Tuesday, 27 October 2026

Tomb Raider 30th anniversary teaser trailer



An official teaser trailer dropped for Tomb Raider: Legacy of Atlantis, a reimagining of the original Tomb Raider video game.



Read the official synopsis:

"Tomb Raider: Legacy of Atlantis is a stunning reimagining of the 1996 genre-defining game.

As Lara Croft, harness your wits and athleticism to explore exotic locations lost to time—from the jungles of Peru to the ancient ruins of Greece, the deserts of Egypt, and a mysterious Mediterranean island shrouded in myth. Traverse treacherous landscapes, solve deadly contraptions, and face lethal predators as you hunt for the scattered pieces of the Scion, an artefact of immeasurable power.

Whether you're a veteran raider or new to Lara's world, Tomb Raider: Legacy of Atlantis delivers jaw-dropping visuals powered by Unreal Engine 5, modern game design, and new surprises, while honouring the spirit and atmosphere of Lara Croft's debut adventure."


While the original Tomb Raider was first released on the Sega Saturn 30 years ago, the action-adventure video game franchise became synonymous with PlayStation.

I've been a fan of the Tomb Raider franchise since the original PlayStation, and the reboot Survivor trilogy was amazing. Alix Wilton Regan replaces Camilla Luddington as Lara Croft. Mass Effect fans (myself included) will recognise her as the voice of Samantha Traynor.

Tomb Raider: Legacy of Atlantis will release on PlayStation 5 (PS5), Xbox Series X|S, Nintendo Switch 2, and PC on 12th February 2027. Tomb Raider: Catalyst, a sequel to Tomb Raider: Underworld, is arriving sometime in 2027.

Pre-order Tomb Raider: Legacy of Atlantis at Amazon (affiliate link).

Are you looking forward to Tomb Raider: Legacy of Atlantis? What are your memories of playing Tomb Raider? Let me know in the comments below.

Sunday, 25 October 2026

Star Wars: Starfighter outspends The Force Awakens



Forbes reports that Star Wars: Starfighter cost more to produce than Star Wars: The Force Awakens.

In summary:

"Disney revealed that its upcoming sci-fi film *Star Wars: Starfighter* cost $226.5 million to make by the time filming finished at Pinewood Studios. Set five years after *The Rise of Skywalker*, the movie stars Ryan Gosling, Flynn Gray, Amy Adams, Matt Smith, and Mia Goth, with Shawn Levy directing. Financial statements from the production company, Blue Mist Productions, covered spending up to January 31. The U.K. government's Audio-Visual Expenditure Credit provided a $51.5 million refund, reducing net spending to $175 million. Filming also took place in Sardinia, Italy, to maximize funding benefits. Additional visual effects work in London could increase future refunds and costs before the scheduled release in late May next year."

Star Wars: Starfighter is due to release on 28th May 2027, coinciding with the 50th anniversary of George Lucas' space opera.

Are you looking forward to Star Wars: Starfighter? Let me know in the comments below.

Friday, 23 October 2026

Mass Effect: Universe trailer leaked



After news of BioWare's closure and the cancellation of Mass Effect 5 broke on Wednesday, an employee leaked a trailer, made by a small team with pre-production assets.

It features a new N7 protagonist and fan-favourite Liara T'Soni, set sometime after the original Mass Effect trilogy. Are they searching for Commander Shepard? The trailer ends on the game's title: Mass Effect: Universe.

Bloomberg's Jason Schreier confirmed the trailer is genuine. I watched it on YouTube, and the game is evidently further developed than officially suggested; after all, it was announced in 2020. As the trailer keeps getting removed, I won't link to it here. You should find it easily with a quick search.

As I've mentioned previously, Mass Effect 5 could still be saved with stewardship from a developer that nurtures character-driven role-playing games. EA has massive debt, is cutting 400 jobs, and should sell BioWare's IPs.

Have you watched the Mass Effect: Universe trailer? What did you think? Let me know in the comments below.

Thursday, 22 October 2026

BioWare closes, but there's hope for Mass Effect



On Wednesday, EA announced the closure of BioWare, the award-winning studio behind Baldur's Gate, Dragon Age, Star Wars: Knights of the Old Republic and Mass Effect.

