Showing posts with label PS5. Show all posts
Showing posts with label PS5. Show all posts

9 Oct 2026

REVIEW: NASCAR 26! (2026 Video Game) - On PlayStation 5


Review by Jon Donnis

NASCAR 26! does not completely reinvent the series, but it makes some worthwhile improvements to the driving, presentation and overall racing experience. After spending time with it on PS5, I am really enjoying what it has to offer. There are still a few problems that need attention, but when the racing comes together, this is a very enjoyable NASCAR game.

The driving physics and handling are a major strength. The cars feel responsive while retaining a convincing sense of weight and grip, making the racing feel more authentic. The new tyre and braking model also add to that feeling, giving the cars a more believable response as you push them around each track.


The new dynamic track technology is another particularly good addition. Track conditions and grip can change over the course of a race weekend, which means you cannot always rely on the surface behaving in exactly the same way. It adds another consideration to races and makes adapting to the changing conditions part of the experience.

The AI is also capable of providing some strong competition. Races feel less predictable, with the field behaving in a more natural way rather than simply following identical lines. That makes a difference during longer races, where the changing conditions and behaviour of the other cars can keep things interesting.


Visually, NASCAR 26! is an improvement over NASCAR 25. The cars and tracks look better, while the improved skies, lighting and cloud effects give the game a more convincing presentation. The new particle system also adds more smoke, debris and other effects to the action.

It is not completely polished, though. There are still some graphical glitches, including occasional problems with shadows and trackside details. Some races can also suffer from performance issues when there is a lot happening on screen. These problems do not ruin the experience, but they stand out more because the rest of the game can look so good.


Career Mode is less impressive. It has been expanded with weekly strategic decisions, Facility Upgrades and performance coaching from NASCAR greats Steve Letarte and Jamie McMurray, but it still feels fairly familiar. The additions are welcome, although they do not make the career experience feel as deep or engaging as I would have liked.

That sense of familiarity is probably the biggest criticism I have of NASCAR 26!. While there are plenty of additions and improvements, much of the game still feels like an evolution of NASCAR 25 rather than a major new chapter for the series. For some players that will not be a problem, particularly given how much has been improved on track, but it does limit the impact of the sequel.


The Chase is a useful new standalone mode, allowing you to fight for a championship over the final ten races of a season with a customisable field. Peak Performance is another sensible addition, giving players a dedicated way to work on their abilities across the different tracks.

There is also plenty of content outside those additions. The game covers the NASCAR Cup Series, NASCAR O'Reilly Auto Parts Series, NASCAR Craftsman Truck Series and ARCA Menards Series, while new tracks include the Qualcomm Circuit at Naval Base Coronado, Chicagoland and St. Petersburg. There is also a new spotter, Freddie Kraft, the new Ram truck, burnout celebrations, an enhanced paint kit, a trophy room and fully customisable driver ratings for 2026.


Cross-platform multiplayer is another welcome addition on PS5, allowing you to race against players on other platforms. Unfortunately, the online experience can also be frustrating. There are limited systems for dealing with poor or deliberately aggressive driving, so a clean race can quickly be ruined by somebody else.

Despite those issues, the actual racing is where NASCAR 26! succeeds. The improved handling, changing track conditions, competitive AI and better presentation combine to create races that are enjoyable to drive and capable of keeping you on your toes.


It will need some updates and patches to address the graphical and performance problems, and I would have liked Career Mode to offer more meaningful progression. It is also difficult to ignore how familiar much of the overall experience feels after NASCAR 25.

Even so, I am having a lot of fun with NASCAR 26!. It looks good, it drives well and the new features improve the racing without getting in the way of what makes NASCAR enjoyable.

For me, NASCAR 26! is easily the best NASCAR game yet released, which is exactly what it should be.

I score NASCAR 26! A solid 8 out of 10.


2 Oct 2026

REVIEW: MXGP 26 - The Official Game (2026 Video Game) - on PlayStation 5


Review by Jon Donnis

MXGP 26 - The Official Game has some genuinely strong ideas, but it also feels like a game that was pushed towards release before it was ready. The move to Unreal Engine 5, dynamic track deformation and revised physics all improve the core racing experience, yet the lack of a proper career mode and several technical shortcomings leave the overall package feeling underdeveloped.


Dynamic track deformation is easily one of the game's best additions. As bikes repeatedly pass over the surface, ruts develop and new lines appear, meaning the track changes throughout a race. This has a tangible effect on the racing, forcing you to adapt rather than simply follow the same lines lap after lap. It adds a welcome sense of unpredictability and makes longer races more interesting.

