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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. 

Image 1 of 10

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. 

Lenovo Legion Go review: this is the true Steam Deck contender
5:00 pm | November 10, 2023

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

Lenovo Legion Go: Two-minute review

The Lenovo Legion Go is the latest in the PC handheld market trend, following Valve’s Steam Deck and the Asus ROG Ally. Though my expectations were suitably tempered, getting to fully test out the portable gaming machine has convinced me of its superiority compared to ROG Ally and even compared to the gold-standard Steam Deck.

At first glance, it’s almost laughably large and weighs far more than its competition. Normally this would mean that its portability is shot, but Lenovo was ingenious in this regard and included a built-in kickstand right in the back. It’s a simple feature but absolutely game-changing, as it allows for long sessions without suffering fatigue from having to hold it. 

It also means that if you want to use it either for gaming or a PC replacement, there’s no need to purchase a separate docking station. It won’t be replacing the best gaming laptops or best gaming PCs anytime soon but it still adds more flexibility to this device. The portable runs on Windows 11 and, unlike the ROG Ally, this version of the OS is fully optimized for the Legion Go making for an incredibly smooth and perfectly intuitive UI.

The side controllers can also be detached a lá the Nintendo Switch joy-con style and wielded in each hand or attached to a piece and made into its own controller. You can also take one of the controllers and activate FPS Mode with the click of a switch, allowing for precision control with shooters and other genres that benefit from the best gaming mouse.

There are plenty of buttons scattered throughout the system as well, which are all fully customizable, and even a touchpad. It can get overwhelming, as it feels like everywhere your fingers go, there’s a button to press, but nothing activates without you setting it.

Performance-wise, the Legion Go can handle a wide variety of titles, from less demanding ones like Teenage Mutant Ninja Turtles: Shredder's Revenge or AAA titles like Cyberpunk 2077 and Baldur’s Gate 3. What’s impressive is how the portable can juggle multiple games at once without a hint of slowdown, and how easy it is to switch between said games, even if they’re from different PC storefronts. There is some slowdown and slight freezing in between gameplay, especially loading, but the gameplay itself remains smooth as butter for the most part.

Of course, the Lenovo Legion Go’s Achilles heel is its terrible battery life. You’ll only be getting a few hours of gameplay at most unless you turn down the settings significantly. But there’s hardly any point when the sole purpose of a PC handheld is to play the best PC games the way they’re meant to be played, so best keep the charger handy for this one.

Lenovo Legion Go: Price and availability

Spec sheet

Here is the Lenovo Legion Go configuration sent to TechRadar for review:

CPU: AMD Ryzen Z1 Extreme
Graphics: AMD RDNA Graphics
RAM: 16GB LPDDR5X (7500Mhz)
Screen: 8.8-inch QHD+, 144Hz, 500 nits, 97% DCI-P3 color gamut
Storage: Up to 1TB M.2 2242 SSD
Ports: 2x USB Type-C ports, 3.5mm headphone jack, microSD slot
Connectivity: 802.11ax 2x2 Wi-Fi + Bluetooth 5.1
Weight: 1.88 lbs (854 g)
Size: 11.76 x 5.16 x 1.60 inches (298.83 x 131 x 40.7 mm; W x D x H)

The Lenovo Legion Go starts at $699.99 / £700 (inc. VAT) / AU$1,299 with availability in the US, UK, and Australia. In the US market, there are two models, with the base version being an already steep $699.99 and including 16GB RAM and 512GB of storage. The more expensive $749.99 ups the storage to 1TB. Lenovo has stated that it plans on releasing cheaper models using the AMD Ryzen Z1 CPU in the future.

The UK only has the 512GB model for the same price as the US version, meaning that UK buyers are actually paying more. In Australia, there are two modes with the cheaper version coming with 256GB of storage and the pricier version equipped with 512GB of storage space.

Lenovo Legion Go: Design

Lenovo Legion Go on wooden table

(Image credit: Future)

Your first thought while looking at the Lenovo Legion Go is how large and weighty it is compared to its competitors, which is more than enough for it to be off-putting. However, there are several benefits to this. The first being that it ventilates much better than smaller handhelds like the ROG Ally, which meant I was able to game for long periods without dealing with any overheating issues, even when pushing through with more graphically and performance-intense titles.

Lenovo knew that it had to offset the weight issue of the portable, which is where the kickstand comes in. It’s built into the handheld and of very good quality, both the stand itself and the hinges. This lets you rest the Legion Go on reasonably-flat surface without the need for a separate docking station, while you use the portable as a gaming device or desktop replacement.

