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Agatha Christie's Death on the Nile review - it's just fine
Game Reviews

Agatha Christie’s Death on the Nile review – it’s just fine

by admin October 1, 2025


Hercule Poirot travels to Egypt, only to get sucked into the politics of someone else’s bad romance, but on the bright side, there’s a lot of murder.

To be Hercule Poirot is to know you’re probably going to win. Agatha Christie’s best-known child is sharp, methodical, and insufferable, even more so now because Microids decided to make him hot. Some might argue that it doesn’t matter what Poirot looks like, but those people are wrong; I know a few of the older Blazing Griffin games stuck with Poirot’s shiny egg-shaped head, but none can hold a candle to the bowtied visage of David Suchet. I try not to dwell too much on this as I reacquaint myself with Microids’ tall, angular daddy-o – head full of hair, resplendent in a white suit and silk cravat – who first appeared in 2023’s Murder on the Orient Express. Tonight, this Poirot is in the club, and unlike David Suchet (or the entirely rizzless Kenneth Branagh), he could probably get it.

Agatha Christie: Death on the Nile review

Death on the Nile is one of Christie’s most famous works; watching new adaptations as a crime fiction fan is essentially an exercise in indulgence if you already know the main twists. It makes sense, then, that Microids’ version of Death on the Nile brings in a new playable character and story arc – Jane Royce, a young private detective and Poirot superfan who introduces herself at the club and eventually works on a case that intersects with Poirot. The prologue chapter rolls out the main characters: heiress Linnet Ridgeway meets her friend Jacqueline de Bellefort’s boyfriend Simon Doyle for the first time. Jackie and Simon are deeply in love; Linnet craves their sort of fiery romance, but can’t find it among the weedy middle-aged aristocrats vying for her attention (girl, you would have loved Raya).

Fast forward six months later: Poirot is in Egypt, checking into the hotel where Linnet and Simon are celebrating their honeymoon. Yes, that hag married her friend’s fiance, and they’re going on a lavish cruise down the Nile. It’s a timeless flavor of tea that endures in soap-style narratives today, and I firmly believe that Christie would have loved the Chinese micro-dramas that nobody wants to admit watching. Because who should show up but crazy-eyed Jackie, hellbent on revenge?

Here’s a trailer for Agatha Christie: Death on the Nile to show it in motion.Watch on YouTube

The core mystery takes place on The Karnak, a luxury riverboat, with a pit stop at an ancient historic site. Mechanically, Death on the Nile follows the same point-and-click formula as Murder on the Orient Express – the player directs Poirot to gather clues and interrogate suspects, form theories in a Mind Map, and trigger Confrontations to wring truth out of liars. The player also fills out simple profiles in Poirot’s mental rolodex to keep track of characters, but these have no real effect on gameplay. Everyone has a secret, concealed in the form of a puzzle in their respective cabins. There are also lockpicking and eavesdropping mechanics, and Jane’s chapters have some tedious stealth sections that Poirot wouldn’t be caught dead doing. Most of the puzzles feel appropriately busy without hurting the brain, but it wouldn’t be a Microids game without a couple of taskmaster-y sadistic solves.

Really though, Death on the Nile is fine. It is a cruisy, anodyne murder mystery – a moderate-to-low stakes way to spend weekday evenings, especially if you can’t remember what happened in the book or the truly godawful recent film adaptation. It is, however, noticeably unpolished in places that matter for hardcore detective fans who pay attention to how and when clues are revealed. In one chapter concerning a piece of stolen jewelry, the player character casually characterises the item as fake before I’ve even learned that for myself – perhaps a simple mistake of reshuffled, resequenced dialogue that didn’t get corrected. In another section, my character suddenly brings up a random character name that has yet to appear in the game – I only discover their existence later.

Image credit: Eurogamer / Microids

This is the thing about mystery/detective games – all these little nitpicky things matter. Proofing the dialogue matters. Casual details matter. Yes, there’s a lot of walking around and checking and re-checking, as expected of a genre that demands extreme meticulousness and overbearing scrutiny. In this world, everything is held together by fine-tooth combs and dogged obsessions, where the protagonist irons out the smallest discrepancies in every piece of information; who is Poirot if not someone who drives everyone insane with his fastidiousness?

Death on the Nile isn’t so much an Agatha Christie game as an Agatha Christie LimitedTM game, which tends to be the way of things once a couple of generations have passed, and the estate has thinned the original creator’s vision into a mid-grade, easily marketable tisane. The game itself isn’t much to write home about, though it does check the right boxes and has some lovely 1970s interiors. The voice acting runs the gamut from charming to wooden and, in the Bronx sections, unintentionally comedic, along the lines of “why does this rough-around-the edges Chinese auntie sound like an aspiring antebellum plantation owner?” Most of the characters had far juicier motivations in the book, too – I’m not sure why Microids decided to tone things down, but it felt like a loss not to embrace full-throated revenge camp in the age of reality TV and Dramabox.