The Unreal Engine 5 upgrade also makes a noticeable difference. Tracks have greater detail, lighting is improved and the environments look more convincing. Rider animations are smoother, while the overall presentation does a better job of capturing the look and feel of modern motocross.


The revised physics give the bikes a convincing sense of weight, although the handling can take time to master. Once you understand how the bikes respond and become comfortable working with the physics, there is plenty of satisfaction in carrying momentum through corners and handling jumps cleanly. The demanding nature of the controls will not suit everyone, but it gives experienced players something to get to grips with.

Unfortunately, the game does little to teach you how to reach that point. The tutorial content is limited, with advanced techniques such as whips and scrubs receiving very little explanation. Players are often left to experiment and figure out the mechanics themselves, which makes an already demanding handling model unnecessarily difficult to learn.


There are also moments when the physics do not feel entirely consistent. Mid-air corrections can sometimes behave unpredictably, while making precise adjustments through corners is not always as responsive as expected. These issues do not ruin every race, but they can undermine the sense of control the game is trying to create.

The AI is similarly inconsistent. Opponents can behave unpredictably and do not always appear to cope well with the changing track surfaces. Updates are being released to address these problems, but issues of this nature should have been properly resolved before launch.


The official 2026 championship content is well represented. The licensed riders, bikes and teams provide plenty of authenticity, while all 19 official tracks are included across the MXGP and MX2 categories. Compound, Time Trial, Quick Race, Championship and Online Multiplayer provide a reasonable selection of ways to race, with Championship mode offering the closest thing to a traditional season.

That brings us to the game's biggest omission. There is no proper career mode, meaning there is no progression from MX2 into MXGP, no team management and no opportunity to develop your bike over time. For a licensed motocross game built around an entire championship season, this significantly limits the sense of long-term progression.


Once the novelty of the new tracks and deformation system starts to wear off, there is less here to keep players invested than there should be. The individual races can be enjoyable, but the wider structure does not provide enough of a journey around them.

MXGP 26 therefore ends up feeling like a collection of promising improvements that have not been given enough time to develop into a complete package. The dynamic terrain is excellent, the Unreal Engine 5 visuals are a clear step forward and the racing can be rewarding once the handling clicks. However, the weak tutorials, inconsistent AI, occasional physics problems and lack of a proper career mode all hold it back.


The impression is that MXGP 26 was rushed towards release so it could carry the 2026 name before the year was over. Another six months of development could have given the game the refinement and additional depth it needs.

There is a potentially fun game here, but too many shortcomings get in the way.

I score MXGP 26 - The Official Game a disappointing 6 out of 10

Out Now


23 Sept 2026

REVIEW: Qliphah in Providence's Shadow (2026 Video Game) on PlayStation 5


Review by Jon Donnis

Qliphah in Providence's Shadow is an unusual RPG that mixes visual novel storytelling with a tactical combat system built around predicting enemy attacks. Tokyo has fallen following the Collapse, reality is eroding, and grotesque Aberrations roam the ruined streets. After delivery boy Souma Hoshigami is attacked and left in a half-turned state, he is taken into custody by investigator Rena Hizuki. Together, they become caught up in a mystery involving the drug Tiny True, cursed Stigmas and a mysterious cult.


The most interesting part of the game is its combat. Rather than simply reacting to attacks, you can see incoming moves on a timeline and plan your actions around them. Skills can be chained together, enemy attacks can be interrupted and time can be slowed or paused while you work out your next move. Once the system clicks, successfully predicting an attack and responding with a perfectly timed counter can be extremely satisfying.

Unfortunately, the combat does not always have enough variety to maintain that excitement. There are too few genuinely different encounters, and fighting multiple enemies can become frustrating because the timeline only shows attacks from the enemy currently being targeted. The dodge mechanic can also occasionally fail to move the character correctly, while the camera struggles at times when several enemies are involved.


Visually, Qliphah in Providence's Shadow has a distinctive style, combining cel-shaded characters with grotesque Aberrations and unsettling shaders. The combat presentation is similarly impressive, with flashy effects making successful attacks and counters feel suitably powerful. The fully voiced story and strong soundtrack add further polish.

