Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts

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.


17 Apr 2026

REVIEW: Noir Mafia Simulator 1960s American Crime (2026 Video Game) - on PC (steam)


Review by Jon Donnis

There is a clear sense of ambition running through Noir Mafia Simulator, even in its current Early Access form. Set against the smoky backdrop of 1960s America, the game drops you into a criminal underworld built on risk, improvisation, and split second decisions. It promises freedom in how you approach each job, and to its credit, that part mostly holds up.


The core loop revolves around planning and executing heists across a mix of locations, from banks to museums and even police stations. Each environment presents its own layout and set of risks, which gives the game a welcome bit of variety early on. The choice between stealth and outright aggression is always there. You can creep through corridors with lockpicks and forged documents, or walk in armed and deal with resistance as it comes. That flexibility is one of the game’s stronger points, even if the systems behind it feel a little thin.

One small highlight is the lockpicking. It is not reinventing anything, and feels very familiar, almost lifted from other games in the genre, but it works. It is simple, responsive, and adds just enough tension in the moment. It is the sort of mechanic you do not think too much about, which in this case is a good thing.


The ability to take hostages adds another layer. It is a straightforward system, but it creates moments where you can control a situation that might otherwise spiral. Moving through an area with a hostage in tow, knowing it is the only thing stopping you from being shot on sight, brings a bit of edge to proceedings. It is one of the few mechanics that genuinely changes how you think in the moment.

Where things begin to fall apart is in the presentation and overall feel. The visuals are a real sticking point. For a game releasing in 2026, even in Early Access, it looks dated to the point of distraction. Character models, environments, and animations all feel like they belong to a much older generation. It makes the world harder to invest in, especially given the strong theme it is aiming for.


Controls are another issue. The lack of gamepad support is difficult to overlook. For a third person action game, it feels like a basic expectation, and its absence makes the experience more awkward than it should be. It is the kind of omission that stands out immediately and never quite stops being noticeable.

Combat does not help matters. Shooting lacks impact and precision, and the decision to require multiple shots for something as simple as a headshot undermines the feel of the gunplay. It turns what should be tense encounters into slightly clumsy exchanges, where the mechanics never quite match the stakes.

The planning side, which should arguably be the backbone of a heist game, also feels underdeveloped. There is the outline of something interesting, but in practice it does not go far enough. You are given options, but they rarely feel deep or meaningful enough to fully support the idea of carefully orchestrated jobs.


Even so, there is a sense that something better could emerge over time. The variety of missions and the basic structure are in place, and there are moments where the game hints at what it could become with more polish and depth. Right now though, it struggles to hold attention for long.

As it stands, Noir Mafia Simulator feels like an early build in the truest sense. There is potential, but it is buried under dated visuals, limited systems, and a lack of refinement. A score of 5 out of 10 feels fair at this stage. It is a game worth revisiting if development continues, but in its current form it falls short of what it is trying to be.

Released on Early Access from April 21st


20 Jan 2026

REVIEW: Black Jacket (2026 Video Game) - on Steam

Review by Jon Donnis

There is something inherently comforting about blackjack. It is simple, recognisable, and built on tension that anyone can grasp within seconds. Black Jacket takes that foundation and drags it somewhere far stranger. This is a rogue lite deckbuilder set in a hellish afterlife, where the cards bend the rules, the opponents have stories, and every hand is played for your chance at freedom. This review is based on an early demo and playtest, not the finished game, but there is already plenty here to talk about.

At its core, Black Jacket is still blackjack. You are playing against restless souls, winning their Soul coins, and trying to earn enough to bribe the ferryman and escape. The twist is that the deck no longer plays fair. Cards can force opponents to overcommit, alter card values, swap hands, let you peek into decks, or unlock hidden combinations that completely change how a hand unfolds. In practice, this works far better than it sounds on paper. There are moments where victory feels impossible, only for a carefully timed card to flip the entire table in your favour. Pulling a win out of nowhere is deeply satisfying, especially when the game has convinced you that you are already beaten.

The rogue lite structure gives each run a sense of possibility. Artifacts, card suits and curses gradually stack up, opening near endless combinations and strategies. No two runs feel quite the same, even within the limited scope of the demo. The added mechanics never feel random for the sake of it. Instead, they encourage you to think a few steps ahead, not just about the current hand, but about how your deck is evolving and what tricks you might unlock later.

Visually, the game is clean and readable, which is exactly what a card focused experience needs. Cards are easy to distinguish, extra abilities are clearly communicated, and the table never feels cluttered. Even when the rules begin to twist and bend, it remains easy to follow what is happening and why. That clarity is crucial, because without it the more complex mechanics would quickly become overwhelming.

