Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

15 Aug 2026

REVIEW: This Bed We Made (2026 Video Game) on PlayStation 5


Review by Jon Donnis

Set in the Clarington Hotel on 17 February 1958, the game puts you in the role of Sophie, a chambermaid whose curiosity leads her far beyond simply making beds and tidying rooms. What begins with a strange discovery in room 505 gradually develops into a much larger investigation involving the hotel's guests, employees and the secrets they are trying to keep hidden.


The story is easily one of the game's biggest strengths. Rather than throwing everything at you immediately, it allows the mystery to build as Sophie discovers more objects, conversations, letters and clues around the hotel. Individual mysteries gradually begin to connect, giving the investigation a satisfying sense of progression. There is enough uncertainty surrounding the characters to keep you questioning what is really happening, while the personal stories discovered along the way add depth to the wider mystery.

The 1950s setting also works extremely well. The Clarington Hotel has a distinctive period atmosphere, with its rooms, corridors, lifts and other details helping establish the era. The game understands that a mystery like this benefits from its surroundings, and the hotel becomes more than just a backdrop. Exploring its three floors and gradually learning more about the people staying there gives the whole experience a strong neo-noir flavour.


A large part of the enjoyment comes from Sophie's willingness to investigate things that are really none of her business. Searching through belongings and inspecting rooms makes the player an active participant in her curiosity. There is something particularly satisfying about finding an apparently insignificant object and then realising that it has a connection to something else you have already discovered.

The puzzles are another positive. They generally strike a good balance, requiring you to search your surroundings and think about the information you have uncovered without becoming frustratingly difficult. The investigation feels more rewarding because the solutions usually come from paying attention rather than simply throwing arbitrary puzzle mechanics at the player.


The journal is particularly useful. As the investigation develops, it records Sophie's thoughts, information about characters and important clues, making it easier to keep track of the growing number of details. That is important in a story where several mysteries are developing at the same time.

The writing is also surprisingly strong. The dialogue is enjoyable and helps the characters feel like actual people rather than simply being there to deliver information to the player. The letters scattered around the hotel are especially effective. Even when they concern people you may never properly meet, they give those characters convincing personalities and complicated stories of their own.


The English voice acting complements this nicely. The performances do a good job of communicating the personalities and emotions of the characters, while the facial animation helps sell many of the conversations. Expressions are generally synchronised well with the dialogue, although this is not entirely consistent.

That inconsistency becomes more noticeable because some of the game's character animations can look poor at times. There are moments where movements lack polish, while some of the visual details around the hotel can look rather basic. Lip-syncing can also occasionally fall out of step with what is being said, which takes some of the shine off otherwise strong character interactions.


The sound design is another area where the game succeeds. Small sounds such as squeaking doors, keys, locks and the hotel elevator contribute considerably to the atmosphere. They help create a sense that something could be happening just around the corner, even when you are simply moving between rooms.

The game's biggest weakness is arguably its length. A typical playthrough can be completed in around three hours, depending on how thoroughly you explore and investigate. That makes it an easy game to get through over a couple of sittings, but it also means the experience can feel over before the player has had enough time with the world and its characters.

Some of the character backstories could also have benefited from greater development. The game introduces interesting people and gives you reasons to become invested in their lives, but not every character receives enough attention to make their individual stories feel fully explored.


The hint system is another minor irritation. It can be useful when you are genuinely stuck, but its suggestions can become repetitive. There are also occasions when important clues are surprisingly easy to miss, which can make progression feel more difficult than the actual puzzle solving deserves. Some of the controls are similarly sensitive, occasionally making interactions less precise than they should be.

The consequences attached to your decisions are perhaps the most important reason to return after completing the story. This Bed We Made gives your actions genuine significance. Doors you choose to open, information you uncover and the way you interact with other characters can influence how events unfold. Even seemingly mundane decisions can have consequences, which makes the player's curiosity feel like more than a simple gameplay mechanic.


