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Revolution 5 Pro controller review – an awesome gamepad with a few frustrations
7:28 pm | October 17, 2023

Author: admin | Category: Computers Gadgets Gaming | Tags: | Comments: Off

Nacon’s Revolution 5 Pro seriously impresses as a higher-end PlayStation 5 gamepad. A multiplayer-first controller, owing to its on-board audio controls and customizable back buttons, it features high-quality modules (some of which have swappable variants included in-box), Hall effect-ready that rely on magnets and voltage control to reduce the risk of drift, and a sturdy build that’s resistant to scuffs and wear.

It’s one of the most feature-rich controllers available for PS5, but it’s not without some rather unfortunate issues that stop it just short of making our best PS5 controllers list. The mappable rear buttons, for example, are a little too easy to accidentally press, and you won’t be able to enjoy features like haptic feedback and adaptive triggers that the PS5’s DualSense offers. That can’t be avoided, as Sony only allows such tech for its own peripherals, but the Revolution 5 Pro also lacks vibration functionality for PS5 games.

However, those issues aside, Nacon has still built a versatile and high-quality gamepad that should be considered if you value build quality, battery life, and swappable modules.

Price and availability

The Nacon Revolution 5 Pro is available to buy right now for $199.99 / £199.99 (around AU$316), from Nacon’s own website. However, be aware that buying outside of Europe will come with a pretty hefty customs charge right now, so you may wish to wait until December 1 when the controller becomes more widely available at retailers in the US and UK.

The Revolution 5 Pro’s closest competitor in terms of price is Sony’s DualSense Edge, which comes in at $199.99 / £209.99 / AU$339.95. While it’s not any cheaper, the PS5’s premium controller does offer proprietary features like haptic feedback and adaptive triggers, which third-party pads like the Revolution 5 Pro sadly lack.

Design and features

Nacon Revolution 5 Pro

(Image credit: Future)

The Revolution 5 Pro immediately reveals itself as a pad that’s incredibly pleasing to hold. It’s an all-plastic build but one that’s of very high quality. It’s sturdy, too, but the choice of material here does mean it’s a bit of a fingerprint magnet, which does mean the aesthetic can be impacted by your hands regardless of whether you opt for the white or black colorway.

The controller comes with three sets of weights that can be inserted into the pad’s grips by removing the back panels, which slide in and out of place with ease. At 10g / 14g / 16g extra each, they don’t add a ton of additional weight, but they’re useful in helping the pad rest in your hands a little more securely should you require it.

As for swappable modules, you’ve got three alternative choices for analog sticks: an extra convex stick, as well as two concaves, one of which has a taller profile. By default, the Revolution 5 Pro is fitted with a circular D-pad which I found well-suited for performing more complex inputs in the best fighting games. There’s a traditional four-way D-pad in the box, too. Both analog sticks are able to be swapped out, as well as the D-pad, by lifting them from the foundation.

One of the best aspects of the Revolution 5 Pro’s design is its textured grips. Slight contours running down the controller’s grips means it rests firmly in the hands, and I never once found myself needing to reposition the pad, even during hectic multiplayer moments in titles like Fall Guys and Fortnite.

There are some lovely extra functional touches here, too, like an on-board battery indicator, signified by a row of five white LEDs situated just under the central touchpad. If you’re playing wirelessly, it’s a convenient way to know when you need to charge at a glance. The central pad itself doesn’t bear any touch-sensitive functionality, but Nacon has cleverly repurposed it for multiplayer usage; by holding down the Function button on top of the controller, you’re able to adjust headset and mic volume by pressing the edges of the touchpad.

Performance and battery life

Nacon Revolution 5 Pro

(Image credit: Future)

The Revolution 5 Pro controller, like other third-party gamepads designed for PS5, is somewhat kneecapped by the absence of haptics, adaptive triggers, and vibration for the best PS5 games. However, it’s worth noting that this isn’t the fault of the manufacturer; Sony simply doesn’t allow the use of such tech beyond its own controllers. Thankfully, vibration is enabled for PS4 and PC titles. If you like having a rumble feature enabled during play, then, the Revolution 5 Pro may serve you better as a desktop gamepad.

One area the controller itself improves on its competitors is in wireless response time. Expect a latency of 6m/s if you’re playing with the included 2.4GHz USB dongle on PS5, and 4m/s on PC. Its closest rival here is likely the Razer Wolverine V2 Pro, which clocks in at an average of 10m/s when used wirelessly. This means the Revolution 5 Pro is ultra-responsive for the best single-player games. But, I would still recommend opting for a wired connection if you’re playing games where frame data is a crucial element, such as Street Fighter 6 or Call of Duty: Warzone where split-second inputs matter.

Generally though, the act of simply playing with the Revolution 5 Pro is excellent. Its analog sticks travel smoothly, and there’s a satisfying level of bounciness to the shoulder and face buttons. There’s very short travel time on the buttons that allows for quick, timely inputs in your favorite multiplayer games, which feels subconsciously fantastic when playing games online with others. That same feeling can be applied to the R2/L2-equivalents via the hair trigger locks on the back. That said, I did find these locks to be a little stiff, as they need to be pressed inwards and upwards in order to activate the effect.

I found the Revolution 5 Pro controller to be an admirable fit for solo play, too. It excels especially with games that require quick reflexes, or have high skill ceilings. The moment-to-moment decision-making of Doom Eternal, for example, felt more surmountable at its higher difficulty levels. Similarly, I’ve never been able to be quite this reactive in Tetris Effect Connected; that low wireless response time eking out some truly clutch block placements at higher speeds.

The rear paddle buttons are a little too sensitive for my liking, though. This often led me to activate inputs I’d assigned there - such as jumping or tossing a grenade - to register when I didn’t want them to. I did find them useful, however, as a means of activating alternate hotbars in Final Fantasy 14 Online; a simple double-tap was used here to highlight hotbars that are normally accessed with the triggers by default.

Battery life, meanwhile, is about what you should expect for a controller of this caliber. You’ll get roughly ten hours on a full charge. Not amazing by any means, but certainly an improvement over the DualSense Edge’s four-to-six hour battery life.

Software

Nacon Revolution 5 Pro

(Image credit: Nacon)

The Nacon Revolution 5 Pro app is available to download for Windows and MacOS devices from the controller's support page. A mobile version of the app can also be downloaded on iOS devices, with an Android version coming soon.

The app itself is thorough, but extremely easy to get to grips with. You're able to set four profiles across PS5, PS4 and PC for a total of 12. Within the app, you're able to fully customize your button layout, assign alternative inputs for those rear buttons, adjust analog stick deadzones and trigger travel length.

A couple of cool extras include the ability to swap the color of the ring light - found around the right analog stick - with options for single, multiple and prism effects. Lastly, there's even an equalizer, allowing you to adjust headset audio balance to suit your liking on a per-profile basis.

The Revolution 5 Pro controller has notable flaws, some of which are admittedly out of Nacon’s control. But, if you can get used to the slightly sensitive rear buttons and don’t mind the loss of the DualSense’s bespoke features, then the Revolution 5 Pro will serve you well as a feature-rich premium controller.

Should I buy the Revolution 5 Pro?

Nacon Revolution 5 Pro

(Image credit: Future)

Buy it if...

Don't buy it if...

How we reviewed the Revolution 5 Pro

I tested the Revolution 5 Pro over the course of a week across PS5 and PC with a variety of multiplayer-focused titles including Street Fighter 6, Guilty Gear Strive, Fortnite, Fall Guys, and Final Fantasy 14 Online. I also made sure to try out all additional modules to really get a feel for the controller’s  customization. 

Looking for gamepad alternatives on other consoles? Consider checking out our guide to the best Xbox controllers and best Nintendo Switch controllers to find a device that’s right for you. 

PlaySeat Puma Active gaming seat review – active by name, active by nature
12:15 pm |

Author: admin | Category: Computers Gadgets Gaming | Comments: Off

The PlaySeat Puma Active gaming seat is squarely focused at the console player who plays in front of a TV. Built specifically with a range of TV-gaming seating positions in mind, and with the movements in between factored in too, it’s deceptively simple and has a few neat features. 

It’s very different from a lot of the wider console gaming chair options, offering a sleek and sporty solution rather than one trying to be a totally supportive, chair complete with arms and a wide base. As a result, I initially found it to be pretty lean on what it could offer support-wise, and comfort-wise, it has grown on me. Its key feature of curved legs that encourage a bit of motion and activity, is great if you’re a fidgeter, and perfect for changing positions on the fly while mid-game.

