5 May 2026

REVIEW: Guilty Gear Strive Version 2.0 - (2026 Video Game) by Arc System Works


Review by Jon Donnis

Arc System Works has never been shy about reinventing its flagship series, but Guilty Gear Strive Version 2.0 feels like a deliberate attempt to redraw the lines entirely. Marketed as a reconstruction rather than a simple update, it still carries the DNA of a franchise that has been evolving since 1998. What stands out immediately is how confidently it balances that legacy with a push towards something broader, cleaner, and more inviting.


The visual overhaul remains one of its strongest assets. The 2.5D presentation is striking without feeling excessive, blending hand drawn style with sharp modern rendering. During fights, the camera work adds a sense of drama that rarely lets up, especially when a wall break triggers and the entire stage shifts around you. It feels fluid, almost theatrical at times, and that sense of motion carries through to the animation itself, which is consistently smooth and expressive. There is a rhythm to it all that makes even simple exchanges feel impactful.

Sound plays a huge role in that rhythm. The rock soundtrack is relentless in the best way, pushing each match forward with a kind of urgency that suits the pace of the combat. It is loud, confident, and perfectly in tune with the chaos on screen. Combined with the visual flair, it creates an atmosphere that feels intense without becoming exhausting.


Underneath that presentation sits a combat system that demands patience. This is not a game that rewards careless button pressing for long. At first, it can feel stiff or even unforgiving, especially if you are not used to the genre. Moves require precision, timing matters, and defence is just as important as offence. The game does try to meet players halfway through its tutorial, mission, and training modes, all of which are surprisingly thorough. Spend time there and things begin to click. Combos start to flow, positioning makes sense, and the chaos becomes something you can control rather than just survive.

The new Wall Break mechanic adds a fresh layer to that control. Corner pressure has always been a staple of fighting games, but here it leads to dynamic stage transitions that reset the pace and shift momentum. It keeps matches from feeling too static and encourages a more aggressive, forward moving style of play.


Beyond the core fighting, there is a surprising amount to explore. The Combo Maker allows players to create and share sequences, turning practice into something almost communal. Digital Figure mode goes in a completely different direction, letting you stage scenes with characters, poses, and effects. It feels like a creative sandbox tucked inside a fighting game, and while not essential, it adds a layer of personality.

The Duel Tower online system is designed to match players by skill, dividing competitors across different floors. In theory, it works well, giving a sense of progression and keeping matches fair. In practice, there is an unavoidable barrier. Ranked online play sits behind a PlayStation Plus subscription, which will frustrate anyone hoping to jump straight into competitive matches without extra cost. There is plenty to do offline, including a branching arcade mode with character specific stories, but the restriction still feels unnecessary.


Cost becomes a recurring issue the deeper you go. The base game is reasonably priced, but unlocking the full roster through season passes quickly adds up. Factor in the subscription for online play and the total climbs steeply over time. For dedicated players, that investment might feel justified. For newcomers or casual fans, it is a harder sell.

The story, positioned as the conclusion to a long running narrative, is dense but engaging if you are already invested. Sol Badguy’s final conflict with Asuka R. Kreutz, alongside the chaos brought on by I No and Happy Chaos, brings a sense of closure that the series has been building towards for years. It leans heavily on its own history, which can make it difficult to follow for new players, but it does deliver a clear ending for its central character.


At its best, Guilty Gear Strive Version 2.0 is exhilarating. It looks incredible, sounds even better, and offers a combat system that rewards dedication. At its worst, it can feel overwhelming, both in terms of its on screen intensity and its overall cost. It asks a lot from its players, whether that is time, patience, or money.

Even so, there is no denying the craft on display. This is a polished, confident fighting game that knows exactly what it wants to be. It just does not make it easy for everyone to fully enjoy it.


Guilty Gear Strive Version 2.0 earns a solid 8 out of 10. It is a brilliant experience for those willing to commit, but the barriers around it stop it from being an easy recommendation for everyone.