The relationship system adds another layer to this. Sophie can form closer bonds with people around the hotel, including choosing between Beth and Andrew as her ally. Their different personalities and approaches to the investigation give the player another meaningful decision to make, while the possibility of seeing different outcomes provides a good reason to experience the story again.

This Bed We Made is ultimately a fun investigative story game that succeeds because of its writing, atmosphere and willingness to let the player influence the outcome. It does not have the scale or depth of the very best detective games, and its short length, occasional animation problems and uneven character development prevent it from reaching the highest tier.


However, there is a lot to like here. The mystery keeps building, the 1950s setting gives it an identity, the puzzles are well judged and the decisions genuinely matter. For anyone looking for a relatively short narrative experience built around investigation, character relationships and uncovering secrets, This Bed We Made is worth a look.

Score: 7 out of 10

Out Now on PlayStation


27 May 2026

REVIEW: Tale of Dark Lands (2026 Video Game) on PS5


Review by Jon Donnis

Tale of Dark Lands arrives on PS5 as a low poly fantasy action RPG that tries to channel the feel of a modern fairy tale wrapped in darker myth. You play a mercenary pulled from simple village work into something far more ominous, as an ancient force begins to spread across the land. It is a straightforward setup, built around progression, gear upgrades and a steady climb towards becoming a legendary figure.


There is an immediate charm to the visual presentation. The low poly style gives the world a soft, storybook quality that suits the fantasy setting surprisingly well. Villages, forests and dungeons carry a certain handmade feel, and when the lighting hits right it does manage to look appealing in a stripped back way. The character editor and equipment variety also add a small layer of personalisation, giving you room to shape your mercenary and experiment with different builds and gear combinations as you progress.


Where the game struggles is in almost everything tied to moment to moment play. Combat quickly settles into repetitive attack spamming, with very little need for timing, dodging or tactical thinking until the very late stages. Encounters begin to feel routine long before the credits roll. Navigation is another weak point, with an awkward structure that funnels you through portals and narrow paths rather than encouraging any real exploration. The story also never rises above functional fantasy filler, lacking tension or intrigue despite its darker premise. Controls feel loose, which only adds to the sense that the systems are not quite as refined as they should be, and the overall experience is short, running for only a few hours without much variation along the way.


In the end, Tale of Dark Lands is a game that looks more interesting than it plays. The visual style carries it for a while, but the shallow combat, weak storytelling and restrictive design hold it back from anything memorable. It is a brief experience that feels underdeveloped, and while it has moments of charm, they are not enough to sustain the journey. I would score Tale of Dark Lands a disappointing 4 out of 10.

Releases 2nd June on PlayStation


18 May 2026

REVIEW: Psyvariar 3 (2026 Video Game) - by RED ART GAMES

Psyvariar 3

Review by Jon Donnis

Arcade shoot ‘em ups have always lived and died on one thing. Flow. That hypnotic state where chaos somehow becomes rhythm, bullets become patterns, and survival feels like a dance rather than a desperate scramble. Psyvariar 3 understands that better than most modern shooters, and while it does not reinvent the genre, it absolutely captures the spirit of the old arcade classics with confidence.

Set decades after the events of Psyvariar 2, humanity once again finds itself facing annihilation after the appearance of a mysterious alien signal tied to Gluon particles. The setup is pure arcade nonsense in the best possible way. It exists mainly to push you into wave after wave of enemy ships, laser storms and screen-filling boss attacks. Nobody is coming here for deep storytelling, but the presentation gives the game enough atmosphere to feel connected to the long running series.


Visually, Psyvariar 3 looks fantastic. The neo retro art direction works brilliantly, mixing crisp 2D sprites with impressive 3D environments that twist and move beneath the action. It feels old school without looking dated. Explosions are vibrant, enemy designs are sharp, and the backgrounds constantly shift with movement and depth that give the game real energy. It genuinely looks like a lost arcade shooter rebuilt for modern hardware.