Image credit: Eurogamer / Microids

Thus hobbled, I had a lot of time to reflect on literary legacy, reading, and the nature of adaptations. Yesterday I saw someone repost, with appropriate horror, a news headline that read: “Were You Assigned Full Books to Read in High School English?” While this is certainly depressing, it is not surprising, as school systems around the world bend over backwards for genAI shortcuts to a real education. The fact that many people are not reading, are unable to stay engaged with a narrative arc, or fully savor a mystery on their own, is really sad. The fact that many people don’t want to read is downright embarrassing. Agatha Christie, however, has endured, though her estate would rather us forget that And Then There Were None, which they claim is the best-selling crime novel of all time, was originally named Ten Little N*****s (or in America, Ten Little Indians).

The forms and permutations that Christie’s stories take now – in this case, as a point-and-click game – means that Poirot’s methodology takes on a literal, mechanical roteness that robs the mystery of its charm. This isn’t anyone’s fault per se, but the reality when you switch to a medium that requires didactic design. The books weren’t there for you to live vicariously through Poirot and feel smart and capable and sleuthy, and they weren’t there to teach anyone that they, too, could be an investigative savant in a three-piece suit. The books were there to tell you a story about a strange, remorseless little Belgian man, almost certainly undiagnosed, with a preternatural gift for solving crimes, making everyone upset, and all the weirdos in his orbit. The books were there to put you in uncomfortable positions and wring out every drop of scandal that emerged with every accusation and confession. Book Poirot wanted to drink his tea and be left alone with his indulgences. This Poirot is generous and magnanimous and built to house the player’s aspirations of detectivehood; sure, he has his little “I’m the world’s best investigator” flourishes as a nod to his famously massive ego. But for all the theatrical power of games, when it comes to preserving what makes Poirot stand out from any other detective, they simply can’t match the age-old freak of chewing your bottom lip while soaking up the printed word.

Image credit: Eurogamer / Microids

Agatha Christie: Death on the Nile accessibility options

Subtitles.

“I like reading, and I wouldn’t read Agatha Christie in 2025, or listen to an audiobook,” a friend said when we discussed the enduring popularity of Christie’s work. We’re currently plateauing in a particularly stale age of remixes, though some of us barely survived the Pride Prejudice and Zombies era of the 2010s. With this drive for reimagination in mind (and y’know, everything we know has its roots in something else, so it’s not like that’s conceptually new), it makes perfect sense for Microids to bring in Jane: a fresh face willing to get their hands dirty and scrap around in a very un-Hercule way. I admit I did a double-take in a scene where she’s bullying someone for information and winds up for a backhand like a cartoon pimp. If the moodboard here was “pissed-off Coffy-era Pam Grier,” it reads loud and clear. If the intent here was to contrast go-getter Jane with hands-off Poirot, it doesn’t quite land for me, especially with the paper-doll stiffness of the character models. I hate falling back on tautologies, but Death on the Nile just makes me think, you know, it is what it is. If you asked me what I would like to see instead, I might point you to 2022’s excellent Wayward Strand as a pipe dream for what really good branching narratives could do to reinvigorate old-school literary crime adaptations.

I love crime fiction. On principle, I will, to paraphrase one of Death on the Nile’s main characters, go absolutely bald-headed for an Agatha Christie game, with the full understanding that reimagination and reinterpretation are crucial parts in keeping stories alive well beyond the existence of their creators. But while there is eccentricity and tension and vitality (however subdued and English) within the pages of Christie’s decades-old books, my first lesson in playing Death on the Nile is to accept comical lifelessness in the modern world’s most interactive media form. And it is a different creature entirely.

A copy of Agatha Christie: Death on the Nile was provided for this review by Microids.



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October 1, 2025 0 comments
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Google Pixel 10 review: perfectly fine
Product Reviews

Google Pixel 10 review: perfectly fine

by admin September 6, 2025


Asking the Pixel 10 to be more than what it is feels greedy.

Google’s non-Pro Pixel is priced fairly at $799, which is significantly less than the $999 Pixel 10 Pro. It comes with some handy upgrades, like Qi2 charging with built-in magnets. Its AI features finally show promise. It includes a dedicated telephoto lens for the first time. It’s a proper flagship and an all-around easygoing Android phone. But if I’m being greedy, then I do have one request: better cameras.

The rear cameras on the Pixel 10 are totally fine. For someone who’s not picky about image quality, they’d be better than fine. And maybe I’d think they were fine, too, if I wasn’t cursed with the knowledge that the cameras on last year’s model are better. And that’s because up until this year, the non-Pro Pixel came with the same main and ultrawide camera hardware as the Pro. But we can’t have everything, and when Google added that telephoto lens this year, it downgraded the other two rear cameras to essentially what’s in the midrange Pixel 9A. So the Pixel 10 has a perfectly fine camera system, as long as you’re not too greedy.