Out Now on Playstation

Thank you to Arc System Works for the game key.


4 May 2026

REVIEW: The End of the Sun (2026 Video Game) - on Playstation 5


Review by Jon Donnis

The End of the Sun arrives with a quietly confident premise and, to its credit, it largely delivers on that sense of intrigue. Set within a Slavic fantasy world that leans heavily on folklore and ritual, the game casts you as the Ashter, a fire mage able to track echoes of the past. It is an unusual hook, and one that immediately sets it apart. From the moment you step into the abandoned village, with its lingering smoke and fractured sense of time, there is a strong feeling that something meaningful has happened here, even if the game takes its time explaining exactly what.


Visually, it is difficult to fault. The world has been crafted with clear care, and that effort shows in the detail of the buildings, objects, and natural surroundings. The use of photogrammetry gives everything a grounded, almost tactile quality. It does not feel like a generic fantasy setting. Instead, it feels rooted in something older, more specific. That authenticity feeds directly into the atmosphere, which remains one of the game’s strongest elements throughout.

The central gameplay loop is where The End of the Sun becomes most interesting. You move from bonfire to bonfire, bonding with each one to reveal hidden traces and fragments of past events. Follow the smoke, uncover clues, solve a puzzle, then shift through time to see the consequences. It is a simple structure on paper, yet it works surprisingly well in practice. There is a natural rhythm to it, and when everything clicks, it can be genuinely absorbing. Watching history subtly reshape itself as you intervene adds a layer of satisfaction that many puzzle games struggle to achieve.


The puzzles themselves are mostly well judged. They are not overly complex, but they demand attention and a willingness to observe your surroundings carefully. The real appeal comes from how they tie into the wider narrative. Solving a puzzle rarely feels isolated. Instead, it feeds into the broader mystery, revealing new perspectives on the same characters across different points in time. That sense of continuity, of seeing lives unfold across seasons and years, gives the game a quiet emotional weight.

Voice acting is another clear strength. Performances across the board feel natural and convincing, which helps ground the more fantastical elements of the story. Characters come across as real people shaped by their circumstances, rather than simple narrative devices. It adds a layer of immersion that is easy to overlook but difficult to replace.


That said, the experience is not without its frustrations. Technical issues do creep in, and they can be more than minor inconveniences. Encountering a situation where progress is blocked, with no clear way to reset or escape, breaks the flow entirely. It suggests a lack of final polish that is hard to ignore, especially in a game so reliant on careful progression through its systems.

Even outside of outright bugs, there are moments where the game’s structure works against it. It is easy to lose your bearings, leading to stretches of aimless wandering as you try to piece together your next move. While some level of uncertainty fits the investigative tone, it can tip into irritation when direction becomes too vague. The line between discovery and confusion is a fine one, and The End of the Sun does not always stay on the right side of it.


Despite these issues, there is something undeniably compelling at the heart of the experience. Its ideas feel fresh, its world feels lived in, and its approach to storytelling through time and interaction stands out. When it works, it draws you in completely. When it falters, it can push you away just as quickly.

The End of the Sun is a thoughtful and original adventure that does a lot right, even if it stumbles in key areas. It is well worth experiencing for its atmosphere and ideas alone, but patience is required. If you can push through the rough edges, there is a rewarding journey waiting underneath.

Score: 7 out of 10

Out Now on PlayStation


3 May 2026

REVIEW: Formula Legends (2025 Video Game) - On Xbox


UPDATE: 
Formula E: Electric Evolution is the eighth DLC release for Formula Legends.

Formula E: Electric Evolution includes all manufacturers, drivers, teams, and selected tracks from the official ABB FIA Formula E World Championship, as well as GEN1, GEN2 and GEN3 EVO race cars successfully encapsulating the history of Formula E so far. This new DLC represents the first time video game players can experience this exciting motorsport’s dramatic advancement since its inception including the addition of ATTACK MODE, PIT BOOST and more.