The real star, though, is the famous buzz mechanic. Bullet grazing has existed in plenty of shooters over the years, but Psyvariar still makes it feel unique. Flying dangerously close to enemy fire levels you up, powers your abilities and rewards aggressive play rather than cautious survival. It completely changes how you approach combat. Instead of avoiding danger at all costs, you are actively throwing yourself towards it, weaving between projectiles in search of experience boosts and temporary invincibility.


It creates an addictive risk versus reward loop that feels brilliant when everything clicks. Levelling up at the right moment can save a run entirely, especially during later stages where enemy patterns become overwhelming. There is genuine satisfaction in learning how to manipulate the system to your advantage. Practice really does make perfect here.

The seven playable characters also help keep things fresh. Each pilot feels distinct thanks to unique shot types, bomb systems and scoring mechanics. Some are built for aggressive close-range play, others favour precision and survival. Even the guest appearance from Cotton adds something fun and unexpected. Switching characters noticeably changes how stages play out, which adds plenty of replay value across the various game modes.


There is certainly no shortage of content either. Arcade, Endless, Mission, Caravan and Practice modes give players plenty to work through, while the branching difficulty system encourages repeat runs to uncover tougher boss encounters and alternate routes. It has that classic arcade mentality of constantly pushing you to improve your score and refine your technique.

That said, Psyvariar 3 can occasionally become a victim of its own intensity. The screen gets incredibly busy during stages, especially once enemy fire starts flooding every corner of the display. While experienced players may thrive on that chaos, newcomers could find it frustrating. There are moments where the sheer volume of bullets makes it difficult to properly read the action, and trying to buzz projectiles safely can sometimes feel more reliant on luck than skill.


The updated roll mechanic works well overall, especially on modern controllers, but the speed of movement combined with the visual clutter can occasionally make positioning awkward during tighter encounters. When everything is exploding at once, it becomes easy to lose track of your ship for a split second, and in a game this demanding, that is often enough to end a run.

Still, for fans of arcade shooters, Psyvariar 3 delivers exactly what it promises. Fast action, clever mechanics, stylish visuals and an almost overwhelming sense of arcade energy. It respects the legacy of the series while making enough smart adjustments to feel modern without losing its identity.


Honestly, the only thing missing is an old arcade cabinet with a vertically mounted screen. This is absolutely the kind of game that makes you wish you could physically rotate your television sideways just to recreate that authentic experience at home.

Psyvariar 3 is not always easy to read, and newcomers may bounce off its brutal intensity, but underneath the chaos is an excellent shoot ‘em up with a rewarding skill system and a huge amount of replay value.

A strong return for the series, and one that genre fans should absolutely keep on their radar.

7.5/10

Out Now on PS5 - https://amzn.to/43k4Fmk


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.


28 Jan 2026

NEWS: Xiaomi SU7 Ultra Enters Gran Turismo 7 in Landmark Gaming Debut

By Jon Donnis

Xiaomi has confirmed that its high performance electric saloon, the SU7 Ultra, will be added to Gran Turismo 7 from 29 January 2026 on PlayStation 4 and PlayStation 5. The car arrives as part of Update 1.67 and marks the first time a Xiaomi vehicle has appeared in the long running racing simulation series. Once the update goes live at 2.00 PM GMT+8, players around the world will be able to drive the SU7 Ultra across the game's circuits.

Gran Turismo is widely regarded as one of the most demanding racing simulations, known for its realism and selective approach to vehicle licensing. Historically, the series has focused on established performance marques, making Xiaomi's inclusion a notable moment for both the brand and the franchise. The partnership between Xiaomi and Polyphony Digital was first announced in June 2025, with the SU7 Ultra chosen to reflect the company's emphasis on performance and technological development.

