Showing posts with label game review. Show all posts
Showing posts with label game review. Show all posts

14 Nov 2025

REVIEW: Echoes of the End: Enhanced Edition (2025 Video Game) - On Xbox

Echoes of the End: Enhanced Edition

Review by Jon Donnis

Echoes of the End had a rough start last August, but the overhaul that arrived with the Enhanced Edition feels like the work of a studio that actually listens. Myrkur Games took every gripe to heart and rebuilt the game from the inside out. That effort shows the moment you step back into Ryn's shoes. Combat feels sharper, animations flow with far more confidence, and the new difficulty options finally let players decide how tough they want the journey to be. It all sits within a world shaped by Iceland's raw beauty, where glaciers and volcanic light give every chapter a sense of scale and danger.


The story carries a steady pull. You guide Ryn, a powerful vestige whose ancient magic is tied to a homeland on the brink of collapse, as she sets out to rescue her brother and face the conflict closing in around her. Abram serves as a grounded presence throughout. He fights with you, supports you in battles, and brings a bruised history that adds weight to their partnership. Their bond forms the heart of the narrative. It grows in small moments during quiet travel as much as in the chaos of combat, and the improved pacing makes their journey flow more naturally than it did at launch.

The biggest change lies in the moment to moment fighting. Sword strikes hit harder, parries land with a clear rhythm, and Ryn's magic feels genuinely dangerous. You can throw enemies into hazards, drain their strength to survive a tight scrap, or chain abilities across four upgrade paths that let you shape your approach. Abram's abilities complement yours by knocking enemies off balance or creating the perfect opening for a finishing blow. It all feels precise and satisfying.


Exploration sticks to a linear structure, which may disappoint those expecting an open world. The crafted path still looks stunning though. Each environment stands apart with its own visual identity and puzzle mechanics, from energy powered ruins to warped volcanic chambers. The platforming sections give a welcome burst of movement and variety. You leap across broken ground, twist through odd gravity shifts, and use Ryn's growing magical tricks to reach new spaces. Hidden chests add a bit of incentive to poke around side paths, even if you never wander too far from the main route.

Character work remains the area that holds the game back. Ryn's personality can feel harsh in ways that make her harder to connect with, and the script never quite digs deep enough into what drives her. The supporting cast also could have used more time to breathe. It is telling that the landscapes feel richer than some of the people you meet along the way. The story still entertains, but you get the sense that a little more patience with character development would have lifted the whole thing.


Get past that and you find a confident action adventure that looks gorgeous and plays even better. The upgrade system is generous, the outfits and relics add genuine variety to your builds, and the New Game Plus option gives the combat depth more room to shine once you have mastered the basics. The Journey difficulty is a smart touch for newcomers, offering a smoother introduction without stripping away tension.

Echoes of the End is still a linear experience with no side quests, so what you see is what you get. The difference now is that what you get is genuinely good. The Enhanced Edition turns an underwhelming release into a polished and engaging adventure, carried by its striking world, improved flow, and tight combat.

I had a great time with it from start to finish, and I would happily recommend it. A solid 8.5 out of 10.


25 Sept 2025

REVIEW: Disc Golf City (2025 Video Game) - On PC Steam

Disc Golf City

Review by Jon Donnis

Disc Golf City arrives on Steam with a clever pitch. Instead of the usual quiet woodland courses, this physics-based disc golf game takes you into a vibrant city built for trick shots. Every hole is set in a stylised low-poly playground of rooftops, alleyways and plazas. Baskets hide behind lamp posts, side streets open up unexpected angles, and bonus targets such as bins and signs tempt you into daring throws. On paper it is the perfect way to turn a familiar sport into something fresh.

The first thing that stands out is the look. The city is colourful without being noisy, with clean lines and a soft palette that makes every building feel like part of a giant model set. It is easy to relax into the atmosphere, taking your time to aim and explore. The music and sound effects match the laid back approach, giving the game a friendly tone. Landing a disc on a roof and watching it roll neatly into the basket feels genuinely satisfying. Even hitting an offbeat target like a traffic sign brings a small thrill that makes you want to keep experimenting.