The bulky side controllers aren’t just window dressing either, as they’re detachable controllers similar to the Nintendo Switch’s joy cons. And like the joy cons, you can use them with each in one hand while you have the main display supported by the kickstand, though there are no motion sensors in them. There’s also a handy LED light ring around each joystick that indicates the controller’s current power and connection state.

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Lenovo Legion Go on wooden table

(Image credit: Future)
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Lenovo Legion Go on wooden table

(Image credit: Future)
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Lenovo Legion Go on wooden table

(Image credit: Future)
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Lenovo Legion Go on wooden table

(Image credit: Future)
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The Lenovo Legion Go gaming handheld.

(Image credit: Future)
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The Lenovo Legion Go gaming handheld.

(Image credit: Future)

If that isn’t enough, one of the controllers can be mounted on a base, and then activated with the click of a switch into FPS Mode. This mode allows for precise gameplay akin to a PC mouse, perfect for first and third-person shooters, as well as other genres that work best with a mouse.

The display is an absolutely gorgeous 8.8-inch QHD+ and comes with a great refresh rate of 144Hz, perfect for most gamers’ needs. It also has a surprisingly high 97% of the DCI-P3 color gamut, which shows how eye-catching and vivid the colors are. It sports an excellent touchscreen too, which pairs perfectly with the well-optimized OS.

And though Windows 11 is far more functional here than with the ROG Ally, its limitations show that when it comes to an optimized OS made solely for its PC handheld, Steam Deck is still king in that regard. For instance, when booting up
the Steam Deck for the first time, setup is so refreshingly simple and takes a mere minute. But the Legion Go's Windows 11 forces you to suffer through the same setup as any other Windows PC or laptop.

There's also the issue of Legion Space, which is pretty useless. Unlike ROG Ally's Armoury Crate CE which lets you at least log in directly to your storefronts of choice, Space gives you that illusion at first and then opens up a webpage. You have to install your storefronts first, then access them either through that or Legion Space. But at that point, the latter is useless.

Lenovo Legion Go: Performance

Lenovo Legion Go on wooden table

(Image credit: Future)

Thanks to its impressive specs, especially the miracle of the AMD Ryzen Z1 Extreme with AMD RDNA Graphics, the Lenovo Legion Go is an incredibly powerful handheld that’s capable of handling anything from 16-bit indie games to the most demanding of AAA titles. 

While there are longer load times for more demanding games, and even rare instances of brief freezing, during actual gameplay the experience is a smooth one that’s coupled with some truly impressive graphics. You have to be patient with the handheld but it returns the favor when you finally get to your title.

For instance, I tested out the Legion Go with Forza Horizon 5 on both Low and Medium settings. Though the game recommended Low and the framerate was indeed averaging around 59fps, I found that it ran quite well on Medium with ray tracing turned on, averaging out at a still solid 51fps. 

I was blown away by how beautiful the car, physics, and environments were while racing – it felt like I was gaming on a laptop for a moment. This was all done on the maximum resolution by the way, and I never felt the need to turn it down, though the option is there in the menu along with decreasing the refresh rate and more.

Lenovo Legion Go on wooden table

(Image credit: Future)

The audio quality is excellent as well, surprisingly so. Testing out the speakers with Forza Horizon 5, as music and sound design are vital to a racing sim, you could hear the roar of the car’s engine just over the commentating and fast-paced music with such clarity that I once again forgot that I was playing on a handheld.

The controls themselves are incredible, with the analog sticks moving the car with remarkable precision. They also feel good to use for long durations thanks to the high-quality padding on each one. They're hall effect joysticks which, according to Lenovo, ensures no joystick drift and minimal dead zones. As a bonus, they have an LED light ring, which alerts you to your controllers’ remaining battery power and connection. It’s particularly handy as an easy and immediate way to discern that information without having to check through the menu.

There are several of what Lenovo calls Thermal Modes, which control how powerful the performance is compared to the fan volume, similar to a gaming laptop. The highest performance mode is meant for a plugged-in experience, though you can still use it with battery-only power, and there’s also a balanced mode that’s meant for switching between tasks and a quiet mode that works like a battery-saving mode. You can of course customize your own mode too.

There’s also a separate menu option to maximize fan speeds, and it works wonders in keeping the whole system cool. The ventilation in general is impressive, with a smart design that keeps the majority of the heat away from where your fingers rest. It's most likely due to what Lenovo calls its Coldfront thermal technology, which features a liquid crystal polymer 79-blade fan.

