundings. The use of photogrammetry gives everything a grounded, almost tactile quality. It does not feel like a generic fantasy setting. Instead, it feels rooted in something older, more specific. That authenticity feeds directly into the atmosphere, which remains one of the game’s strongest elements throughout.

The central gameplay loop is where The End of the Sun becomes most interesting. You move from bonfire to bonfire, bonding with each one to reveal hidden traces and fragments of past events. Follow the smoke, uncover clues, solve a puzzle, then shift through time to see the consequences. It is a simple structure on paper, yet it works surprisingly well in practice. There is a natural rhythm to it, and when everything clicks, it can be genuinely absorbing. Watching history subtly reshape itself as you intervene adds a layer of satisfaction that many puzzle games struggle to achieve.


The puzzles themselves are mostly well judged. They are not overly complex, but they demand attention and a willingness to observe your surroundings carefully. The real appeal comes from how they tie into the wider narrative. Solving a puzzle rarely feels isolated. Instead, it feeds into the broader mystery, revealing new perspectives on the same characters across different points in time. That sense of continuity, of seeing lives unfold across seasons and years, gives the game a quiet emotional weight.

Voice acting is another clear strength. Performances across the board feel natural and convincing, which helps ground the more fantastical elements of the story. Characters come across as real people shaped by their circumstances, rather than simple narrative devices. It adds a layer of immersion that is easy to overlook but difficult to replace.


That said, the experience is not without its frustrations. Technical issues do creep in, and they can be more than minor inconveniences. Encountering a situation where progress is blocked, with no clear way to reset or escape, breaks the flow entirely. It suggests a lack of final polish that is hard to ignore, especially in a game so reliant on careful progression through its systems.

Even outside of outright bugs, there are moments where the game’s structure works against it. It is easy to lose your bearings, leading to stretches of aimless wandering as you try to piece together your next move. While some level of uncertainty fits the investigative tone, it can tip into irritation when direction becomes too vague. The line between discovery and confusion is a fine one, and The End of the Sun does not always stay on the right side of it.


Despite these issues, there is something undeniably compelling at the heart of the experience. Its ideas feel fresh, its world feels lived in, and its approach to storytelling through time and interaction stands out. When it works, it draws you in completely. When it falters, it can push you away just as quickly.

The End of the Sun is a thoughtful and original adventure that does a lot right, even if it stumbles in key areas. It is well worth experiencing for its atmosphere and ideas alone, but patience is required. If you can push through the rough edges, there is a rewarding journey waiting underneath.

Score: 7 out of 10

Out Now on PlayStation


3 Nov 2025

REVIEW: Chickenhare and the Treasure of Spiking-Beard (2025 Video Game) - On Xbox

Review by Jon Donnis

There's something refreshingly old-school about Chickenhare and the Treasure of Spiking-Beard. Developed and published by N-Zone, this bright, energetic adventure takes its cues from classic platformers while building on the whimsical world of the Chickenhare film and comics. The result is a cheerful romp across colourful kingdoms, packed with puzzles, light combat and the kind of charm that only a talking chicken-rabbit hybrid can deliver.


The story follows Chickenhare and his trusty companions, Abe and Meg, as they race to find seven mystical crystals before the dastardly Spiking-Beard plunges the kingdoms into chaos. It's a familiar "save the world" setup, but the game's warmth and humour keep it from feeling stale. From the lively dialogue to the wonderfully animated cutscenes, everything here feels designed with younger players in mind, yet polished enough that parents won't mind joining in.

What makes the game shine is its trio-based gameplay. You'll constantly swap between Chickenhare, Abe and Meg, each with unique abilities that keep things varied. Chickenhare can glide using his ears, Abe smashes obstacles with his shell, and Meg brings a burst of martial arts flair. The swapping system works beautifully, creating a smooth rhythm between exploration, puzzle-solving and combat. It's surprisingly satisfying to master, and the controls are responsive enough to make even tricky sections feel fair.


Visually, this is one of the better-looking family titles on Xbox this year. Each world bursts with colour and personality, from the golden glow of Featherbeard's Castle to the eerie depths of Demon's Hole. The blend of 2D side-scrolling and full 3D exploration gives the game a playful cinematic flair. The camera transitions are handled neatly, with the shifts in perspective adding depth rather than confusion.

The puzzles, too, deserve credit. They strike a nice balance, challenging enough to make young players think without ever tipping into frustration.


Still, while Chickenhare and the Treasure of Spiking-Beard is brimming with heart, it's not without its limits. Older players might find the challenge level a bit too gentle, as combat and platforming rarely punish mistakes. This is very much a game for children and early teens, and while there's enough polish to keep grown-ups entertained, veterans of the genre will breeze through it.

Despite that, it's hard to hold a grudge against something so cheerful. The combination of character-switching, smart level design and light humour makes for a thoroughly enjoyable experience. It's a perfect introduction to the action-adventure genre for younger gamers and a charming nostalgia trip for anyone who grew up on platforming classics.


Chickenhare and the Treasure of Spiking-Beard may not reinvent the genre, but it delivers exactly what it promises: fun, family-friendly adventure with style and heart. Fans of the 2022 film or Chris Grine's original graphic novels will find plenty to love here.

Verdict: 7.5/10 – A delightful, easy-going adventure that soars on charm and colour, even if it plays things a little too safe for older players.


16 Sept 2025

REVIEW: Call of the Sea (2025 Video Game) - on Nintendo Switch

Call of the Sea

Review by Jon Donnis

Call of the Sea is a first-person adventure from Out of the Blue, published by Raw Fury. You play as Norah, voiced by Cissy Jones, who travels to a remote island in the South Pacific during the 1930s to track down her missing husband, Harry, voiced by Yuri Lowenthal. There's no combat here, the focus is on exploring the island and working through puzzles.


