Showing posts with label gaming reviews. Show all posts
Showing posts with label gaming reviews. Show all posts

7 Jun 2026

REVIEW: Virtual Hunter (2026 VR Video Game) - on MetaQuest



Review by Jon Donnis

Virtual reality has often struggled to find the right balance between realism and entertainment, particularly when it comes to simulation games. Virtual Hunter takes a bold approach by leaning heavily into authenticity, delivering a hunting experience that values patience, observation and skill over fast-paced action. The result is one of the most convincing hunting titles currently available on Meta Quest and a game that understands exactly what audience it wants to serve.


From the moment you step into its expansive wilderness, it becomes clear that Virtual Hunter is aiming for immersion above all else. The landscapes are impressively detailed, with dense forests, open fields and rolling scenery that create a genuine sense of being outdoors. The map feels substantial in scale, encouraging exploration and rewarding players who take the time to learn the terrain. Combined with the dynamic weather system, which adds further atmosphere and unpredictability, the environment often becomes one of the game's greatest strengths.


Unlike many shooting games on VR platforms, Virtual Hunter refuses to rush the player. This is a deliberate and methodical experience where every decision matters. Animal behaviour plays a major role, with creatures reacting to sight, sound and scent. Careless movement can easily ruin a hunt before it begins, while a poorly placed shot may result in a lengthy tracking session. The game consistently encourages players to think ahead, study their surroundings and approach each encounter carefully.

Weapon handling is another area where the developers have clearly invested considerable effort. The realistic ballistics system and stabilisation mechanics make shooting feel satisfying without becoming frustrating. Landing a clean shot at distance requires concentration and practice, but the sense of accomplishment when everything comes together is rewarding. It captures the challenge of hunting while remaining accessible enough for newcomers willing to learn.


Fortunately, those newcomers are well catered for thanks to an excellent tutorial system. Hunting simulations can often overwhelm players with information, but Virtual Hunter introduces its mechanics in a clear and understandable manner. By the time players venture into the wilderness on their own, they have a solid understanding of tracking, weapon use and hunting strategy. It is one of the better onboarding experiences seen in the genre.

Progression is supported by a surprisingly engaging trophy system. Successfully hunting larger animals and using the correct equipment unlocks various rewards, while the detailed trophy lodge allows players to display their achievements however they choose. The ability to position taxidermied animals around the lodge adds a personal touch that makes successful hunts feel more meaningful. Whether placing a prized red deer above the fireplace or creating a showcase of personal bests, the system gives players a reason to keep returning for another expedition.


Multiplayer support allows up to six players to hunt together, and on paper it sounds like a natural fit for the game. Sharing hunts and comparing trophies has obvious appeal. Unfortunately, this is also where most of the game's shortcomings currently reside. Multiplayer can be prone to bugs and technical hiccups that occasionally disrupt the experience. While some of the early issues have already been addressed and further updates appear to be on the way, it remains the weakest aspect of the package at present.

Thankfully, these problems do not significantly affect the core single-player experience, which remains where Virtual Hunter truly shines. Players who prefer solitary exploration will likely find the game at its best when quietly tracking animals through the wilderness and soaking in the atmosphere at their own pace.


Virtual Hunter succeeds because it respects the fundamentals of hunting rather than turning them into an arcade-style shooting gallery. The detailed tracking systems, realistic animal behaviour and thoughtful pacing create an experience that feels authentic without becoming inaccessible. Combined with attractive visuals, a strong tutorial and rewarding progression systems, it stands as perhaps the finest hunting game currently available on VR platforms.

Score: 9 out of 10

Virtual Hunter delivers a compelling and immersive hunting simulation that rewards patience, planning and precision. Despite a few multiplayer issues, its excellent single-player experience, strong realism and impressive presentation make it one of the standout simulation titles on Meta Quest.

Out Now on MetaQuest


29 May 2026

REVIEW: Morels: Out of This World (2026 Video Game) on PC (Steam)


Review by Jon Donnis

Morels: Out of This World is one of those games that immediately knows exactly what it wants to be. It does not chase action, major survival mechanics, crafting systems, or endless busywork. Instead, it leans fully into slow exploration, mushroom hunting, and wildlife photography across strange alien planets, and to its credit, it sticks to that vision from beginning to end.