$799

The Good

  • Qi2 wireless charging with magnets is great
  • AI is actually kind of useful, finally
  • Telephoto camera is a nice addition

The Bad

  • Main and ultrawide cameras aren’t quite as good as the Pro
  • Battery life is just okay

Outside of the camera situation, the Pixel 10 comes with the same major upgrades as the Pro phones this year: a new chip and some magnets. Tensor G5 is the new processor on the 10 series, which I’ve found to run a tad cooler than previous versions. The G5 is Google’s first custom chipset made by TSMC, and it handles heavier workloads well. The regular 10 comes with 12GB of RAM compared to 16GB in the 10 Pro, and I did notice a little more stuttering on dense web pages than on the Pro. But for the non-professional phone user, it handles most tasks just fine.

Google Pixel 10 specifications

  • Tensor G5 chipset with 12GB of RAM | 128GB or 256GB of storage
  • 6.3-inch 1080p 60-120Hz OLED
  • 48-megpaixel f/1.7 main camera | 13-megapixel ultrawide | 10.8-megapixel 5x telephoto | 10.5-megapixel selfie camera
  • 4,970mAh lithium-ion battery
  • Qi2 wireless charging up to 15W; 55 percent charge in 30 minutes with wired 30W charger
  • IP68 dust and water resistant

There’s a whole lot of on-device AI running on the new chip — which you can read more about in my Pixel 10 Pro review — and I suspect it contributes to the Pixel 10’s just-okay battery life. A full day of moderate use is no problem, but if you add some intensive activities like an extended hotspot or gaming session, then you might start looking for a charger in the late afternoon. The average person probably won’t be bothered by it, but power users will want a charger or power bank handy to avoid battery anxiety at the end of the day.

AI is still hit-or-miss, but the hits are getting better.

AI is still hit-or-miss, but the hits are getting better. The Pixel 10 doesn’t offer the generative AI-assisted camera zoom feature that the Pro and Pro XL have, but you do get Magic Cue, which fetches helpful information based on what you’re doing. And it actually does work. It’s only in a handful of Google apps right now, but it can help put something on your calendar as you hash out plans in Messages or suggest a destination when you open Google Maps based on something you saved in your screenshots. I had a few more false positives while testing it on the Pixel 10 than I did with the 10 Pro; there were times when it suggested information that wasn’t relevant or it offered to create a calendar event when I told a friend I’d “be there in 30.” I still found it more useful than not, and it’s easy enough to ignore when its suggestions are off the mark.

The Pixel 10 gained a telephoto camera but lost a little image quality in the process.

The Pixel 10 has Qi2 with built-in magnets, and it’s a delight. There’s no case required (unlike with the Samsung S25 series phones), and I thoroughly enjoyed thwacking the phone onto a bedside PixelSnap charger at the end of each day. With the addition of what is essentially MagSafe, the Pixel series is looking like a pretty complete alternative to the iOS ecosystem these days. Each night when I put my phone on the charger, triggering bedtime mode, my Pixel watch followed suit and changed modes, too. That’s not a new feature, but little moments like that add up throughout the day.

I spent a week with the Pixel 10 Pro before switching to the regular 10, and there’s not much that feels radically different on the cheaper model — except the display. The standard 10 comes with a 6.3-inch 1080p screen with up to a 120Hz refresh rate, compared to the 1280p display on the 10 Pro. Its peak brightness of 3,000 nits is enough to keep the phone usable on a sunny day, and 1080p is just enough resolution for a screen that size. The screen seems more prone to dropping from its top 120Hz refresh rate, which is fine but a little jarring when you’re scrolling the NYT Games app and suddenly looking at 60Hz.

I also noticed some vignetting when using the phone in bright light — darkness around the edges of the screen, like you might see in a photograph. This turns out to be a known issue, resolved by switching to the “natural” display color profile. Overall, it’s a fine display but you definitely get more by spending more on the Pro.

On the subject of getting more for more with the 10 Pro: cameras. The Pixel 10’s 48-megapixel f/1.7 main camera doesn’t seem all that different from the 10 Pro’s 50-megapixel f/1.7 camera — until you get to the sensor size. The regular 10 uses a 1/2.0-inch type sensor that’s about half the size of the 1/1.31-inch type sensor in the Pro models. A bigger sensor will produce cleaner images with better dynamic range, and it’s a difference I felt, especially in portrait mode. Particularly if light is low, your subject is moving, and if you’re using the 2x zoom option, portrait mode on the regular 10 isn’t as good as on the Pros. Images show more noise, fine detail like hair looks crunchy, and subject isolation isn’t as precise.