The opponents are another interesting touch. You never see their faces, only their hands, which suits the afterlife setting and keeps the focus on play rather than spectacle. As you encounter them repeatedly, their playstyles and curses become familiar, and fragments of their stories unfold. There is a quiet ambition here to tie narrative and mechanics together, encouraging you to learn not just how they play, but who they are, and how breaking the cycle might require more than just winning hands.

That said, the demo is not without its frustrations. The unskippable tutorial is an immediate annoyance. Blackjack is one of the most widely understood card games in the world, and being forced through basic explanations feels unnecessary, especially for players drawn to the game precisely because they enjoy card games. A simple option to skip would go a long way.

There is also the lingering question of longevity. For all the clever twists and added systems, this is still blackjack at heart. The new mechanics are fun and often genuinely clever, but it is hard not to wonder how long they can sustain interest on their own. Sometimes adding too many layers to a very simple formula risks working against it, rather than enhancing it. The demo hints at depth, but it also raises doubts about whether that depth will be enough to keep players coming back run after run.

In its current form, Black Jacket is an enjoyable and intriguing experiment. The idea of giving cards extra powers and letting players bend the rules works, and when it clicks, it really clicks. As a demo, it leaves a positive impression, even if it does not yet feel essential. There is a solid foundation here, but it feels like it needs more modes, more variety, or a stronger hook to truly elevate it beyond an interesting take on a classic. So far, so good. The final release will need to push harder if Black Jacket wants to deal itself a winning hand.

Wishlist on Steam at

https://store.steampowered.com/app/3100370/Black_Jacket/

8 Apr 2021

REVIEW: In My Shadow - PC (Steam)

Review By Jon Donnis
In My Shadow is a unique game, you play as a girl (Bella) who is trying to find answers to questions she has about her past, and to find these answers, you collect memories by way of solving single level platform-based puzzles.

There are 4 different rooms that you will play in, and about 50 levels in total. A level consists of the use of shadows. The shadow of a little girl, trying to collect memories that are represented as collectable shadows. You switch between two parts of the puzzle, the first of controlling the little girl, trying to get from point A to point B, while collecting hard to reach memories, and the second switch is to a more external view of the room whereby you can control the furniture which in turn creates shadows on the wall. Move a chair closer to the wall to make the shadow smaller, or move it away to make it bigger, then when you switch back to the girl she can then jump on the chair's shadow to reach her goals.

It a rather unique idea for a game, and one I was excited about when I first read about the game.

As your complete each level, a story plays out through cut scenes, as you learn more about the young girl, and get the answers she seeks.

The puzzles themselves can be tricky, there can be more than one solution to the puzzle, and the trial-and-error method here really is your friend.

The Good
This is a really unique game, a great idea, and along with the melodic music, when you are in a level, everything looks and sounds great.

The Bad
There are some graphical inconsistences between the main scenes, the cut scenes and the game itself, which seems strange to me.

The biggest problem to the game however is the controls. I hate them, simple as that, now I have spoken to the game maker, and he released an update which did improve some of the lag between pressing a button and then the character moving. But there is still a problem there. Now the more you play the game, the less you will notice it, as you will subconsciously adjust how you play to make up for it, but even then you will find yourself in a position whereby you will have all the shadows in the perfect positions, you know exactly what you need to do, and how to do it, but instead of then being able to do it, it may take you numerous attempts, whether that being because you walk off a surface because you didn't jump in time, or you landed one pixel too far and hit a trap. All in all, instead of you feeling that you need to beat the challenge, you feel frustrated because it is like the game is letting you down, as opposed to your own abilities.

When a game relies on pinpoint accuracy when it comes to jumps etc, any little issue is amplified massively, and this is where this game does have a problem, and even after improving the delay times, I still find it an issue. There simply is no margin of error. You need to be perfect. And when the controls are off by a nanosecond, that perfection becomes frustratingly hard to achieve.

You can skip levels however, which I found myself doing, not because I didn't know how to finish the level, but because after failing 20 times in a row at a simple jump, I just lost patience.

Overall
I like this game, I like the idea, the concept, everything about it is original, but the controls just let it down, it is not fun to play. Can this be fixed? I don't know, I am not a game maker. I would like to think that a redesign of the character and the mechanics of movement could make this a great game. But as it is, it is just not quite there.

Maybe it is just me and I am too fussy.

If there is a demo available, try the demo, if you don't see the problems I mention, then buy the game, but you really need to play it first.

I score the game 6/10.
If the game receives some updates in the future, I may revisit this review. In the meantime please check out my game play video below, hopefully this will better explain the game than words ever could!

Review by Jon Donnis
Out on Steam Today!

13 Mar 2014

Titanfall: Xbox One vs PC Graphics Comparison

Xbox One and PC go head-to-head in this graphics comparison.

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Xbox One - Click for full size


PC - Click for full size


27 Dec 2013

PC - 2013 Year in Review

Whether you're a traditionalist or all about the avante-garde, the PC had what you needed--and then some.