The setting is the first thing that stands out. The island looks beautiful, with its bright colours, strange ruins and hidden corners that keep you curious about what's next. The presentation has real character, and Norah herself is a big part of that. Jones gives her a voice that feels warm and believable, and the story carries both mystery and emotion as it unravels.


Most of your time is spent solving puzzles. They come at a steady pace, usually clever and well thought out, and when they click they feel rewarding. The game clearly has a lot of care behind it, both in how the puzzles are built and in how the story pushes you forward.


Not everything lands perfectly. Some of the puzzles are tough, even with the hints available, and a few times I ended up checking online to figure out the solution. That can be a slippery slope, because once you've done it once it's tempting to do it again rather than wrestle with the harder sections. Playing on a Nintendo Switch Lite also showed up a few technical hiccups, with some stuttering in the animation, though it was never enough to ruin the experience.


Call of the Sea isn't the sort of game you'll replay often, but as a one-off adventure it works well. The combination of its striking island setting, its story full of heart, and a run of puzzles that mostly land makes it worth picking up if you enjoy thoughtful puzzle-driven games.

I score Call of the Sea a solid 7.5 out of 10.

Out Now on multiple formats
And on Nintendo Digital

12 Sept 2025

REVIEW: Goosebumps: Terror in Little Creek (2025 Video Game) - On Xbox

Review by Jon Donnis

Goosebumps: Terror in Little Creek is a surprisingly solid and enjoyable entry in the long-running franchise, and it does a good job of translating the spooky, playful tone of R.L. Stine's books into a game. You step into the shoes of Sloane Spencer, a young teen trying to unravel the eerie mysteries lurking in the town of Little Creek. From fog-filled streets to abandoned theatres and dark, cluttered libraries, the environments are small but well designed, giving players plenty of corners to explore without ever feeling lost. The game balances exploration and narrative nicely, letting younger players wander, discover secrets, and uncover the town's supernatural happenings at a comfortable pace.


The stealth mechanics are a highlight, and they work better than you might expect from a game aimed at children. Timing your movements to avoid monsters, making clever use of your haunted book, and occasionally defending yourself with a slingshot all keep the gameplay engaging. There's a nice variety of creatures to contend with, each with its own behaviour, and the occasional jump scare, while mild, adds tension in just the right way for the target audience. Puzzles and interactive contraptions also provide a good challenge, encouraging players to think without feeling frustrated.


Visually, the game leans into a cartoony style that suits the Goosebumps universe well. Characters and monsters are designed to be creepy without being genuinely frightening, and the environments have enough detail to feel alive. Sound design complements this, with plenty of ambient noise, creature sounds, and spooky effects that heighten the sense of mystery. The learning curve is gentle, so players can pick up the mechanics quickly, and the gameplay loop of exploring, solving puzzles, and avoiding monsters is straightforward but fun.


The main downside is that the game is short. Most players will finish the story relatively quickly, which is understandable given the younger audience it targets, but it does limit replayability. There's also a sense that some areas and encounters could have been expanded to give the map more depth, but the game still manages to deliver a satisfying experience in its compact form.


Goosebumps: Terror in Little Creek is a fun, well-paced adventure that does a good job of introducing stealth and puzzle mechanics to younger players while staying true to the franchise's signature blend of spooky thrills and playful twists. It's not a long or complex game, but it doesn't need to be: it's entertaining, easy to pick up, and full of the Goosebumps charm that will appeal to fans old and new. For what it sets out to do, it's a strong effort and deserves recognition. I'd give it a solid 8 out of 10.


2 Sept 2025

REVIEW: Lost Twins 2 (2025 Video Game) - On Xbox

Lost Twins 2

Review by Jon Donnis

Lost Twins 2 is a rare kind of puzzle-platformer, one that feels both completely charming and genuinely inventive. At its heart you guide Abi and Ben, two lost twins, across a whimsical polygonal playground where the world itself can be shifted, tiles can be swapped, and entire pathways reshaped at will. It's a clever mechanic that transforms every stage into something both surprising and rewarding. The puzzles themselves are beautifully put together. They're tough enough to make you stop and think, yet logical enough that you never feel stuck for long. Solving them has that wonderful effect of making you feel just a little bit smarter than you are.


Looks wise, the game wears its influences proudly. Clearly inspired by Miyazaki and Studio Ghibli, the art style blends soft painterly backdrops with simple, expressive characters and fluid animation. Lighting, composition, and attention to detail give every frame a handcrafted warmth. It's paired with a score that is both soothing and atmospheric, wrapping the puzzles in a layer of calm that makes it easy to lose yourself in the experience.


The gameplay never falls into repetition. The signature sliding puzzle mechanic is joined by pressure switches, lifts, water gates, and breakable domes, with each new level introducing something that keeps the pace fresh. Playing solo is rewarding, as switching between Abi and Ben to achieve different goals feels natural and well designed, but the game shines brightest in local co-op. Working together with a friend to swap tiles, trigger mechanisms, and build paths is where the charm really comes alive. The only drawback is that there's no online option, so you'll need someone on the sofa with you.


What sets Lost Twins 2 apart is its philosophy. There are no enemies, no deaths, no timers, not even much dialogue to push you along. It is purely about discovery, tinkering, and exploration. That makes it as enjoyable for children as it is for adults, and it ensures the experience never feels stressful, only thoughtful and rewarding. The story may be a little light, but the art, the puzzles, and the sheer creativity more than carry it.


It's rare for a game to be this beautiful, this clever, and this accessible all at once. Lost Twins 2 is proof that puzzle games can be both relaxing and exciting without ever leaning on conflict or frustration. A delightful, charming piece of design that works on every level. I give it a strong 9 out of 10.

Out Now on Xbox