A portrait-mode photo with the subject moving toward the camera at high speed is about as tough a scenario as you can throw at a phone camera, so it’s not too surprising that the Pixel 10 can’t handle it well. But it’s one way that the smaller camera sensor results in noticeably worse performance. Outside of portraits, the Pixel 10 takes perfectly nice photos. The ultrawide — also a smaller sensor than on the Pros — handles dim indoor lighting acceptably. The 5x telephoto lens is handy and definitely an upgrade over using 5x digital zoom. Maybe a telephoto lens and a killer main camera are too much to ask for in a $799 phone, but I’ll keep wishing for both anyway.

Gotta admit the blue color is nice.

Last year, the Pixel 9 felt like the phone that Android had needed for a long time: something elegant, simple, and durable. The Pixel 10 takes that same model and mostly improves it, adding Qi2 and a telephoto lens. The price stayed the same, which is nothing to sneeze at when the prices of everything else keep going up.

Losing the higher-end camera might not be a dealbreaker for most people, but it’s a little tough to swallow if you know what you’re missing out on. Most people who buy this phone won’t be burdened with that knowledge, and I think the Pixel 10 will make that group perfectly happy.

Photography by Allison Johnson / The Verge

Agree to Continue: Google Pixel 10, 10 Pro, and 10 Pro XL

Every smart device now requires you to agree to a series of terms and conditions before you can use it — contracts that no one actually reads. It’s impossible for us to read and analyze every single one of these agreements. But we started counting exactly how many times you have to hit “agree” to use devices when we review them since these are agreements most people don’t read and definitely can’t negotiate.

To use a Pixel 10 series phone, you must agree to:

The following agreements are optional:

  • Provide anonymous location data for Google’s services
  • “Allow apps and services to scan for Wi-Fi networks and nearby devices at any time, even when Wi-Fi or Bluetooth is off.”
  • Send usage and diagnostic data to Google
  • Talk to Google hands-free: “If you agree, Google Assistant will wait in standby mode to detect ‘Hey Google’ and certain quick phrases.”
  • Allow Assistant on lock screen

Additionally, if you want to use Google Assistant, you must agree to let Google collect app info and contact info from your devices. Other features like Google Wallet may require additional agreements.

Final tally: five mandatory agreements and at least five optional agreements

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September 6, 2025 0 comments
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Meraki Espresso Machine Review: Fine Grind, Loose Fit
Gaming Gear

Meraki Espresso Machine Review: Fine Grind, Loose Fit

by admin September 6, 2025


Alongside grinding and dosing by weight, the steam wand likewise allows for a bit of added control, with settings from mild to strong. “Strong” means strong, for big cappuccino froth: Heed the warning and keep your milk level low in the frothing cup, or you’ll probably have cleanup. But especially, the steam wand offers an automatic shutoff at your desired temp, so you don’t accidentally burn off milk sugars. In practice, it’ll probably stop a few degrees lower than you set it, so plan accordingly.

Jump into the custom settings and you can also add a pre-infusion—a lower-pressure water infusion, for more gentle soaking of the grounds. And of course you can adjust the temperature of your water to account for lighter or darker roasts. It’s all pretty easy to do. More espresso machines should do these things. All of these things. But few do.

A Fine Grind

So far, so good. So how’s the espresso that results? This depends in no small part on the grinder, of course.

I have put the Meraki’s pentagonal conical burr grinder through the paces, on light, medium, and dark roasts. And it does give the Baratza Encore ESP a run for its money, according to taste tests, coffee extraction testing, and particle size analysis I conducted using a device called the DiFluid Omni.

Omni via Matthew Korfhage

Omni via Matthew Korfhage

At the finest grinds, the built-in Meraki grinder actually came in a bit more tightly dialed than the ESP, with fewer large particles that might indicate clotting and cause channeling. It also fared well with light-roast grinds that often overtax integrated grinders. And according to particle size analysis, it maintained good consistency. (This said, I tend to increase dose on light roasts, rather than grind so finely I feel like I’m playing the choking game with my espresso machine.)

Which is all to say, the Meraki’s built-in grinder handily rivals the Breville Oracle Jet’s grinder in raw specs, putting this machine in rarefied air when it comes to espresso machines with built-in grinders. This is true especially because the grinder is stepless, meaning you don’t have large gaps between grinder settings.

Another potential fun feature is an RFID scanner that allows you to scan a coffee roaster’s bag and load up the ideal grind settings for each bean. This said, only one US roaster, Dark Horse, is listed on Meraki’s site as of now. So this feature remains mostly theoretical.