The arcade spirit also works well. There are no timers, no heavy penalties for bad throws, just the challenge of mastering the physics and finding creative routes. When everything clicks the game captures the joy of a perfect shot, and the added achievements for unusual hits give you reasons to try bold angles rather than play it safe. For players who enjoy light sports games with a puzzle element, these moments are exactly what you hope for.

Unfortunately the road to those moments is rougher than it should be. The controls are far more demanding than the cheerful style suggests. Power, angle and spin must be judged with precision, and even after extended practice it is hard to predict exactly how a disc will fly. Instead of a fair test of skill it can feel like a battle against unpredictable physics. Nailing a clean shot should feel rewarding but too often feels like luck.

Progression is also an issuer. At launch only the tutorial is open. To reach the proper levels you need to score under par on every course. That requirement might look reasonable but paired with the tricky controls it becomes a grind. It blocks casual players from exploring the city courses and turns what should be a relaxed game into an uphill climb. The developer has said an update will unlock the first level without this restriction, which is welcome, but the current structure still limits enjoyment.


Free play mode sounds like a fix but does not fully deliver. Instead of offering a true sandbox it often restarts you from the same spot unless you land an almost impossible long hole in one. What should be a chance to experiment quickly turns repetitive and discouraging. It is easy to give up on this mode after a few attempts, which is a shame because the idea of open practice fits the game perfectly.

Despite these frustrations there is real potential here. The city environments are fun to explore, the concept of urban disc golf is fresh, and the visual style is consistently appealing. With more generous unlocking, smoother controls and a proper free play option, Disc Golf City could develop a dedicated following among fans of relaxed arcade sports games.

As it stands the game is enjoyable in bursts but too often undermined by its own rules. It is full of charm yet held back by progression hurdles and control quirks. With a few smart updates it could become something special. Right now it remains a promising but uneven experience. 

Out Now on Steam

UPDATE 26/09/25:
The latest Patch has dropped and the game has improved somewhat.
Here is whats been done. I have updated my score to reflect this update.
I give Disc Golf City a 7.5 out of 10.


✨ Improved audio – richer sound design and a wide range of new sound effects to bring the city to life.
🥏 Better “in basket” detection – more accurate scoring when you land the perfect shot.
🏆 New achievements – fresh challenges to unlock and show off.
📘 Improved Tutorial – clearer guidance to help new players get into the game.
🎮 Revised gamepad controls for throws – smoother, more responsive throwing experience.
⏸️ Improved Pause Menu – easier to navigate and packed with the options you need.


14 Aug 2025

REVIEW: Recharge (2025 Video Game) - Early Access Release on PC

Recharge

Review by Jon Donnis

Recharge drops you straight into the world of RC racing, but not the kind you remember from toy shop shelves. This is a sim-cade experience that blends the precision and realism of simulation with the immediate fun of arcade racing. The cars don't just look like their real-world counterparts, they behave like them too. Every twitch of the steering, every bump of the suspension and every bit of tyre grip is dictated by physics that make these tiny machines feel alive on the track. It's all wrapped in a visual package that's surprisingly striking for a game about cars you could pick up with one hand.


From the moment you line up on the grid, the presentation pulls you in. The graphics are sharp and detailed, from the shine of the paintwork to the spray of gravel under the wheels. The audio is spot-on too, with the high-pitched whir of electric motors and the crunch of tyres on different surfaces. You can pick your camera angle to suit your style, whether that's the classic behind-the-car view or a front-facing angle that ramps up the difficulty. A cinematic drone view is available for those who want to admire the action, though most racers will probably stick to something more practical when chasing lap times.

The game's current content is split between single-player racing and online multiplayer for up to 12 players. The multiplayer side should benefit from cross-platform play, meaning you can test your skills against racers no matter what system they're on, but for now you can stick with PC gamers since this is early access. The track list mixes professionally designed circuits that demand precision with more casual layouts that let you just enjoy the flow of driving. RC controller support is a smart addition, letting enthusiasts bring their own gear for an authentic feel, but traditional controllers still work well, even if some fine-tuning of the button mapping is still needed.


