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Howl review – If you go into the woods today
7:46 pm | January 19, 2024

Author: admin | Category: Computers Consoles & PC Gadgets Gaming | Comments: Off
Review info

Platform reviewed: PS5
Available on: PS5, Xbox Series, PC, Nintendo Switch
Release date: January 23, 2024

As kids, we were taught to fear what lurks in the forest: strange sounds, silent shadows, and dense trees blocking out the Sun’s warm, illuminating rays. Any manner of horrors could lurk within the thickets. All it takes is the howl of a wild beast to set your mind racing. This fear is capitalized on in Howl, an indie, tactical, turn-based folktale about a girl wandering the woods searching for her lost brother.

The monsters in this folktale are real. Twisted wolf-like beasts lurk within, turning all who hear their howls into monsters. But our protagonist, the Prophet, is deaf, so she’s unaffected by their wailing. This part of her being is a strength, not a weakness. It reflects developer Mi'pu'mi Games’ commitment to diverse characters, as seen in its previous title, The Flower Collectors, which featured a wheelchair-bound protagonist.

Though the woods are dangerous, they’re also beautiful. The “living ink” art style perfectly captures that folktale feeling; it gives Howl the appearance of a children’s pop-up book, one made to warn them about wandering too far from home. It reminds me of the backgrounds in Disney’s animated 101 Dalmatians. There’s also a rich soundscape on offer in Howl; the narrator’s soft voice and the discordant, folksy guitar melody simultaneously soothe and unnerve as the Prophet makes her way through levels, one tile at a time. 

Read the room

A forest path

(Image credit: astragon Entertainment)

The Prophet starts with four action points per round. She can walk, attack, wait, or end rounds early, a system well explained by in-game hints and prompts. After each of her actions, the enemies take one; if they land an attack on her, the queue gets cleared, and the round ends. Fortunately, they’re very predictable, always walking toward the Prophet in the most direct route possible, but favoring horizontal moves over vertical. It’s a lot like Into the Breach, especially when you turn on Howl’s assistance mode. It clearly marks out where your foes will go after each of your moves, so you don’t have to keep track of everything in your head.

Each round becomes a series of decisions that have to be painstakingly thought out. The Prophet’s only got two hit points and three arrows, so her options are severely limited—prepare to die, a lot. Fortunately, there’s a rewind ability that lets her redo a round, and restarting the bite-sized levels is quick and easy, meaning the difficulty never gets frustrating.

Best Bit:

Group of wolves in the woods

(Image credit: astragon Entertainment)

Planning and executing the perfect strategy to lay waste to a pack of wolves is a thrilling experience. It feels like I genuinely outsmarted them.

Of course, she powers up as Howl progresses. You can spend the skulls you collect by killing monsters to unlock new paths on the overworld map that lead to new abilities. These are powered up with confidence, which is gained by beating levels in a set number of rounds and saving people. This system encourages you to go back and perfect earlier levels that once proved too tough, adding a fair bit of replayability to Howl. I loved giving the beasts a spanking with my overpowered Prophet once I’d gotten an exploding arrow or a smoke bomb that damages and confuses enemies caught in its radius.

Interestingly, you can only use these abilities on certain turns during each round. The stealthy smoke bomb and shawdowstep on turn two, force and vault on turn four, and exploding or piercing arrows on turn six. The Prophet can’t just unleash hell whenever she likes; she sometimes has to bide her time to strike the deadliest blow at the most opportune moment. Or, sometimes, she has to put down her bow and move out of harm’s way rather than going for the kill.

New enemy types are also added, each with different abilities, attack styles, and hit points. New hazards come into the environment, too. There are fires that damage anything still on them at the end of a round, destructible barbs you can blast enemies into, and holes in the floor you can jump over to make a quick escape. Through Howl continuously expanding upon a relatively simple tactical combat system, layers of complexity build alongside your skill, making for a perfect difficulty curve that remains challenging yet rewarding. 

A complex journey

The sunsetting over a forest

(Image credit: astragon Entertainment)

As the Prophet ventures deeper into the woods, she stumbles upon ruined towns and eventually the source of the Howl. The narrator paints a nostalgic picture of the idyllic life people lived before this plague, creating an emotional attachment to the strangers that can be saved along the way. Her words also make you feel as though you’re currently living in a folktale being told, perhaps to children listening intently, fretfully pulling their covers tighter around themselves whenever the Prophet gets into danger.

Accessibility features

Chapter 2 map of the world

(Image credit: astragon Entertainment)

Howl has a narrator and subtitles that cannot be turned off. There’s also an assist mode that displays the moves the enemies will make, but things can get jumbled when there are lots of foes in a small space. 

The writing is sparring yet paints a complete picture of old characters and the mythos of the world of Howl. Folklore and spirituality go hand in hand, be it some sort of paganism or more mainstream religions, and there’s an undertone that permeates everything in Howl, from the title of Prophet to the source of the plague itself; something transformative spreading via sound, passed on from person to person, turning them into mindless beasts, can be read as a critique on the way many organized religions preach their views and impose them on others.

What complicates reading Howl as a criticism is the Prophet’s very existence. She’s the hero of the story, saving townsfolk and slaying beasts, ultimately fulfilling the role of savior promised in many religions. While an interesting theme, I can’t help but feel it and the mystery of the plague could have been explored or interrogated more thoroughly—this is exacerbated by the fourth and final chapter being relatively short compared to the first three, making the ending seem abrupt.

Despite concluding a little too rapidly for my liking, Howl is a wonderfully crafted game. There’s no bloating or wasted material; every system compliments another and forms a surprisingly complex series of combat puzzles. That, combined with the gorgeous art, wistful writing, and thought-provoking, if slightly undercooked ideas, make Howl a delightful experience. 

For more incredible games that will let you explore fantastic lands check out the best indie games and the best single-player games that are available right now. 

Sony Inzone H5 review – hits the mid-range sweet spot
5:42 pm | January 16, 2024

Author: admin | Category: Computers Consoles & PC Gadgets Gaming | Tags: | Comments: Off

The Sony Inzone H5 finds itself in the middle of the pack of the company’s gaming headset range. However, the set is less ‘middle of the road’ and much more ‘hits the sweet spot’ given its balance of performance, features, and pricing. In many ways, I found all my expectations to be greatly exceeded.

If you’re looking for one of the best PS5 headsets in that mid-range price bracket, then you should consider the H5, especially if you’re after something more feature-rich than the relatively bare-bones (albeit still very solid) Sony Inzone H3. Furthermore, the H5 offers a quality audio and party chat experience that easily holds its own in the face of the much pricier Sony Inzone H7 headset.

Standout aspects of the Sony Inzone H5 include its exceptional audio and pristine microphone quality. When paired with the headset’s equally excellent battery life, you’ve got a product that easily justifies its mid-range price tag. An incredibly high level of comfort is another string to its bow, too. With only a couple of minor gripes to contend with, I highly recommend the Sony Inzone H5 if you’re looking for a mid-range powerhouse for your PlayStation 5 console or PC.

The Sony Inzone H5 gaming headset comes in white or black and has a retail price of $149.99 / £139.99, firmly placing it in the mid-range bracket alongside similarly excellent PS5 sets like the SteelSeries Arctis 7P+ Wireless. Readily available to buy from Sony’s official online store or retailers like Amazon, Best Buy, and Currys, it’s also significantly more affordable than the Sony Inzone H7 ($229 / £169).

Design and features

Sony Inzone H5

(Image credit: Future)

The Sony Inzone H5 shares the same sleek, curved, and white design aesthetic as the other members of the Inzone headset family while also maintaining the impressive build quality we’ve come to know from the range. The outer headband has a subtle textured feel and the ear cups are built with a sturdy plastic that’s resistant to wear and tear. 

The plush ear pads and head cushion provide a superb level of comfort that makes the headset pleasant to use for longer periods. I did find the cushioning began to irritate my ears after around four to five hours of constant use. This was swiftly remedied with a quick 10-20 minute break, however.

The headset features an on-board microphone that unfortunately cannot be removed from the device. This makes it largely unsuitable for on-the-go or outdoor usage. That being said, the mic is built to the same high level of quality found all over the headset and has enough flexibility and sturdiness to rest in a position that suits you best.

Lastly, several onboard inputs set the H5 apart from the cheaper H3 model. Next to the power button on the right cup are two switches that affect game-to-chat audio balancing. On the rear of the left cup, you’ve got a volume dial as well as the USB-C and 3.5mm jack ports for wired use (both cables included along with the wireless dongle). I found all of these modules to be easily locatable while the headset was being worn, making quick adjustments during play incredibly easy to do.

Performance and battery life

Sony Inzone H5

(Image credit: Future)

Regardless of whether you primarily play on PS5 or PC (PS4 isn’t listed on the box, but the headset will work on Sony’s last-gen machine), the Sony Inzone H5 offers fantastic audio quality for both play and casual music listening. Better yet, its built-in 360 Spatial Sound support helps bring the best PS5 games’ audio design to the forefront by improving dynamic range. Not only does this help the best single-player games feel that much more immersive, but the headset’s ability to pick up on the volume and direction of even very subtle sounds makes it an excellent choice for online multiplayer games where spatial awareness can be key to success.