Caveats and Quibbles

Photograph: Matthew Korfhage

This all said, the grinder settings do seem to “float” a bit as the machine operates, perhaps because of vibration or perhaps just while grinding. The Meraki’s grinder may migrate a full setting between one day’s grind and the next—meaning that if you don’t pay attention, tomorrow’s shot may not be the same as today’s. I also have minor quibbles with the tamper and puck leveler, whose tops have a tendency to unscrew while you’re preparing your portafilter.



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September 6, 2025 0 comments
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Hell is Us review - nightmarish adventure treads a fine line between cryptic and tedious
Game Reviews

Hell is Us review – nightmarish adventure treads a fine line between cryptic and tedious

by admin September 2, 2025


Hell is Us is an absorbing, nightmarish meditation on the horror of war, but divisive design choices prove tedious.

Hell is Us review

  • Developer: Rogue Factor
  • Publisher: Nacon
  • Platform: Played on PS5
  • Availability: Out on 1st September on PC (Steam), Xbox Series X/S, and PS5

Strange synths rumble and whir in an electronic hum. Wind chimes tinkle. An unearthly screech in the distance and the bass escalates in intensity. Rain tickles the DualSense. What exactly is out there?

Hell is Us is a masterpiece in mood, and much of that comes down to its score – or, more of a soundscape, really – from composer Stephane Primeau. It lends the game such a heady, oppressive atmosphere. It comes as no surprise, since Primeau was previously in a metal band; the music is dark, haunting, unsettling. I recommend playing with headphones.

That sonic tone is fitting for an adventure game exploring the cyclical nature of war. Hell is Us, as the title suggests, is a nightmare. Demonic entities shift across muddy trenches and urban streets licked by flames; tanks lay abandoned half-submerged in marshy wasteland; and innocent (or sometimes not so innocent) citizens are caught in the crossfire of a country wracked by civil war and supernatural forces.

Yet, as a result of bold design decisions by developer Rogue Factor, Hell is Us is at times a mapless nightmare of abstruse puzzles, confusing menus and shallow combat that, collectively, is hostile to play. Hostility isn’t a bad thing – especially for a game depicting such a combative, malicious world – but there’s a fine line between cryptic and tedious that the studio doesn’t always balance. There are shades of sci-fi Zelda and classic survival horror in Hell is Us: dungeons to explore, idiosyncratic puzzles to solve, and centuries-old mysteries to unravel. Coupled with that oppressive atmosphere, it’s a welcome experience that has all the makings of a cult classic. But I believe it may prove too divisive for some.

Hell is Us – Story Trailer | PS5 GamesWatch on YouTube

After a story-in-a-story introduction, you’re dropped into the country of Hadea, a world heavily influenced by the 90s through character costumes, the low-fi computer vibes of its menus, and a ravaged landscape seemingly inspired by wars in Bosnia and Kosovo, as well as more recent conflicts in Ukraine and Gaza. Hadea is split between two religions – the Sabinians and the Palomists – that have caused suffering for centuries, but more recently ghostly creatures have appeared in the wake of civil war. Protagonist Remi is on a simple mission to infiltrate Hadea in search of his family, but is soon sucked into the country’s enigmatic past.

In short, Hell is Us is a meditation on the horrors and futility of war, and how history inevitably repeats itself. The use of imagery from modern – and very current – warfare lends the game shocking relevance, in addition to its sombre, disturbing tone. On his journey, Remi meets characters on all sides – religious zealots, soldiers, desperate refugees, innocent bystanders telling stories of regular people committing horrendous feats – but never takes a stance. There are good and bad people everywhere and, in this brutal war, no winners or losers: everyone suffers, everyone deserves assistance. Hell is – obviously enough – humanity, but more specifically the media and politicians with their propaganda and “constant campaign of dehumanising the other side”, as one character puts it. And when humanity has sinned and hatred of others is an embedded sickness, this war-torn hell is inescapable.

You’ll meet some interesting and unsavoury characters on all sides and there’s a smart conversation system that slowly unlocks new responses | Image credit: Rogue Factor / Eurogamer

Through detailed character conversations and well-written clippings and recordings, Remi pieces together the storied world of Hadea that thoroughly intrigues. The issue with the plot, though, is Remi himself. Besides searching for his family, he prescribes to the “boring white guy in a jacket” school of protagonists. He barely speaks, despite being voiced by Elias Toufexis of Deus Ex fame, and rarely comments on his discoveries. He is a thoroughly uninteresting character, exploring an interesting world. There’s potential to really interrogate the themes of the narrative, but Remi is little more than an avatar with whom to collect keys and hit things.

I’m being purposefully facetious here, as gameplay in Hell is Us is riveting and progress organic. Rogue Factor has chosen not to include signposting and not to provide a map, meaning players must use visual and audio clues to explore each individual zone, listen carefully to conversations, and sniff out potential leads to reveal new areas and progress the story. I love this! From the off I was utterly absorbed in Hadea, with this design choice forcing me to play in a far more attentive way than usual, focused deeply on each detail, and appreciating more thoroughly its dedication to mood. For the most part, each zone is designed to draw attention in a manageable way, though it can feel overwhelming.