Set across four handcrafted alien worlds, the game drops players into environments that feel genuinely unusual. One moment you are wandering through glowing jungles filled with strange plant life, the next you are crossing dusty desert landscapes or exploring forests where dinosaurs still roam freely. The variety in atmosphere is honestly impressive. Even when the actual objectives remain familiar, the visual creativity keeps things feeling fresh for quite a while.

The strongest part of the game is easily the atmosphere. Morels: Out of This World is incredibly relaxing. There is no combat, no danger constantly breathing down your neck, (except for running out of energy and the screen turns black and white) and no pressure to rush. You simply walk, observe, collect mushrooms, and photograph creatures at your own pace. It creates a calm and cosy experience that feels almost therapeutic at times. Sitting quietly while waiting for the perfect wildlife photo, or stumbling across a hidden patch of rare alien fungi, becomes strangely satisfying.


Visually, the game is pretty in places. The alien planets are packed with colour and imagination, and there is a real sense that the developer enjoyed creating these environments. Some locations genuinely feel otherworldly without becoming too chaotic or difficult to navigate. The lighting effects, unusual vegetation, and bizarre wildlife all come together nicely, making exploration rewarding even when you are technically doing very little.

The photography side of the game is probably the most engaging aspect overall. Hunting for the perfect creature shot gives you a reason to slow down and pay attention to your surroundings. Building up your photo book also adds a nice sense of progression. There is something satisfying about documenting creatures and slowly filling out your discoveries over time. For players who enjoy virtual photography in games, this may end up being the main reason to keep playing.

Seasonal changes also deserve praise. Mushroom locations shifting, wildlife behaving differently, and weather conditions changing between seasons help the worlds feel more alive. It stops the maps from becoming completely static, and it encourages repeat visits to familiar locations. Weekly tasks and unlockable hunter manual pages also add small goals that help give structure to the experience without ruining its laid back tone.


That said, the game absolutely will not appeal to everyone.

The slow pace can become repetitive surprisingly quickly. As beautiful as the worlds are, the core gameplay loop never really evolves beyond walking around, collecting mushrooms, and taking photographs. There are moments where the lack of variety starts to catch up with the experience, especially during longer play sessions. If the atmosphere does not fully grab you early on, the gameplay alone may struggle to hold your interest.

I also found that progression can feel a little too slow at times. It took me far too long to find my first proper Morels, and by that point I was already starting to lose interest. The game clearly wants players to embrace patience and careful exploration, but there is a fine line between relaxing and tedious. Morels: Out of This World occasionally drifts into the latter.


Some players may also find certain mushroom designs and alien textures uncomfortable to look at. The heavy focus on clustered fungi, organic growths, and unusual surface patterns could easily trigger trypophobia for some people. It is worth mentioning because the visual style leans heavily into that kind of imagery throughout the game.

Ultimately, Morels: Out of This World is an extremely niche experience. For the right audience, it could become a genuinely relaxing escape, a peaceful game where you slowly wander alien planets photographing weird creatures and searching for hidden mushrooms. There really are not many games doing exactly this right now, and that uniqueness works heavily in its favour.

At the same time, anyone looking for challenge, faster progression, or deeper gameplay systems may struggle to stay invested. The beautiful presentation can only carry the repetitive gameplay loop so far.


Morels: Out of This World feels designed for a very specific type of player, and those players will probably adore it. I just cannot see it attracting a massive audience beyond that niche.

I score Morels: Out of This World a fair 6 out of 10.

Out Now on Steam



16 May 2026

REVIEW: Bright Lights of Svetlov (2026 Video Game) - on PlayStation 5



Review by Jon Donnis

There is something strangely compelling about Bright Lights of Svetlov. On paper, a slow paced first person narrative game about an ordinary Soviet family living through the mid 1980s does not exactly sound thrilling. There are no grand action sequences, no complex puzzles, and no real sense of danger hanging over every moment. Yet somehow, this short PlayStation 5 experience manages to quietly pull you into its world and keep you there until the final credits roll.


Set in a fictional industrial town somewhere in the Soviet Union, the game focuses on the daily routines and struggles of a working class family trying to get by. The setting itself is one of the game’s biggest strengths. The drab apartment blocks, faded interiors, repetitive life, and constant sense of exhaustion all feel carefully observed. Bright Lights of Svetlov does not romanticise the era, but it also avoids turning everything into misery for the sake of drama. Instead, it presents a grounded snapshot of ordinary people carrying on with life as best they can.