Dropping into matches of PUBG Battlegrounds, I felt I was able to make progress more effectively, especially in those opening few circles where listening out for distant noises is crucial in surviving while you loot and build your loadout. And in the realm of single-player, I was even more enraptured by the bustling streets of Like a Dragon Gaiden: The Man Who Erased His Name’s Sotenbori district.

The headset’s bass profile is especially impressive, providing punchy lows that don’t register as overly muddy or drown out other audio. This strength in bass was especially welcome when paired with Guilty Gear Strive’s thunderous metal soundtrack. It also helped to highlight particularly meaty explosions in games like Returnal and Doom Eternal.

Voice chat quality is also a particular high note. Jumping into a party chat with friends to play online multiplayer in Gran Turismo 7 and Granblue Fantasy Versus: Rising, I was clearly heard by others, and I found my voice registered with an impressively high level of clarity. Overall, the Sony Inzone H5 is a fantastic choice for players who regularly play with friends online.

Another highlight of the Sony Inzone H5 is its brilliant battery life. You’ll get roughly 25-28 hours on a full charge. However, I did notice a relatively long charging time, taking approximately three to four hours to go from empty to full. As a result, it’ll pay to charge the headset overnight if you’re able to do so.

Rounding out the package is the Inzone Hub, which is the range’s dedicated PC customization app. Overall, this app is a fairly mixed bag, and its PC exclusivity means that PS5 players will have to rely on their console’s relatively limited audio settings to tinker with their sound. As far as I could tell, EQ settings on PC did not save to the headset for use on PS5. That’s a shame, as it’s a feature enjoyed by the RIG 600 Pro HS headset and its dedicated PC and mobile app.

The Inzone Hub has basic equalizer and dynamic range controls. There are a couple of preset EQs for bass boosting and general music listening, and users are also able to make their own custom profiles to better suit their preferences, which is welcome. However, aside from toggling spatial sound and automatic power-off, that’s really all you’re getting from the Inzone Hub.

Should I buy the Sony Inzone H5?

Sony Inzone H5

(Image credit: Future)

Overall, the Sony Inzone H5 is extremely easy to recommend if you’re looking for a new PS5 headset and operating with a mid-range budget. While PS5 players may miss some of the extra customization afforded to PC players via the Inzone Hub app, the out-of-the-box experience still impresses with high-quality, immersion-enhancing audio and a terrific microphone that makes it ideal for online play and party chatter. It’s definitely one of the best wireless gaming headsets available in the mid-range price bracket. 

Buy it if...

Don't buy it if...

How we reviewed the Sony Inzone H5 gaming headset

I tested the Sony Inzone H5 over a week and a half, primarily with PS5 games that boast rich audio design such as Gran Turismo 7, Returnal, and PUBG Battlegrounds. I also hooked it up to my PC with the USB dongle and found the rather basic Inzone Hub app to still offer some customization that helped titles like Final Fantasy 14 Online and Doom Eternal stand out even more when played via Steam.

In comparison to my usual, everyday headset - the RIG 600 Pro HS - I found audio and mic quality to be comparable in quality. However, the Sony Inzone H5 certainly wins when it comes to build quality and slightly edges out in the realm of comfort.

Looking for more PlayStation 5-focused hardware? Be sure to have a browse of our best PS5 controllers and best PS5 accessories pages for top recommendations. 

Prince of Persia: The Lost Crown review – the refreshed prince
8:01 pm | January 11, 2024

Author: admin | Category: Computers Consoles & PC Gadgets Gaming | Comments: Off
Review info

Platform reviewed: PS5
Available on: Nintendo Switch, PlayStation 5, PlayStation 4, Xbox Series X|S, and PC
Release date: January 18, 2024

As soon as you wrap up Prince of Persia: The Lost Crown’s tutorial and get into the magical mountain where the meat of the game takes place, you’ll be hooked. This first hour or so is all movement, bouncing around to take the fight to the scores of undead that uneasily stride into your path in each room, and it’s hard not to fall in love with it. 

This is the new Prince of Persia, the same as the old Prince of Persia. The Lost Crown is a two-dimensional side-scrolling action game that takes that 1989 idea of the original Prince of Persia and infuses it with metroidvania sensibilities. The end result has the same intensity as its genre stablemates Dead Cells and Metroid Dread, but The Lost Crown is its own beast, with a kineticism that outstrips any other metroidvania I’ve ever played.

New hero Sargon pinballs around The Lost Crown’s open world as equal parts acrobat and dancer. Fights will often involve springing into a diving attack from a wall jump, knocking enemies up from the flagstones below, or parrying attacks with ease. 

Honestly, though, The Lost Crown is better in movement but flails a bit when it asks you to get stuck in with the combat. Luckily, you spend most of the time holding down the right trigger to sprint around, barely stopping to brutalize the infinitely respawning enemies dotted around the map. 

While there is some awkward friction, it’s hard not to see Prince of Persia: The Lost Crown as a bold and thoughtful blueprint for reinventing a franchise. While it’s not for this review to talk about the state of AAA game development, and I can’t claim to know how much Prince of Persia: The Lost Crown cost to make, it feels like it’s blazing a trail for a world where more experimental visions of your favorite games can be tried out, instead of rote retreading of games everyone is, secretly, a little bit bored of. 

Hail to the prince

Character fighting enemies in a forest

(Image credit: Ubisoft)

If you haven’t noticed yet, movement is the most satisfying part of Prince of Persia: The Lost Crown. Sargon is lithe and immediately has access to a full suite of movement-based abilities. From the very start of the game, he can wall jump, sprint, slide across cobbles, and sling himself through the sky, gripping metal rings and flag poles right out of the Super Nintendo classic Aladdin

You’ll unlock more abilities throughout the game; this is a metroidvania after all. But you never feel like you’re missing out in the way you do in games like Dying Light 2 or Mirror’s Edge Catalyst, where your movement is initially hampered. When you do get extra objects to help you get around, like a bow and arrow (mostly used for traversal and puzzle solving) or even air dashes, they feel like they’re adding layers to a fleshed-out set of skills rather than papering over glaringly obvious gaps that have been there since the start of the game.

Best bit:

Character traversing buildings while being shot at

(Image credit: Ubisoft)

Coming back to the openly derisive blacksmith god Kaheva after besting a particularly tough challenge they set for you, they go to call you a mortal again - as they have many times before - but then correct themselves, addressing you instead as warrior. It felt well earnt. 

Combat is similar in that you’re given access to a variety of different moves. Your repertoire of abilities will let you knock enemies into the air or off ledges, and while the base attack is that same dull three-hit combo (that can be expanded into four later in the game), you’ll often be moving around instead of fighting from a stationary position, so you’ll rarely notice.

The problem with fighting in The Lost Crown is more about impact. Even the lowliest minion can take a real beating, which feels at odds with how nimble you are. When it takes 10 hits to send even the most mediocre of enemies to the shadow realm, the rhythm of combat feels a little off. This isn’t as noticeable in the boss fights: those are supposed to be hard to fight. But when the game throws a handful of enemies at you in one of several scripted fights, it’s a real chore when even ostensibly human assassins are shrugging off repeated sword strikes.

Combat is brutal, too. Enemies hit hard, so dodging and parrying are essential if you don’t want to get turned into a meaty paste. I’m bad at melee combat games, so it’s potentially a skill issue, but I found parrying to have a brutally short window and pulling one off successfully can be incredibly frustrating. 

Upgrades - doled out by the titanic god Kaheva at her blacksmith or an old woman squatting in a tent - do little to make the combat feel punchier, and so I found the best option was just to avoid the fights as I explored. 

Time to kill

Character fighting giant lion-like enemy

(Image credit: Ubisoft)

Obviously, it’s a Prince of Persia game post 2003’s Sands of Time, so there’s a heavy time element. The story involves Sargon and his gang of ancient heroes wandering into a cursed mountain. There are no real surprises here, but the narrative is well-handled, and there are a few different side quests that encourage you to explore.

The aforementioned upgrade system is fairly by the numbers, with the addition of an amulet system that lets you pick up extra perks and slot them into empty sockets. More powerful amulets take up more sockets, and it can add a bit more customization to vary your playstyle. Personally, I was a big fan of an amulet that made every parry generate a little time bubble that slowed down enemies within it. I sucked at parrying, but it made parrying so valuable in encounters where you were getting swarmed that it made it worth trying to pull them off again and again. 

Accessibility Features

Accessibility features for Prince of Persia: The Lost Crown

(Image credit: Ubisoft)

There's a wealth of accessibility options here. The option of a high contrast mode or subtitles (with several settings for font size and opaque backgrounds) feel well implemented and will greet you on first start up.

However, there's a host of toggles to change play, too.  Options to make tough platform sections skippable and combat easier will allow people to customise their play experience. Auto-aim can be adjusted, and assistance for targetting enemies in melee is also available.