PlaySeat Puma Active gaming seat - price and availability

Widely available at retailers in the US and UK, the PlaySeat Puma Active gaming seat comes in either black or red and has a retail price of $229 / £219 which is a little steep - though the good news is that it is often available for far less. Considering the incredibly simple construction and design, the actual amount of 'stuff' you're getting for this price is a little concerning, however, and does impact that seat's value for money.

At this retail price, however, it sits relatively neatly among its competitors from the likes of X Rocker, Homall, and Brazen, but comes in significantly cheaper than the likes of Respawn’s RSP-900. However, similar price or not, the PlaySeat Puma Active seat chair offers a totally different experience from the majority of offerings from those brands, which tend to produce more traditional chair-form seats.

PlaySeat Puma Active gaming seat - assembly and construction

The manual and open box of the PlaySeat Puma Active gaming seat

(Image credit: Future/Rob Dwiar)

The PlaySeat Puma Active gaming seat requires some construction after being delivered in a slim box, but the process is incredibly easy and intuitive. The frame of the chair is constructed with solid metal pipes that connect and lock into each other securely, while the one-piece fabric-and-cushion seat is stretched over said frame and secured with velcro. It’s a simple process that can be achieved in about 15 minutes, if that, and is laid out with a few simple illustration-led instructions. It really is no more demanding than that.

The velcro holding it all together does make that tell-tale stretching sound soon after affixing it all, but it does hold and ensure confidence can be had in the structural stability of the chair. However, given its very simple design and economy of materials, a price tag of north of $200 / £200 does raise the eyebrow somewhat too.

PlaySeat Puma Active gaming seat - design and features

Close up of the rocking legs on the PlaySeat Puma Active gaming seat

(Image credit: Future/Rob Dwiar)

That simple build process relates directly to the overall simple design and feature set that the chair offers as there are very few moving parts or, well, parts to it. The only additional part is the C-shaped headrest which slots on the top of the chair when constructed. There are also a few pockets across the chair, one larger one on the front (in practice, between your legs) that’s large enough for a gamepad and remotes, perhaps, and one on either side toward the rear of the ‘legs’ which neatly house something like a bottle of drink. 

However, the chair’s most distinct feature is more what the chair does rather than what it has. That is to say, the design on its bottom is the most obvious feature as it facilitates multiple different positions as opposed to being a static base of a chair. With curved legs running the length of the chair, book-ended with rubber feet, you can rock to a few positions neatly, while ensuring that each position is secure and well-balanced. 

PlaySeat Puma Active gaming seat - performance

Profile picture of the PlaySeat Puma Active gaming seat in a garden

(Image credit: Future/Rob Dwiar)

The fabric and padding stretched over the frame feel a little odd to sit on in the very first instance, but you soon find comfort and support - and very soon forget you’re sitting on a chair held together by velcro. However, it is worth noting how rather slim and narrow the seat is and the lack of width will irk some, and with no arms present either, you’ll have to adjust your seating to compensate. What that often looked like, for me, was adjusting to having my arms down and using a gamepad on my stomach almost, or just preferring to sit forward so my arms could rest on my knees. 

The positions it’s designed for are the PlaySeat Puma Active gaming seat’s greatest strengths - which sounds a little strange but bear with me. The positions where you’re fully utilizing the chair’s USP - the rocking legs and laid-back seat arrangement - are its best. From sitting forward in tense encounters in Back 4 Blood with my friends online to lying back and enjoying a cutscene or general traversal in Assassin’s Creed Mirage, the PlaySeat Puma Active gaming seat was a comfy, chilled, and relaxing place to enjoy games. It reacts well to any shifts and changes in position, and the ability to smoothly change between them with easy weight shifts and rocks on the curved legs is a big plus. 

Close up of the logo on the back of the headrest of the PlaySeat Puma Active gaming chair

(Image credit: Future/Rob Dwiar)

The only weak position is - strange as it is for a chair - a ‘normal’ sitting position with an upright back. You can sit on the PlaySeat Puma Active gaming seat ‘normally’ like this, but it does nothing to support you so you might as well be sitting on a stool - it just won’t support you in that position, so if you’re at all concerned about having back support for a console gaming chair then this might not be the best option.

Another factor in this is that it’s not quite perfect for taller people. I’m about six-foot-three, and in the reclined position didn’t have as much head support as I’d like - unless I scooted down the seat which then ended up with me basically lying down. However, over time, I’ve certainly grown used to the chair despite the slight downsides - even visitors have taken a shine to it.

The console gaming chair market isn’t a crowded one so the PlaySeat Puma Active gaming seat is a welcome option. And ‘option’ it is, because it offers something different compared to that of other brands who focus on traditional pedestal-based chairs, complete with arms, and so on. It does lack in terms of back support and isn’t really ideal for taller folks. But the support for a range of positions, lightweight and sturdy design, and its slick look are all to its merit and mean it’s worthy of serious consideration.

Should I buy the PlaySeat Puma Active gaming seat?

Buy it if...

Don't buy it if...

How we reviewed the PlaySeat Puma Active gaming seat

I used the PlaySeat Puma Active gaming chair almost every day for a couple of weeks, testing out its full range of seating positions while playing a number of different games. From more cinematic adventures like Star Wars Jedi: Survivor, active chases and missions in Assassin’s Creed Mirage to playing with my friends online in Back 4 Blood, and also watching TV, I utilized all the chair could offer. I even tried using the pockets too. Lastly, I was able to AB test it against a Brazen Emperor console gaming chair that I also own to compare comfort build quality, and chair type. 

If you’re looking for other console gaming accessories, then check out our guides to the best PS5 headsets, best Xbox Series X headsets, and best Xbox controllers.

Wizard with a Gun review – more craft than combat
7:04 pm | October 16, 2023

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

Platform reviewed: PC
Available on: PC, PS5, Xbox Series X|S, Nintendo Switch
Release date: October 17, 2023 

Wizard with a Gun from Galvanic Games presents a sandbox survival game that places you in the midst of chaos. As one of the remaining gunslingers, a cowboy-style character who relies on a magically enhanced firearm, you’re responsible for traversing its extensive maps, facing up against its cults of reprobates, handling its irritable creatures, and rewinding time to try and piece together the fragmented events leading to the end of the world. It’s a tense, high-stakes slice of action spelled out through a simple narrative, and while it’s got the potential to host an incredibly captivating story, it also has numerous flaws that let the experience down. 

The general objective of Wizard with a Gun revolves around collecting gears within each map you visit. There are 56 gears in total, spanning a variety of biomes and hidden among an array of challenges, and they are your key to repairing the shattered world. While some gears are left lying on the ground, others are being held captive by intimidating enemies, and it's your job to collect them all to repair time. This, paired with the requirement to take down the guardian of each biome, is the backbone of your adventure, but there are several challenges between these to keep you entertained and engaged within its chaotic landscape. 

At the very beginning, you are welcomed to your home base, The Tower. You’ll set up camp here, returning to this location between expeditions and repairing its surrounding doorways the further you delve into the game. You get to place workstations and customize your space as you go, although, you can’t rotate objects and everything has to face the same way - which really bugged me. It will make your life slightly more convenient though, and when you’re ready, you’re free to turn back time and slip through a doorway - which is where the real fun begins. 

Everything by the book 

Wizard with a Gun

(Image credit: Galvanic Games)

As you begin your adventure into repairing the world that has swiftly descended into chaos, you’re given a book that becomes an encyclopedia of sorts which talks you through every enemy, NPC, and general object you encounter during your adventure. As you run around, you’ll need to scan pretty much everything marked with a little book icon. This initially seems like a pretty irrelevant task unless you are desperate to deepen your understanding of the game's creatures and buildings, but as you progress, it becomes clearer that this is essential to your progression and your gateway to unlocking stronger weapons, and enchantments for your armor to help give you little buffs like health restoration as you run around. 

Each biome is chock full of things to scan and explore when you begin. With the maps you visit being random each time, you never really know where you’ll end up which does keep things exciting, but becomes a little more challenging as time passes. At first, you have access to a single doorway, so you’ll only spawn in one general area of The Imperium (the first area you aim to repair) but you’re free to explore wherever your feet take you once you’re through. 

When you enter a doorway you have five minutes to run around and do as much as you can before the world begins to end, and given how large some of these maps are - five minutes simply isn’t long enough. Fortunately, you can gain some time by facing off with chaos rifts and dormant rifts across the map, but there’s no saying when or where these will spawn, and, more often than not, you will find yourself desperately sprinting back to your doorway in the hopes of not running out of health and losing all of your stuff.

The clock is ticking 

Wizard with a Gun

(Image credit: Galvanic Games)

This is why it’s essential to prep and plan your expeditions before heading out. If you die during an expedition, even if you’re carrying items from the previous, you will lose everything. You’ll want to store any high-value items in chests within the tower otherwise you will be kicking yourself if you perform a poorly-timed dodge and roll into an enemy attack instead of away (trust me, I learned that the hard way.) 