Away from combat, things are rather different. This is not an open-world or traditional linear RPG where you explore Tokyo on foot. It is much closer to a visual novel with RPG battles built into it. The investigation elements allow you to examine clues, illustrations and social media information to uncover passwords and other details, although the sheer amount of material can become overwhelming. Some of the mystery elements can feel too obvious, with the case information often giving you enough to work things out without much real deduction


Rena and Souma make a likeable central duo, with their contrasting personalities providing some enjoyable dialogue. However, the characters do not develop enough to create the emotional connection the story needs. The same applies to progression, which offers limited incentive to experiment with different skills and builds.

There is plenty to admire in Qliphah in Providence's Shadow. Its combat system is genuinely different, the presentation is stylish and the combination of supernatural horror, police investigation and visual novel storytelling gives it a distinctive identity. When everything comes together, the tactical battles can be excellent.

The problem is that the game cannot maintain that quality consistently. Repetitive encounters, limited progression, awkward multi-enemy battles and a story that can sometimes be predictable hold it back.


Qliphah in Providence's Shadow is an interesting and original-feeling game that has some genuinely satisfying ideas, but it just misses the mark for me.

I score Qliphah in Providence's Shadow a 6.5 out of 10.

Out Now on Playstation


19 Sept 2026

REVIEW: The Walking Dead: Streets of Survival (2026 Video Game) - on PlayStation 5


Review by Jon Donnis

The Walking Dead: Streets of Survival takes the franchise into classic 2D side-scrolling beat-'em-up territory, with a style that will be instantly recognisable to anyone who grew up playing Streets of Rage. The formula is simple, but putting Rick Grimes, Daryl Dixon, Michonne and Negan into it gives the game a distinct identity.


Rick, Daryl and Michonne are playable from the outset, while Negan can be unlocked. Each character has their own fighting style, statistics and signature abilities, with their familiar weapons adding further differences. Rick has his magnum, Michonne her katana and Daryl his crossbow, while Negan gets to bring Lucille into the fight.

The combat is straightforward, responsive and satisfying. You move through each area, dealing with groups of walkers and members of the Saviors, using melee attacks, ranged weapons and special abilities to clear a path. It does not take long to understand the basics, but there is enough variation between the characters to make trying them all worthwhile.


The Walking Dead setting is put to good use throughout the campaign. Based around the All Out War storyline, the game takes you through familiar locations including the Sanctuary, Hilltop and Alexandria. The story is supported by some decent cut scenes, while the combination of walkers, Saviors and recognisable locations gives the campaign more personality than a standard arcade brawler.

There is also some welcome variety in the encounters. Environmental hazards, larger groups of walkers and boss battles involving characters such as Negan and Simon provide breaks from the regular fighting. Fans will also recognise walkers including Winslow and the Well Walker.


The main limitation is the simplicity of the gameplay. Once the basic combat has been mastered, you can make fairly quick progress through the campaign. The survival elements add another consideration to the fighting, while multiple difficulty levels provide some additional challenge, but there is not a huge amount of depth underneath the arcade-style action.

That also makes the game's audience fairly easy to define. If you enjoy The Walking Dead and classic 2D beat-'em-ups, the combination works. If you have little interest in either, there is not enough here to make the game particularly compelling.


Price is another issue. At £17.99 for the standard version and £29.99 for the Deluxe Edition, Streets of Survival is expensive for such a focused experience. The story, cut scenes, character differences and use of the television series' locations show that more effort has gone into the game than a basic licensed brawler, but the relatively short and straightforward nature of the gameplay makes the pricing difficult to overlook.

What works best is the combination of the familiar characters and the uncomplicated arcade action. Playing as Rick, Daryl or Michonne, using their recognisable weapons and fighting through locations associated with The Walking Dead gives the game enough personality to stand apart from the many other beat-'em-ups available.


The Walking Dead: Streets of Survival will not be for everyone, but it does not need to be. It delivers a straightforward arcade experience built around two very specific appeals: The Walking Dead and classic 2D beat-'em-ups. The combat is fun, the characters are well suited to the format and the campaign makes good use of the licence, although the limited depth and pricing hold it back.

Ignoring the cost, The Walking Dead: Streets of Survival scores a solid 7 out of 10.

Out Now. Physical versions available on Amazon


30 Aug 2026

REVIEW: Resonance: A Plague Tale Legacy (2026 Video Game) - On PS5


Review by Jon Donnis

Resonance: A Plague Tale Legacy is an interesting new chapter for the A Plague Tale series. Developed by Asobo Studio and published by Focus Entertainment, the third instalment takes the franchise in a slightly different direction while still retaining the atmosphere, storytelling and tension that have helped define the series. Set 15 years before the events of A Plague Tale: Innocence, it introduces Sophia, a fierce young plunderer whose search for answers about her past leads her to the mysterious Minotaur's Island.