The lack of map becomes more of an issue during dungeons. These take the form of underground crypts, ancient temples, scientific facilities, and more, each with their own distinct visual tone and colour palette. They’re often labyrinthine and filled with locked pathways and bizarre puzzles to solve, and mostly they’re satisfying to explore. Imagine for a second, though, navigating through a Zelda dungeon or the Spencer Mansion from Resident Evil with all its odd keys and locks and repetitive hallways, but not having a map to refer to and remind yourself what you found and where. That’s what playing Hell is Us feels like, and while I welcomed the cognitive challenge, I did sometimes feel frustrated – as I suspect many players will.

This is all the help you get on side quests in the menu | Image credit: Rogue Factor / Eurogamer

The poor UI and menu, however, are more unforgivable. Simply put, Hell is Us demands players hold far too much information in their heads. From environment layouts, to details in notes, to what the hell is this random locker key I’ve just picked up and where exactly am I meant to use it? The UI does a limited job of listing your findings unfiltered, and I wasted time scrolling through bits of evidence to find a hint of a code needed, or some other miniscule detail. Take my advice: play with a pen and paper, it’ll be much less infuriating.

Too often, Rogue Factor’s decision to withhold information results in frustration and tedium. Take side quests, or Good Deeds as they’re known. These commence during specific conversations, or sometimes by collecting an item with little context. Then, they’re listed deep in a menu with a blurred image and a quest title and nothing else. Unlike main missions, which are smartly organised in branching mind maps and found evidence, Good Deeds are presented minimally. What’s worse, some are failable if not completed in certain, unexplained, time periods – I managed to fail every failable quest in my playthrough by repeatedly being in the wrong place at the wrong time. I appreciate the developers likely want players to think carefully on their actions and share clues with others, but the tedious nature of these quests had the opposite effect. I simply stopped caring. Still, when I randomly entered an area only to find I’d failed a mission with no reasoning, it remained disheartening.

The dungeons are a real highlight of the game | Image credit: Rogue Factor / Eurogamer

Then there are Timeloops – shimmering domes found in each zone of the world. These are literal embodiments of the narrative’s core themes, containing ghostly apparitions of traumatic events that endlessly repeat. They’re a clever marriage of plot and gameplay, and closing them is a key part of the game. You need to kill many enemies hidden in each zone, before entering the Timeloop to close it using a specific prism item. Thing is, there are three different types of prism item, but you’ll only know which is needed once you actually need it. And where will you find these prisms? No idea – they could be anywhere in the world, in chests or elsewhere. While I’m at it, why can’t I use an item from the inventory system but instead have to laboriously equip it to my loadout first?

Here, the game feels less cleverly cryptic, more insufficiently optimised. Many of these tasks are optional, sure, and the main quest itself is comprehensive and (for me) intellectually challenging. It had me up late at night, sat in the dark, feeling enraptured and gripped by this evocative world. At least, until its anticlimactic finale.

The rewards for side quests are usually items and buff-providing glyphs to be used in combat. But combat itself is disappointingly shallow, making those rewards redundant. It’s been described as “Soulslike”, but that feels like a misnomer here (beyond it being third-person and using a stamina gauge). There is a fun twist in the game’s Healing Pulse ability, which feels like a mix of Nioh’s Ki Pulse and Bloodborne’s Rally system whereby hitting enemies releases particles that form a ring around Remi – time your button press correctly, and you’ll restore health in relation to damage dealt. Combat can be punishing too, with damage received dropping both maximum health and stamina that can make recovery tricky. Any other connection to FromSoftware’s work is loose.

Combat lacks depth and ultimately becomes tiresome | Image credit: Rogue Factor / Eurogamer

There are four weapon types – sword, twin axes, polearm, and greatsword – each with their own attack patterns, which lends each a distinct combat rhythm when combined with the Healing Pulse. And each can be customised with an element based on differently coloured human emotions, as well as buffs and abilities specific to that emotion – though any form of rock-paper-scissors elemental system isn’t explicit and lacks depth. Remi is also equipped with a drone that can provide extra support as new abilities are discovered, which are fun enough to experiment with, but as a whole combat quickly becomes monotonous and lacks the intellectual challenge of puzzle solving.

Hell is Us accessibility options

Three combat difficulties. Subtitle customisation. Camera shake and motion blur options. Colour blindness options. Directional audio option.