Lenovo Legion Go: Battery Life

Lenovo Legion Go on wooden table

(Image credit: Future)

Just as with every other PC handheld, the Lenovo Legion Go’s Achilles' heel is its abysmal battery life. You’ll only be getting a few hours of gameplay at most before it shuts off unless you turn down the settings significantly. But what’s the point in that, when you’re buying a portable like this to play AAA titles at gloriously high settings?

And like the Nintendo Switch, the controllers are separate entities to be charged as well. Though everything can be charged at once, the two additional accessories increase the charging time.

Should you buy the Lenovo Legion Go?

Buy the Lenovo Legion Go if...

Don't buy it if...

First reviewed November 2023

Nickelodeon All-Star Brawl 2 review – the fighter Nick fans have been waiting for
5:00 pm | November 7, 2023

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

Platform reviewed: PS5
Available on: PS5, PS4, Xbox Series X|S, Xbox One, Nintendo Switch, PC
Release date: November 7, 2023

Nickelodeon All-Star Brawl 2 is a refreshing and feature-rich platform fighter that should be on your radar if you’re looking for your next party game mainstay. With gorgeous cartoon-accurate visuals and a helpful serving of modes and surprisingly deep combat mechanics, it’s essential play for those after a new Super Smash Bros.-like experience.

This sequel substantially builds upon the original’s foundations with plenty of compelling new content. The star of the show is the all-new campaign mode - complete with boss fights - which incorporates fun roguelite elements that kept me coming back for more. The further addition of items and a new Slime meter also helps to spice up the action on a moment-to-moment basis.

Some frustrations do linger, though. The game’s overall performance can be very inconsistent even when there’s not much happening on-screen. At worst, this led to fumbled inputs and mistimed jumps. This is a shame, as Nickelodeon All-Star Brawl 2’s mechanics lend it the capacity to become a fun competitive fighter, but these performance hiccups will need to be ironed out post-launch. 

Bring it around town

Nickelodeon All-Star Brawl 2

(Image credit: GameMill Entertainment)

If you want to get a grasp on just how much of an improvement Nickelodeon All-Star Brawl 2 is, you’ll want to jump head-first into the brand-new campaign mode which is surprisingly brilliant. The campaign is fully-voiced and includes simple-but-charming cutscenes to string you along.

In the campaign, you’ll begin as SpongeBob, who chases after Patrick when the starfish gets sucked into a mysterious wormhole. What follows is a series of challenges where you’ll typically fight waves of enemies (including the jellyfish from SpongeBob or Teenage Mutant Ninja Turtle’s Foot Clan henchmen) or other combatants on the roster to add them to your side. 

In between missions, you’ll be able to spend earned currency on perks to give you an edge in battle, heal damage dealt to you, or stop by the hub which you'll populate by unlocking fighters.

The best part about the campaign, though, is that you won’t get it all done in one attempt. That’s because there’s a roguelite formula applied here that’ll take you right back to the beginning upon death. However, any perks you unlock can carry over between runs, so there’s always an element of getting stronger as you progress.

There are some pretty creative boss fights sprinkled throughout the campaign, too, which serve to add even more Nickelodeon rep to the game. Each boss is pretty varied in terms of moveset and how you should be approaching them. King Jellyfish is a solid introductory boss, blasting the arena with electrical projectiles. The Flying Dutchman, meanwhile, is a little more interesting, occasionally summoning barrels that must be destroyed, or else they buff his attack power.

Slime time

Nickelodeon All-Star Brawl 2

(Image credit: GameMill Entertainment)

Nickelodeon All-Star Brawl 2 brings a slew of compelling fighting game-adjacent mechanics to the table. Overall movement is very responsive, and you’ll quickly get into the flow of chaining together standard and charged attacks in combo-like fashion, with the occasional special sprinkled in to keep enemies on their toes.

This time around, there’s a new Slime meter, segmented into three chunks. Accrued by dealing damage to opponents, you can spend one of these to add more power to charged and special attacks. Save up all three, though, and you’ll be able to unleash your characters’ signature move for massive damage. These are all wonderfully animated and call back to the fighters’ series of origin. 

Patrick, for example, repeatedly smashes his opponents with his own rock-shaped house. Then there’s Jenny Wakeman - star of My Life as a Teenage Robot - who adopts a meditative pose before slicing enemies with a variety of sharp utensils. These finishers are especially charming additions that not only add an element of risk-versus-reward to Slime meter management (if you fail to hit with it, that’s your whole meter gone for nothing), but the references themselves never failed to put a smile on my face. 

Best bit

Nickelodeon All-Star Brawl 2

(Image credit: GameMill Entertainment)

Nickelodeon All-Star Brawl 2’s campaign is a real treat, featuring neat roguelite progression and no shortage of fun nods to Nickelodeon franchises throughout. The addition of voice acting from original cast members only serves to add to its authenticity, too. 