6 Jun 2013

FIFA 14 | Official Gameplay Trailer | Xbox 360, PS3, PC

FIFA 14 Trailer. FIFA 14 is out on Xbox 360, PS3 and PC on 24 September 2013 in North America and 27 September in Europe. See the new gameplay features and pre-order now: http://bit.ly/14zsVwn

14 May 2013

2 May 2013

Phaser Shootout - Star Trek Gameplay (PC)

Kirk and Spock clean house with their trusty Phasers in Star Trek The Video Game.

26 Apr 2013

GRID 2 - Extended Multiplayer Trailer

Game Intro
The race returns in the highly-anticipated sequel to the critically acclaimed, BAFTA award-winning Race Driver®: GRID which set new standards for damage, AI, visuals and introduced Flashback, the time rewind feature now adopted by many racing titles. GRID®2™ will raise the gameplay and technological bar for motorsport gaming whilst remaining true to the series' core value that sets it apart from the competition – it’s all about the race.

Players will be invited to be fast, be first and be famous as they feel the aggressive exhilaration that lies at the heart of the GRID racing experience. In career mode, players will journey to the top of a new, ever-evolving world of competitive motorsport that challenges players to perform in exhilarating events across three continents.

GRID 2’s Race Immersion Technology
Bring alive the experience of driving a stunning selection of the world’s finest and most exciting, personality-packed cars like never before. The new TrueFeel™ Handling system delivers accessible, yet challenging to master edge-of-control racing and players will feel the tension, adrenaline, lights, noise and action of the race through the ‘lens of a movie director’ with blockbuster style and dramatic VFX.

Across a diverse range of white-knuckle events, intelligent AI opponents will push players’ driving ability to the absolute limit and deliver high-impact, relentless racing starring heart-stopping ‘wow’ moments, enhanced by next-generation damage that is sensational in real-time and jaw-dropping in replays. Once again, Codemasters Racing will set new standards for what can be achieved in the genre.

GRID 2 will redefine what racing games can achieve online. A rich multiplayer feature set with a progression system that is entirely distinct from the single player career challenges players to blaze their own trail to global domination. Deep levels of customisation, flexibility and connectivity are designed to deliver the most extensive and exciting online experience in the genre, enhanced by full integration with RaceNet, the online extension for Codemasters Racing games.


Check out an extended trailer showcasing the multiplayer in GRID 2.



5 Mar 2013

Teenage Mutant Ninja Turtles: Out of the Shadows Announcement Trailer

Teenage Mutant Ninja Turtles: Out of the Shadows will shell shock digital distribution networks this summer. Here is the trailer for the downloadable game coming to PC, PSN and XBLA in several months. The game will offer four-player online co-op where players can become any of the heroes in a half shell.

TMNT: Out of the Shadows appears to be the first in a three-game deal between Activision and Nickelodeon. The turtles used to be in the hands of Ubisoft, but that relationship seems to have splintered.

4 Mar 2013

Brutal Legend - Review

Britton Peele grabs his axe and rocks out to the PC version of Brutal Legend.




3 Mar 2013

FIFA 13 Ultimate Team | Tim Cahill's Ultimate 11

EA SPORTS sat down with Socceroo and NY Red Bull, Tim Cahill, to find out which players would make his Ultimate 11. What do you think about his squad?



FIFA 13 (also known as FIFA Soccer 13 in North America) is the most recent edition of Electronic Arts' highly-acclaimed association football FIFA video game series. It was developed by EA Canada.

The game was released on September 2012 in most regions, and in Japan in October. The Wii U version was released alongside the console on its launch day in all regions.

Lionel Messi was the first person to appear individually on a FIFA game cover in North America for 10 years. It is also the first game to not include Wayne Rooney on the cover of the UK version since FIFA 06.

The UK version of FIFA 13 instead includes Lionel Messi, Alex Oxlade-Chamberlain and Joe Hart and with St James' Park, the home of Newcastle United, in the background.

FIFA 13 included new features to the FIFA franchise such as the First Touch Control. New celebrations were also added as a new feature.

19 Feb 2013

Crysis 3 Graphics Comparison

Want to see which version of Crysis 3 has the best rain drops? We do a graphics comparison video with PlayStation 3, Xbox 360 and PC versions of the game!


The Elder Scrolls V: Skyrim Hearthfire Official Trailer

Check out the official trailer for Hearthfire! With this official add-on to The Elder Scrolls V: Skyrim, you can purchase land and build your own home from the ground up - from a simple one-room cottage to a sprawling compound complete with an armory, alchemy laboratory, stable, garden, and more. Use all-new tools like the drafting table and carpenter's workbench to transform quarried stone, clay, and sawn logs into structures and furnishings. Even transform your house into a home by adopting children.