The real issue is that there are only a handful of enemy types repeated throughout the entire game, bolstered by three levels of difficulty. Some are linked to coloured Haze enemies that must be defeated first, but these abstract apparitions have such bizarre animations it’s hard to get a handle on parrying their attacks appropriately. Add in a dodge that pivots around enemies rather than to the sides, and it’s all too easy to be embarrassingly surrounded and stuck in a corner. Moreover, Hell is Us only has a couple of bosses – if you can even describe these unique, puzzle-like encounters as such – so there’s little escalation to combat, or real tests to punctuate the flow of gameplay. As a result, combat feels repetitive and laborious when instead you’re desperately trying to remember who you’re trying to speak with, or where the hell was that random, locked door at the start of the game I can’t remember now I’m twenty hours in and have no map to refer to.

Hell is Us features some moments of quiet beauty among its disturbing war imagery | Image credit: Rogue Factor / Eurogamer

Despite these misgivings, I still found Hell is Us to be a gripping experience. For each time I failed a quest or struggled to remember a vital clue, I was exploring a townscape freshly covered by the hazy, luminous glow of exploded bombs and littered with bodies frozen in death; or unearthing a medieval tomb filled with godly, mystical secrets; or investigating a strange facility as emergency signals whir and the screams of trapped humans haunt the metallic hallways. Hell is Us absolutely thrives on its atmosphere and sense of discovery, which few games nowadays even attempt in quite this manner.

I commend Rogue Factor for its design decisions, however divisive they may be. The studio has a core vision for Hell is Us, and the result is a singular experience that’s as enticing as it is frustrating. Try it – this hell might just be for you.

A copy of Hell is Us was provided for review by Nacon.



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September 2, 2025 0 comments
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Deion Sanders healthy in return, says Colorado 'fine' after loss
Esports

Deion Sanders healthy in return, says Colorado ‘fine’ after loss

by admin August 30, 2025


  • Adam RittenbergAug 30, 2025, 01:25 AM ET

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      College football reporter; joined ESPN in 2008. Graduate of Northwestern University.

BOULDER, Colo. — Deion Sanders ran onto the field with his Colorado team Friday night, just months removed from having surgery to replace and reconstruct his bladder after a tumor was found this spring.

Sanders, 58, jogged past a portable toilet placed next to Colorado’s bench area for him to use during the game, which was sponsored by Depend, the adult incontinence undergarment company. He slowed near the South end zone and gently tapped his players who were kneeling in prayer.

After the most serious health issue in a series of them the past five years, Sanders said he “felt good,” adding, “I don’t feel good right now, but I felt darn good during the game.”

Sanders was miffed that his team didn’t capitalize on early takeaways, convert several big-play opportunities on offense or make nearly enough run stops against Georgia Tech, falling 27-20 in the season opener at Folsom Field.

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Sanders coached his first game for Colorado since undergoing surgery in May. He was away from the team for much of late spring and early summer before rejoining the squad for preseason camp. Dr. Janet Kukreja, director of urological oncology at the University of Colorado Cancer Center, said in a news conference in July that Sanders is cured of cancer.

Upon returning, Sanders focused on getting his third Colorado team, and the first without his sons Shedeur and Shilo and 2024 Heisman Trophy winner Travis Hunter, to employ a different play style, based on being more physical at the line of scrimmage. Colorado made some strides Friday, as a rushing offense that had been last in the FBS during Sanders’ tenure generated 146 yards on 31 attempts.

But Colorado allowed 320 rushing yards and three touchdowns to Georgia Tech, including the tiebreaking, game-winning 45-yard dash by quarterback Haynes King with 1:07 left.

“Defensively, no, there’s no way you can say you’re physical when you got your butt kicked like that,” Sanders said. “But offensively, you probably were sitting out there saying, ‘Dang, they should keep running the ball’ because you saw the physicality we’ve been talking about.”

Although Georgia Tech committed turnovers on its first three possessions — becoming the first team to do so in a season opener since Florida International in 2010 — and didn’t reach the end zone until late in the first half, Sanders said, “It’s hard to applaud the defense right now.”

After the three early turnovers, Georgia Tech had three drives of 75 yards or more and a 61-yarder in the closing minutes. Colorado linebacker Reginald Hughes said Georgia Tech’s gap scheme “messed with our eyes a little bit” and caused the Buffaloes not to properly fill several holes in the run game.

“We’re at a good pace, inclining to be the defense that we want,” Hughes said. “We’re not quite there yet. It’s really more so execution with us. We play fast, we get after it. It’s just executing situations. Stuff like that, it shows up later in the game.”

Quarterback Kaidon Salter, a transfer from Liberty making his first start for Colorado and replacing the record-setting Shedeur Sanders, threw an early scoring pass and finished with 159 passing yards and 43 rushing on 13 attempts. Deion Sanders noted that Salter could have run even more and been more of a true dual threat.

“Most definitely, I feel like I had those opportunities,” Salter said, “but me being a dual-threat quarterback, keeping my eyes down the field, I felt like I had chances to throw the ball downfield and make some plays.”