The biggest change is immediately apparent in the gameplay. Whereas the previous games were primarily built around stealth, Resonance is considerably more action-oriented. Sophia is a much more capable protagonist, able to parry incoming attacks and respond with deadly finishing moves. Combat is therefore faster and more fluid than it has been in previous entries, and there is a greater sense that Sophia can actively take on the dangers around her rather than constantly being forced to avoid them.

That change works surprisingly well. The combat gives Resonance its own identity without completely abandoning the elements that made the earlier games effective. There are still tense stealth sections, and some of the game's most frightening moments come when you are forced to stay hidden and carefully work out how to progress. The combination of combat, stealth, exploration and puzzles provides a welcome variety, even if some individual elements become less effective as the adventure progresses.


The Greek setting is another major strength. Moving the series into this environment gives Resonance a distinctive visual identity, with the changing landscapes and environments making the different sections of the island feel suitably varied. Asobo Studio has created another beautiful world to explore, and the visuals help establish an atmosphere that remains strong throughout the game. There is a sense of mystery surrounding the island that works particularly well alongside the game's mythology and increasingly compelling story.

The dual-timeline mechanic is also an intriguing addition. Being able to move between the Middle Ages and the Minoan period gives the adventure another layer, particularly when events in the past can influence what happens in the present. It is a clever idea that fits naturally with the game's exploration of ancient history, myth and fate, while giving the puzzles an additional dimension.


The light-based puzzles are generally clever and make good use of the environments, although they are not without their problems. There are sections where these puzzles begin to feel repetitive, while some of the mid-section puzzles have the unfortunate effect of slowing the adventure down just when the narrative should be gathering momentum. The opening chapters also take a little too long to find their stride, meaning the game does not make the strongest possible first impression.

Thankfully, the story becomes increasingly compelling as it progresses. Sophia is a strong central character, and Anna Demetriou delivers an excellent performance that gives the character the personality and emotional weight she needs. The wider character performances are similarly strong, while the soundtrack and sound design do a great deal to reinforce the atmosphere. There is a genuine emotional resonance to the storytelling, particularly as Sophia's journey becomes increasingly connected to the ancient history surrounding the Prima Macula.


Resonance also succeeds in working as a standalone adventure. Knowledge of the previous games will naturally give returning players more context, but the story is structured in a way that allows newcomers to engage with Sophia's journey without feeling completely lost. At the same time, the game expands the wider A Plague Tale universe rather than simply repeating what came before.

Unfortunately, the new emphasis on action is not always matched by sufficient depth. The combat can be simplistic, and despite its speed and fluidity, it can become repetitive. Sophia's abilities make her considerably more capable than the protagonists of the previous games, but the combat system does not always provide enough variety to sustain that approach for the entire adventure.


The traversal mechanics are similarly straightforward, and the skill tree does not add a great deal to the overall experience. These systems are functional rather than particularly memorable, and there are moments when it feels as though Resonance could have done more to develop its mechanics.

Pacing is perhaps the game's biggest weakness. The slow start, some of the mid-section puzzles and occasional weaknesses in the narrative structure prevent the adventure from maintaining the momentum it establishes later on. The stealth sections are particularly effective when they work, creating some genuinely frightening sequences, but they can begin to feel rather samey towards the end.


Even with these shortcomings, there is plenty to admire here. Resonance: A Plague Tale Legacy is willing to take the series somewhere new rather than simply attempting to recreate the previous games. The Greek setting, dual timelines and increased focus on combat give it a distinct identity, while the excellent atmosphere, strong performances, engaging story and beautiful environments ensure that it still feels unmistakably like A Plague Tale.

It may not reach the heights of A Plague Tale: Requiem, but that does not make Resonance a disappointment. It is a worthwhile addition to the franchise and an enjoyable action-adventure in its own right. The pacing and repetitive elements stop it from being truly exceptional, but the ambition behind the new direction is clear, and the strongest parts of Sophia's journey are genuinely compelling.

I have enjoyed the A Plague Tale series as a whole, and I enjoyed my time with Resonance: A Plague Tale Legacy. It successfully expands the universe while offering something different, and despite its weaknesses, there is more than enough here to recommend it.

I score the game a solid 8 out of 10.

Out Now on PS5 and Xbox at