My most memorable moments with Prince of Persia: The Lost Crown aren’t the story or the combat but the platforming puzzles of jumping through spinning buzzsaws and skipping like a stone through chambers filled with puddles of poison, whirling blades, and hordes of enemies. That dizzying sense of speed is the unique thing that The Lost Crown brings to the metroidvania genre though, and it’s something that will keep me coming back to it again and again.  

For more thrilling titles just like this one, check out the best single-player games and the best story games that are all available to play right now.

War Hospital review – this WW1 sim’s studied in the FrostPunk school of strategy games
2:45 pm |

Author: admin | Category: Computers Consoles & PC Gadgets Gaming | Comments: Off
Review info

Platform reviewed: PC
Available on: PC, PS5, Xbox Series X|S
Release date: January 11, 2024

I should have turned away the villagers when I had the chance. An exclamation bubble had appeared next to my Casualty Clearance Station, the intake tent for my hospital, and a nurse informed me that the residents of a nearby hamlet had come down with a mysterious illness. I wanted to be the hero, something that rarely ends well in World War 1 strategy game War Hospital

If I had said no then my staff morale would have taken a hit, and it was already trickling away with each soldier who died on the operating table, but it would have been one swift knock. Now, there are ten villagers all seeking treatment, on top of all the wounded who are arriving from the front after the Germans’ latest push, and my exhausted doctors are running out of medicine.

In the heroic version of this story, there would be a last-minute arrival of much-needed supplies, or the doctors would rally, working through the night to treat every last patient. In War Hospital, a game that’s studied in the Frostpunk school of strategy, there are no free victories. If I push my doctors, they will collapse from the work and not be able to help the next patients who arrive. If I don’t prioritize the soldiers, then I won’t have enough troops to withstand the next assault on our frontlines. If I leave the civilians queued up waiting for care, and they die before they see a doctor, then the morale hit will end my tenure as the hospital’s administrator. 

Best bit

A screenshot from the rehabilitation ward in War Hospital.

(Image credit: Nacon)

Look closely at the biographies of VIP patients, you may recognise a few of them. I’m glad to say I played a small part in getting Clive Staples Lewis back to England so he can write his Narnia books. 

No, instead, I take each one of their patient cards that is waiting in my in-tray and slide it over the denied tray. Each one of them will die without treatment, but because they weren’t in line for a doctor, there’s less of a hit to morale; my staff accepting the civilians were already dead.

There are no easy choices in War Hospital, and as the Major in charge of running the operation, you face each and every one of them. You assign patients to doctors, make choices about their care in the operating room, and, if they survive, you choose where to send them after they have been rehabilitated. If a soldier is still fit to fight, you can send them back to the front line, strengthening your defenses; off to work at HQ, awarding you with a draft point you can trade for resources; or even release them from active service, for a boost to morale. 

All of these choices create a sense of responsibility; every soldier who lives is, in part, thanks to you, but you also play a role in every name etched into the memorial in the cemetery. 

World Ward

A screenshot of the in tray in War Hospital.

(Image credit: Nacon)

You're always low on something in War Hospital, so you must balance your needs to provide the best care you can. While you can order medicine if you have the draft points, your engineers can produce it in the pharmacy, but engineers are also who you use to upgrade your facilities and produce food. Run out of medicine and your doctors can’t treat anyone, and patients will die as they wait, run out of food and your staff and patients will starve; both outcomes see your morale dropping. If it reaches zero, then your campaign will end.

You also have to contend with the enemy, though only indirectly. German forces periodically attack the frontline just north of the hospital and the effectiveness of their defence is down to how many rehabilitated wounded you send to the front. Send too few and the lines will be overrun and it’s game over. 

War Hospital certainly has its weaknesses. Useful information can be hidden away in submenus, there are typos in the text, and the voice acting is uneven. Its biggest failing is that it doesn’t have an autosave function, which became apparent after I hit a bug which meant I had to quit the game, losing an hour’s worth of unsaved play. Even a timed save every ten minutes would be appreciated. But, it speaks to how absorbing a game War Hospital is that I went an hour without even thinking to save.

Meaningful choices

An operation in War Hospital.

(Image credit: Nacon)

While the systems in War Hospital are simple – even a little blunt when you dissect them – they combine to create poignant choices. My trauma ward is perpetually full, I often lack the resources to produce the meds my patients need, so they sit in long queues waiting to be treated. In one case, I remember a patient who arrived in good condition who I put at the back of the queue, as he would be able to hold out to see a doctor, whereas the patients in critical condition had a more immediate need. 

The soldier waited for more than a day, slowly moving up the queue but still hanging in there. I put the engineers working in the pharmacy to produce medicine on a 24-hour shift to try and ease the backlog and it was working. Bit by bit he edged forward.

Accessibility features

There is little to help with accessibility in War Hospital. The game does feature subtitles in all cinematics and in-game dialogue, and you can control the game with a gamepad on a PC as well as a console. However, the lack of autosave functionality is particularly unfriendly. 

Then, when the patient was next in line for treatment, after his long wait, a VIP case in critical condition arrived. I tried putting the VIP in second place in the queue, but the prognosis told me they would die if they waited, taking the outsize reward I would get for saving their life with them. So I picked up the card of the patient who had waited all day, slid them into the denied tray and let them die, bumping them.

It wasn’t the wrong choice – I used the reward from treating the VIP to buy trauma meds – but it was a meaningful one, and War Hospital is full of them.

For more games like War Hospital, be sure to check out our list of the best PC strategy games. You can find even more varied recommendations on our roundup of the best PC games.

Against the Storm review – here be monsters
7:47 pm | December 18, 2023

Author: admin | Category: Computers Consoles & PC Gadgets Gaming | Comments: Off
Review information

Platform reviewed: PC
Available on: PC
Release Date: December 8, 2023

Against the Storm is a meticulously well-constructed town builder with a twist of dark fantasy horror. From Eremite Games, this challenging strategy title frames intense bursts of city management within a wider, roguelike campaign setting which tells an emergent story all of its own. Despite a considerable learning curve and occasionally dated visuals, Against the Storm will thrill and delight strategy fans with its meaningful decision points and deep systems. 

The first thing you’ll notice about Against the Storm is its bleak dark fantasy setting. You play as a Viceroy, an expeditionary leader charged by the queen of the Smouldering City to found new towns, gather resources on her behalf, and locate and bolster the seals - mysterious prisons that keep ancient evils locked beneath the earth. 

To make matters worse, the entire land is ravaged by a magical scourge called the Blightstorm. Not only does this storm lead to constant inclement weather for your settlers, but every few dozen years, the storm intensifies, wiping the land clean and forcing you to retreat back to the Smouldering City. It’s dramatic and engrossing stuff, luring you in with a setting full of mysteries and intrigue. Who is the queen? What’s underneath the seals? What causes the Blightstorm? To even begin to answer these questions you’ll first need to embark on missions and gather as much food, machinery, and artifacts as you can before retreating back to the Smouldering City at the end of the cycle.

Inspecting a shelter

(Image credit: Eremite Games)

Each town you attempt to found offers its own self-contained city-building mission, riddled with unique modifiers based on its location in the campaign map. Once you gain enough ‘Reputation’ with the queen to prove that your town is self-sufficient, you move on to your next project. Accumulated by fulfilling her demands and appeasing your villagers, you’ll need to accrue a certain amount to win each mission.

Between missions, you use the resources you’ve extracted to unlock upgrades including new building blueprints, powerful buffs, and even fresh game mechanics at the Smouldering City before continuing your expedition. In addition to subtle improvements to villager speed and resilience, you can unlock entirely new technologies, including the ability to power your buildings with rainfall. Throughout the game, you’re also bound to only a single save, too, ensuring that every choice you have to make feels weighty and significant. 

Under pressure 

A thriving city in Against the Storm

(Image credit: Eremite Games)

Over the course of a mission, your handful of villagers, humble storage warehouse, and warm hearth gradually expand into a full-on town as you cut your way through the surrounding forest in real time. However, this is far from a relaxing countryside stroll. In your quest to amass enough Reputation to finish the mission, the Blightstorm ensures that you’re bound to a seasonal cycle, where consistent storms keep you under mounting pressure. 

The forest itself is also hostile. The more you meddle, the tougher it’ll get for you and your villagers. But, since you need wood to keep the hearth going and food to prevent starvation, sooner or later, the forest will be alerted to your presence, complicating your life with bespoke debuffs unique to each mission, ranging from mysterious curses to deadly plagues. Villagers may leave if you fail to keep their spirits up. Sometimes they might die outright. On top of all this, the queen herself is watching; an ominous ‘impatience’ meter imposing a time limit on your attempt at city-building. This serves to light a fire underneath you as you play. Your decisions concerning what to build, where to build it, and what sorts of production to focus upon carry a deliberate weight that adds to the sense of drama and tension. 