Hopping across worlds

Nickelodeon All-Star Brawl 2

(Image credit: GameMill Entertainment)

One of Nickelodeon All-Star Brawl 2’s best aspects is its awesome visuals. Stages both look and sound exactly as you’d expect from the source material, and there’s an impressive level of depth and detail to each and every one. The Teenage Mutant Ninja Turtles Rooftop stage, for example, has a lively New York skyline backdrop. The Wild Thornberrys Safari stage is wonderfully unpredictable, too, seeing the titular family’s wagon caught in vines before shooting down a rapid ravine. Elsewhere, the Rocko’s Modern Life stage is delightfully chaotic, featuring rather unconventional stage design and a painfully 90s aesthetic.

The game’s roster of fighters match this level of quality, with a high degree of expressiveness and lively animation. The developer has done an incredible job recreating their TV likenesses, with a special shoutout especially going to 2000s-era characters like Jenny and Ember, as well as classic characters like Ren and Stimpy and the Angry Beavers. They both look and animate like they’ve been ripped straight from a grainy CRT screen, and it’s brilliant to watch in motion.

It’s just a shame that even on current-gen hardware, Nickelodeon All-Star Brawl 2 suffers from fairly frequent performance dips. Even when there's not much action happening on-screen, it was common to witness the framerate buckle slightly, taking much of the fluidity out of matches. Roughly once or twice per round, I noticed slight framerate hitches that sometimes threw off a combo, or made jumping across the stage a touch more difficult. It’s a notable blemish on what’s otherwise a highly polished package, and I hope it’s something the developer is able to iron out via post-launch support.

Another slight issue is with the game’s roster of fighters. While strengthened by the addition of characters like Hey Arnold’s Gerald and Avatar: The Last Airbender’s Azula, it’s seen some confusing omissions. Several iconic fighters from the first game, including Shredder, Oblina, Toph, and Powdered Toast Man, haven’t made the leap to the sequel outside of the odd cameo appearance. I’m hoping these can be added in through future updates to help the already excellent roster feel that much more complete. 

While frustrations exist in regards to performance and a wonky roster, Nickelodeon All-Star Brawl 2 is a fantastic platform fighter and a game that Nick fans both old and new should have on their radar. 

Accessibility

Nickelodeon All-Star Brawl 2

(Image credit: GameMill Entertainment)

At launch, there’s a complete lack of accessibility features. There’s nothing in the way of subtitle customization or colorblind options, for example, which is pretty poor showing for a game that’s aimed at both kids and adults.

How we reviewed Nickelodeon All-Star Brawl 2

I played roughly 10 hours of Nickelodeon All-Star Brawl 2, which included playing through the new campaign and several fighters’ arcade mode ladders. Unfortunately, I wasn’t able to test the game’s online suites ahead of launch, but the use of rollback netcode bodes well for stable matches and the game fully supports cross-play.

Interested in more games like Nickelodeon All-Star Brawl 2? Consider checking out our list of the best fighting games and best Nintendo Switch games, many of which will be discounted over the upcoming Black Friday gaming deals sales period.

You Will Die Here Tonight review – taking the fun out of zombies
8:37 pm | November 3, 2023

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

Platform reviewed: PC
Available on: PC
Release date: October 31, 2023 

You Will Die Here Tonight is a short but not entirely sweet horror game made by Spiral Bound Interactive, which puts players in the shoes of six high-level special ops characters with whom you’ll navigate a haunted mansion. 

This top-down survival horror sees a special-ops task force invade a suspicious mansion in hopes of capturing its deranged owner. But with little information to go on, the group’s mission is further thrown into chaos when they are sabotaged and blindsided by a mysterious attacker. After you get split off from everyone else, you must use your wits and foresight to plan an escape, but unfortunately, you probably won’t be taking the whole group with you; some of them will die there tonight. 

You must gather materials and puzzle pieces to fend off the undead that roam the mansion and solve riddles along the way. Once one character dies, you take control of the next, and then the next one, and so forth, until you’ve expended your resources and have no one else left to help escape.

At face value, there’s a lot of promise in You Will Die Here Tonight. The basis of the story, fight mechanics, and unification of characters are all interesting ideas that could help form an excellent twist on the usual zombie horror genre. However, sadly, this horror title just falls short of polishing up these factors and also fails to deliver some basic requirements. It’s for this reason that you won’t be seeing it on our best horror games list.  