Gran Turismo producer Kazunori Yamauchi personally tested the SU7 Ultra at several locations, including Beijing, the Nürburgring Nordschleife and Tsukuba Circuit. These sessions involved extensive discussions with Xiaomi EV executives and engineers. To ensure the in game car mirrors its real world counterpart, the two teams collaborated on an extremely detailed digital model. Xiaomi's vehicle dynamics specialists travelled to Polyphony Digital's studio in Fukuoka to take part in final validation work, focusing on accurately reproducing the car's handling and behaviour.


The SU7 Ultra uses Xiaomi's in house Dual V8s plus V6s Hyper Tri Motor system, producing a combined 1,548 horsepower and 1,770 Nm of torque. Built on an 800-volt electrical architecture, it accelerates from 0 to 100 kilometres per hour in 1.98 seconds without one foot rollout. The chassis combines a double wishbone front suspension with a five link rear layout and dual chamber air springs with adaptive dampers, aiming to balance sharp handling with comfort. Xiaomi quotes a CLTC driving range of 630 kilometres and a rapid charging capability that takes the battery from 10 to 80 per cent in 11 minutes.

As the flagship model in Xiaomi EV's range, the production SU7 Ultra made headlines in April 2025 when it tackled the Nürburgring Nordschleife with the optional Track Package fitted. It recorded a lap time of 7 minutes 4.957 seconds, setting a new record for electric executive cars on the circuit. The result was credited to its electric powertrain, torque vectoring chassis control and advanced aerodynamic design.

Lei Jun, founder, chairman and chief executive of Xiaomi Group, previously welcomed the car's selection for Gran Turismo 7, saying he was pleased that players and automotive culture fans would be able to experience Xiaomi's approach to high performance smart vehicles. During 2025, the SU7 Ultra was also displayed in markets including Spain, Singapore, Japan and Berlin, where it attracted attention from industry professionals and enthusiasts.

To mark the in game launch, Polyphony Digital will run a two week official lap time challenge at Monza within Gran Turismo 7. Players worldwide will compete using the Xiaomi SU7 Ultra, linking the brand's growing real world presence with its first major step onto the virtual racing stage.

16 Nov 2025

REVIEW: Anima Gate of Memories I & II Remaster (2025 Video Game) - On Xbox

Anima Gate of Memories I & II Remaster

Review by Jon Donnis

Stepping into Anima Gate of Memories I and II Remaster feels a bit like opening an old storybook that has been given fresh ink and sharper illustrations. Everything is familiar to long time fans, yet polished enough for newcomers to feel right at home. The collection brings both Anima Gate of Memories and The Nameless Chronicles together in one place, now brushed up with cleaner textures, clearer menus, and tutorials that flow far better than before. It is a noticeable lift that smooths out the early learning curve and makes the whole experience easier to settle into.


The heart of the game sits firmly in its world of Gaia, which is drawn from the Spanish tabletop RPG Anima Beyond Fantasy. The remaster does a good job of capturing the tone of that universe, where ancient monsters, cursed souls and uncertain destinies collide. You follow the Bearer and Ergo Mundus in the first story, then move into the path of an immortal wanderer in the second. Both narratives twist around secrets hidden inside the Tower of Arcane, and you can feel the weight of that place in the way every room, corridor and memory shaped landscape is presented. There is a distinct atmosphere here. It has that dark fantasy edge with touches of an anime inspired mood, which gives the whole thing a dramatic, dreamlike quality.


Combat remains the strongest part of the experience. It is fast and fluid with a nice sense of rhythm once you settle into switching between the Bearer and Ergo. You can flick between them with a single button, and it never loses its thrill when a smooth combo comes together. Each character has their own set of skills, and shaping them to your liking gives the game a proper RPG feel. Exploring the interconnected locations inside the tower adds to that sense of discovery. Every area feels like it has been crafted with intention. The music reinforces that feeling with a haunting tone that settles into your head as you move from one fight to another.


The remaster's visual upgrades make a real difference. Textures are cleaner, animation transitions feel more natural, and the UI refresh helps navigation enormously. It gives the whole package a sense of confidence, almost as if the game finally looks the way it always wanted to. As a result, the pacing feels smoother and you are far less likely to become tangled in menus.