Best bit

Explorers deal with a giant beast in a Forbidden Glade

(Image credit: Eremite games)

Cycles of Against the Storm end with climactic ‘seal’ missions where you must work to trap an ancient evil below the ground. Braving tricky curses and powerful debuffs, I wasn’t sure my plucky townsfolk would make it. Reforging my first seal with moments to spare felt like a staggering achievement and left me hungry for more. 

However, as much as she’s a threat, the queen can also be a lifeline. The queen will also approach you with ‘Orders’, giving you objectives to fulfill in exchange for significant rewards, including 'Reputation'. As time goes on, new ‘Orders’ slots open. Each one gives you a choice between two potential missions, adding another layer of consideration to the game’s thick strategic weave. 

Against the Storm is all about such pivotal decision points. Whenever you unlock a new building (usually as a result of Reputation gains), rather than just getting access to another structure, the game has you pick between several possible new unlocks. What’s more, your villagers will need to be manually assigned to buildings, forcing you to consider exactly which sorts of production are worth your attention. As circumstances change thanks to discoveries in the forest or changing seasons, you’ll find yourself constantly tweaking your villagers’ work assignments, trying to keep your economy as flexible as possible. The need to be optimal and to respond to evolving pressures keeps you on your toes, ensuring that Against the Storm’s duller moments are few and far between. 

Trial by fire

A woodcutting operation in a dark forest

(Image credit: Eremite Games)

The game’s sophisticated web of resources and products enhances this satisfying feeling of weightiness, too. Everything you amass from the humblest berry to the finest wine has multiple uses, both in and of themselves and as part of the production of other resources. For instance, wine can be used to make luxury goods to help you earn money with traders or it can be distributed at a tavern to keep your villagers happy. It can also be used in place of pigment to make scrolls. Many resources can be substituted during the production process like this, letting you get clever with your supply lines. 

Accessibility

Options menu in Against the Storm

(Image credit: Eremite Games)

Unfortunately, Against the Storm has little by way of accessibility options. Camera, keyboard, and mouse sensitivity can be adjusted, but there’s no support for colorblind players. That said, Motion Blur can be disabled and keybindings can be freely reconfigured to your personal preferences.

However, this complexity reveals a weakness in Against the Storm; namely its steep learning curve. While far from insurmountable, Eremite’s PC debut has a lot of moving parts and requires ample investment in its tutorials before it becomes truly rewarding. To the game’s credit, the tutorial missions are fit for purpose, if a little by the numbers. However, they’re also time-consuming, meaning that Against the Storm’s first few hours can drag.

Additionally, though the game’s old-school Warcraft 3-adjacent art style may delight nostalgic players, some may equally find Against the Storm’s production value to be a little lacking in some areas. For instance, the game has no voice acting beyond the occasional grunt, murmur, or burble of your villagers. Though the game never feels unfinished, it does occasionally feel dated. 

However, despite these niggles, Against the Storm is a fantastic entry in the strategy library. Bursting with meaningful decision points and plenty of tension, this deep and rewarding city-builder offers a fulfilling and demanding suite of systems wrapped in a dark fantasy package. 

Want more intense gaming experiences? Check out our guides to the best PC strategy games and the best single-player games.

Warhammer 40,000: Rogue Trader review – janky yet promising
4:00 pm | December 6, 2023

Author: admin | Category: Computers Consoles & PC Gadgets Gaming | Comments: Off
Review information

Platform reviewed: PC
Available on: PC
Release date: December 7, 2023

Warhammer 40,000: Rogue Trader’s ambitious sci-fi odyssey artfully captures the overwhelming scale and dread at the heart of Game’s Workshop’s satirical dystopia. The role-playing game’s (RPG) writing manages to find shades of grey in a galaxy full of horrible people doing horrible things. However, developer Owlcat Games doesn’t offer a completely finished product. Bugs and glitches dog Rogue Trader, making for an incomplete experience that’s not yet reached its full potential.

Rogue Trader is a ‘computer role-playing game’ (CRPG) reminiscent of Baldur’s Gate 3 or Owlcat’s own excellent fantasy offering Pathfinder: Wrath of the Righteous. You click on your party members and tell them to go places, talk to people, and fight things; advancing numerous plots and often finding yourself having to make difficult decisions with no right answers. 

Given the setting's three decades of real-world history, getting into a Warhammer 40,000 game might seem like an intimidating prospect. However, Owlcat provides an accessible on-ramp for players that introduces key concepts quickly without getting bogged down in unnecessary details. After creating your character, complete with a customizable appearance and backstory, the game opens on a voidship - one of Warhammer 40,000’s kilometer-long starships. Throughout the prologue, you’re met with dialogue that surreptitiously tells you, the player, all about the tyrannical, theocratic Imperium that you represent and the venerated God-Emperor that rules it.

Eventually, you find yourself to be the captain’s last surviving heir, making you a fully licensed space privateer: a Rogue Trader, with your own companions and voidship to boot. Your goal: rediscover lost worlds and re-map the stars. Here, the adventure opens up, offering an experience that could be described as open-world for its breadth and emphasis on exploration. However, once you leave the prologue, the game’s greatest weakness reveals itself: namely an abundance of bugs.

Enter the hive 

The Rogue Trader driving down a busy street in a Leman Russ tank

(Image credit: Owlcat games)

The further into the game you go, the more bugs rear their heads. As you enter into more combat encounters, you’ll start to notice animation glitches such as characters awkwardly shuffling out of cover and firing without aiming their guns. You’ll see sprinting enemies glued to the spot. In what was supposed to be a particularly dramatic moment, I encountered my entire bridge crew T-posing which, while hilarious, undercut the emotional weight of the scene substantially.    

During my thirty hours with the game, I often found myself needing to reload saves as characters would get stuck. Cutscenes occasionally wouldn’t play properly either, requiring me to skip through them. In combat, vital tooltips sometimes won’t appear, too, forcing you to guestimate your way through battles.

These issues are prevalent enough that no play session will be unmarred by glitches. Rogue Trader’s enjoyable combat, storytelling, and sense of scale are often overshadowed by this jankiness.

The battle-waffle  

Rogue Trader combat, mousing over the Veil Degredation tooltip

(Image credit: Owlcat games)

This is a shame because the game’s mechanics are generally very competently put together - a fact that’s especially true for Rogue Trader’s battle system. 

As you might expect from a setting with ‘war’ in the title, you often find yourself embroiled in combat throughout Rogue Trader. When this happens, the world becomes a grid, and the game’s turn-based mechanics take over, operating like a novel combination of XCOM and Baldur’s Gate 3. You move to cover and take shots at the enemy, informed beforehand of your chances of hitting and potential damage output. Your close-combat characters will burst out into the open, striking foes with heroic melee attacks. Diverse skills ranging from charismatic yelling to literal space magic spice things up a great deal, too. 

Best bit

A chaos space marine with a heavy bolter

(Image credit: Owlcat games)

At the end of chapter one, you fight a Chaos Space Marine - a towering power armored super soldier dedicated to the Dark Gods and hell-bent on using its giant gun to turn you into a fine red mist. A meaty and challenging boss fight, the Space Marine towered above us, requiring skill and wiles to counter effectively. The encounter was also underscored by a blood-pumping metal-inspired audio - fantastic stuff. 

Given the tabletop RPG roots of Warhammer 40,000: Rogue Trader, based as it is on Fantasy Flight Games’ pen-and-paper game by the same name, you’d be right to expect deep combat. The game is bursting with abilities for your characters to learn and ways to modify them to get more bang for your buck. Each character has access to dozens of features whenever they level up. These usually allow you to tweak existing abilities, allowing your buffs to add temporary hitpoints or increasing the range of your charge attacks. It may seem small, but these little changes add up, offering wildly different potential builds. 

This dazzling degree of customizability has the potential to be off-puttingly complex, however. Those looking for accessible combat mechanics may find themselves in the wilderness, here.

The game also includes a ‘Momentum’ mechanic which adds a pendulous ebb and flow to battles. Do lots of damage and your Momentum gauge fills, giving you access to powerful ultimate abilities such as a powerful single shot or a deadly frenzy. Take damage and be outflanked, however, and you’ll lose Momentum, so you'll need to stay vigilant. This is a strong addition, giving battles a back-and-forth that almost makes them self-contained stories of their own. 

Lasers and feelings 

A monochrome cutscene in Rogue Trader

(Image credit: Owlcat games)

A rich ensemble of characters joins your adventures throughout the game, acting as your officers, advisors, and most trusted crew members. All of them represent different factions from the sprawling setting. Abelard, your right-hand man, represents the steady, traditionalist hand of the Imperial Navy while the rakish Jae Heydari represents the sector’s criminal underbelly.  However, these characters are far more than just factional mouthpieces.

Take Sister Argenta. Scratch the surface of this zealous battle monk and you’ll find an anxious soul, haunted by a failed quest to find a holy relic. Conversely, Interrogator Heirix von Calox may be a representative of the Imperium’s secret police, but he often proves himself charming and surprisingly practical. The man does horrible things, but he’s also interesting to share a drink with. They’re not the deepest characters you’ll ever encounter in an RPG, but they make for a compelling roster of companions, whose opinions on the game’s many moral dilemmas make for some spicey dialogue.