Despite Colorado’s significant personnel losses at quarterback and wide receiver, Sanders said the offense doesn’t need time to come together, adding, “We’ve got to go get it and do it right now.”

He said he saw enough good things overall to still expect a strong season.

“We’re definitely going to be fine, I’m not concerned about that,” Sanders said. “We could have won that game. It’s not like we got our butts kicked. They ran the heck out of the ball, they did that, but we had opportunities.”



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August 30, 2025 0 comments
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drake and adin ross side-by-side with Jean Pormanove
Esports

Kick faces possible $49M fine after French streamer Jean Pormanove dies on air

by admin August 26, 2025



Kick could be hit with a penalty of up to $49 million after the death of French streamer Jean Pormanove, following what has been described as a brutal “ten days and nights of torture” broadcast.

On August 18, 46-year-old Raphaël Graven, better known as Jean Pormanove, died in his sleep while live on Kick. In the days and even months prior, he had reportedly endured extreme violence, sleep deprivation, and forced ingestion of toxic products at the hands of two fellow streamers known as Naruto and Safine.

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French politicians called the incident a national disgrace, with Clara Chappaz, France’s minister for digital affairs and AI, vowing to “promptly end this digital Wild West.”

Instagram/Jean Pormanove

She previously commented that Pormanove had been “humiliated and mistreated for months live on Kick” and criticized the platform’s lack of intervention.

Australian regulators warn Kick could face $49M penalty

Kick could be subject to a penalty of up to $49 million under Australian online safety laws following the death of French streamer Jean Pormanove.

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Because Kick is based in Australia, French regulators had limited reach. But Australia’s eSafety Commissioner has now confirmed it is investigating, and warned of steep fines.

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“This is a tragic case where someone has lost their life, and underscores how the creation of more extreme content, in this case involving actual violence, can have devastating, real-world consequences,” a spokesperson for the commissioner said.

As reported by The Sydney Morning Herald, the watchdog emphasized that platforms are legally required to safeguard users from harmful or criminal material and to enforce their own terms of service. Violations can carry penalties of up to $49.5 million.

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Kick’s community guidelines prohibit “content that depicts or incites abhorrent violence including significant harm, suffering or death.”

“eSafety will use the full range of our enforcement powers as appropriate where there is non-compliance, which can include seeking penalties of up to AUD $49.5m.”

Instagram/jeanpormanove

“Platforms like Kick need to be doing more to enforce their own terms of use and minimise harmful content and conduct in streams to protect all users of the service,” the spokesperson added in their statement reported by The Guardian.

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Kick could also face future restrictions under Australia’s new child-safety laws coming into effect in December, which may block users under 16 from accessing the platform.

Kick has banned the streamers involved in the broadcasts and cut ties with its French social media agency after backlash over promotional posts that used Pormanove’s image to sell merchandise.

Meanwhile, French police are still investigating. An autopsy concluded there were no signs of external or internal trauma, suggesting Pormanove’s death may have been linked to medical or toxicological causes.

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Viral compilation threads have shown Pormanove being hit, strangled, and fired at with paintball guns while streaming with Naruto and Safine, whose lawyers claim they hold “no responsibility.”

🚨🇫🇷🕊️

“IL ME SÉQUESTRE”

Voici ce qu’a envoyé Jean Pormanove à sa maman quelques jours avant son décès :

« Salut maman. Comment tu vas ? Coincé à la mort avec son jeu. Ça va trop loin. J’ai l’impression d’être séquestré avec leur concept de merde. J’en ai marre je veux me… https://t.co/WtPWZcvw0T pic.twitter.com/QJdkeiBdaC

— Impact (@ImpactMediaFR) August 18, 2025

In one message to his mom, sent a few days before his death, Pormanove said he felt like he was “being held hostage” and was “fed up” with the streams.

The streamer’s sister called what he went through “unacceptable.”

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Another Kick controversy erupts days later

This tragedy isn’t the only violent incident the platform has faced in recent weeks. On August 23, streamer Raja Jackson, son of UFC legend Rampage Jackson, went viral after storming a wrestling ring at an event put on by KnokX Pro Wrestling, a promotion that, at the time, was part of WWE’s ID (Independent Development) program. Raja was streaming the California-based event live on Kick.

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Kick/Raja Jackson

Raja was filmed punching wrestler Syko Stu, real name Stuart Smith, multiple times while he appeared unconscious, triggering an LAPD investigation. Kick banned Raja shortly after the footage spread online.

YouTube icon MrBeast responded to the violence, offering to pay for the veteran-turned-wrestler’s hospital bills.

The WWE subsequently quietly cut ties with KnokX Pro Wrestling the day following the incident by removing all references to the promotion from its official website and unfollowing the company, as well as its owner, WWE legend Rikishi, on its WWE ID X account.

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August 26, 2025 0 comments
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