Showing posts with label puzzles. Show all posts
Showing posts with label puzzles. Show all posts

13 Oct 2025

REVIEW: MotoTrials™ (2025 Video Game) - A Brutal, Beautiful Little Gauntlet

MotoTrials™

Review by Jon Donnis

You wake in a shipping container, groggy and disoriented, and the game makes you figure out a few things first before allowing you to get on a bike, the very first puzzle is a simple one, you need to remove your handcuffs, find a giant saw, turn your back to it, time it right and voila you are free, get it wrong and you are shredded to pieces. That blunt opening sets the tone. MotoTrials™ is a compact, 100 per cent physics-driven motorcycle platformer that asks one simple thing of you. Learn the machine. Keep trying. Survive the gauntlet.


Ricky is not a hero with a backstory laid out in cutscenes. He is a name, a body and a bike, and the environment does the talking. The concrete labyrinth is industrial and claustrophobic, full of moving platforms, flame jets, crushers and bridges that give way underfoot. The design merges tight, exacting sequences where momentum and balance matter as well as reflex and quick thinking. Everything is governed by the physics, crashes feel consequential and recoveries feel earned. That honesty makes success quietly thrilling.

Controls are the heart of the thing. The bike behaves like a real object. Throttle, brake and lean change outcomes in an immediate, tactile way. At first it is unforgiving, because the bike is twitchy and your timing will be off. Spend a little time with it and the reward is big. Landings that would feel like luck in a scripted game become obvious once you understand speed and weight, and those moments are where MotoTrials lives. Checkpoints are placed with an eye for balance. Instant respawns mean you are nudged back into the loop rather than punished out of it. The loop is short, sharp and addictive.


The decision to include on-foot sections is bold. I prefer riding, personally, but the occasional moment where you leave the bike to solve a small puzzle adds variety. It is not flawless. Ricky's movement on foot can feel slightly floaty, and that undermines the otherwise consistent relationship between input and result. When the physics that make the bike sing do not translate perfectly to the character, the contrast pulls you out of the experience for a second. Still, those small puzzles break the rhythm in a useful way and stop the game from being relentless in one gear.

Story and voice work do more than you might expect. Cryptic messages and unsettling vocal lines stitch a loose narrative into the gameplay. Ashley and Crusty are memorable in different ways, MOM and Silent Mike add flavour, and the Announcer keeps things eerily formal. The cast does not handhold. Instead, it hints and teases, and that ambiguity works with the environment to create an atmosphere that is quietly unsettling. It does not aim to be profound, just unnerving enough to make you keep listening on the off chance the next line will spell something out.


Visually the game is modest. Textures and models are functional rather than showy. Lighting and sound do the heavy lifting for mood, and they do it well. The soundtrack is minimalist and atmospheric, shifting as you progress and underlining the tension without getting in the way. Together with the voice work it pushes the small studio presentation into something that feels cohesive rather than unfinished.

There are rough edges you should know about. The graphics could be cleaner, and a few physics quirks crop up away from the bike. Some transitions feel abrupt. These are the sorts of issues you forgive if you care more about the loops and less about visual polish. For a project that, by all appearances, was made on a modest budget, the trade-offs are understandable. The core mechanics are intact, and that is the main thing.

Replayability is solid for what it is. Time runs, collectibles tucked into awkward places and a handful of hidden secrets give players reasons to return after the first clear run. It is a short game if you rush, a bite-sized challenge if you take your time. That brevity helps it avoid filler, which feels intentional.


I am pretty strict with Trials-style games. I expect tight, fair design and a feeling that every failure can be learned from. MotoTrials meets that expectation more often than not. It stumbles in small spots, but it kept pulling me back, which is the highest compliment I can pay. It is a lean, occasionally rough gem that rewards patience and practice.

Score: 8 out of 10. It is not polished to excess, but it nails the satisfaction of learning a machine and beating the course. I hope ProudArts gets the chance to expand on this.

Out Now on Xbox


12 Sept 2025

REVIEW: Goosebumps: Terror in Little Creek (2025 Video Game) - On Xbox

Review by Jon Donnis

Goosebumps: Terror in Little Creek is a surprisingly solid and enjoyable entry in the long-running franchise, and it does a good job of translating the spooky, playful tone of R.L. Stine's books into a game. You step into the shoes of Sloane Spencer, a young teen trying to unravel the eerie mysteries lurking in the town of Little Creek. From fog-filled streets to abandoned theatres and dark, cluttered libraries, the environments are small but well designed, giving players plenty of corners to explore without ever feeling lost. The game balances exploration and narrative nicely, letting younger players wander, discover secrets, and uncover the town's supernatural happenings at a comfortable pace.


The stealth mechanics are a highlight, and they work better than you might expect from a game aimed at children. Timing your movements to avoid monsters, making clever use of your haunted book, and occasionally defending yourself with a slingshot all keep the gameplay engaging. There's a nice variety of creatures to contend with, each with its own behaviour, and the occasional jump scare, while mild, adds tension in just the right way for the target audience. Puzzles and interactive contraptions also provide a good challenge, encouraging players to think without feeling frustrated.


Visually, the game leans into a cartoony style that suits the Goosebumps universe well. Characters and monsters are designed to be creepy without being genuinely frightening, and the environments have enough detail to feel alive. Sound design complements this, with plenty of ambient noise, creature sounds, and spooky effects that heighten the sense of mystery. The learning curve is gentle, so players can pick up the mechanics quickly, and the gameplay loop of exploring, solving puzzles, and avoiding monsters is straightforward but fun.


The main downside is that the game is short. Most players will finish the story relatively quickly, which is understandable given the younger audience it targets, but it does limit replayability. There's also a sense that some areas and encounters could have been expanded to give the map more depth, but the game still manages to deliver a satisfying experience in its compact form.


Goosebumps: Terror in Little Creek is a fun, well-paced adventure that does a good job of introducing stealth and puzzle mechanics to younger players while staying true to the franchise's signature blend of spooky thrills and playful twists. It's not a long or complex game, but it doesn't need to be: it's entertaining, easy to pick up, and full of the Goosebumps charm that will appeal to fans old and new. For what it sets out to do, it's a strong effort and deserves recognition. I'd give it a solid 8 out of 10.