How hard do you squeeze the worker populations of your worlds?

You’ll also find yourself having to manage your trade empire, too. The trade system feels thin at times, eschewing typical currency mechanics for a ‘Profit Factor’ system which roughly amounts to you throwing junk at a faction until they give you free stuff. That said, the decisions you have to make as ruler are as immersive as they are taxing. Do you side with a local zealot for expediency, or challenge his rule and risk instability? How hard do you squeeze the worker populations of your worlds? You may find yourself making monstrous decisions in Rogue Trader, but they will almost always be thought-provoking. I often found myself having to pause with a fresh cup of tea to mull over major decision points. 

Warhammer 40,000: Rogue Trader presents a vast galaxy you can get lost in. Unfortunately, the glitches and bugs on display speak to a game launch that seems premature. Though Rogue Trader’s storytelling and systems are thoroughly enjoyable in isolation, the shadow cast by these issues makes the game a hard sell.   

Accessibility 

More of the Rogue Trader Accessibility Menu

(Image credit: Owlcat games)

Warhammer 40,000: Rogue Trader has solid accessibility options for folks with colorblindness, allowing you to adjust the game’s palate easily from the menu with sliders for Protanopia, Deuteranopia, and Tritanopia. Subtitle text size can also be adjusted, which is a plus. The difficulty level is also highly customizable, allowing you to calibrate elements of the game experience to your liking such as enemy damage output and skill check difficulty.    

How we reviewed 

I played over 30 hours of Warhammer 40,000: Rogue Trader, engaging with as many of the game’s systems as possible. I spent a great deal of time with the combat system, as well as the space-combat mini-game and the trade and empire management mechanics. I also tested all of the game’s combat classes. 

I am an RPG specialist, having played thousands of hours of them throughout my life. I am also very experienced with the Warhammer 40,000 setting, having run six full-length tabletop RPG campaigns in the setting. All of this experience was vital when approaching the game for review. 

Looking for more narrative-heavy games? Check out our lists of the best RPGs and best story games. 

PlayStation Access controller review – an accessibility Swiss Army knife
5:00 pm | December 4, 2023

Author: admin | Category: Computers Consoles & PC Gadgets Gaming Playstation PS5 | Comments: Off

The PlayStation Access controller is Sony’s first venture into accessible gamepads, and the culmination of years of research and work, previously going under the codename Project Leonardo. It’s an unusual-looking gamepad, but one that possesses a host of different talents and features, and promises flexibility and ease of use at every turn. 

At the heart of the Access controller’s goal is the drive to redress the imbalance of adaptation and controls in gaming: where players have to adapt to the demands of a controller rather than a controller adapting to the needs of a player - the latter of which has never really happened before. 

This is music to my ears as I'm part of the Access controller’s target audience. I was born with different, small hands with generally short and stubby fingers, and far fewer knuckles than ‘normal’ folks. But I also only have stubs for index fingers, a bent ring finger with little mobility or function, and a tiny bump for one middle finger. While I don’t require any extra, specific hardware help - I’ve just learned to get by with (only) symmetrical controllers for a long time - it’s always been clear that regular pads weren’t designed for people like me.

As a result, something like the Access controller is potentially groundbreaking for many PlayStation 5 players. After spending a lot of time with the controllers, I can safely say that this will be the case; it is a splendid accessible gamepad that will make not only playing games easier for more people but enjoying them easier too.

PlayStation Access controller review - price and availability

The PlayStation Access controller costs $89.99 / £79.99 and is available from all the usual retailers, as well as PlayStation Direct. 

It’s disappointing that the Access controller costs more than a PS5 DualSense controller. This means the price of admission for people who need this controller is more than for ‘normal’ players and another barrier is raised - especially as some folks will find they need two Access controllers.

In terms of market comparisons, the Access controller is roughly the same price as Microsoft’s Xbox Adaptive Controller which currently retails for $99.99 / £74.99 (also more expensive than a standard official gamepad on that platform).

PlayStation Access controller review - design and features

Before even getting the controller out of the box, the work that’s gone into making everything about the Access controller accessible is clear. The packaging is designed to be opened with only one hand, which I tested with my ‘smaller’ hand. This was an effortless process using only a couple of digits and one which I was able to capture in pictures to illustrate. 

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Unboxing the PlayStation Access controller with one hand on a wooden surface

(Image credit: Future/Rob Dwiar)
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Unboxing the PlayStation Access controller with one hand on a wooden surface

(Image credit: Future/Rob Dwiar)
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Unboxing the PlayStation Access controller with one hand on a wooden surface

(Image credit: Future/Rob Dwiar)
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Unboxing the PlayStation Access controller with one hand on a wooden surface

(Image credit: Future/Rob Dwiar)
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Unboxing the PlayStation Access controller with one hand on a wooden surface

(Image credit: Future/Rob Dwiar)
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Unboxing the PlayStation Access controller with one hand on a wooden surface

(Image credit: Future/Rob Dwiar)
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Unboxing the PlayStation Access controller with one hand on a wooden surface

(Image credit: Future/Rob Dwiar)
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Unboxing the PlayStation Access controller with one hand on a wooden surface

(Image credit: Future/Rob Dwiar)
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Unboxing the PlayStation Access controller with one hand on a wooden surface

(Image credit: Future/Rob Dwiar)
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Unboxing the PlayStation Access controller with one hand on a wooden surface

(Image credit: Future/Rob Dwiar)

The Access controller is built around one major pad or circle of buttons, with a joystick on one side, it comes in at around 5.5 x 1.5 x 7.5in (141 x 39 x 191mm; WxHxD) and weighs approximately 0.7lbs (322g). Its main base has one central button, and eight ‘satellite’ buttons surrounding it, while a joystick on an extendable slider is attached to one side, and all parts sit on one axis with a flat bottom.

But there’s more here, and the Access controller is much more akin to a controller kit rather than a single unit. In the kit, you get a total of 19 button types (or caps), 23 labeling tags, three thumbsticks, and a USB-C charging cable. Each part feels robust and the magnets and small catches that keep the button caps in place on each button are simultaneously sturdy, and easy to use and remove. One small gripe from this kit approach is that the controller doesn’t come with the same amount of every type of button cap or type. The 19 caps offer a decent mix but it’s a shame I can’t kit out the full controller with the one type of button cap I have found most successful for my hands.

The full PlayStation Access controller kit

(Image credit: Future/Rob Dwiar)

Other features include the same LED lighting patterns and behaviors as a DualSense that appear around the central pad, a main PS button (which is annoyingly colored black and positioned on a black chassis meaning it will be hard for some to locate and see), a button to lock and unlock the joystick extender, and a profile button to switch between three onboard profiles (you can also store up to 30 on the PS5).

There’s also a USB-C port for charging and wired use that’s flanked by four industry-standard 3.5mm aux ports (two on either side) for other controllers or joysticks to be plugged into. Three screw holes on the underside will allow easy attachment of the Access controller to surfaces and setups.

The design of the Access controller reveals, importantly, that it can’t replace a DualSense like-for-like; it’s something you build a setup around, bring into an existing one, or use in conjunction with a DualSense or another Access controller to ensure it fits your needs.

PlayStation Access controller review - Performance and battery life

Two PlayStation Access controllers and a DualSense controller on a wooden surface

(Image credit: Future/Rob Dwiar)

Greeting you when you first plug the Access controller into your PS5 will be a short tutorial, after which you’re walked through how to use, program, and set up the controller. All the menus and steps are intuitive, clear, and easy to use. You can use the Access controller straight away with some default button settings which help ease you in right from the off.

Even from this early introductory use, it’s quickly clear that the clicky buttons feel fantastic, the thumbstick (particularly when using the larger joystick attachment) is incredibly responsive and a joy to use, and the overall placement of the buttons just works. The circular arrangement will require getting used to; by design, it means that some of the Access controller’s buttons will be close to you, and some will be far away and could require reaching over. 

When it comes to my testing, I would emphasize that this is within the confines of my own accessibility needs - mileage will vary so much for so many folks, depending on needs, existing setups, and so on - but, in brief, my time with the controller has been a joy. Putting it to the test with different games, I used the Access controller on its own, with a DualSense, and in tandem with a second Access controller, to get a feel for how it could be deployed but also how it could meet my personal needs and boost my experience.

Two PlayStation Access controllers on a wooden surface with a DualSense controller

(Image credit: Future/Rob Dwiar)

In racing games like F1 2021 and Dirt 5, using one Access controller is simple and very intuitive; it is as easy as assigning acceleration and braking to two buttons and using the stick to steer. The limitations on using one controller are clear: there just aren’t as many buttons on the Access as there are on a standard DualSense so you can’t recreate every input that’s often needed by games, though you’ll almost certainly have enough for many.