Customisation is another highlight, giving you a wide range of cosmetic and performance tweaks to make your RC car your own. Whether you're just adding a custom paint job or tuning the car for maximum speed and grip, there's enough depth here to make your build feel personal.

It's not without its early access rough edges. The menu system needs attention, particularly the lack of an option to turn off motion blur, which can be unpleasant for players sensitive to it. (The option is there, but wont save it) A few bugs crop up here and there, though nothing game-breaking, and controller settings still need a bit more refinement to feel fully dialled in.

The roadmap for the game is ambitious. Split-screen racing, custom track creation, drift modes, open-world areas to explore, car damage, pit stops and even combat racing are all promised for future updates. If the developers can deliver on that, Recharge could evolve into a uniquely deep RC racing experience that appeals to both casual players and hardcore hobbyists.


Right now, it's a fun, well-presented racer that already captures the essence of RC competition. The word that comes to mind is potential. As it stands, Recharge is an enjoyable, good-looking game that feels satisfying to control. Given what's on the horizon, it could well become the go-to title for anyone who's ever dreamed of mastering the perfect lap in miniature.

Out Now on Early Access on Steam




13 Aug 2025

REVIEW: The Karters 2: Turbo Charged (2025 Video Game) - A Kart Racer Built for Speed and Skill

The Karters 2: Turbo Charged

Review by Jon Donnis

The Karters 2: Turbo Charged has arrived on Steam early access, and even in this stage, it's already making a strong case for being one of the most exciting kart racers on PC. Developed by Pixel Edge Games, it leans into skill-based racing in a way that sets it apart from much of the competition. The drift mechanics, inspired by Crash Team Racing, are tight and responsive, but there's an extra hook with the reserve system. The more reserves you bank, the faster you go, with no speed cap to hold you back. It means races can flip in an instant, and those last-lap comebacks feel earned rather than lucky.


Right now, there's a generous amount of content to dive into. Sixteen tracks, six battle arenas, and modes that go beyond the usual. Road Breaker plays like a kart-racing take on Fall Guys' survival chaos, while Quick Cut throws procedurally generated tracks at you, keeping things fresh every time. Then there's the 1,500-plus mods already live via Steam Workshop, ranging from new tracks to completely different characters. The fact you can browse and install them directly in-game is a welcome touch that makes modding painless.

The game's multiplayer is just as ambitious. You can go split-screen with up to six players locally, jump into online matches, or combine the two with split-screen online support. Ranked matchmaking, tournaments, ELO leaderboards, and ghost races with downloadable data from the top players give it the kind of competitive backbone you don't often see in the genre. Dedicated servers keep things smooth, and there's even a Next Best Ghost feature to constantly push you against a close rival.


Even in early access, the polish is impressive. The karts handle beautifully, the visuals pop, and the performance feels solid. There's a single-player challenge campaign to tackle if you want to sharpen your skills, along with cups of up to 24 rounds for longer sessions. Replay and photo modes are already in place, which is great for sharing those over-the-top moments.

Looking ahead, Pixel Edge Games has more planned. A Story Mode is on the way, adding characters and a narrative layer, while an in-game track editor will let players create and share their own courses without leaving the game. Given what's already here, those updates could make an already robust package even stronger.


The kart racing genre is crowded, but The Karters 2 is carving out space with depth, variety, and sheer speed. If this is the early access build, the full release could be something special. Right now, it's already a blast to play, and the ceiling for where it can go is very high.

Out Now on Steam

Special Thanks to Pixel Edge Games for providing the game key.

13 Jun 2025

REVIEW: Assassin's Creed Shadows (2025 Video Game) on Xbox

Review by Jon Donnis

Assassin's Creed Shadows feels like a game torn in two. It's got the scale and ambition of something that should be one of the franchise's greats, but the execution drags it down. It's set during the tail end of the Sengoku period, right in the middle of feudal Japan's bloodiest conflicts. That part works. The cities are alive with detail. Kyoto, Osaka, Kobe, and the shadowy corners of Iga all feel authentic. Temples, castles, marketplaces, dungeons, and ports give the map a sense of depth, and the layout feels rooted in real history.