Best bit

Wizard with a Gun menu

(Image credit: Galvanic Games)

Realizing the options in the main menu were programmed to strum like a guitar as you hover over them. I then spent more time than I’d like to admit trying to play along to the main theme.  

But, for a game that requires a lot of planning rather than jumping into action with both feet, it can feel incredibly challenging to plan at all as you get started. With each map being a different size with enemies in different places, it can be hard to concoct a strategy for the challenge ahead, and because of this, it starts to feel more frustrating than it does fun. This is especially true once you progress through certain areas and die to bosses because your weapons simply aren’t strong enough.

Most expeditions you embark on as you begin will be spent collecting resources to craft workstations in the tower just to ensure you have enough ammo or healing potions. I found this drastically strips away the fun factor of the game. Things get a little easier once you’ve taken down the first boss and new biomes start to open up, but it definitely takes a while to settle back into the combat side of the game once you’ve poured so much time exclusively into crafting. 

A whole new world 

Wizard with a Gun

(Image credit: Galvanic Games)

Fortunately, once you are settled into the combat side of things and you have an efficient workstation back at the tower, you can experience exactly what Wizard with a Gun is about - a wizard with a gun. At first, you’ll be paired with a pretty lackluster wooden pistol capable of firing simple bullets that cause just enough damage to take down low-level enemies. But, as you progress through each map, face new enemies, and explore new biomes, you will be able to find a bounty of resources and weapons to help you on your adventure. 

Taking down more challenging enemies, such as fellow gunslingers, offers the potential to pick up more powerful weapons that, although rugged, will help you massively when it comes to facing more powerful enemies further down the line. These weapons usually come equipped with better bullets with magical enhancements, such as poison tips or fire, which are far more powerful than the ones you start out with. This makes it all the more important that you engage in combat with these enemies, rather than toeing around their camps in fear of once again losing your bounty. 

The more you explore and scan, the easier it becomes to craft your own stronger ammo and use powders to buff your hits with things like homing skills, and you’ll be able to purchase stronger guns from Young Joshua, the NPC found around each map that is happy to meet your weaponry needs. Compared to your opponents, these weapons match up nicely to ensure you aren’t too overpowered and the game becomes easy, but they aren’t too underpowered to make you feel entirely helpless.

Before you know it you’ll be facing off against the larger-than-life bosses that guard the gateway to the next biome, or finding the final gear to help repair the timeline and return the Shatter to the way it once was.  

So while Wizard with a Gun does have its flaws, it is still a game worth exploring if you’re prepared for a lot of back and forth. There’s a heavy reliance on its crafting system for a game that initially seems combat-oriented, but it’s (occasionally unevenly) balanced out with the required preparation between expeditions. This is frustrating at times, especially when you’re stripped of all your belongings because you wandered into an enemy camp without realizing it, but it pays off in the feeling of success once you’re gathering the loot from a boss and returning yet another gear to the wheel of time. 

Accessibility settings  

Unfortunately, there aren’t any accessibility settings within Wizard With a Gun. You can change the language, and adjust the key bindings and audio levels, but that’s about it. There’s a lot of text to digest as you read through books and interact with characters, alongside a lot of color-coded icons and logos on the screen, so it’s a shame that there are no settings to alter text size for those who may need to. It’s definitely a bit disappointing.  

How we reviewed Wizard with a Gun 

I played Wizard with a Gun for around 25 hours on PC with mouse and keyboard, which gave me enough time to explore each biome, find each gunslinger, and face off with the majority of the bosses each biome has tucked away. Although there are still some gears for me to go back in and collect 25-30 hours is more than enough time to take you through the vast majority of the game.  

It's worth looking at the best indie games if you're searching to bolster your gaming library with more hidden gems. We've also got a list of the best co-op games in case you want a title to share. 

Marvel’s Spider-Man 2 review – a vibrant and endearing adventure
4:59 pm |

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

Platform reviewed: PS5
Available on: PS5
Release date: October 20, 2023 

The first thing you’ll notice about Marvel’s Spider-Man 2 is the speed. Whether you’re throwing down with an alley full of arsonist thugs or pirouetting between skyscrapers, Spider-Man 2 is at its best when you’re moving fast. 

Marvel’s Spider-Man 2 won me over immediately because you don’t lose any of the abilities that you pick up during the games that came before it (or at least, I didn’t immediately notice anything missing). As a result, if you’re familiar with getting around New York City in Marvel’s Spider-Man or the standalone Miles Morales adventure, you’ll immediately feel right at home. Many of the new traversal abilities just add to your existing toolkit for getting around, and going places is so much fun that it will keep you entertained through several of the game’s more rote fetch quests.

The best of these additions are the web wings; ridiculous armpit-mounted wings that allow you to glide around the expanded open world like some kind of flying spider-squirrel. You can fit glides in amongst the swinging and web-zipping to get little boosts of speed, but these moves are also an effective way to get around when the nearby buildings are low to the ground - essential now that you can cross the river from Manhattan and venture out into other boroughs. 

It takes two

Marvel's Spider-Man 2

(Image credit: Insomniac Games)

Combat is, similarly, fast-paced and frenetic. Most fights will involve you bouncing between enemies to knock them up into the air, or slithering between their legs as you pinball around dishing out violence in every possible direction. You have a fair bit of control, but really you’re just gently suggesting how the fight goes. It isn’t precise, but it’s a lot of fun. Gadgets offer some valuable firepower and can change the make-up of a fight as they get more powerful.

The two different Spider-Men - I'm bitterly disappointed that Insomniac didn’t follow the Aliens naming convention and call this game ‘Marvel’s Spider-Mans’ by the way - feel completely different too. Miles Morales has bio-electric powers and the ability to turn invisible for a while and starts off feeling somewhat stronger, but Peter Parker quickly gets a variety of new symbiote-infused abilities that make him much more powerful in combat. You can switch between them at any point with the press of just a couple of buttons, but the story makes you spend a lot of time with each. 

In the first two-thirds of the game, you’re mostly fighting goons, whether they’re the villain Kraven’s hunters or regular street criminals. Fights are challenging and interesting against all these foes. Later on, you’ll throw down against symbiote enemies and that’s when things start to come apart a little bit. The symbiote enemies have the same sort of mobility as you and are durable. Fighting against them is often exhausting, and there are so many enemies attacking you during later fights that it just drains your energy. 

Still, the strong story kept me going even as my enthusiasm waned. Marvel’s Spider-Man 2 tells an authentic comic book saga with a lot of moving parts and complicated characters throughout its runtime. Threats also come and go frequently. You don’t see Venom, the game’s headline villain, until nearly two-thirds of the way through, but you’ll feel his influence throughout as you see the symbiote’s impact. 

A subtle change

Marvel's Spider-Man 2

(Image credit: Insomniac Games)

Something really interesting is the way Marvel’s Spider-Man 2 keeps you playing as Peter Parker even as the symbiote starts to affect him negatively. Parker goes from the friendly neighborhood Spider-Man to an angry anti-hero while under your control and, while he doesn’t notice the change, you’ll feel it in the way he fights, and the way the quips he delivers aren’t so much barbed as delivered with the force of a sledgehammer. By letting you play through this, the game delivers something I’ve not really seen before, building up this gargantuan threat so that when it comes time to deal with the symbiote once and for all, you’ve already bought in. 

Best bit

Marvel's Spider-Man 2

(Image credit: Insomniac Games)

The first time you land at one of Marvel’s Spider-Man 2’s street crimes and see one of your allies there already cleaning it up. It always feels cool and the team-up attacks are a lot of fun, too.  

That story is paired with a tremendous sense of spectacle. From the opening of the game, where you fight a skyscraper-sized Sandman, to its climactic final fights, the action rarely lets up. A late-game section where you control Mary Jane as it switches to a third-person shooter while she blasts symbiotes is so ridiculous that I laughed out loud in derision, but the game hits more of these big ideas than it misses. It’s probably the first media that’s made me actually care about Kraven the Hunter, too. 

There’s a lot of fan service here too, whether that’s in introducing new characters from the comic universe or just letting you do something cool that you’ve always wanted to do. I don’t want to spoil any of these in the review, but as a Spidey fan, I saw plenty that made me grin. 

As a first-party title for the PlayStation 5, Marvel’s Spider-Man 2 makes use of a lot of the proprietary features on the DualSense controller. This could involve listening to podcasts through the speaker on the controller, squeezing the triggers the right amount to hack a computer system, or shaking the pad to refill a paint tin. It’s fine, but it all feels like a bit of a sideshow to me.

