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

25 Sept 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.


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




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