Showing posts with label parkour. Show all posts
Showing posts with label parkour. Show all posts

18 Aug 2026

REVIEW: Hyperstacks VR (2026 Video Game) on MetaQuest


Review by Jon Donnis

Hyperstacks combines combat, parkour, puzzle-solving and level creation into one colourful VR experience, with its three core gameplay pillars working together to create a broad range of challenges. It is an ambitious approach, but one that largely succeeds thanks to strong movement mechanics, enjoyable combat and an impressive set of creative tools.

The campaign introduces these systems progressively through a cast of characters, each with their own personality and style of challenge. Between levels, you return to the lobby to interact with them, take on quests and unlock new mechanics. This gives the campaign a useful sense of progression while ensuring that new gameplay ideas are introduced at a steady pace.

Combat makes particularly good use of VR. Melee and ranged weapons give encounters plenty of variety, while enemies can put you under pressure and force quick reactions. Environmental hazards can also be used to your advantage, and there are situations where your own fists become part of the solution. Some encounters turn into frantic bullet-hell battles, making good use of the physical space around you.


Movement is another major strength. Hyperstacks allows you to climb, swing, swim, jump, skate and teleport, alongside tools such as grappling hooks, ziplines and jump platforms. These mechanics are not simply there to get you between objectives. They form the basis of many of the game's challenges, demanding timing, precision and a willingness to experiment.

The parkour sections are at their best when several mechanics are combined. Grappling from one point to another, jumping between platforms or finding a route through hazards such as hot lava gives the movement a satisfying physical quality. For players who enjoy standing up and physically engaging with their VR games, there is plenty here to enjoy.

The in-game level editor is one of Hyperstacks' strongest features. Its grid-based system allows players to build stages containing enemies, traps, movement mechanics, puzzles, logic systems, colours and lighting. Despite offering considerable freedom, it remains accessible rather than becoming an unnecessarily complicated development tool.


This opens the door to a substantial amount of community-created content. Players can create and share their own challenges, while fast loading makes it easy to move from one creation to another. The community library therefore adds genuine longevity rather than simply acting as an afterthought once the campaign has been completed.

The creation tools also encourage experimentation. Because players have access to the same basic systems used by the developers, there is plenty of scope for building unusual traps, puzzles and interactive contraptions. The possibilities are particularly interesting when the game's combat, movement and logic systems are combined.

Hyperstacks also has plenty to offer players who enjoy mastering individual levels. Once you know a stage, returning to improve your time can turn a completed challenge into something worth revisiting. The movement mechanics give speed-runners plenty of opportunities to refine their routes and execution, adding another layer to the game's replay value.


Visually, Hyperstacks has a colourful and distinctive style, while its characters have a charm that suits the playful nature of the experience. The presentation helps give the campaign some personality without getting in the way of the gameplay.

The biggest weakness is also connected to the game's ambition. Hyperstacks has combat, parkour, puzzles, logic systems and a full level editor competing for your attention. For players who want one particular gameplay style to receive a very deep and polished treatment, that breadth could make the experience feel somewhat unfocused.

For everyone else, however, the combination works well. Combat provides the action, parkour gives the game physicality, puzzles require thought, and the creation tools offer an almost entirely different way to engage with the game. The campaign teaches you how these systems work before giving you the opportunity to see what other players can do with them.


Hyperstacks is at its best when these elements overlap. A level can ask you to fight, move, think and improvise rather than simply completing one type of challenge repeatedly. Combined with the accessible editor and growing library of community creations, that gives the game a strong foundation for continued play.

If you enjoy VR games that get you on your feet, give you plenty of movement options and mix combat with puzzles and creative challenges, Hyperstacks is well worth playing. Its broad range of mechanics can occasionally leave it feeling less focused than a game built around a single discipline, but there is enough quality and flexibility here to make that an acceptable compromise.

Hyperstacks is a strong VR experience with excellent movement, enjoyable combat, clever logic systems and a level editor that substantially extends what the game can offer.

Score: 8.5 out of 10

Out Now on MetaQuest


13 Apr 2026

REVIEW: The Rogue Prince of Persia (2025 Video Game) - On PS5

Review by Jon Donnis

The Rogue Prince of Persia, released in late 2025 and developed by Evil Empire with Ubisoft as publisher, takes the familiar foundations of the long running Prince of Persia series and reshapes them into a roguelike 2D platform experience. It follows an unnamed Prince who carries a magic bola as he attempts to save his homeland from an invading army of Huns. The story unfolds around the city of Ctesiphon, where the Prince’s actions provoke the Hun forces, leading their chief Nogai to unleash possessed soldiers on the city, leaving the Prince with the task of stopping the destruction.


At its core, the game is a 2D side scroller built around fluid movement and constant momentum. The Prince is designed for acrobatic traversal, with wall jumping, wall running, swinging and pole jumping forming the backbone of how each level is approached. Combat is equally dynamic, mixing melee and ranged attacks with kicks that knock enemies backwards and evasive movement that relies on vaulting over opponents. The Prince carries both a primary and secondary weapon, and can switch loadouts freely even while fighting, which keeps encounters flexible and reactive. Progression is shaped through Medallions that enhance weapons, while enemies drop coins used to buy gear or restore health mid run. Chests scattered through levels provide additional weapons, and a Memory Board tracks interactions with supporting characters, some of whom offer insights into level layouts and hidden details. Procedurally generated levels and roguelike systems ensure each run feels slightly different, while a time travel mechanic tied to a mysterious artefact prevents permanent death and returns the player to a hub known as The Oasis, where upgrades and restocking take place.


The strongest aspect of the game is how confidently it builds on the series identity while pushing it into a roguelite structure. The parkour system feels natural and responsive, and it combines seamlessly with combat to create a constant rhythm of movement and attack. There is a clear emphasis on skill development, repetition and learning enemy patterns, and the progression loop encourages players to refine their approach while chasing better gear. The visual direction is vibrant and expressive, and the overall presentation supports the fast pace of the gameplay without getting in the way. It stands out as a competent and entertaining roguelite that captures the essence of the franchise while carving out its own space, with fast progression and mechanics that feel well balanced and consistently engaging. It is also a strong entry for fans of 2D action games, offering a mix of familiar ideas and new systems that work together effectively.


Despite its strengths, the game does struggle with variety over time, with repetition becoming noticeable during longer play sessions. While the systems themselves are solid, the limited range of scenarios can make runs feel familiar once the initial novelty wears off, and this affects long term engagement more than moment to moment enjoyment.



Overall, The Rogue Prince of Persia is a fun and well made 2D action roguelike that delivers smooth parkour, enjoyable combat and a satisfying gameplay loop. It is easy to pick up, energetic in motion, and consistently entertaining, even if it does not always maintain variety in the long run. It earns a solid 8 out of 10.

Available now at https://amzn.to/4eg6g3l