Pairing an Access controller with a DualSense, I transplanted my right hand’s normal controls onto the Access controller. In short, this is very successful, especially from a reach and interaction perspective; controls that were previously more challenging on one side of the DualSense can be repositioned on the Access controller and are far easier to use. The only ‘problem’ here is that you’re then left holding and using a DualSense in one hand and the weight can become tricky to handle, especially if you need to be able to use L2 and L1.

Where I think the Access controller shines most is when it is paired with another. Using two simultaneously unlocks much more flexibility and feels the closest to competently replacing a traditional gamepad experience. Orientating the two Access controllers so the thumb sticks were on the inside - the pads can be orientated four ways; left, right, up, or down - allowed me to focus controls on the natural placement of my digits while keeping my thumbs in position on the excellent joysticks - even using different stick attachments due to the different size and position of my hands.

The PlayStation Access controller being used by someone with accessibility needs.

(Image credit: Future/Rob Dwiar)

A small caveat of using the Access controller in this position is that it does mean your palms are dangerously close to the closest buttons which is a double-edged sword: I could map an action to the bottom button (or buttons plural as the same input can be mapped to multiple buttons) to press with my palm, but then I’d have nowhere to rest my hand, or I could deactivate it, but that would cost me one or two inputs. 

Trying to be ambitious, but also use the Access controllers as normally as I would any other controller, I tried using this setup when playing with my friends online in Back 4 Blood. Pleasingly, aside from a few misthrown grenades here and a few missed actions or sprints there, it’s reliable and effective in such games. The sticks make for swift movement, and the buttons for instant actions.

Elsewhere, I've found battery life is better than that of a DualSense. After topping up the battery fully on the day I received them (more than a week ago) and using them almost every day since, I still haven't had to recharge them at time of writing.

No matter what I played, however, a pattern of using the Access controller is of constant remapping to refine what you need. You will find yourself going into the menus a lot as you realize which controls you need, which ones you need to shift, and so on. It’s a constant loop and a game in and of itself. Luckily the software is simple and easy to use when making profiles and offers superb flexibility, particularly in its offering of mapping several buttons to the same input, or combining two inputs to one button, and so on.

Throughout my ongoing use and testing, I have had several quite affecting and eye-opening moments when I was able to use button combos or sequences that I haven’t before, or input ‘regular’ sequences or moves but doing so smoothly and more intuitively than ever. The toggle function - a brand new PlayStation button setting - is one that really resonated with me and I have been using it a lot. It’s simple but genius, and so helpful. Getting the software to hold down the aim button in a shooter for you constantly, or ensuring a bow is constantly drawn and ready without having to constantly press or squeeze is a revolutionary moment.

The PlayStation Access controller being used by someone with accessibility needs.

(Image credit: Future/Rob Dwiar)

Much like the creation of button profiles, getting the right setup of the physical controller is like a mini-game too - and subtle differences can make a big impact and change things in a flash. For example, bringing the stick closer to the main circle of buttons immediately changed everything for me, suddenly enabling me to move my character or aim more smoothly. Also, trying each different button cap type for each different digit depending on its capabilities was game-changing too, and enabled me to best distribute the tools the Access controller has, matching them to my fingers optimally.

After getting used to the controllers, I have found myself almost reaching for features that aren’t there - things that would feel at home for me and elevate it further. For example, when using the joystick with my pinky finger, I found my thumb resting on the large middle button comfortably and immediately wanted to start using it as a touchpad - this would have been very welcome in the absence of a second joystick, and seems a bit like a missed opportunity, especially in a time when functions can be enabled and disabled at the change of a setting.

I’ve also learned more about the art of using a controller, and the best use of deployment when incorporating extra controllers. For example, it became clear early on that it’s actually best to not try to recreate control schemes like for like, tempting as it might be for someone who has grown used to ‘default’ gaming controller schemes. 

For me, it is best to just let my hands and accessibility needs guide my interaction with the controller (where my digits rested, and what physical attachments were comfortable) and then apply the game’s necessary controls to that. It’s a moving and illuminating process that really makes the Access controller feel like it was made for people like me.

Most of those feelings did come after a generous amount of time, and it’s worth noting I haven’t yet had the full up to two weeks that Sony and its experts suggest it might take to fully get used to the Access controller. At time of publication, I’ve been using the Access controllers most days for a bit over a week. But, however long it takes, it’s absolutely worth it and only serves to get the best out of the PlayStation Access controller.

Should I buy the PlayStation Access controller?

The PlayStation Access controller on a wooden surface next to its box and a PS5 DualSense controller

(Image credit: Future/Rob Dwiar)

If you need an accessibility controller that can offer an extra way to play then the PlayStation Access controller could be worth its weight in gold and it’s easy to recommend. With no exaggeration, it literally offers new ways to play games, new ways to interact and use your console, and new ways to enjoy games. In my own context, I can now nearly use the controller instinctively, and forget about potentially missing control inputs or having nanoseconds of anxiety to try and reposition my hands on a DualSense. These flashes of revolution using the Access controller are wonderful.

I’m still baffled by the lack of a second stick and there not being enough of each button cap, and the fact that one Access controller can’t replace one DualSense meaning that buying two might be required to get the best results is disappointing. But, personal foibles aside - and, perhaps more than in any other review I’ve done, these really are personal - the PlayStation Access is an excellent controller for those with accessibility needs. Its vast array of different parts, arrangements, applications, kit parts, and functions is already impacting how I play games for the better, and I’m sure it’s going to be a hit in the accessible gaming community.  

Buy it if...

Don't buy it if...

How we tested the PlayStation Access controller

I tested two pre-launch units of the Access controller provided by Sony for a little over a week. I tried out a vast range of button profiles and ways to use the controller, while also incorporating it into my usual gaming habits to live with the controller properly. This meant playing single-player games like Marvel’s Spider-Man 2, and Star Wars Jedi: Survivor, but also tested it on Back 4 Blood online with my friends, as well as playing Unravel 2 as a couch co-op game with my wife.

If you’re looking for more ‘traditional’ pads then check out our guides to the best PS5 controller, best Xbox controller, and best PC controller for each platform right now. 

Nacon Evol-X Pro controller review – you get what you pay for
2:40 pm | December 1, 2023

Author: admin | Category: Computers Consoles & PC Gadgets Gaming | Tags: | Comments: Off

The Nacon Evol-X Pro controller for Xbox marks the first time I’ve been seriously disappointed in the brand’s hardware. While Nacon controllers like the Revolution X often strike a balance between quality and affordability, the Evol-X Pro strays into the latter without offering much of the former.

Problems are initially apparent when you hold the controller in your hands for the first time. The Evol-X Pro is relatively large compared to the likes of the Xbox Wireless Controller and the GameSir T4 Kaleid, so unless you’ve got bigger-than-average hands, longer play sessions with the Evol-X Pro can be quite demanding.

Other design issues come to light when actually playing with the Evol-X Pro. Its analog sticks feel quite sensitive, and the triggers are rendered a bit slippery thanks to their large and sloped design. These problems did contribute to an unsatisfying play experience, despite the face and shoulder buttons feeling sturdy.

Price and availability

The Nacon Evol-X Pro controller is available to buy now from Nacon’s store for £27.99. At the time of writing, the gamepad isn’t available for purchase in the US or Australia; availability is currently limited to the UK and Europe.

At surface level, this is an exceptionally affordable price point, being among the cheapest controllers that are officially licensed by Xbox. The controller is also available in three distinct colorways: standard black, carbon black and LED Pro.

The Evol-X Pro’s price point may be tempting, but we recommend looking at other officially licensed Xbox controllers in this price range. Chief among those being the HyperX Clutch Gladiate, which sits in our best Xbox controllers guide and costs just $34.99 / £29.99 and offers an overall higher quality experience compared to the Evol-X Pro.

Design and features

Nacon Evol-X Pro

(Image credit: Future)

It’s easy to raise an eyebrow at the Evol-X Pro out of the box, given its relatively large size when compared to most other official Xbox pads. For my average-sized hands, it was difficult to rest my palms against the controller’s grips, making my thumbs hover awkwardly in the space between the grips and the analog sticks.

And it’s not just the controller’s chassis that’s a little on the XL side; the triggers are questionably massive, wrapping under my index fingers almost in their entirety. Again, if your hands are on the larger side, this may make a degree of sense; I can imagine them fitting snugly under the fingers of such users. But for me, they felt as uncomfortable to rest on as the controller’s grips.

Things do improve in other aspects of the controller’s design, thankfully. Its face and shoulder buttons, as well as the d-pad, all feel perfectly fine and are of adequate size and quality. The central Home, Menu and Share buttons are also appropriately placed and I didn’t need to overly extend my thumbs to reach them.

Ancillary features include a 3.5mm headphone jack at the bottom of the controller - between the grips as standard - as well as two programmable buttons on the back that can be easily assigned by holding the rear Function button and your desired input on the front of the pad.

Now, I reviewed the LED Pro model of the Evol-X Pro, and I would strongly advise you to opt for one of the other color options available if you’re planning on buying. That’s because, while the translucent shell is quite nice, the LEDs inside are placed rather randomly, and no effort has been made to hide the fact that these are straight up just LEDs attached to the circuit board. It just looks rather cheap and cobbled together. 