Always something to collect

Wall art in Marvel's Spider-Man 2

(Image credit: Insomniac Games)

There’s a great collection of suits for both Peter and Miles and special suit abilities are no longer tied to them, so it’s mostly just about making sure your Spider-Men look tip-top. Instead, you’ll invest a multitude of collectible currencies into your suit technology, which buffs you in a lot of different ways no matter what you’re wearing. There are too many currencies in the game, though, to the point where it’s almost dizzying trying to keep track of them all. However, if you keep up a balanced diet of hitting icons on Spider-Man 2’s map, you’ll usually have enough to get what you want at any time. 

I reviewed Marvel’s Spider-Man when it came out and found that it overstayed its welcome somewhat. Marvel’s Spider-Man 2 has the same problem, but it should be given credit for being a sequel that easily justifies its existence by doing something interesting with the familiar. I like Marvel’s Spider-Man 2 a lot more than its predecessors, and I think it’s a game with real heart. A poorly paced first act and a disappointing finale scupper the chances of this being one of Sony’s all-time greats, but it’s an absolute blast nonetheless.   

Accessibility features 

Marvel's Spider-Man 2

(Image credit: Insomniac Games)

There’s a heap of accessibility features in Marvel’s Spider-Man 2, with an astounding amount of options for customizing the way the game actually plays. 

There are some robust presets that are aimed at those with different needs when it comes to vision, sound, motor controls, and even motion sensitivity. These will flick several different options on as presets. 

These options and several more are available to help with requirements and the options are vast. Toggle switches allow you to reduce the game speed, make chases easier, simplify puzzles, or even make melee attacks and dodges triggered by holding the button rather than tapping it repeatedly. This feels like the gold standard. Hopefully other studios take note. 

How we reviewed 

I played roughly 50 hours of Marvel’s Spider-Man 2 and completed the main story and most of the side objectives, before hoovering up a few collectibles. The in-game progression tracker puts me at 86 percent complete. 

I played the game mostly with a PS5 DualSense Edge controller, but it actually made the game more difficult as several mini-games require tight trigger control, which I found tricky because of the Edge's hair-trigger settings.

For more  like this, we've got a list of the best superhero games that will put you into the shoes of more fan favorites. 

Endless Dungeon Review – infinite drudgery
12:01 pm |

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

Platform reviewed: PC
Available on: PS5, PS4, Xbox Series X|S, Xbox One, Nintendo Switch, and PC
Release Date: October 19, 2023  

Endless Dungeon’s aspirations to fuse the tower defense and roguelike action RPG elements fall flat, hampered by a game loop that just doesn’t satisfy. Dull characters and repetitive mechanics make traveling through the sci-fi corridors of Endless Dungeon’s abandoned space station a chore, despite an excellent soundtrack and impressive visual style.

Developed by Amplitude Studios, Endless Dungeon takes place in the ‘Endless’ universe, the same setting as its well-received 4x sci-fi strategy series Endless Space and its previous roguelike tower-defense mash-up Dungeon of the Endless. The premise is simple: a group of heroes has crash-landed on a mysterious space station. To escape, they’ll need to guide a fragile robot through the station’s maze of procedurally generated corridors to the core; a process that will set them free. Should you perish - and you will - you’ll be “reloaded” back at the heroes’ base camp: a visually pleasing space-western saloon.

The game’s characters and main storyline are shallow, doing little to keep you invested

Each hero has their own passive, active, and ultimate ability, as well as their own starting firearm which can be swapped out over the course of a mission. Every room in the station also features several nodules on the floor, where you can set down turrets of various kinds. As you adventure through the station, you amass resources, using them to research more advanced turrets, upgrade your heroes, or construct the turrets themselves.

On paper, it’s a compelling setup, but, in practice, Endless Dungeon fails to provide the moreish, repeat-friendly game mechanics that keep roguelikes interesting. The game’s characters and main storyline are also shallow, doing little to keep you invested in the protagonists’ quest to reach the station’s core. 

Live, die, repeat  

An explosion in the harbor district

(Image credit: Amplitude Studios)

The arsenal of weapons on offer feels samey and uninspired. Though different sorts of firing patterns are available, their effects aren’t quite distinct enough to keep things from going stale. Whether the attack takes the form of a hail of bullets or a beam of lightning, your shots collide with the enemy in the same fashion, doing little more than to lower one of the many spongey, walking health bars heading your way. Without any reloading or attack-timing mechanics, it’s optimal to continually spam your weapon of choice, making the process of fighting artless, and hampering each weapon’s ability to distinguish itself. 

The turret management system has slightly more to offer, providing a wide selection of different emplacements, each with a range of different damage types and effects. Some simply launch projectiles while others provide buffs and debuffs, like protecting allied turrets or slowing enemies. There’s genuine variety here. The problem is that, since you’re constantly having to escort the crystal bot as it makes its way from objective to objective, you’ll rarely get to see the turrets you’ve constructed work first-hand. Instead, the only indicators of their effectiveness are in the thinning number of blips on your minimap. In Endless Dungeon, you will rarely be able to see the fruits of your turret-placing labors up close.

Best bit

A singer croons on the saloon stage

(Image credit: Amplitude Studios)

Exploring the Saloon for the first time was a genuine joy. It's a gorgeous realization of the classic sci-fi bar trope. Neon lights and catchy music do a great deal to set the scene in this visually appealing environment. After every death, it brought me no small comfort to know that I’d be returning there.

The game uses a party system which does add some variety to the mix. When you venture out from the Saloon, you’ll put together a team of two (later three) heroes and, in single-player mode, you’ll be able to alternate between controlling each one. However, though these heroes have distinct abilities, they rarely feel distinctive in play. This is because all of them use one of two weapon types: light guns or heavy guns. The majority of the time, Zed, a sci-fi soldier-type that's straight out of Aliens, plays indistinguishably from Blaze, the robot cowboy because both use the same roster of heavy weapons. Plus, with only one active ability each (two if you include their ultimates), the characters’ distinctive features shine only infrequently. 

The party system does yield a little more in the game’s co-op mode, where players can work together to time their abilities and cover ground more strategically than their AI counterparts. However, this comes at the cost of the variance and strategy that comes with being able to liberally jump between heroes in single-player mode.  

Empty space

Party menu featuring Zed, Blaze and Shroom

(Image credit: Amplitude Studios)

The roster of characters themselves, though visually appealing, offers little tangible depth. Though each has their own backstory and motivations, these are difficult to discern, unless you decide to trudge into the game’s off-puttingly dense library of lore. Beyond the occasional one-liner during combat, the game’s protagonists don't have much to share by way of dialogue, voiced or otherwise. This causes them to feel skin-deep and one-dimensional, like extras in a generic sci-fi movie who are there to kill time before the real heroes show up. 

The main characters feel like extras in a sci-fi movie who are there to kill time before the real heroes show up

The characters have their own quests, but these are accompanied by so little emphasis or ceremony that it can be difficult to keep track of how many you’ve even completed. This aimlessness extends to the narrative as well. The game begins with a strong opening, showing off a ship’s janitor bravely taking up arms after the rest of his ship’s crew were killed in the opening cutscene. However, once you reach the saloon, it swiftly becomes clear that the rest of this Janitor’s story will be told only by the very occasional block of text in the game’s library. This salt-of-the-earth sanitation worker deserved better. 

Every one of the characters on offer suffers from this issue which, in turn, causes the game’s roguelike structure to suffer. Part of what makes the best roguelike games so compelling is how the narrative is used to compel you to go out for more runs. Hades may have strong action-based mechanics, but it’s the desire to help Zagreus leave the underworld that keeps players trying their luck at continuous escape attempts. 

Style over substance 

The team fights next to a lava pit

(Image credit: Amplitude Studios)

Despite its problems, Endless Dungeon does offer some stellar presentation. The game’s menus are sleek, and the soundtrack is toe-tappingly appealing. There are even some beautiful vocal tracks available in the saloon by singer-songwriter Lera Lynn, which are as catchy as they are haunting. 

The weapons and turrets look and sound far more distinctive than they actually feel. Bright blue arcs of lightning and toxic green gouts of acid pop amongst the darker tones of the space station’s interior. The characters also look fantastic, too. The distinctive array of designs and silhouettes on offer have the style and visual appeal you’d expect from the likes of Overwatch 2. It’s just unfortunate that, once you scratch the surface of these designs, you find that there’s little underneath. 

Endless Dungeon may look and sound excellent, but the things that you’re hearing and seeing just aren’t worth the trouble. Bland characters, repetitive encounters, and a lack of distinctive weapons make for an experience that’s more tedious than not. Without a fleshed-out storyline to keep me invested or variable game mechanics to keep things interesting, there’s little reason to return to the twisted corridors of Amplitude Studios’ latest offering.  