Blast from the past 

Fighting zombies in a dungeon

(Image credit: Spiral Bound Interactive LLC)

When it comes to looks, You Will Die Here Tonight certainly does deliver, however. The top-down perspective combined with its retro aesthetic makes it stand out from other horror games that may have a similar premise. 

Best Bit

Zombie butlers attacking

(Image credit: Spiral Bound Interactive LLC)

Being trapped in an underground cavern and surrounded by attacking zombies. The transfer from a top-down perspective to a first-person point of view to shoot down all the oncoming attackers is a nice change of pace and adds to the horror.  

The retro art style means that every location looks fantastic. There are gloomy libraries, mysterious subterranean lairs, and even some beautiful gardens decorated with ivy and sparkling fountains. It also makes exploring each setting far more enjoyable if there are tons of great places to admire. 

Each one of the characters also looks excellent. While in top-down mode, you can only make out some minor details with the simple character outlines, but each one comes alive the closer you look. When a character begins to talk, we get a close-up static headshot; here, we get to see them better. It doesn’t stop with the cast of protagonists, though; the evil undead also benefit from this cool style. 

While they can look pretty flat from afar once you enter combat mode in first-person, these creatures truly do look horrifying. Creeping up from the shadows, these undead experiments crawl and shift toward you at varying speeds, making every face-to-face encounter horrifying. 

Some missing parts 

Solving a puzzle

(Image credit: Spiral Bound Interactive LLC)

You Will Die Here Tonight may certainly look the part, but unfortunately, it has several glaringly obvious rough edges. While there aren’t any real technical issues, there are some features that haven’t been well-rounded or are missing some features or tweaks. 

Entering into the narrative, you get almost no time to get to know the other characters in the story. Besides walking into a room and listening to a couple of them talk about an event you have no memory of, there’s not much to tie you to these people. This means when many of them eventually die, in an assortment of weird and brutal ways, it doesn’t matter. Instead of fighting to get everyone out alive, every character is no more than a heart in the top corner of your screen. 

There are also a couple of twists and turns in You Will Die Here Tonight that don’t hit as hard as they probably should. There’s a betrayal that fell flat because not only do I not know or care about the characters, but the reveal felt so wooden that I brushed straight past it. The character designs are pretty cool, and some of the one-liners they dish out can be strangely hilarious, so it’s a real shame that I didn’t feel more connected to them. There’s also the unimpressive reveal of what is truly going on in this mansion; you encounter a zombie almost straight away, which kills off any suspense. 

This survival horror has high aspirations but manages to fall short of them in most aspects

There were also a couple of issues with story progression. At times, running around the mansion gave me tunnel vision; despite being in a huge area, every door would be locked to prevent straying off course. More often than not, it felt as if you were jumping through hoops and simply completing tasks for the sake of it and not because you truly wanted to find out more. 

It’s a shame. This survival horror has high aspirations but manages to fall short of them in most aspects. The story isn’t that engaging; the riddles and puzzles can be long and quite boring, and the crafting and exploration aren’t fully fleshed out. 

That being said, if you are a fan of top-down retro survival games and have a few hours to kill, You Will Die Here Tonight will scratch an itch. The entire game can be completed in less than five hours, so it’s pretty short, and while it’s not necessarily that straightforward to finish, I can see it being a satisfying puzzler for some.  

Accessibility 

accessibility features

(Image credit: Spiral Bound Interactive LLC)

There are no accessibility features in You Will Die Here Tonight, and the overall options are pretty sparse. There are a few audio settings that let you tweak the volume or general audio, as well as a couple of display options that allow you to alter the brightness, but that’s it.

How we reviewed

I completed You Will Die Here Tonight in less than five hours on PC. I tried to explore as much as possible, so it’s highly likely that you can finish this survival horror game in less time than that. I didn’t encounter any technical issues with it, and it was also pretty simple to interact with and not that taxing on my PC.  

If you’re in the market for new games right now, then be sure to check out these great PC games and these fantastic Black Friday video game deals, which are starting to really pick up. 

WarioWare: Move It! review – innovative and ambitious
5:01 pm | November 1, 2023

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

Platform reviewed: Nintendo Switch
Available on: Nintendo Switch
Release date: November 3, 2023

If there’s one thing you can count on the WarioWare series for, it’s simple, silly fun. On that, WarioWare: Move It! certainly delivers - the latest in Intelligent Systems’ fast-paced party microgame series has pulled out all the stops to ensure that anyone playing looks as ridiculous as possible, with motion control-based activities that are designed to utilize all of the Joy-Con controllers’ features, and your entire body to play. 