For comparison’s sake, check out how the GameSir T4 Kaleid approaches the same design philosophy: its gorgeous gold-on-black circuit board is flanked by RGB strips that look utterly fantastic and aren’t overly bright like they are on the Evol-X Pro. You can hit a button on the front of the pad to change the Evol-X Pro’s lighting patterns, but it really doesn’t affect the overall brightness too much.

Performance

Nacon Evol-X Pro

(Image credit: Future)

If the Evol-X Pro felt adequately nice to play games with, I could forgive its design shortcomings. Unfortunately, this isn’t the case here. With the Evol-X Pro, the overall cheap-feeling design extends to its modules and in turn their overall performance.

The controller’s analog sticks feel a touch too sensitive. They rest in the deadzone just fine, and I didn’t encounter any stick drift in my time playing, but they do feel a little slippery during play, with even the slightest movements registering as inputs in-game. 

This can be a problem in titles that require quite precise movement and/or dodging, such as Lies of P or platformers like A Hat in Time. And I would not recommend the Evol-X Pro for games that use the sticks as a means to input commands; that includes some of the best fighting games like Street Fighter 6 and Guilty Gear Strive.

The triggers, meanwhile, feel very mushy when pressed inwards. I found this to be an issue in shooters, especially, like PUBG: Battlegrounds and Remnant 2 with weapons that required single shot or semi-auto fire. The Evol-X Pro doesn’t feature trigger stops, either, so you’ll often need a full press of the trigger in order to shoot, creating a degree of unresponsiveness while playing such games. 

Should I buy the Nacon Evol-X Pro controller?

Nacon Evol-X Pro

(Image credit: Future)

While the Evol-X Pro has its high points when it comes to the quality of its face buttons, shoulder buttons and d-pad, I find very little reason to recommend it beyond its affordability. And even then, similarly priced gamepads - like the HyperX Clutch Gladiate and 8BitDo Pro 2 - outclass it in almost every way. 

Buy it if...

Don't buy it if...

How we reviewed the Nacon Evol-X Pro controller

I tested the Evol-X Pro over the course of about a week, going back and forth between playing games on Xbox Series X and PC. I ensured to test the controller across a range of titles, from more casual offerings like Fall Guys and Stardew Valley, to more demanding games like Lies of P, Elden Ring and PUBG: Battlegrounds. 

For alternative controller and accessory recommendations on Xbox, consider checking out our guides to the best Xbox Series X and Series S accessories. 

Gangs of Sherwood review – I sherwoodn’t recommend it
8:30 pm | November 30, 2023

Author: admin | Category: Computers Consoles & PC Gadgets Gaming | Tags: | Comments: Off
Review Information

Platform reviewed: PS5
Available: PS5, Xbox Series X|S, PC
Release date: November 27, 2023 

Gangs of Sherwood is a steampunk twist on the tale of Robin Hood that pits Robin and his grimdark Merry Men against the evil Sheriff of Nottingham and his army of identical thugs, many of whom seem to go by the name Gerald. As a Robin Hood game, it shakes things up, too: It steals from the time-rich and gives only poor experiences. 

Visually speaking, Gangs of Sherwood is a feast; the concept art in the loading screens and the design of every location is a fantastic twist on the classic tale. The steampunk style works brilliantly mashed together with the medieval setting, and wandering around the muddy and mechanic streets of Locksley while being bombarded by artillery is an unforgettable experience. You can navigate these places by yourself or in a group of four, with each player taking over the mantle of Robin of Locksley, Little John, Friar Tuck, or Maid Marion.

Unfortunately, a good-looking game can only go so far. Gangs of Sherwood fails to deliver any thrilling fights or explosive skills that action brawlers like itself usually promise. Despite only having three acts, which last a maximum of five hours, this steampunk fantasy can seem like it goes on for an eternity. 

Having to face up against the same group of bad guys, comprised of several goons and one big knight with a shield, over and over again can seem like a medieval version of Ground Hog Day. There’s also no reprieve to be found in the three side missions as the repetition carries on. One quest sees you stand in a large courtyard and shoot a gigantic mechanical bull over and over again as the same bad guys that plagued the main acts aimlessly chase you across the open space as you dodge the bull's incoming attacks. 

A walk in the park 

Two characters attacking a mechanical lion

(Image credit: Nacon)

My first encounter with Gangs of Sherwood earlier this year in the preview was slightly unimpressive. However, as I only saw a small snippet, there was still a ray of hope that the entire game wouldn’t just revolve around similar fights and enemies, which I had seen in my first hands-on. Unfortunately, these hopes ran up short once I finally got to play the rest of the action game.

Playing Gangs of Sherwood was painfully straightforward; I started on the standard difficulty setting and quickly upgraded to the hardest in an effort to find some joy in the heat of battle. Sadly, the more challenging option failed to paper over some mediocre and repetitive combat and didn’t even make the game feel much more difficult.  

Best Bit

Character shooting arrows at enemies

(Image credit: Nacon)

There are some interesting environmental kills in Gangs of Sherwood. One of my favorites is dropping a beehive onto an unsuspecting goon’s head.  

Gangs of Sherwood doesn’t have to be challenging to be enjoyable, but it does have to be interesting. After the first few fights, I quickly figured out the pattern of every following combat encounter. Not only was the threat easy to assess and counter, but the bigger, seemingly more dangerous opponents were predictable without fault. This predictability sucked any joy or danger out of the action game immediately, and I soon felt like I was simply going through the motions to reach the end of the game.

The matter wasn’t helped by the fact that almost every enemy encounter revolves around the same three fights. With limited enemy classes, every other combat sequence is like deja vu as you continually come up against similar groups of opponents. Once you get to the later stages, Gangs of Sherwood resorts to throwing every enemy at you at once instead of trying to switch up the combat. The most interesting encounter I had was with the main boss in the second Act, in which one enemy heals the main fighter periodically. Still, unfortunately, even that became monotonous as every move was evenly spaced out, which made it simple to predict and quick to defeat. 

The easy fights were made worse by Rebel Instinct, which acts as an ultimate ability for every character as it slowly charges as you deal damage, resulting in a powerful final attack. It can be so powerful that I began to feel bad for attacking opponents with a neverending volley of supercharged arrows. eviscerating them in no time at all. 

One is a lonely number 

Three characters attacking a knight with a shield

(Image credit: Nacon)

My time in Gangs of Sherwood was a dismal experience and claims that co-op would make it more enjoyable is hard to believe. I only played a few parts of co-op, but from what I saw, it wasn’t all that different; it felt like separate characters fighting their own battles in the same area instead of an authentic cooperative experience that would encourage players to gang up on enemies together. 

Gangs of Sherwood is ultimately let down by its lackluster fights and repetitive action

Gangs of Sherwood could be a fun experience with the right group of friends, but that’s not the mark of a great game. Almost everything can be improved with the right people around, and this is especially true in gaming. Oftentimes, subpar games are made better by co-op as you experience less of the game and more of your friend's hilarious antics. 

Furthermore, a co-op game that only works in multiplayer and not single-player despite having the option to play alone, isn’t a fantastic sign. If a title promises multiple ways to experience it, whether by yourself or in a group, it should deliver on that and not simply bank on players sticking with co-op. 

Gangs of Sherwood is ultimately let down by its lackluster fights and repetitive action. With almost nothing else to do other than practice moves, fight the same enemies, or walk around the beautiful yet empty base of operations, it’s not something I’d recommend if you’re looking for something new to play with friends or by yourself. While the artistic style and locations in this action game are something to be marveled at and are genuinely quite impressive, this alone isn’t enough to save Gangs of Sherwood from mediocrity. 

Accessibility

accessibility menu

(Image credit: Nacon)

Gangs of Sherwood also unfortunately fails to deliver any meaningful accessibility options. Other than controlling sound levels, you can change the brightness, motion blur, and language. Otherwise, there are no other options to be found. This was unhelpful for me since, while there are subtitles, there is no way of changing the size, meaning that I could barely read them.

How we reviewed 

It took me around five hours to finish the main story of Gangs of Sherwood and another two hours to complete the three extra missions. While I encountered no major bugs with the PS5 version, there were a few issues with characters clipping through walls during cutscenes, or occasionally, enemies would just stay still as if they had already given up the fight. 

If you’re looking for some fantastic co-op games then be sure to check out the best multiplayer PC games as well as the best online multiplayer Switch games.

PlayStation Portal review – a brilliant evolution in Remote Play
5:00 pm | November 13, 2023

Author: admin | Category: Computers Consoles & PC Gadgets Gaming Playstation PS5 | Tags: | Comments: Off

The PlayStation Portal is the latest in Sony’s PlayStation 5 hardware lineup. Pitched firmly as a PS5 accessory that will enable portable access to your console and game library through an internet connection. It’s a simple prospect and one that utilizes Sony’s PS Remote Play app concept - but deploys it brilliantly in a dedicated device.