The atmosphere is excellent throughout. From the muted visuals to the understated sound design, the game captures a very particular mood. There is a lingering sense of weariness hanging over almost every interaction, but it never feels exaggerated or cartoonishly bleak. The Russian voice acting helps enormously here. Even if you are relying on subtitles, the performances add authenticity and emotional weight to scenes that could otherwise have fallen flat.


Gameplay is extremely minimalistic, and whether that works for you will depend entirely on your tolerance for narrative focused walking simulators. Most of your time is spent completing everyday tasks. Cooking meals, tidying rooms, fixing household problems, and preparing for family gatherings become the core mechanics. There is no challenge to these activities in the traditional gaming sense, but that is clearly intentional. The slow pace forces you to exist within the family’s routine rather than simply observing it from a distance.

At times, the deliberate pacing can feel a little too slow. Some players will absolutely bounce off the experience after the first hour, especially those expecting deeper gameplay systems or meaningful interaction beyond simple chores. Bright Lights of Svetlov asks for patience, and occasionally it tests that patience more than necessary. Certain sequences drag slightly, and there are moments where the game risks becoming repetitive.


Still, what keeps the experience engaging is the narrative itself. The story unfolds quietly across a series of chapters, gradually revealing tensions within the household and the emotional burden carried by each family member. Dialogue is sparse, but that restraint works in the game’s favour. Characters rarely deliver dramatic speeches or emotional outbursts. Instead, much of the storytelling comes through silence and the atmosphere within the apartment itself.

What surprised me most was how emotionally effective the game becomes by the end. Small moments of warmth cut through the bleakness in believable ways. Awkward moments and little acts of kindness give the characters humanity beyond their hardships. It stops the experience from feeling relentlessly miserable and gives the story genuine emotional texture.


Then there is the ending twist, which genuinely caught me off guard. Without spoiling anything, it adds an entirely new perspective to events and left me thinking about the game long after it finished. It is not a massive shocking blockbuster reveal, but it is clever, thoughtful, and meaningful enough to elevate the entire experience.

Bright Lights of Svetlov is not a game for everyone. Players looking for action, challenge, or fast paced gameplay will probably find it dull. But if you enjoy slower narrative driven experiences that focus on atmosphere, character, and emotional realism, there is something quietly memorable here.


I went into the game expecting to dislike it. Mundane life in the Soviet Union hardly sounds like an exciting premise for a video game, yet I ended up sticking with it from beginning to end. Partly because I wanted the Platinum Trophy on PS5, admittedly, but mainly because I became invested in the story and the world the developers created.

Bright Lights of Svetlov is a short but thoughtful narrative experience that succeeds through emotional authenticity and atmosphere rather than gameplay innovation. It will not appeal to everyone, but for the right audience it offers something surprisingly absorbing.

I score Bright Lights of Svetlov a solid 7 out of 10.

Out Now on PlayStation 


23 Mar 2026

REVIEW: Only Up Rush (2026 Video Game) - on Playstation 5

Review by Jon Donnis

Only Up Rush wastes no time dressing itself up as anything more than it is. You climb. You fall. You try again. That simplicity is the whole hook, and to its credit, the game leans into it with confidence. On PS5, it presents a clean, accessible take on the now familiar parkour climbing formula, one that is easy to pick up but quietly demanding once you start pushing for real progress.


The core loop is straightforward. Your only goal is to get higher than your last attempt. Checkpoints offer a sense of relief, breaking up what could otherwise be a brutal climb back from the ground. They are a smart inclusion, especially in a game where a single mistake can send you tumbling all the way down. That tension between risk and reward sits at the heart of the experience, and it works.

Visually, the game holds its own. The environments become more interesting the further you climb, giving a real sense of progression that is not just about numbers on a leaderboard. There is something satisfying about reaching a new height and taking in the view, even if you know the next misstep could undo it all. It keeps you pushing forward, even after repeated failures.


Controls are generally solid, and the game is easy to get into. There is a slight softness to some landings, a floaty feeling that can take a bit of adjustment. At first it can be frustrating, especially when precision matters, but over time it becomes part of the rhythm. Whether that works for you may depend on how strict you want the challenge to be. The game can feel forgiving in places, which can either smooth the experience or take the edge off depending on your mindset.