The story’s premise is simple: Mario’s garlic-munching rival manages to win himself and his friends a holiday to a faraway vacation resort, where they’re each handed their own Form Stones (which, spoiler alert, look suspiciously like your own Nintendo Switch Joy-Con controllers). Everyone must then partake in microgames (incredibly short minigames which are played back to back until you lose all your lives, and increase in speed the longer you keep going), which require the mastery of various Forms, using said ‘stones’. 

Throughout the short but sweet story mode, you’ll gradually be introduced to these Forms - such as Choo Choo (in which you must position your arms like you’re impersonating a train) and Knight (which has you place your Joy-Con controllers on top of each other, holding them like a sword). Different microgames call for different Forms, and as you progress, you’ll be expected to switch between Forms freely to perform numerous motions.

Before a microgame starts, you’re clearly instructed as to which Form position to take, but the actual movement within the game switches around based on what’s happening on the screen. For the most part, if you allow yourself to get lost in the game and pretend that you’re acting out a motion rather than trying to input a specific control, it’s clear what you should be doing. You might find yourself imitating a car’s windscreen wiper, scrubbing a floor with a broom, or adjusting your arms to block a giant nose’s nostrils. The free-flowing movement is extremely satisfying, and when it works properly (and it usually does), you feel truly engrossed in the action.

Get in formation

WarioWare: Move It! screenshot depicting a microgame where you must pretend to be a train.

(Image credit: Nintendo)

Anyone who’s played WarioWare: Smooth Moves on the Wii will immediately see a resemblance between the 2006 game and Move It!, and for good reason. In many ways, Move It! very much feels like Smooth Moves if it was created solely for the Nintendo Switch, and that’s not a bad thing. Some of the quirky poses you’re forced to pull, like Ba-KAW! (which, as the name might suggest, has you impersonate a chicken using a Joy-Con for your beak and tail) could only ever work with the Joy-Con controllers’ more advanced motion controls. 

Best bit

Kat and Ana in WarioWare: Move It!

(Image credit: Nintendo / Future)

The first time the game prompted me to use the Hand Model Form, I was tasked with making gestures at the Joy-Con controller’s infrared sensor. It was exceptionally impressive for this to work as flawlessly as it did, but it was made even cooler since the infrared scan of my actual hand was shown on screen as part of the microgame.

This is a double-edged sword, however, as despite the motion controls working most of the time, the precision needed and expected from you means that you won’t always be able to complete a microgame’s action successfully before the time is up, either due to it not being detected properly or simply because you were holding the controllers slightly wrong before starting. It needs to be said that when you’re getting used to the different Forms, switching between them when they all require the Joy-Con to be held or placed in different ways can be overwhelming. This makes it difficult for anyone who’s not already familiarized themselves with the Forms via Story Mode to simply pick up some controllers and join in - far from ideal for a party game that’s got a significant focus on multiplayer.

Additionally, since the actions you must perform are so varied, it isn’t always obvious what you’re actually supposed to be doing, especially at the first time of asking. Given that you’re only given a few seconds to both work out the action and perform it correctly, it’s infuriating to lose a life when you feel you were just thrown in at the deep end with no concrete guidance - and that’s coming from someone who’s played the game for several hours. Again, it’s hard to imagine this being a game that can easily be shared amongst a group of people who haven’t played before, given that there’s pretty much no time to explain what to do from game to game. 

This confusion is ramped up a notch further when you unlock the microgames that call for button inputs as well as motion controls. When the button-control Form is first explained, the game tells you to simply go with your heart when choosing which buttons to use from game to game. You’d be forgiven for thinking that this means any will do, but that’s not the case. Specific ones must be pressed, and despite the game’s belief that your heart will tell you the answer, chances are you’re going to guess wrong. Practice makes perfect, of course, but WarioWare games thrive on offering simple games that are immediately understandable with even the briefest instruction on what to do, and many of Move It!’s additions fail to fit this brief. Not only that, but there are no options to change button mapping to make the controls more accessible, and this is just one fault that the game has when it comes to accessibility (discussed further below).

Switch hardware at its finest

WarioWare: Move It! screenshot depicting a microgame where you must block a giant nose's nostrils with a doll's arms.

(Image credit: Nintendo)

For those who can get used to WarioWare: Move It!’s restrictions and frustrations, there are some genuinely genius uses of the Switch’s hardware to marvel at. My favorite microgames are those that ask you to use the Hand Model Form, where you hold up the right Joy-Con so that it’s facing your palm, and make gestures that are detected by the infrared sensor. For example, you can close your fingers together to catch a frisbee, or make different hand gestures in order to crack a safe. It’s not often that Switch games use the Joy-Con’s infrared sensor like this, and in Move It!’s case, it never loses its charm.