You take control of two characters with completely different play styles. Fujibayashi Naoe is a kunoichi, trained in stealth, movement, and subterfuge. She feels like a return to the classic Assassin's Creed mould. Fast, nimble, and silent. Then there's Yasuke, a character based on a fictionalised version of a real person. Not a samurai, not in history, but reimagined from a fictional book, African Samurai by Thomas Lockley. Japan didn't have an African samurai, and the decision to place him front and centre has caused understandable backlash. In-game, that decision ends up hurting the flow just as much.

You can switch between the two characters during missions, which is meant to offer variety, but the balance is off. Naoe can climb, disappear into shadows, crawl through water, drop from rooftops, and pull off quiet assassinations. She's got access to grappling hooks, bamboo breathing tubes, throwable tools, and everything else you'd expect from a shinobi. Her combat style is fast and reactive, but she's fragile in a fight, so you're pushed to stay out of sight.


Yasuke is the complete opposite. Heavy weapons, brute strength, and no parkour worth mentioning. He can't use Eagle Vision. He lumbers around the map, and his missions often feel more like a chore than a challenge. You end up avoiding him for as long as the game lets you, then switching over just to finish something off. It's hard not to feel like his inclusion was forced. Not because of who he is, but because of how little he actually adds to the gameplay. Plus it takes way too long to switch between the characters, so that adds to the frustration.

There are some good things going on. The new engine handles lighting and weather in a way that really adds atmosphere. Shadows matter now. You can douse lanterns to disappear into the dark. Seasonal changes affect the world too. In winter, lakes freeze over, cutting off hiding spots you could use in summer. Details like that show where the devs were pushing for something smart. The weapons, too, are well researched. From katanas and naginatas to matchlock rifles and bows, everything has its own tree of upgrades. Combat feels better when you stay within your character's lane, even if that lane is narrow.


The missions are non-linear, and you're encouraged to track targets using clues and scouts. That idea works in theory, but it drags in practice. There's too much downtime between good moments. And the world itself, while beautiful, feels strangely empty. In earlier games, you could stumble into interesting side scenes or wildlife encounters. Here, long stretches of forest or countryside just feel dead. You can't even hunt animals. That's not just a step backwards, it's a missed opportunity.

And then there are the bugs. Even after delays and patches, there's a layer of roughness to everything. Characters getting stuck, slopes that are impossible to climb, visuals that glitch out in the trees. Sometimes you can't see your character properly at all. Especially when you're playing as Naoe and trying to climb a hill that should be simple, only to slide back down over and over while the camera fights with the scenery.


The biggest let-down is that none of this had to be a problem. Assassin's Creed has always balanced freedom with structure. It used to give you the tools, then let you improvise. Here, the tools are split between two characters, but neither one feels complete. Naoe is great to control, but too weak to hold her own in prolonged fights. Yasuke is strong, but slow and clunky. It's like they split one good character into two unsatisfying halves. Part of the fun of games like Odyssey or Origins were that you could play either stealthily or straight on attack, you had the choice, which let the player decide purely due to the mood they were in. Here you are forced to play in one of the other, or else you will die quick.

The story does have its moments. Nobunaga's rise, the siege of Iga, and the backdrop of civil war are strong material. And when you're in the right place, at the right time, playing as Naoe, it feels like Assassin's Creed again. But those moments are rare. Too much of the game feels like filler. Big world, small payoff.


I've played almost every game in the series. I went in hoping for a slow-burn experience, waited past release for updates, gave it a fair shot. And yet, I walked away disappointed. Not furious. Just let down. There's potential in here, but it's buried under poor design decisions, unbalanced characters, and a tone that tries to be meaningful without earning it.

Plus I wasn't really interested in the whole "design your hide out" thing, I found that to be a complete chore, although I can understand some people who might want to spend ours making a pretty little area. Personally I just want to get into the missions.

Assassin's Creed Shadows isn't a failure, but it's far from a return to form. If you play almost exclusively as Naoe, you can enjoy parts of it. But as a whole, it feels unfinished and unfocused.

A solid idea, poorly delivered. 6 out of 10.

Out Now on Xbox, PS5 and PC