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”
Author: Press Play Media
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)”
I Hate This Place review (PS5)
From the moment you step into I Hate This Place on PlayStation 5, it’s clear Rock Square Thunder aimed for something that wears its comic-book lineage on its sleeve. The game’s premise – scavenging, crafting, and surviving in a cursed, reality-bending land – is atmospheric and rife with potential, supported by a dynamic day-night cycle that pushes players to prepare and strategize rather than merely fight. Over the hours with the game, you’ll shuttle between eerie forests, desolate bunkers, and the titular ranch, all rendered in a punchy, stylized aesthetic that nods to its ’80s horror roots. The visual flair is one of I Hate This Place’s consistent selling points: bold outlines and saturated colors give each environment personality, inviting curiosity even when the systems beneath them falter. Continue reading “I Hate This Place review (PS5)”
Port roundup: Look Mum No Computer, Front Mission 3 Remake and Jelly & Toast
Recent console ports continue to blur the line between preservation, reinvention, and simple accessibility, with a wave of PS5 releases bringing everything from cult curiosities to tactical classics back into the spotlight. From the rhythm-infused twin-stick experimentation of Look Mum No Computer, to the politically charged mech warfare of Front Mission 3: Remake, and the cosy co-op puzzle-platforming of Jelly & Toast, these arrivals highlight just how varied the modern porting landscape is. Some aim to refine and modernise beloved foundations, others simply offer a new platform for discovery, but all reflect the ongoing push to give both old ideas and niche concepts fresh life on current hardware. Continue reading “Port roundup: Look Mum No Computer, Front Mission 3 Remake and Jelly & Toast”
Developer interview: Life Below
Life Below is a refreshing twist on the city‑building genre set beneath the waves: players shape thriving coral reefs, revive collapsing ecosystems, and grow a living seascape while following a heartfelt narrative by Rhianna Pratchett. In this interview, Game Director Lise Hagen Lie discusses Megapop’s design choices and the team’s approach to blending ecology, gameplay, and myth. Continue reading “Developer interview: Life Below”