Accessibility

The accessibility menu in Endless Dungeon

(Image credit: Amplitude Studios)

Endless Dungeon offers fairly little in terms of accessibility features. That said, the game does allow you to adjust the size of subtitles as well as the scale of the UI. The game also allows you to adjust the level of screen shake in addition to an aiming laser, which is toggled on by default.  

How we reviewed  

I played approximately 10 hours of Endless Dungeon, seeing almost every zone the space station had to offer. I also played as a variety of attack, defense, and support characters, being sure to see as many of the abilities and weapons as I could. 

I have hundreds of hours of experience with isometric action games and even reviewed Diablo 4 earlier this year. I’ve also spent a great deal of time with roguelikes including Hades, Into the Breach, and FTL.   

Looking for an alternative? Check out our lists of the best co-op games and the best roguelike games. 

Hot Wheels Unleashed 2 – Turbocharged review – tiny tires
10:00 am |

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

Platform reviewed: PC
Available on: PC, PS5, PS4, Nintendo Switch, Xbox One and Xbox Series X | S
Release date: 19 October 2023

Developer Milestone is best known for their sim racers, a pedigree that is most apparent in Hot Wheels Unleashed 2 - Turbocharged’s stunning commitment to visual realism. Any one of the game’s 130 odd miniature vehicles could have been plucked right out of nostalgic memories of my very own childhood playsets and being able to marvel at their life-like materials and visible manufacturing seams (complete with miniscule scratches) makes unlocking and experimenting with each successive car feel like the very best kind of wish fulfillment.

The same can be said of Turbocharged’s track editor, which presents a deep and varied toolset perfect for creating the plastic race course of your dreams. Both of these elements were equally impressive in the first game, however, and this sequel’s biggest shortcoming is how little it adds to the overall formula. There’s not much here that we haven’t seen before and, worse still, headlining new additions like the story campaign are extremely disappointing.

Don’t get me wrong, with such strong foundations there’s still a perfectly enjoyable experience here, especially if you harbor any nostalgia for the Hot Wheels brand, but it is a missed opportunity for more innovation.

Matchbox magic

Hot Wheels Unleashed 2

(Image credit: Milestone)

On top of the realistic visuals, an obvious hallmark of Milestone’s heritage is this title’s meaty vehicle handling. Racing around tracks in Turbocharged requires quite a high level of concentration, far more than you might initially expect from a Hot Wheels game. Careful deceleration around tight corners is essential so as not to fly off the course and any small mistakes are harshly punished. This was also the case in the first game, which lent many of the more conventional track designs a somewhat lifeless feel, but there have thankfully been a few small tweaks to make things more exciting this time around.

The addition of a jump button is a definite step forward, allowing you to sacrifice some of your boost meter for a quick burst of upwards momentum. This opens the door to more engaging and memorable track layouts that contain a barrage of new hazards like small barriers or sudden gaps. The ability to hop on to low surfaces also allows for more off-road exploration, a joy given that the maps all take place in highly-detailed everyday environments ranging from a lush garden to a neon-lit arcade.

Although there are plenty of alternate track layouts available for each of the 5 environments, having so few different environments is undeniably disappointing. Given the similarity of the two titles, the decision not to carry forward any of the 8 locales from the first game (even if their use were solely restricted to the custom track builder) is a real let down. 

Several new race types have been added but they’re also a mixed bag. The likes of elimination races, which have you trying to survive as the racers in the final positions are picked off one by one, or waypoint mode, in which you try to reach set checkpoints in the shortest time, are certainly welcome inclusions that help introduce more variety but struggle to feel novel when they’ve appeared in countless other racers.

Toy box

Snoopy from Hot Wheels Unleashed 2

(Image credit: Milestone)

There has also been a handful of new additions to the garage alongside a huge number of returning vehicles. The most significant of these are the  two new vehicle types: motorbikes and off-road buggies. Aside from the occasional wheelie when you’re nitro boosting on a bike, however, these two types both handle extremely similarly to the existing cars and therefore offer very little beyond the obvious surface-level visual differences.

Best bit

Hot Wheels Unleashed 2

(Image credit: Milestone)

The first time you explore Turbocharged’s in-depth livery editor is an absolute treat. Like Forza Horizon 5, you have total freedom to experiment with different colors, materials, and stickers.

Despite this disappointment, this is still a decent roster thanks to a good mix of original Hot Wheels creations, licensed miniature renditions of real-world cars, and favorites ripped straight from the silver screen. Seriously, if you’ve ever wanted the chance to drive around as a pocket-sized replica of James Bond’s iconic Aston Martin or a tiny plastic Snoopy sat on top of his kennel, this is the racer for you.

Even the returning cars now benefit from smartly balanced skill trees, which allow you to further tweak their performance to your liking. Very few of these perks are direct upgrades, instead granting minor buffs to stats like boost gain at the expense of others such as overall speed. The advantages you can achieve here are very small, but accumulating and spending skill points adds one more satisfying layer to progression.

Not so hot

Hot Wheels Unleashed 2

(Image credit: Milestone)

Unfortunately, one of Turbocharged’s biggest additions has the honor of being by far its most disappointing. The story campaign, while a serviceable introduction to each of the major modes, is merely a string of simple races on a basic overworld map punctuated by unbelievably bad cutscenes. The intention in these cutscenes appears to have been to give the impression of a cheesy Saturday morning cartoon, but poor voice acting and incredibly cheap animation leave it seeming more like some kind of weird Golden Raspberry-worthy PowerPoint presentation. 

The story is almost nonexistent to boot and what’s there becomes hard to follow thanks to its bizarrely stilted pacing. Perhaps the only consolation is that the events of the cutscenes are so utterly disconnected from the action of each individual race that you risk missing nothing by skipping them entirely.

Thankfully, the expansive track editor still shines and most of your mileage is instead going to be found downloading community tracks or creating your own to share online. There might not be many reasons for owners of the first game to consider an upgrade given the similarity of both track editors, but, with a range of highly customisable preset pieces and almost limitless freedom to line each map with orange plastic track, this is one toy box that new players aren't going to be bored of any time soon.

On the whole, Hot Wheels Unleashed 2 - Turbocharged is an underwhelming sequel elevated by the sheer strength of its predecessor. New players will appreciate its superb visuals and excellent track builder, but the poor story mode and lack of real innovation is unlikely to enamour returning fans.

Accessibility

Hot Wheels Unleashed 2 Settings

(Image credit: Milestone)

There are a handful of accessibility options in Hot Wheels Unleashed 2 - Turbocharged. Cutscene subtitles are enabled by default and there are also a range of tools to assist your driving. This includes the ability to reduce the speed of races by up to 60% and set actions like steering and jumping to be performed automatically. It is worth noting, however, that many of these assist options can only be used in offline races on stock tracks.

How we reviewed Hot Wheels Unleashed 2 - Turbocharged

I played 15 hours of Hot Wheels Unleashed 2 - Turbocharged on PC where I was able to complete a fair chunk of the story campaign. I also spent some time experimenting with the track builder and livery editor, meticulously crafting a neon purple TechRadar Gaming themed replica Audi Sport Quattro.

Although I initially started playing with my keyboard and mouse, I found these controls to be unwieldy so soon swapped to an Xbox Elite Wireless Controller Series 2. If you’re going to be playing on PC, consider grabbing something from our list of best PC controllers.

For other racing game recommendations, visit our list of the best Xbox Series X racing games. Also see how its predecessor might just be the best racer on Game Pass that you’ve never played.

Detective Pikachu Returns review – predictable but warm-hearted
5:32 pm | October 13, 2023

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

Platform Reviewed: Nintendo Switch
Available on: Nintendo Switch
Release Date: October 6, 2023

Detective Pikachu Returns is a simplistic, yet charming mystery-solving game that will delight younger gamers and families. That said, no amount of Pokémon-induced nostalgia can make up for the razor-thin game mechanics, predictable mysteries, and dated visuals - all of which will likely frustrate older fans. 

As its title suggests, Detective Pikachu Returns is a game about solving crimes and mysteries. Blandly good-natured protagonist Tim Goodman takes center stage here. The earnest college student joins his partner, a Pikachu in a fetching detective’s hat, to form an unlikely duo of mystery solvers. This is all thanks to their uncanny ability to fully understand one another - a rarity in the Pokémon world. 

The game follows two years after the events of the original Detective Pikachu for 3DS. Since we left them, Tim and his partner have developed a reputation as famous sleuths after successfully preventing a city-wide disaster. However, the mystery of the whereabouts of Tim’s father, Harry, remains unsolved, offering a key plot hook for Detective Pikachu Returns' central story. 

