Showing posts with label narrative games. Show all posts
Showing posts with label narrative games. Show all posts

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 


6 May 2026

REVIEW: Fatherhood (2026 Video Game) - On PC Steam - DEMO


Review by Jon Donnis

Fatherhood arrives with a clear sense of purpose. This is not a war game about soldiers, glory, or firepower. Instead, it narrows its focus to something far more fragile. You step into the role of Basir, an ordinary man trying to guide his blind daughter Asma through a collapsing world. That choice alone gives the game a different weight. Every step feels considered, every pause carries tension, and even the smallest action can have consequences that linger.


The core of the experience rests on its relationship mechanics, and this is where Fatherhood finds its identity. Holding Asma’s hand is not just a simple interaction, it becomes essential. Let go for too long and her anxiety builds, which can quickly spiral into danger as her distress draws attention. The hugging mechanic, simple on paper, works surprisingly well in practice. It is used to calm her, to reassure her, and at times to steady yourself as the player. It adds an emotional rhythm to the gameplay that sits alongside the stealth systems, creating moments that feel intimate even when the world around you is anything but.

Movement and exploration strike a nice balance. While the game is built as a 2.5D side-scroller, it does not trap you on a flat path. You move through buildings, step in and out of spaces, and occasionally break from the strict left to right structure. It gives the environments a sense of depth without overcomplicating things. Stealth plays a major role, and it makes sense within the story. Basir is not a fighter, and the game reinforces that at every turn. Avoiding soldiers feels natural, not forced, and the tension builds as you rely on timing and awareness rather than brute strength.


Visually, the low-poly art style stands out in a quiet way. It does not chase realism, but instead leans into mood and contrast. The most striking touch comes when the screen shifts colour during violent moments, moving into black and white or flashes of red and black. It is a simple effect, though it lands effectively and reinforces the emotional cost of those actions. Combined with the war-torn setting, it creates an atmosphere that feels bleak without becoming overwhelming.

The narrative itself is one of the game’s strongest elements. The story of Basir and Asma unfolds through the choices you make, and those decisions rarely feel easy. Helping someone or harming someone in front of Asma shapes how she sees you, and in turn affects your relationship. The game leans into this idea of long-term consequence. You are not just trying to survive the moment, you are shaping the person your daughter believes you to be. That tension sits at the heart of the experience and gives even small decisions a sense of gravity.


That said, there are limitations that are hard to ignore at this stage. Playing the demo makes it clear that the full scope of the game is still out of reach. What is here is promising, but it is also brief. It does not take long to see everything currently available, which makes it difficult to fully judge how the pacing, variety, and long-term decision making will hold up across a complete playthrough. There is a sense that the ideas are strong, but not yet fully explored.

Even so, Fatherhood leaves an impression. It is thoughtful, focused, and willing to slow things down in a genre that often does the opposite. The mechanics around Asma are handled with care, the story has genuine weight, and the presentation supports the tone without distracting from it. There is still more to see before it can be fully assessed, but what is here already suggests something worth paying attention to.

Download the Demo at