To be clear, the PlayStation Portal is exactly that: a small window into your PS5. While not strictly among the best handheld games consoles as it lacks the ability to play games natively like the Nintendo Switch, the PlayStation Portal isn’t trying to be that. It’s offering something entirely different. The terrific news is that it absolutely delivers on what it promises, and is a magnificent device for those who utilize Remote Play or want a portable way into their PS5.

Offering superb ergonomics as well as excellent design and build quality with all those exquisite DualSense controller features on top, this Remote Play beaut and its bright and sharp 8-inch LCD screen present a wonderful portable PS5 experience. One that I’ve already incorporated into my everyday home life.

PlayStation Portal review - price and availability

The PlayStation Portal launches on November 15, 2023, costs $199.99 / £199.99, and is available from all the usual retailers, as well as PlayStation Direct. Pre-orders are still available, though, at time of writing, US shoppers are limited to GameStop, and UK fans only have Game or PlayStation Direct as options.

In terms of comparison, the cheapest Steam Deck (the 64GB model) is now $349 / £309, the ASUS ROG Ally starts at $599.99 / £599, and the Nintendo Switch Lite is the closest in price with an MSRP of $199.99 / £200.

However, it’s worth remembering that the Portal is not a system that can play games natively like the above devices. Its sole purpose is to use the Remote Play system (like the Backbone One controller) to Stream your PS5 - which you need to have invested in already.

PlayStation Portal review - design and features

Essentially a DualSense controller wrapped around an 8-inch LCD display, the PlayStation Portal has an immediately familiar design, build, and feel. It quickly feels at home in the hands of a PS5 owner and is comfortable, easy to handle, and a joy to interact with. It’s also a bit heavier and larger than you might expect. Its weight of 18.66oz / 529g doesn’t sound too heavy, but it is noticeable, especially when picking it up with one hand.

Image of the PlayStation Portal handheld gaming device

(Image credit: Future/Rob Dwiar)

That largely comes down to the overall size of the device. Coming in at 12in / 30.5cm in length, there’s a notable heft to the Portal that you’ll initially have to get used to. Otherwise, it’s 2.4in / 6cm high to the top of the thumbsticks which are smaller than the DualSense’s sticks and are those found on the PSVR 2 Sense controllers - and about 4.7in / 12cm from front to back.

The controller wings feature everything that a normal DualSense has, with the only slight difference being some button placement - the PS Home button is tucked into the top right corner of the left wing, and the mic mute button gets the same treatment on the top left of the right wing. Otherwise, it’s got the same grippy feel, the buttons are the same in their actuation, and the only material difference is the aforementioned smaller thumbsticks.

On the top, there are two stereo speakers, the power button, volume up and down buttons, and the PlayStation Link button. The latter will only be of use once you can pair your Portal with the Pulse Elite headset, or the upcoming Pulse Explore earbuds. Completing the set, on the rear, there’s the USB-C port for charging and a 3.5mm audio jack for wired headsets; this keeps the cables tidily out of the way when you’re playing. 

The PlayStation Portal feels sturdy too, like it could survive a bump or two if it fell off your lap. However, I have already decided to invest in a screen protector and possibly some form of case to give it an extra layer of protection. From an ergonomics standpoint, it’s one of the best handheld gaming devices going; having been designed and built around a controller, feel, fit, and form can come first, as opposed to other handhelds which have to prioritize a game-playing system first, then bolt on buttons and controls.

PlayStation Portal review - Performance and battery life

Image of the PlayStation Portal handheld gaming device

(Image credit: Future/Rob Dwiar)

Simply put, the PlayStation Portal performs brilliantly. It nails its function, and in all my hours of testing so far, has been a joy to use and hasn’t had any hiccups in connectivity or any input lag to speak of.

It begins with a very quick pairing and logging-in process before you’re greeted by a bright screen with familiar-looking UI and menus. When you log in (and out) of your PS5 from the Portal, you even get a cool portal graphic which is a pleasant touch.

When you turn on the Portal while your PS5 is in rest mode, it will automatically boot the console up and get you straight in. You can disengage or re-engage the main console while the Portal is on at will too.

Getting right to how it plays games and works as a remote play device, the Portal offers a sublime Remote Play experience. It is so much better than using Remote Play functionality on my PC; the difference is like night and day. Whereas my PC would have visual lag and crackly audio at times, the connection with the Portal is seamless and smooth. Also, when comparing it with the picture on my TV to test input lag, I get barely any, and if it is there it is totally discernable. 

For context, my home internet speeds are around 150Mbps down and around 30-40Mbps up, and while my PS5 is hardwired via ethernet cable, my main Wi-Fi router is in a cupboard under the stairs. But even with my router tucked away, the Portal continues to provide a quality, lag-free experience, never missing a beat regardless of the room I was in. 

I have also connected it to my neighbor's Wi-Fi (with his consent), used my 5G connection (which runs at about 20-25Mbps download speed where I live) from my Samsung S23 phone, and tested it with a variety of games. Aside from taking slightly longer to connect with my PS5 over those separate internet connections, the PlayStation Portal is a relentless performer. Testing it for online play in Back 4 Blood, I found the experience identical to that when playing with my friends on the main console, and it’s even possible - with slight delays in reconnecting to the PS5 - to switch from one internet connection to another mid-session.

Image of the PlayStation Portal handheld gaming device

(Image credit: Future/Rob Dwiar)

The screen is crisp and bright - a bit too bright at times, particularly when I first booted a game up - and proves more than worthy on the Portal. The worlds of Star Wars Jedi: Survivor and the city lights of Marvel’s Spider-Man 2’s New York are a delight. There are, however, a few times when the LCD screen can show its limitations and have me yearning for an OLED panel; on images like dark save screens, you can identify lines and edges of blocks of color as opposed to a smooth gradient. Largely, though, it's bright, vivid, and perfect for the Portal. It also handles different quality or performance modes in games smoothly.

The Portal’s speakers are punchy and do the job, but, predictably, struggle at the low end given they are only two small stereo speakers squished into the Portal's narrow form. There’s no Bluetooth support on the device, but I wrote a short while ago about how the lack of the feature doesn’t matter, and I would say that’s still the case having lived with the Portal for a good few days now: when you’re plugged in and wearing a headset, playing on the sofa, or in bed, the experience has been the same as using a DualSense for me - I quickly and totally forget that I’m tethered.

The DualSense features operate as expected too, ensuring the Portal offers the same immersive gaming experience as you’d get with your main console. The touchscreen functionality is a success too; it only takes a couple of taps to replicate pressing the normal touchpad, and it's nice and responsive when using it to navigate te the Protal's UI too. Team this with the overall comfort of playing with the Portal for hours at a time, and the quality in its form factor and design is further reinforced.

Battery life is about on par with the DualSense controller. With the controller haptics and features enabled, I got just over six hours of life out of a full charge. I did tinker with screen brightness as that’s quite piercing at its highest level. I got the low battery warning at the four-and-a-half-hour mark, but the Portal kept going for that extra one and a half hours. You can also tone down screen brightness, and turn off features to squeeze more battery life in. The PlayStation Portal does take more than two hours to fully charge, so this is worth factoring into your intended play habits with the device.

I would like a sliding scale of brightness to be introduced down the line, as it’s pretty binary as it stands. I would also welcome a battery indicator that had visible numbers, as at the moment it’s just three chunks in a battery symbol.

Should I buy the PlayStation Portal?

Image of the PlayStation Portal handheld gaming device

(Image credit: Future/Rob Dwiar)

The PlayStation Portal is a brilliant handheld gaming device. It excels in its niche, offering ergonomic design and form, a wonderfully bright screen, and a host of PS5 features as standard. The Portal is an essential PS5 accessory for Remote Play users and for those looking to get more out of their console, and I cannot recommend it highly enough. 

I would also add, as I was told by Sony about the PlayStation Access controller, that the Portal is part of the PS5 ecosystem so it could benefit from future models down the line. This could pave the way for an OLED screen, the latest Wi-Fi, Bluetooth support, and more in the future.

The Portal is not pretending to be anything else apart from a quality remote-play device for your PS5, and it absolutely nails its brief. As long as you come to it knowing what it does and what it can offer you, then it wholeheartedly, unabashedly, spectacularly succeeds.

Buy it if...

Don't buy it if...

How we tested the PlayStation Portal

The Portal has been the only way I’ve played my PS5 since it arrived a few days ago, and I have put more than 12 hours into testing. I’ve used the Portal for two full battery charges, all around my house, and neighbors’ homes, and testing it on my mobile phone’s 5G connection. I spent hours using the Portal’s own speakers as well as with a wired Razer Kaira X headset, and I played a multitude of games including Marvel’s Spider-Man 2, Star Wars Jedi Survivor, and Atomic Heart, while also testing out online multiplayer in Back 4 Blood.

If you’re looking for a headset compatible with the other consoles, check out our guides to the best Nintendo Switch headsets, and best Xbox Series X headsets. 

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