Another surprisingly innovative feature is Move It!’s use of the Joy-Con wrist straps. I’ll admit, in the seven years I’ve owned a Switch, I’ve not once attached the straps to my Joy-Con, never mind my wrists, so when the game instructed me to do so, I let out a sigh as I had to dig them out of my console’s box. However, this slight inconvenience is well worth it - certain microgames will have you purposely drop your controllers (one has you swing the remote like it’s on a vine to reunite two characters), and some will have you pull them back up with the straps, too - one has you drop food into oil and pull it back out when it’s cooked.

All in all, WarioWare: Move It! is heaps of fun, and I can imagine it being a hit with groups of friends who are all willing to put in the time to learn the different whacky Forms in order to play. Sadly, this only goes for anyone who’s comfortable with playing most of it standing up, as those who can’t may well find its inflexible control scheme limiting and frustrating.

Accessibility features

A screenshot showing the left and right hand option in WarioWare: Move It!

(Image credit: Nintendo / Future)

Accessibility is a huge problem in WarioWare: Move It!. Although it provides the option to specify whether you’re right or left-handed and presents alternative instructions for the different Forms, there are no further ways to customize the controls in any way.

This is problematic since a number of the Forms - such as Squat, At Attention, and Big Cheese - are clearly intended to be performed in a standing position (upon loading the game, a message states that the “best results” can be achieved standing up). It’s difficult to replicate all of these sat down, and as such, some microgames can be very finicky to complete for those who aren’t able to play the game standing up. 

Additionally, for the microgames that require the use of the Joy-Con button controls, there’s no way to adjust button mapping for ease of interaction. One of the games asks players to press several random buttons simultaneously while the Joy-Con controllers sit flat, and this could prove troublesome for anyone with limited mobility in their hands. 

How we reviewed

I spent around six hours playing WarioWare: Move It!, and in that time, I completed the main story (in around two hours), unlocked all of the 200+ microgames, and tested out the game’s various single-player modes. I played on a Nintendo Switch OLED console mainly in docked mode on my TV, although I tested it in handheld mode too (by using the console’s kickstand with the Joy-Con detached). 

If you’re on the lookout for more fantastic games to play on Nintendo’s hybrid console, be sure to check out our list of the best Nintendo Switch games. To keep up with future releases, you can also read our roundup of upcoming Switch games.

The Lord of the Rings: Return to Moria review – all ore nothing
8:30 pm | October 30, 2023

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

Platform reviewed: PC
Available: PS5, Xbox Series X|S, and PC
Release date: October 24, 2023 

The Lord of the Rings: Return to Moria has the potential to be something much greater than what it is. The premise of fighting and regaining power over the grand halls of Moria is enough to spark excitement in any fan. Unfortunately, the stumbles over this great potential and the result is very disappointing. 

In multiplayer crafting survival game The Lord of the Rings: Return to Moria, you can venture forth by yourself or in a group of up to eight players to conquer the orc-infested mines of Moria. Instead of speaking friend and entering the Western Gate, you break through the side of the mountain to find another entrance into the depths. Once inside, you slowly make your way through the abandoned halls, fixing up old buildings and discovering new pathways, reclaiming the Dwarven home as you go. 

While there may be a lot to see here, there is almost nothing to do. Crawling around the mines becomes monotonous as everything looks the same, with only a few pieces of scrap metal, ore deposits, and barrels to distinguish different hallways.

Master craftsman

Dwarf making tools

(Image credit: North Beach Games)

Return to Moria starts strong with a customization menu that’s surprisingly detailed and fun to use. This menu lets you choose from numerous hair and beard options as well as voice, origin, and other features that help create a Dwarf that’s unique to you. 

I’ve always loved the Dwarves for their unique style, which has never shied away from non-binary features. Anyone can have a beard or facial hair, while body shape and clothing tend to be indistinguishable between the sexes. Luckily, Return to Moria managed to stay true to this essence with its customization options. I spent almost 20 minutes cycling through all the options available, rejoicing at all the face shapes that had no focus on sex or gender. I chose to have a regal face, broad shoulders, red hair, and an outfit from the Misty Mountains. 

Unfortunately, this was the first and the last time I was pleasantly surprised. While there were brief moments in which you could relish your choice of voice actor while singing mining songs as you broke down a coal-riddled wall, most of the time my Dwarf felt lifeless and generic.

One is the loneliest number

Dwarf running from monster

(Image credit: North Beach Games)

After you set up your first base by the entrance to Moria, you can finally adventure ahead and discover what else lies in wait for you. At first, I was expecting to find some grand mines full of gigantic forges or maybe fiery braziers that lit the path through the mountain. Unfortunately, what I was greeted with was much less impressive. 