Review by Jon Donnis

Formula Legends is clearly the type of game made by people who love motorsport, developed by 3DClouds, it's a bold attempt to bottle up six decades of open-wheel racing and hand it to Xbox players in one stylised package. At first glance, it feels like a real celebration of the sport, though a few frustrations hold it back from becoming the classic it wants to be.

Hungary Modern Early 20s

Visually, the game is a treat. The art style has a sharp, almost painterly edge to it that gives every circuit and car personality. The variety helps too. One moment you're hurtling through a sunlit marina in a car that looks like it's been lifted straight out of the 1960s, the next you're strapping into a futuristic machine bristling with energy recovery systems and digital dashboards. It's playful rather than hyper-realistic, but that's part of the charm.

The circuits are another highlight. Fourteen locations, each inspired by historic venues, evolve as the decades roll by. You notice the little changes, from broadcast overlays to trackside details, and it all feeds into the sense of travelling through different eras of racing. When the tracks open out, they flow brilliantly, offering a decent challenge without feeling unfair.

Italia Modern Early 00s 

Where Formula Legends really shines is in its atmosphere. There's something genuinely fun about recognising which legendary driver a fictional rival is meant to resemble. Story Mode makes good use of history too, letting you dip into key eras and stringing it together with enough narrative to keep things moving.

Mexico Modern Mid 10s

One drawback is the lack of official names. This isn't a licensed product, and while the fictional universe has its charm, some players may find themselves wishing for the authenticity of real drivers and teams. The game's reinterpretations are often clever, but they never fully replace the thrill of seeing familiar legends officially represented.

Even so, there's plenty here to enjoy. Formula Legends is fun, it looks great, and it's stuffed with neat touches that show real affection for motorsport. The core issue previously was the handling, but with recent updates as well as the DLC, the game has improved.

Score: 7 out of 10, a stylish love letter to racing history.

Out Now on Xbox


2 May 2026

REVIEW: Hyper Cars Ramp Crash (2026 Video Game) - on Playstation 5


Review by Jon Donnis

Hyper Cars Ramp Crash arrives on PlayStation 5 with big promises of high speed spectacle and crushing, so called physics driven chaos. It throws you straight into a world of ramps, collapsing obstacles and exaggerated destruction, where every jump is meant to feel dangerous and every landing unpredictable. On paper, it sounds like a gleeful mix of arcade racing and stunt driven mayhem. In practice, the results are far more uneven.

There is some enjoyment to be found, though it tends to surface in short bursts rather than sustained sessions. The freestyle mode stands out as the clearest example of what the game does right. Dropping players into a wide open arena, it encourages experimentation, whether that means scaling oversized structures or simply smashing through objects for the sake of it. There is a simple, almost toy like appeal in knocking over giant blocks or nudging an oversized football towards a goal. It feels loose, occasionally satisfying, and crucially, it gives the player room to create their own moments. The push to complete levels and tick off achievements also provides a basic sense of progression, even if it never becomes especially compelling.


Visually, the game does just enough to pass muster without ever impressing. The cars themselves are serviceable, and the environments, ranging from roads to forests and deserts, offer some variation. That said, nothing here really takes advantage of the PlayStation 5 in a meaningful way. It looks like something that belongs elsewhere, and that impression becomes harder to ignore the longer you spend with it.

The problems begin to stack up once you move beyond that initial novelty. The game carries all the hallmarks of a mobile title that has been moved onto a far bigger stage without the necessary upgrades. What might feel acceptable on a phone in short sessions quickly becomes thin and repetitive on a console. Some levels feel hastily put together, lacking any real sense of design or progression. They exist more as obstacles than as carefully constructed challenges.

The much advertised destruction physics also fail to convince. While cars do crumple and twist on impact, the behaviour often feels erratic rather than realistic. Minor inputs can send your vehicle spinning wildly, as if the game is guessing rather than calculating. It undermines any sense of control and makes the experience feel inconsistent. Instead of rewarding skill, it often feels like you are at the mercy of unpredictable reactions.