For those who enjoy speed running, Only Up Rush offers plenty of appeal. The structure naturally encourages repeat attempts, shaving seconds off runs and finding more efficient routes upward. Combined with the leaderboard, it adds a competitive layer that extends the life of what is otherwise a very simple concept.


That simplicity is both its strength and its limitation. There is not much beyond the climb itself, so your enjoyment will come down to how much you buy into that loop. Thankfully, it is a loop that is hard to walk away from. The constant urge to go again, to just get a little bit higher, carries the game through its quieter moments.

Only Up Rush does not try to reinvent the genre, but it understands what makes it compelling. It is accessible, occasionally frustrating, and quietly addictive. You fall, you learn, you climb again. That is the entire pitch, and for the most part, it delivers.

A solid 7 out of 10.

Out Now on PS5


17 Mar 2026

REVIEW: Dark Trip (2026 VR Video Game) - on MetaQuest

Review by Jon Donnis

Dark Trip arrives as one of the more unusual virtual reality releases in recent memory, and it wastes no time making that clear. This is not just another horror title dressed up for VR. It leans fully into its concept, building an experience around altered perception, unreliable reality, and the unsettling idea that the only way forward is to deliberately lose control.

You play as a detective investigating a disappearance in a small German town, a premise that sounds grounded at first but quickly spirals into something far stranger. The trail leads to an abandoned laboratory, one steeped in disturbing experiments and fragments of human suffering. Notes, recordings and environmental clues slowly piece together a grim history, one tied to wartime atrocities and occult ambitions. It is not subtle, and it does not try to be. Instead, it embraces a grotesque, almost theatrical tone that feels closer in spirit to Hellraiser than traditional detective fiction.


What sets Dark Trip apart is its core mechanic. Progression depends on the player choosing whether to remain sober or consume pills that trigger hallucinations. This is not a simple visual filter layered over the game. Entire rooms transform, puzzles shift logic, and previously invisible clues emerge only when perception is distorted. It creates a constant tension between clarity and chaos. You are never quite sure whether you are making things easier or more complicated by stepping into a hallucinated state.

At its best, this system feels genuinely inventive. Puzzles are carefully structured so that both sober and intoxicated approaches are viable, encouraging experimentation rather than forcing a single solution. Some sequences demand sharp observation in a stable environment, while others only make sense once reality begins to bend. It keeps the player engaged in a way many escape room style games struggle to achieve.


Visually, the game is strong throughout. The contrast between the cold, clinical design of the laboratory and the warped, organic horror of hallucinated spaces is striking. When the game leans into its more surreal side, it becomes genuinely unsettling. Walls breathe, machinery pulses, and the environment feels alive in a way that VR amplifies effectively. There is a confidence in how it presents these moments, even when they border on the absurd.

The storytelling is handled mostly through the environment, and it works well enough. Fragments of narrative are scattered across the rooms, encouraging players to piece together what happened rather than being told outright. It is not always subtle, but it is effective. The themes are dark, sometimes uncomfortably so, and clearly aimed at an adult audience. There is a deliberate push into taboo territory, which will not be for everyone.


That said, Dark Trip is not without its flaws. The use of AI generated artwork in places stands out, and not in a good way. It breaks immersion slightly, especially in a game that relies so heavily on atmosphere and detail. It feels like a shortcut in an otherwise carefully crafted experience.

Length is another issue. The game can be completed in around two hours, which feels short given the strength of its central idea. There is some replay value in revisiting rooms and experimenting with different approaches, but it only goes so far. Once the core mechanics have been fully explored, there is limited incentive to return.


There are also minor technical issues. Bugs do crop up, though not frequently enough to derail the experience. To the developers' credit, updates are ongoing and there is a sense that feedback is being taken seriously.

Even with its shortcomings, Dark Trip leaves a strong impression. It commits fully to its concept and delivers something genuinely different within the VR space. The idea of using altered states as a gameplay mechanic is not just a gimmick here. It is the foundation of the entire experience, and for the most part, it works.

Dark Trip is a disturbing, creative and at times genuinely unnerving piece of work. It may be short, and it may stumble in places, but it stands out in a crowded field simply by daring to do something different.