Best Bit:

Dwarf standing in elven grotto

(Image credit: North Beach Games)

Finding an elven grove inside the mines of Moria was beautiful and reminded me of how spectacular The Lord of the Rings is. Thanks to this poignant moment, I’ll start rereading the books.  

Most of the spaces look remarkably similar. So much so that it’s very easy to get lost in the endless halls. Many of them are littered with buckets and broken wooden chairs, with rats, badgers, and wolves loitering around, but apart from these wild animals, there isn’t much else to see. While the rubbish left lying around can be helpful if you’re gathering crafting materials, they mostly just get in the way and, after a while, blend into the background.

I wanted to reclaim Moria for its rightful owners, the Dwaves, so badly. I set out with grand expectations of building magnificent dining halls and creating vast mining networks. Unfortunately, I ended up spending more time than I’d care to admit cleaning away broken buckets and making small forges and fires in derelict houses. No matter how hard I tried to breathe life back into the cold, dark halls, I just couldn’t create anything worthwhile or characterful. The crafting options were limited to basic forging tools, walls, and ceilings. It was even impossible to use warm decorations such as carpets or curtains to create unique spaces. 

Orc-estrated attacks 

Dwarf fighting orc

(Image credit: North Beach Games)

There are more than just aggressive badgers and wolves in the mines, though. Every now and then, you’re greeted by raiding orc parties, who have traveled from the depths of Moria simply to break down one of the walls you just finished building. 

These green menaces arrive in groups of three or five, armed with swords and axes. You’re alerted to each raid by the sounding of a horn that’s followed by rapid footsteps that close in on your location. They tend to attack the closest hearth or base, so if you aren’t home, you usually return to see orcs destroying your dwelling like some underwhelming house party gone wrong. However, if you are close by, then you’re high on their hit list. If you have an iron sword on your hip, then these attacks are more frustrating than fearsome. One at a time, you can take out an entire party in less than a minute.

I’m just trying to sweep up the market; I don’t want to engage in some bar-side brawls

It’s unfortunate that these hunting parties are so underwhelming. The orcs found in these mines simply aren’t as terrifying as my younger self remembered. It’s also annoying how, no matter where you are, these raiders always find you. There’s no way to prevent incoming attacks or disengage from fights without dying. I’m just trying to sweep up the market; I don’t want to engage in some bar-side brawls. 

Many of these evil-doers also end up embedded in my walls, forcing me to either destroy the entire structure or be forced to take a hit every time I go to collect stone from storage. They aren’t the only ones to get stuck in precarious locations, either. On my travels through the mines, I often encountered badgers who were wedged into the walls. I also found it difficult to consistently place items intentionally as they would rapidly glitch around when I tried to put anything in a tight space. 

Unfortunate misstep

Dwarf standing in front of a statue

(Image credit: North Beach Games)

So, unfortunately, it’s another sad day for Lord of the Rings fans. This year has been unkind to the fantasy universe, with the Lord of the Rings: Gollum also releasing in a state that left many players and fans utterly dismayed and disappointed. Return to Moria follows this pattern as the title was unable to capture the incredible scope, adventure, and fantastical setting that this series is loved and known for. 

I’d love nothing more than to play as Dwarves retaking their homeland alongside friends, but sadly, this is not the game to do that in. Besides the setting, there’s not much else to celebrate in Return to Moria. 

For the time being, it seems like the only thing Lord of the Rings fans can do to maintain their immersion in Tolkien’s world is to rely on the books and movies, and, if you’re desperate to create your own Dwavern city, try to do so in Vanilla Minecraft - you’ll likely have far more success than if you try to do the same in Return to Moria.  

Accessibility 

accesibility features

(Image credit: North Beach Games)

There's not much in the way of accessibility settings in Return to Moria. Apart from basic subtitle settings enabling you to change the size and background, there isn’t much else in the way of customizing your in-game experience. However, you can change the volume levels for voice and UI effects if you want a quieter playthrough.

How we reviewed 

I played Lord of the Rings: Return to Moria for around 10 hours on PC. I encountered multiple glitches that impacted my experience in the game, from orcs and badgers being trapped in walls to storage pallets shifting all over the place if I set them down in a tight spot.

While I tried to explore all the mines had to offer, I quickly realized that I wasn’t going to get too far by myself, so I spent a lot of time fixing up and clearing the chambers I did have access to while slowly trying to weed out all the orcs which were found in the elven sector.

If you're a fan of exploration, then check out these brilliant adventure games on PC and the best RPGs that are available to play right now.

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