Sound design does little to help matters. The engine noise quickly becomes grating, looping in a way that draws attention to itself for all the wrong reasons. Combined with fairly flat effects elsewhere, it creates an audio backdrop that wears thin far too quickly.

There is also a broader question hanging over the release itself. On a platform that hosts some of the most polished racing experiences available, Hyper Cars Ramp Crash struggles to justify its place. It does not push the genre forward, nor does it offer a distinctive twist strong enough to stand apart. Instead, it feels like a scaled up version of something better suited to quick, disposable play.

In the end, Hyper Cars Ramp Crash is defined by that mismatch. There is a flicker of fun in its sandbox moments, and a basic hook in chasing completion, but it never grows into something that feels at home on PlayStation 5. It is a reminder that scale alone does not elevate a game, and that what works on one platform does not always translate to another.

Hyper Cars Ramp Crash earns a 3 out of 10.


1 May 2026

REVIEW: All Hail the Orb (2026 Video Game) - on PC Steam


Review by Jon Donnis

All Hail The Orb arrives on PC via Steam as a deliberately small-scale, slightly odd clicker game. It drops you into a pixel-art dungeon with a single purpose, keep the Orb powered. At first that means plenty of manual clicking, but it does not take long before the systems begin to unfold. Cultists arrive, automation creeps in, and what starts as a simple loop gradually turns into a lightly managed, self-sustaining machine. It never becomes complicated for the sake of it, which feels like a conscious decision rather than a limitation.

The game leans heavily into its tone. It is playful, a bit strange, and never overly serious. Ducks appear, not as a throwaway joke, but as part of a wider system in the Quackpot, where merging them grants passive bonuses. It is silly, but it works. The humour sits in the background rather than demanding attention, which helps the overall flow. Visually, the pixel art is clean and easy to read. The dungeon layout is clear even when things start to fill up, and the ability to zoom in and out keeps everything manageable. There is a polished feel to the presentation that makes the simplicity feel intentional rather than bare.


Progression is where the game really finds its rhythm. New mechanics arrive at a steady pace, whether that is unlocking rooms, placing cultists into zones, or managing their automatic routines. It never throws too much at you in one go. Instead, it builds layer by layer, letting you settle into each system before introducing the next. That makes it approachable, even for players who might not usually spend time with clicker or incremental games. There is also a clear distinction here, this is not an idle game. When you step away, progress pauses. You return to exactly where you left things, which gives your input a bit more weight.

There is a satisfying sense of growth as your single altar expands into a multi-room dungeon. Each new area adds something slightly different, which keeps the loop from going stale. Watching automation take over tasks you once handled manually is quietly rewarding. It becomes less about frantic clicking and more about light management, adjusting placements and keeping everything ticking along smoothly. It is addictive in that low-key way where you always feel like one more small improvement is just within reach.


That said, a few rough edges do show. There are occasional bugs when loading into the game, with some cultists losing their assigned roles and needing to be placed again. It is not game-breaking, but it does interrupt the flow. Performance can also dip towards the later stages when the dungeon is busy and effects are stacking up on screen. Disabling particle effects helps, though it does feel like a workaround rather than a full solution.

The other sticking point is something that will divide opinion. The game has a defined ending. On one hand, it gives the experience shape and a sense of completion that many clickers lack. On the other, if you enjoy letting these kinds of systems run endlessly, it can feel like it stops just as you are getting fully invested. It leaves you wanting more, which is both a compliment and a frustration.


All Hail The Orb succeeds because it understands its scope. It offers a focused, five-hour experience that can stretch a little longer if you aim for everything, like 100% achievements. It is easy to pick up, hard to put down, and consistently engaging without becoming overwhelming. At around five pounds, it earns its place through simple, well-paced design and a tone that keeps things light. It might not last forever, but while it does, it is one of the more enjoyable examples of the genre. An easy recommendation for anyone with a soft spot for clickers, and a solid 8.5 out of 10.