8 out of 10

Available at


28 Feb 2026

REVIEW: Resident Evil Requiem (2026 Video Game) - On Xbox

Review by Jon Donnis

Resident Evil Requiem arrives as the ninth main entry in Capcom's long running survival horror series, following the events of Resident Evil Village from 2021. Rather than simply continuing the formula of its immediate predecessors, the game takes a slightly different path. It introduces a new central character, FBI analyst Grace Ashcroft, while also bringing back one of the franchise's most recognisable figures in Leon S. Kennedy. The result is a game built around two distinct perspectives, both in terms of gameplay and tone, and it makes for one of the most confident entries the series has produced in years.


The story alternates between Grace and Leon in a structure reminiscent of Resident Evil Revelations and its sequel. Grace's sections lean heavily into survival horror. Resources are limited, danger feels close at hand, and every movement through the environment demands caution. Much of her story unfolds inside a hotel where she is relentlessly pursued by a monster that behaves in a way fans will immediately recognise. Much like the intimidating stalkers seen in earlier games, the creature hunts the player throughout the environment, appearing at unpredictable moments and forcing constant awareness. Hiding under tables, crouching through dark corridors, and slipping quietly past danger becomes essential. Even simple tools can create tension. Grace carries a lighter to illuminate dark areas, but the faint glow can attract the attention of the creature stalking her.


Capcom reinforces that sense of vulnerability with mechanics that reward patience and observation. Players can collect glass bottles scattered around the environment and throw them to create distractions. At times it feels like a careful puzzle, balancing visibility, noise and movement while the monster creeps somewhere nearby. The threat is heightened by the creature's ability to track the player through walls and ceilings, which keeps the pressure firmly in place even when the immediate path appears clear. These sequences capture the uneasy atmosphere that defined Resident Evil 7 and Resident Evil Village, and they provide some of the most nerve fraying moments the series has produced.


Leon's chapters sit on the other end of the spectrum. Where Grace spends much of her time avoiding danger, Leon runs directly towards it. His gameplay leans into action, drawing clear inspiration from Resident Evil 4. Firearms take centre stage, but Leon is equally capable in close combat. His hatchet serves as a melee weapon with limited durability and can be used to parry incoming attacks, adding a satisfying layer of timing and precision during fights. Enemies can also be disarmed, allowing Leon to grab their weapons and use them against them. These sequences move at a faster pace and provide explosive encounters with zombies that contrast sharply with the slow burn tension of Grace's storyline.


One of the most notable design choices is the ability to switch between first person and third person perspectives at any time. Grace's sections default to first person, which heightens the sense of vulnerability and makes every shadow filled corridor feel oppressive. Leon's sections default to third person, a perspective that suits the more action focused gameplay and provides better spatial awareness during combat. The flexibility to switch between these viewpoints works surprisingly well. It allows players to tailor the experience to their own preferences without disrupting the flow of the game.

What ultimately makes Resident Evil Requiem stand out is how effectively its two protagonists complement one another. Grace's cautious survival horror creates tension and dread, while Leon's action driven chapters deliver spectacle and release. The contrast keeps the pacing fresh across the entire campaign. Capcom has clearly embraced the dual protagonist structure as the backbone of the experience, and it results in storytelling that feels more deliberate and more cinematic than many previous entries in the series.


The game also plays heavily on the history of the franchise without slipping into empty nostalgia. Familiar ideas return, yet they are presented with confidence and polish. Strong set pieces and explosive combat moments appear throughout Leon's story, while Grace's quieter sequences capture the eerie atmosphere that has always defined the best Resident Evil titles. It feels like a genuine love letter to the series rather than a simple attempt to repeat what worked before.

That said, the story itself can occasionally feel like little more than a framework for the spectacle. While the dual protagonist structure works well for gameplay, the narrative sometimes serves mainly as an excuse to move the characters between dramatic encounters. The game borrows liberally from past ideas, and although it executes them with skill, some players may notice how familiar certain elements feel.


Even with that minor criticism, Resident Evil Requiem stands as a remarkable achievement for Capcom. It blends survival horror and high intensity action in a way that feels both fresh and faithful to the series. Grace Ashcroft proves to be a strong addition to the franchise, Leon's return adds weight and familiarity, and the flexible perspective system allows both styles of gameplay to shine.

Resident Evil Requiem feels like the series operating at full confidence. It is tense, thrilling and surprisingly balanced in its approach. For long time fans it feels like a celebration of everything the franchise has done well, and for newcomers it offers an accessible entry point into one of gaming's most enduring horror series.

Resident Evil Requiem earns a strong 9 out of 10.