Tim and his partner have developed a reputation as famous sleuths after successfully preventing a city-wide disaster

Developed by Creatures, the studio behind the original Detective Pikachu, Detective Pikachu Returns uses a simple system of dialogue to carry its story forward over six distinct adventures. You’ll build up testimonies and search crime scenes before using your journal to piece together information by making deductions about what happened.  

This is reminiscent of the investigation segments in the cult classic visual novel series Phoenix Wright. In practice, the system is let down by oversimplistic mysteries that fail to demand very much of the audience.  

Bolts of brilliance 

Pikachu has a moment of inspiration at a waterfountain

(Image credit: Nintendo)

Despite its lackluster game mechanics, Detective Pikachu Returns has plenty to offer in the charm department with cutesy animations and funny one-liners that often left me smiling.

The good detective himself is a far cry from the cutesy figure you might expect from the Pokémon animated series. The titular Detective Pikachu speaks with a gritty, authoritative voice in both the Japanese and English dubs, offering dramatic remarks that playfully ape the classic noir formula.  

The central conceit here is that Pikachu has the mannerisms of a grizzled 1920s detective in the body of an adorable electric mouse. It’s very silly, but also a recipe for laugh-out-loud moments. For instance, as you make your way through the game’s colorful locales as Tim, Pikachu will run behind you with all the grace of a middle-aged man late for his train home - an animation that never gets old.

Pikachu will offer witticisms befitting his hard-boiled detective persona

Adding to this are numerous segments where Pikachu will ride a larger Pokémon in what amounts to bite-sized mini-game sections. Early on in the game, you’ll mount up on a Growlithe to follow the scent of suspects across town. In terms of mechanics, it amounted to little more than holding down a button and following a glowing trail, but it was delightful to see the otherwise dignified detective bouncing along on the back of his canine companion. 

The charm is more than just visual, too. Pikachu will moan about his cholesterol level and offer witticisms befitting his hard-boiled detective persona. The opening cutscene where Pikachu narrates the events of the previous game in a serious, noir style while stoically sipping a coffee had me in stitches. Detective Pikachu Returns revels in its own absurdity and is stronger for it. 

Child’s play 

Tim's detective journal

(Image credit: Nintendo)

Unfortunately, these delights do not extend to the game’s mechanics, which often fall flat due to their simplicity. The deduction system, though elegant in principle, rarely offers a challenge. The answers here are usually obvious. I often found myself having worked out the mysteries long before Tim and Pikachu caught up. 

Best bit

A deduction setpiece at the end of the second mission

(Image credit: Nintendo)

At the end of every chapter, a dramatic cutscene begins where you’re able to reason through the facts of the case. The first of these satisfying sequences plays out as you put together the mystery of a high-profile jewel heist. It was a pleasing set piece that would have been right at home in the Pokémon TV show.

Outside of the deductions, the game’s mechanics boil down to simple mini-games and quick time events (QTEs). Though the mini-games rarely overstay their welcome, they are too basic to provide much of a palette cleanser between mystery-solving sections. One section in the game’s third mission had me navigate through a maze while trying to avoid an ornery Pokémon. It was a trivial puzzle to solve and didn’t leave me feeling particularly satisfied. The QTEs themselves involve little more than button mashing, though they are often accompanied by fun little cutscenes, such as Pikachu climbing the massive neck of an Alolan Exeggutor in the prologue.

Unfortunately, though the game is full of animations that will enchant Pokémon fans young and old, the game’s visuals themselves leave something to be desired. Though the game performs far better than the likes of Pokémon Scarlet and Violet, the graphical style occasionally lapses into the uncanny valley with just enough detail to make the characters look human, but not nearly enough to make them look like realistic humans. Though not enough to spoil the experience outright, the cavalcade of empty, staring eyes and blank expressions did undermine the more human-centric cutscenes.  

We all live in a Pokémon world 

Pikachu remembers Harry's divorce

(Image credit: Nintendo)

That said, Detective Pikachu Returns is refreshingly immersive at times, offering a surprisingly in-depth look at the Pokémon setting. Being able to walk the busy streets of Rhyme City makes for a surprisingly intimate look at a world that, despite its popularity, rarely finds itself under the microscope. In Detective Pikachu Returns we get to see a glimpse into the day-to-day lives of those who actually inhabit the Pokémon setting - a real treat for fans. 

Detective Pikachu Returns also wrestles with some surprisingly dark themes, though always in a gentle and family-friendly way. The central story approaches themes of divorce and institutional corruption, offering a surprisingly nuanced look at how law enforcement can abuse its power. Without spoiling too much, the game’s fourth mystery has Tim and Pikachu directly investigate police corruption, uncovering a sinister conspiracy that threatens the entire city. 

Detective Pikachu Returns respects its audience

Despite clearly being aimed at younger gamers, Detective Pikachu Returns respects its audience, addressing mature themes in terms that, although accessible, never come across as patronizing. This in itself is an achievement worth celebrating even if the game is held back by its rudimentary mechanics and flat visuals.

Detective Pikachu Returns is a perfect introduction to mystery games for younger gamers, as well as a solid title for families looking to play something together. However, older Pokémon enthusiasts are likely to find the bare-bones game mechanics and simple mysteries a little too bland and predictable.  

Accessibility 

Detective Pikachu accessibility options

(Image credit: Nintendo)

Detective Pikachu Returns offers fairly little by way of accessibility features. Although text display speed and character movement speed can be adjusted, there’s no provision for colorblind players. The game uses subtitles by default, but there are also no settings that allow you to adjust text size or background. A disappointing showing from a Nintendo title. 

How we reviewed Detective Pikachu Returns

I spent 10 hours with the game and played through the majority of the mysteries as well as numerous side quests. I played the game using both the Japanese and the English dub so as to get a feel for the full range of voice-acting on offer. I predominantly played the title in handheld mode. 

I’m a Pokémon fan and a big enjoyer of mystery games like Phoenix Wright. I previously reviewed Pokémon Scarlet and Violet for TRG and have spent hundreds of hours playing Pokémon titles since the launch of the first generation back in the late 1990s.

Looking for an alternative? Our list of the best Pokémon games will set you on the right path as will our round-up of the best RPGs.

Star Trek: Infinite review – make it so-so
4:42 pm |

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

Platform reviewed: PC
Available on:
PC, MacOS
Release date:
October 12

Star Trek: Infinite sure is boldly going, but where it’s going to is a place I'm familiar with. It feels lazy to point at the empire-building 4X strategy (the 4 X’s stand for explore, expand, exploit, and exterminate) Infinite and mention that it’s just a reskinned version of Paradox’s own space-based Stellaris but after 25 hours with the game, I’m fairly convinced this is little more than a $30 licensed mod for that game. 

The thing is, if you’re okay with the deep sci-fi and you don’t need a lot of people prancing around in red leotards to have a good time Stellaris is already a fantastic Star Trek game. You explore galaxies, make first contact with a host of different alien races, and ally up in big federations to bend the galaxy to your will before inevitably teaming up to contend with one of several end game crises, the sentient species desperately banding together to try and survive. 

Want to be the bad guys? Since Stellaris was released back in 2016 several official expansions have fleshed out every part of the game so the only real caveat is… how bad do you want to be? Want to be a people-eating machine horde? A shadowy megacorporation? A warlike race of mushrooms that are trapping any worlds in impenetrable bubbles that doom them to life on a single planet? You can do all of those.

For Star Trek fans, the universe often remixes itself with the only true thread being a love of big philosophical questions and space lasers. Stellaris has all of that, so a cut-back version that has a license and a slightly off-brand Picard in the keyart feels somewhat superfluous. 

But that’s what we’ve got. The key art Picard looks a bit uncanny valley, and Star Trek: Infinite has just four playable races (evil Vulcan Romulans, the boring good guys the Federation, my eternal warbuds the Klingons, and the Cardassians) and it feels so limited compared to the two existing Star Trek total conversion mods that already exist for Stellaris I’m not really sure what the point is. 

Set phasers to… eh 

Star Trek Infinite

(Image credit: Paradox Interactive)

Unrelated, but did I mention that Star Trek: Infinite costs $30? While the total conversion mods for Stellaris are free and don’t make Paradox any extra money? I did, and that’s because it’s hard to think about anything else after a few hours of playing Infinite

There are a couple of twists on the formula, but the biggest change is also the worst: play Stellaris and you’ll start on a single planet and slowly map the stars. Pick one of the four races in Infinite and you’ll drop into a universe that’s already carved up, and it feels like you’ve dropped into someone else’s run at a grand strategy game, robbing you of the early exploration and instead, the game asks you to immediately grapple with running a handful of planets straight off the bat. God, running the Federation just seems like a lot of work, and it’s stifling. 

