Showing posts with label Management. Show all posts
Showing posts with label Management. Show all posts

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.


1 May 2026

REVIEW: All Hail the Orb (2026 Video Game) - on PC Steam


Review by Jon Donnis

All Hail The Orb arrives on PC via Steam as a deliberately small-scale, slightly odd clicker game. It drops you into a pixel-art dungeon with a single purpose, keep the Orb powered. At first that means plenty of manual clicking, but it does not take long before the systems begin to unfold. Cultists arrive, automation creeps in, and what starts as a simple loop gradually turns into a lightly managed, self-sustaining machine. It never becomes complicated for the sake of it, which feels like a conscious decision rather than a limitation.

The game leans heavily into its tone. It is playful, a bit strange, and never overly serious. Ducks appear, not as a throwaway joke, but as part of a wider system in the Quackpot, where merging them grants passive bonuses. It is silly, but it works. The humour sits in the background rather than demanding attention, which helps the overall flow. Visually, the pixel art is clean and easy to read. The dungeon layout is clear even when things start to fill up, and the ability to zoom in and out keeps everything manageable. There is a polished feel to the presentation that makes the simplicity feel intentional rather than bare.


Progression is where the game really finds its rhythm. New mechanics arrive at a steady pace, whether that is unlocking rooms, placing cultists into zones, or managing their automatic routines. It never throws too much at you in one go. Instead, it builds layer by layer, letting you settle into each system before introducing the next. That makes it approachable, even for players who might not usually spend time with clicker or incremental games. There is also a clear distinction here, this is not an idle game. When you step away, progress pauses. You return to exactly where you left things, which gives your input a bit more weight.

There is a satisfying sense of growth as your single altar expands into a multi-room dungeon. Each new area adds something slightly different, which keeps the loop from going stale. Watching automation take over tasks you once handled manually is quietly rewarding. It becomes less about frantic clicking and more about light management, adjusting placements and keeping everything ticking along smoothly. It is addictive in that low-key way where you always feel like one more small improvement is just within reach.


That said, a few rough edges do show. There are occasional bugs when loading into the game, with some cultists losing their assigned roles and needing to be placed again. It is not game-breaking, but it does interrupt the flow. Performance can also dip towards the later stages when the dungeon is busy and effects are stacking up on screen. Disabling particle effects helps, though it does feel like a workaround rather than a full solution.

The other sticking point is something that will divide opinion. The game has a defined ending. On one hand, it gives the experience shape and a sense of completion that many clickers lack. On the other, if you enjoy letting these kinds of systems run endlessly, it can feel like it stops just as you are getting fully invested. It leaves you wanting more, which is both a compliment and a frustration.


All Hail The Orb succeeds because it understands its scope. It offers a focused, five-hour experience that can stretch a little longer if you aim for everything, like 100% achievements. It is easy to pick up, hard to put down, and consistently engaging without becoming overwhelming. At around five pounds, it earns its place through simple, well-paced design and a tone that keeps things light. It might not last forever, but while it does, it is one of the more enjoyable examples of the genre. An easy recommendation for anyone with a soft spot for clickers, and a solid 8.5 out of 10.


29 Apr 2026

REVIEW: The Boss Gangster: Criminal Empire (2026 Video Game) - Out On Early Access on Steam

The Boss Gangster: Criminal Empire

Review by Jon Donnis

The Boss Gangster: Criminal Empire sits in that hybrid space between simulation, RPG and open world crime strategy, where management and mayhem are constantly pulled together. It builds its identity around the idea of running a glamorous nightclub empire while also steering a criminal operation that stretches into gang wars, bribery and street level control. It is an early access release, and that context matters when judging how far it currently reaches and where it still stumbles.

At its best, the game presents a clear and easy to grasp loop. You meet the main figure of authority, take on some starting funds, and begin building your nightclub empire from the ground up. From there, it expands into hiring staff, improving your venue and managing the flow of guests and money. It never feels overly complicated in those early hours, and there is a certain satisfaction in how quickly it lets you get into the rhythm of building and upgrading.

The presentation also helps carry the experience. The top down view will feel familiar to anyone who remembers older crime management games such as Gangsters Organized Crime. There is a similar sense of overseeing a living system from above, watching your influence spread across a city that feels like it is constantly shifting between business and violence. Visually, it does enough to make the world readable and appealing, and the soundtrack, made up of custom in game tracks, does a solid job of supporting the nightlife atmosphere without becoming intrusive.


Where it becomes more ambitious is in its mix of systems. The game pushes you to juggle club management with criminal activity, from handling VIP guests and running your venue to dealing with rival gangs, illegal trading and corrupt officials. It wants you to move between legitimate business and organised crime almost seamlessly, and when it flows properly, that combination gives the game its identity. There is a clear attempt to make your decisions matter across both sides of the empire you are building.

It is also worth noting how straightforward the core structure feels at its best. You are essentially growing a business while building a criminal family, assigning roles, upgrading your influence and expanding into new areas of the city. There is a sense of progression that is easy to follow, even when the systems begin to stack up.

However, the early access label is impossible to ignore, especially when it comes to usability. The controls are one of the biggest barriers right now, feeling fiddly and inconsistent in places. There is also a surprising lack of clarity around them, with no option to review controls in the menu, which leads to unnecessary confusion early on. Even simple things like adjusting the viewpoint take longer than they should, which interrupts what is otherwise a fairly smooth gameplay loop.


There are also moments where the ambition outpaces the current polish. The idea of switching between nightclub management and open world missions without loading screens is strong on paper, but in practice the experience can feel uneven depending on what you are doing at any given time. It is a game that clearly has systems with potential, but they are still settling into place.

As it stands, The Boss Gangster: Criminal Empire feels like a solid foundation rather than a finished statement. It has a strong concept, a readable structure and enough variety in its systems to suggest something much bigger underneath. The presentation and atmosphere already work in its favour, even when the mechanics are not fully refined.

There is a good game here waiting for more time and development to bring everything into sharper focus. It is ambitious, occasionally messy, but built on an idea that is strong enough to carry it forward if the rough edges are smoothed out.

Out Now on Early Access