The latest re-emergence of Konami’s long-running maze-based party franchise in Super Bomberman Collection for PlayStation 5 is at once a nostalgic archive and a reminder of just how timeless its simple formula can be. Instead of a single narrative arc, this 7-game anthology stitches together the series’ defining 16-bit era and even brings former Japan-exclusive installments into the global spotlight for the first time. Across these entries, Bomberman remains a cheerful, largely silent protagonist whose sole mission is to clear grid-based arenas by placing bombs, opening paths, and outmaneuvering foes – a premise that’s never particularly deep but consistently compelling. Continue reading “Super Bomberman Collection review (PS5)”
Aces of Thunder review (PSVR2)
Gaijin Entertainment’s Aces of Thunder comes roaring onto PSVR2 with a promise of cockpit-first dogfighting that aims more for authentic aerial simulation than arcade flair, a choice that defines both its appeal and its limits. Drawing from the pedigree of War Thunder’s physics and damage models, the game throws players straight into the seat of legendary World War I and II aircraft with little introductory handholding, creating an experience that feels weighty, unforgiving, and visceral right from the outset. While this design ethos delivers remarkable immersion – especially in virtual reality – it also underscores a steep learning curve that may test patience more than exhilarate newcomers. Continue reading “Aces of Thunder review (PSVR2)”
DLC roundup: World War Z, Synth Riders & Monster Train 2
Fresh DLC often lives in the margins – an extra playlist here, a side story there – but this latest batch of releases shows just how elastic post-launch content can be when developers lean into tone, identity, and mechanical intent rather than simple expansion. From crossover storytelling that deliberately reshapes a familiar co-op shooter, to a single-song rhythm add-on that trades quantity for emotional impact, and a deckbuilding expansion that knowingly piles complexity atop an already dense foundation, these new drops explore very different ideas of what meaningful DLC looks like. Continue reading “DLC roundup: World War Z, Synth Riders & Monster Train 2”
Jimmy and the Pulsating Mass review (PS5)
There’s a hidden layer to Jimmy and the Pulsating Mass: Console Enhanced Edition that belies its apparent simplicity: on the surface, an 8-bit-nostalgia-steeped JRPG homage, yet at its core a deeply human story told through the perspective of an eight-year-old navigating a dream world infected by an alien “pulsating mass.” Rather than leaning on retro aesthetics alone, the game infuses those influences with a surprising emotional complexity that steadily reveals itself as players move past the first few hours and start to grasp Jimmy’s inner life and the symbolic weight of his nightmarish surroundings. The narrative’s blend of whimsy, horror, and poignancy evokes classic SNES titles but isn’t beholden to mere imitation; instead, it uses that familiar framework as a lens to explore fear, family, and a child’s subconscious. Continue reading “Jimmy and the Pulsating Mass review (PS5)”
Developer interview: Trip the Light: Let’s Dance
Patrick Ascolese, founder of Seattle‑based Dark Arts Software, turned a wedding‑floor epiphany and years of award‑winning game and XR experience into Trip the Light, a Meta Quest Early Access VR partner‑dance game that teaches salsa, swing, and tango through guided lessons and a patient, AI‑driven virtual partner (Vironica) modeled on a real collaborator; designed for accessibility on consumer Quest hardware without foot trackers, the title uses synthesized chest‑direction tracking, mixed‑reality passthrough, and community‑led development via Kickstarter and Early Access so players can both learn to dance and help shape the game – now, here’s our conversation with Ascolese. Continue reading “Developer interview: Trip the Light: Let’s Dance”