In Star Trek Infinite you juggle several different resources and take your empire to dominance in the universe, whatever dominance looks like for you. This might involve you wanting to be an economic powerhouse, militant warmongers, or stealthy diplomats. The beauty is that there are so many different ways to “win”, you can kind of pursue your own path.

Best bit:

Star Trek Infinite

(Image credit: Paradox Interactive)

Diving into each faction’s focus trees, it’s impressive to see the care lavished on the different races. Klingons will get specific skills to emphasis their… Klingonness, for example.  

In a more granular sense, this involves building out a network of space stations to control your territory and then settling inhabitable planets and constructing a series of civic districts, erecting specialty buildings to enhance their strengths. One world might exist to generate energy credits for you, while another might exist to pull together metals and alloys to build out ships.

If you’re wondering how resource management is happening in a Star Trek game when, famously, Star Trek is set in a universe with no system of currency and the complete absence of scarcity, then I would suggest you just roll with it because it would be an incredibly boring strategy game otherwise. Optimizing these planets and creating a material lead to get you a key scientific breakthrough or a bigger fleet to beat your enemies with is the real meat of Star Trek: Infinite.  

Story time 

Star Trek Infinite

(Image credit: Paradox Interactive)

While this is happening, narrative events are popping off left and right. You start at a huge canon event in the Star Trek universe, the Khitomer Massacre, and you work through from that point with a series of different narrative beats. Get it right and, depending on who you’re playing as, you can follow the canon along and eventually get your hands on the USS Enterprise and several named characters to tool around the galaxy with. In my first game, where I played as the fighty Klingons, this event led to a jumping-off point for the the race and it was easy to say how the atrocity could cause the Klingon civilization to diverge. 

These beats are handled fairly well. Playing as the Romulans will let you feel like a space meanie with the mechanics and narratives coming together to fulfill that fantasy. If you have no imagination you can play as the Federation and be nice to everyone before - presumably - daydreaming about Riker lunging his way around a spaceship bridge. It’s not 100 percent accurate to the events, but that’s often because the races themselves are all pursuing their own goals and things never play out the way they do in the series’ canon. This doesn’t grate too much, but it does mean certain moments like building the Enterprise don’t have the heft they should have.

However in just two games and 30 hours of playtime, I feel like I’ve got the bearing of two of Infinite’s races, and there are currently just four. I’m worried there’s just not enough depth here, especially when - and I’m sorry to bring it up again - Stellaris has a stack of these races and you can even jump into a randomly-generated race and just see what that opens up for you.

I love Star Trek because of that thrill of exploration and the feeling of discovering brave new worlds. You can do that here, but it feels like those far-off stars are just a little too familiar. Paradox famously reinvent their games and work on them over a long time so if I were charitable I could say that this Trek-’em-up will undoubtedly get a host of improvements. I don’t think they’d convince me to return though: the infinite expanse of space already feels very limited indeed.  

Accessibility features

As a strategy game with variable time controls, you can pretty much play Star Trek: Infinite at your own pace. There are very few additional accessibility options on offer here though, largely comprised of some multiplayer text-to-speech options and the ability to rescale your UI and subtitles.  

How we reviewed Star Trek: Infinite

I played 30 hours of Star Trek: Infinite on PC, spreading my time between a meaty 20-hour save playing as Klingons and a smaller game playing as The Federation. I also re-watched several episodes of Star Trek: The Next Generation, which isn’t strictly necessary, but felt like a good companion to several narrative chains in the game that referenced those events directly.  

Our list of the best PC strategy games is bound to provide you with a new game to sink some hours into. 

Sonic Superstars review – fast friends
4:00 pm |

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

Platform reviewed: PS5
Available on: PS5, PS4, Xbox Series X|S, Xbox One, Nintendo Switch, PC
Release date: October 17, 2023

Sonic Superstars brings side-scrolling action back to the series after a six-year hiatus, yet developers Arzest and Sonic Team have ensured the 2D formula hasn’t lost a shred of speed. Existing series fans can rest assured that they’re getting another quality entry in the Classic Sonic run. And if you’re a newcomer, you’ll find the game’s sense of high speed, tight level design, and support for local co-op play to be uniquely fun amongst today’s platformers.

Superstars is a looker, too, opting for a fully 3D visual style that, while lacking some of the charm of its predecessors’ sprite-based graphics, is nonetheless delightful in its own right, thanks to colorful presentation and strong art direction. Each new zone is instantly distinct and visually striking, and that 3D look helps new mechanics that involve foreground and background layers easily readable.

Chuck in a return to Mega Drive-era physics and momentum to keep longtime Sonic heads happy, several playable characters and plenty of goodies to unlock, and Sonic Superstars feels like a marriage of old and new that’ll introduce a new generation of players to the series, and not just cater to existing fans. 

The need for speed

Sonic Superstars

(Image credit: Sega)

If you’re familiar with Sonic’s initial run of 2D games, one of the first things you’ll pick up about Sonic Superstars is that it’s managed to successfully replicate the feeling of movement from the originals. Sonic (or Tails, Knuckles, and Amy if you’re playing as them) has significant build-up when it comes to acceleration. And when decelerating, he’ll gradually slow down instead of just stopping on a dime. You can use this speed variation to your advantage when it comes to making precise jumps, as having more intricate control over Sonic means you’ll get a feel for just how much speed you’ll need when approaching certain sections.

One of the best things about Sonic Superstars is that every zone affords the opportunity to go all-out in terms of speed. One problem older 2D entries in the series had was that some levels just aren’t built for going fast at all (looking at you, Marble Zone and Sandopolis) and suffered from no shortage of plodding sections that actively discourage going fast. 

That’s not the case here, as every level strikes a pleasing balance of speedy sections and carefully-paced platforming. It was rare that I came across a stage that didn’t allow me to outrun the screen at least once, with Sonic and friends disappearing off to the right as the stage zipped past in a blur.

Best bit

Sonic Superstars

(Image credit: Sega)

Using Sonic Superstars’ Emerald powers to explore hidden nooks and crannies and uncover secrets felt like the game was rewarding my curiosity, making the hunt for those Emeralds especially worthwhile. 

That tight balance of speed versus platforming doesn’t mean that the game’s stages are one-note, though. Speed Jungle, for example, gave me Sonic Rush vibes with its high-speed grinding on vines. Later on, Golden Capital provides opportunities to earn an abundance of rings by completing small-scale puzzles and challenges. It’s one of the most diverse rosters of zones we’ve seen from a 2D Sonic title yet, in terms of both visuals and stage-specific gimmicks.

You might not see everything these stages have to offer on your first playthrough, though, especially if this is your first Sonic game. That’s because Sonic Superstars continues the optional objective of collecting seven Chaos Emeralds to access its true ending. The key incentive here, though, is that each Emerald collected adds an ability, including actions like summoning clones to damage enemies and bosses or enabling you to swim up waterfalls. 

This is a marvelous change that encourages replayability, and it makes going back to old Zones via the world map to discover more, helped by these Emerald abilities, a joy. However, collecting the Emeralds isn’t easy, as you’ll need to clear deviously well-hidden special stages in each level. You’re able to head back to prior stages whenever you like, though, so the incentive to explore is always there. The lack of a life system, thankfully, means you’re not risking progress if you die, beyond respawning at the last checkpoint you passed.

Things unfortunately tend to fall apart at the end of each stage, as you’ll be put up against bosses that will test not just your skills but your patience too. Most bosses are remarkably similar in design, requiring you to wait out a series of attacks before you get a window to strike. Some fights later in the game can bog you down for a long while, making it all the more infuriating if you die right before landing the last hit needed to kill off a tough boss.

What doesn’t help is that the boss music throughout the game isn't particularly strong, which can also be said for the majority of Sonic Superstars’ soundtrack. There are some standouts regarding the latter though, such as Speed Jungle’s Mania-esque beats, or Pinball Carnival’s overt funk that’s reminiscent of Sonic 3’s New Jack Swing motif. Most tracks, though, try to emulate the Mega Drive’s soundchip. Sometimes it works, but mostly it falls flat, providing a grating, unappealing sound. 

A little help from my friends

Sonic Superstars

(Image credit: Sega)

When it comes to Sonic Superstars’ multiple, and joyous, playable characters, I’d argue that they are more interesting to play as than the hog himself. Every character has their own quirk that changes how the game will play, too. As in prior 2D titles, Tails is able to fly for a short duration, making him perfect for beginners who want to take stages at a slower pace. Knuckles can glide in a straight line and climb up vertical surfaces; he’s excellent for players who really want to take their time exploring the nooks and crannies of any given stage. Amy is really fun, too, possessing the ability to double jump and swipe at enemies with her hammer.