Not everything lands perfectly. Some of the voice acting leans into a slightly uneven performance and a few lines of dialogue can feel a bit too cheesy for their own good. These moments are never enough to break the experience, though they do stand out against the stronger storytelling beats.


Coming into this remaster, it surprised me how easy it was to get pulled into its mix of sharp combat, rich lore and striking style. It feels bold, sometimes strange, but always driven by a clear creative identity. Whether you are returning to rediscover the saga or stepping into Gaia for the first time, this collection feels like the right way to do it.

For me, Anima Gate of Memories I and II Remaster earns a confident 8.5 out of 10.

Out Now

7 Nov 2025

NEWS: XREAL’s One Series and Beam Pro: The Future of AR Lands in Everyday Life

By Jon Donnis

Augmented reality has spent years hovering on the edge of mainstream use, waiting for the hardware to catch up to the promise. That moment might finally have arrived. XREAL, one of the most ambitious names in AR, has pushed the technology forward with its new One Series glasses and Beam Pro companion device. They don't just showcase clever engineering. They show how AR can slip quietly into daily life, changing how we work, play and connect.


The XREAL One and One Pro are, at a glance, sleek and wearable, nothing like the bulky headsets that gave early AR a bad name. The One Pro offers a wide 57° field of view, effectively giving you the experience of sitting in front of a 17-foot screen. The visuals are bright too, hitting 700 nits of perceived brightness, with the added bonus of adjustable lens transparency so you can fade the real world in and out as needed. It's a touch of cinematic immersion wherever you are, and at 87 grams, they feel surprisingly light.


Inside, XREAL's own X1 spatial processor drives the experience, handling real-time rendering without relying on a phone or laptop. It also delivers true 3-degree-of-freedom tracking, meaning your head movements are tracked naturally and without lag. Sound has been tuned by Bose, which makes a noticeable difference when you're watching films, gaming, or taking video calls. The design also includes modular options like the XREAL Eye first-person camera and Kaleido Frame snap-on finishes, letting users customise both look and function.

While the One Series glasses offer the showpiece experience, the XREAL Beam Pro quietly anchors the system. It's a handheld spatial computing device, designed to unlock the full potential of the glasses. Think of it as a compact, AR-ready smartphone that runs NebulaOS (based on Android 14) and can project millions of apps straight into your field of view. The Beam Pro houses a Snapdragon spatial companion processor, dual 50-megapixel 3D cameras for capturing depth and motion, and an impressive 6.497-inch LCD display with 1080 x 2400 resolution.


Connectivity is solid, with Wi-Fi 6, Bluetooth 5.2, and USB-C for charging and connecting your glasses. The 4300mAh battery supports up to 27W charging, and with up to 1TB of external storage, there's room for everything from films to design files. It's water and dust resistant (IP54 rated), and the cameras offer electronic image stabilisation and wide-angle correction. Basically, it's built to handle both your daily commute and your next creative project.

What's exciting about XREAL's current line is how it finally brings AR into practical use. You can browse the web, watch films, play games, or use it for productivity on a plane, train or sofa, without needing a screen in sight. It's the kind of tech that feels futuristic, yet instantly usable.


And with XREAL cutting prices from 20 November through 1 December, it's an easy time to get in on it. The One starts at $399 (down from $499), the One Pro drops to $599, and the Beam Pro now starts at $159 for the Wi-Fi 128GB model. It's rare to see innovation that's this accessible.

AR has been chasing its breakout moment for years, but XREAL might have finally nailed the formula. The One Series and Beam Pro don't just promise the future, they make it look effortless.

Black Friday/Cyber Monday: Up to $100 Off XREAL AR Glasses, remember to wait for the offers to go live from 20 November through 1 December to get the best prices.

You can purchase from Amazon UK at https://amzn.to/4i6KfUR (aff)
And from Amazon US at https://amzn.to/47LPxAe (aff)