Pathologic 3 review (Xbox)

At times, Ice-Pick Lodge’s Pathologic 3 feels like more than a game, and as something that needs to be engaged with as an intellectual and philosophical challenge. On Xbox Series X/S, players step into the shoes of Daniil Dankovsky – a prodigious but flawed physician sent to a remote town beset by a lethal plague. Rather than pushing traditional survival meters, Pathologic 3 positions time itself as both narrative device and gameplay mechanic, forcing players to grapple with moral ambiguity, consequence, and the implications of their decisions across looping timelines. Continue reading “Pathologic 3 review (Xbox)”

DLC roundup: Fatal Fury – City of the Wolves S2, Dynasty Warriors: Origins & Cult of the Lamb

Recent DLC releases continue to shape and refine some of today’s biggest franchises, offering everything from disciplined roster expansions to ambitious narrative reimaginings and system-heavy content drops. This latest roundup looks at three very different approaches to post-launch support, with Fatal Fury: City of the Wolves introducing a technically demanding new fighter through its Season 2 rollout, Dynasty Warriors: Origins experimenting with alternate-history storytelling in Visions of Four Heroes, and Cult of the Lamb expanding its core loop with the survival-driven Woolhaven expansion. Continue reading “DLC roundup: Fatal Fury – City of the Wolves S2, Dynasty Warriors: Origins & Cult of the Lamb”

Cairn review (PS5)

From the opening moments on Mount Kami, Cairn insists you think like a climber rather than a gamer. The Game Bakers’ newest project strips away bells and whistles and places you, as Aava, squarely on a near-vertical rock face, pondering every reach and shift in balance as if survival itself depends on it – because it does. What might read as a simple ascent narrative slowly blooms into something richer: a meditation on obsession, solitude, and the psychology of persistence. Unlike many story-heavy titles, the narrative here is sparse but evocative, delivered through occasional character encounters, inscriptions on stone, and the weight of silence itself. In its own measured way, Cairn finds emotional depth without ever forcing it – and that restraint proves one of its subtle strengths. Continue reading “Cairn review (PS5)”

Developer interview: Haymaker

When Haymaker burst into Early Access on Meta Quest this past November, Console Studios’ debut VR brawler made a splash with its uncompromising, physics-first approach to melee combat – a system designed to make every fistfight feel visceral, unpredictable, and earned. Built by founder James Console and his Kansas City–based outfit, the title eschews canned animations in favor of active ragdoll physics and gesture-driven strikes, inviting players to punch, kick, and grapple their way through gritty encounters where environment and timing matter as much as technique. In this wide-ranging interview, Console digs into the inspirations behind Haymaker’s core mechanics, the challenges of crafting intuitive input mappings, how Early Access feedback is shaping combat and AI, and what recent additions like dodge-to-counter and expanded kicks say about the game’s evolving identity. Continue reading “Developer interview: Haymaker”

Running Fable Petite Party review (PS5)

From the moment you fire up Running Fable Petite Party, it’s clear that Seashell Studio was aiming for something bright, playful and socially combustible: a party game that puts reflexes, mischief and interpersonal rivalry at the forefront rather than strict competition or narrative depth. The setup is deceptively simple – three tabletop boards, dice rolls, 16 mini-games and a parade of colourful, anthropomorphic characters racing toward glory – but the reality of the experience is one of mixed design results. Continue reading “Running Fable Petite Party review (PS5)”