Co-op play for up to four players is supported here, too, allowing you to explore stages with your friends locally. Sadly, though, there’s no option for online play, so it’s a feature that some players likely won’t get to enjoy. Hopefully, this is something that can be added in via a post-launch update.

Each character also has stages exclusive to them, tailor-made for their style of movement and abilities. What’s even better is that, no matter who you’re playing as, you’re able to switch to a different character to play their version of a stage as and when the opportunity arises. For example, clearing Act 1 of Lagoon City Zone as Sonic then presented the choice to either move on to Act 2, or to give the Amy-exclusive level a try. This is entirely optional, but it was nice to be presented with the choice, which adds a little variety to each playthrough.

Overall, Sonic Superstars succeeds in putting that classic 2D Sonic style back on the map, while feeling largely fresh and offering up several of its own unique ideas. There are some blemishes, mostly the subpar boss fights, inconsistent soundtrack, and a bizarre lack of online co-op play. Still, regardless of whether you’re a Sonic fan or not, there’s a fantastic 2D platformer here perfect for solo or local couch play with friends. 

Accessibility

(Image credit: Sega)

There’s no accessibility options to speak of in Sonic Superstars. The game’s controls are very simple, but given its high speed and frequent requirement for quick reaction times, some on-screen assists would’ve been welcome for those who may need them. Certain things, like options for motion and screen shake reduction, as well as colorblind filters,would have gone a long way to make the game more accessible for a bigger audience, too. 

How we reviewed Sonic Superstars

I played Sonic Superstars on PS5 to completion as Sonic, exploring each stage almost fully and collecting all Chaos Emeralds along the way. This complete playthrough took roughly six hours to complete, and involved revisiting previous stages to ensure all Emeralds were collected. I also went back and played through a handful of Zones as Knuckles, Tails, and Amy, bringing my playtime for review up to a total of 10 hours. 

Sonic Superstars manages to land itself in our best Sonic games list. Consider giving it a browse if you’re new to the series and looking for more of the hedgehog’s best adventures, including Sonic Frontiers.

Lords of the Fallen review – relight my fire
4:00 pm | October 12, 2023

Author: admin | Category: Computers Gadgets Gaming | Tags: | Comments: Off
Review Info

Platform reviewed: PC
Available on: PS5, Xbox Series X|S, PC
Release date: October 13, 2023

The clashing worlds of Lords of the Fallen are simultaneously intriguing and dangerous to explore, stuffed with enemies and all manner of trickery designed to keep you on your toes. As a soulslike, that’s a given. But here, developer HexWorks has gone further, with its choice of engine allowing separate worlds to be rendered simultaneously, providing what feels very much like a modern-day take on The Legend of Zelda: A Link to the Past’s parallel Dark World.

As a Dark Crusader, you’ll traverse between Lords of the Fallen’s twin worlds of Axiom and Umbral almost at will, fighting challenging bosses, conquering twisting levels, and uncovering secrets on your mission to prevent the Demon God Adyr from being resurrected. Throw in overtones of sin and religious penitence, and you have a world that’s astonishingly bleak, but utterly fascinating to unravel. 

Break on through to the other side

Lords of the Fallen

(Image credit: CI Games)

Lords of the Fallen starts in a pretty typical soulslike fashion, with a decent character creator that - for better or worse - stops short of you being able to craft absolute monstrosities in Dark Souls or Elden Ring fashion. You’ll also pick a class that governs your starting attributes, weapon, armor, and item loadout. These are mostly for flavor though as it’s easy to change up your build and try out new weapons as you progress through the game.

It’s not long before the tutorial introduces you to Lords of the Fallen’s core mechanic: your lantern. It’s a phenomenal addition that sets the game apart from other soulslikes. While you’re in the corporeal world, Axiom, you can hold up your lantern to catch a real-time glimpse of Umbral, which is invisibly layered over the world. By doing so, you can discover alternate pathways, hidden treasures, and switches that’ll allow you to progress further if your path in Axiom is otherwise blocked.

Sometimes, you’ll be able to hold up the lamp to simply phase through walls or cross bridges that don’t exist in Axiom. But often, you’ll need to fully cross over to the realm of Umbral in order to progress. And that comes with a whole host of new risks.

Best Bit

Lords of the Fallen

(Image credit: CI Games)

Your lantern’s abilities are so brilliantly integrated with the shift between Axiom and Umbral worlds. One particular highlight was holding up the lantern to walk across an Umbral bridge, then deactivating it to drop to a hidden path below which led to a lovely bit of treasure. 

The Umbral plane is extremely dangerous. In addition to the enemies present in Axiom, you’ll also have to deal with a host of new entities that only inhabit Umbral, and can continuously respawn. Worse, a timer is ticking. 

Spend too long in Umbral, and a near-unkillable shade will show up to ruin your day. Your objective in this dark world, then, is to get in, progress, and get out via an exit point (no, you can’t just leave Umbral at will!) so as to not risk losing your hard-earned Vigor currency, which you’ll need to both level up and buy items from vendors.

The Umbral plane also ties into Lords of the Fallen’s pretty neat approach to player death. If you die while in Axiom (and you will), you won’t immediately perish. Instead, you’ll be brought back but stuck in the Umbral realm. If you can successfully make it back to Axiom from there, you’ll effectively save yourself from a frustrating loss of Vigor. It’s a fantastic assist that will be of particular benefit to those who are new to the soulslike subgenre, as it effectively offers them a genuine second chance before death. This works in boss fights, too, giving you that second wind when you need it most.

Divine intervention

Lords of the Fallen

(Image credit: CI Games)

Lords of the Fallen’s dual-worlds are pretty terrifying places to be, but your character is, thankfully, more than up to the challenge. And again, there’s some exciting mechanics here that set it apart from the soulslike crowd. As is standard, you can opt for a sword-and-shield build, dual-wield, two-hand larger weapons, and so on. But it gets better.

Unlike even the best FromSoftware games, your character in Lords of the Fallen has a ranged option built in, governed by an ammunition count that can be replenished with consumables, or by resting at a Vestige checkpoint (this game’s version of Dark Souls’ bonfire checkpoints). With a button press, you’ll switch from your lantern to a ranged mode that will allow you to pick off distant or out-of-reach targets easily. You can find even more of these ranged weapons throughout, too, and they include throwing axes, spells, and - excellently - grenades.

Ranged weapons scale with your offensive stats, too, so even strength-focused greatsword builds are able to fight from a distance. Another particularly nice touch is that ranged attacks can combo near-seamlessly with your melee strikes. In one instance, for example, I was able to get a couple of quick hits in on a particularly tanky enemy, then backstep and chuck a throwing axe in quick succession, thus avoiding their swipe and getting a bit of extra damage in.

Lords of the Fallen’s level design is mostly excellent, featuring winding paths, shortcuts, and plenty of hidden secrets to find.

There are some tweaks that could be made to the overall combat design, though. Some weapons have an uncomfortable amount of delay in their windup, and some enemies are highly resistant to staggering, which leads to frequent instances of trading blows. Combine this with the fact that you’re really not able to take more than two or three hits before dying - even for tankier characters - and you’ll probably run afoul of more than a few frustrating deaths.

Enemy placement could probably use some tweaking, too. While Lords of the Fallen’s level design is mostly excellent, featuring winding paths, shortcuts, and plenty of hidden secrets to find, the game does like to frequently place projectile-happy enemies out of your line of sight. One especially irksome level early on, the Pilgrim’s Perch, is a series of walkways suspended over a cliff face. Here, Lords of the Fallen takes pleasure in placing several enemies that’ll push you off the platforms and into the depths below, leading to an untimely death. Much like Bloodborne, checkpoints are few and far between too, so setbacks like this can often lose you a decent chunk of progress.

In part, though, blemishes like this are common in the soulslike subgenre. And while annoying, they don’t take too much away from what is, overall, a sublimely challenging experience that’s packed with fresh and interesting ideas.

Accessibility

(Image credit: Future)

Unfortunately, Lords of the Fallen has next to no accessibility settings at launch. All you’re getting here is the ability to toggle subtitles and their size. That’s obviously welcome, but the addition of colorblind settings and other assists post-launch would make Lords of the Fallen much more accessible to people with different requirements. 

How we reviewed Lords of the Fallen

I played Lords of the Fallen on PC for approximately 15 hours, using an Xbox Wireless Controller. As it’s a soulslike, I endeavored to try out multiple builds and playstyles while scouring the world to uncover much of its hidden secrets and to immerse myself in the Unreal Engine 5-powered twin-worlds system. 

Alongside Lies of P and Final Fantasy 16, Lords of the Fallen is easily one of the best RPGs of the year. For more titles like it, consider checking out our best single-player games list to discover your next gaming fix.

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