I belatedly discovered the Mass Effect franchise after winning an XBOX 360 S in 2012. BioWare's stellar space opera drew inspiration from Battlestar Galactica, Star Trek and Star Wars. Mass Effect 2 is the Star Wars: The Empire Strikes Back of video games - a hill I'm prepared to die on.

Behind the shiny space-age sheen, the original Mass Effect trilogy was, at its core, a tale of found family in the darkest of times. Jennifer Hale will always be Commander Shepard. Joker, played by Seth Green, was the first video game character I could identify with as a paraplegic...

Read the official statement from BioWare:

"For more than 30 years, BioWare has been more than a studio. It has been a home for storytellers, developers, and the players who brought our worlds to life.

Baldur’s Gate. Neverwinter Nights. Star Wars: Knights of the Old Republic. Dragon Age. Mass Effect. Anthem.

Now, after more than three decades of shared adventures, BioWare is closing and early development on the next Mass Effect project is ending.

There is nothing easy about writing those words. Our focus right now is on our incredibly talented team who put their hearts into these games, and supporting one another through this transition.

What generations of BioWare built together is something to celebrate and remember. These games became so much more because you played them, debated your choices, fell in love with the characters, and made these worlds your own.

From all of us at BioWare, thank you for being the most meaningful part of our story."


My thoughts are with all those affected.

EA has massive debt and should sell the Dragon Age, Jade Empire and Mass Effect IPs to a studio like Larian Studios or CD Projekt Red. Mass Effect 5 could still be saved with stewardship from a developer that nurtures character-driven role-playing games. Multiple sources suggest that Respawn and DICE studios will collaborate on a future project: Star Wars: Battlefront III for Lucasfilm Games.

While development of Mass Effect 5 may have ended, hope remains for the beloved sci-fi franchise. According to IGN, Prime Video is proceeding with a live-action series following the success of Fallout. The series has been in development since 2024.

What are your favourite BioWare video games? Let me know in the comments below.

Wednesday, 21 October 2026

The Lord of the Rings by BBC Radio



The 1981 audio adaptations of Star Wars and The Lord of the Rings were a childhood gateway to a lifelong love of radio dramatisation, culminating in my work with Sir Christopher Lee on director Dirk Maggs' The Gemini Apes broadcast on BBC Radio 4 on Christmas Day in 1998.

Demon Music Group has announced a limited edition box set of The Lord of the Rings featuring stunning artwork.

“One ring to rule them all, one ring to find them; One ring to bring them all, and in the darkness bind them.“

Presenting ‘The Lord of the Rings’, a limited edition deluxe 14CD box set (limited to 4000 worldwide) of the original 1981 BBC Radio full-cast dramatisation of JRR Tolkien’s ‘The Lord of the Rings’, released for the first time in its original 26-episode broadcast format. Over 13 hours of newly-mastered audio drama in superb stereo sound with every tense cliffhanger (and stirring theme music reprise) intact, plus a standalone disc of the series’ celebrated soundtrack by the renowned composer Stephen Oliver.

The contents are presented across 14CDs in deluxe 7” sized box set packaging. Each set is individually numbered and features beautiful original artwork, re-imagining the landscape of Tolkien’s Middle-earth.

Starring Ian Holm (Alien, The Lord of the Rings & The Hobbit, Chariots of Fire) as Frodo, Michael Hordern (Barry Lyndon, Gandhi, Paddington) as Gandalf, John Le Mesurier (Dad’s Army) as Bilbo, Bill Nighy (Love Actually) as Sam, and Robert Stephens (Romeo and Juliet) as Aragorn, alongside Gerard Murphy (Batman Begins), Peter Vaughan (Game of Thrones), Simon Cadell (Watership Down) and Michael Graham Cox (The Stone Tape) this acclaimed 1981 full-cast production was dramatised by Brian Sibley and Michael Bakewell.

A 12-Page booklet, featuring behind the scenes cast photos and a note about the making of the series by dramatist Brian Sibley, is also included along with full cast and credits for every episode.

Also available as a numbered and limited edition 14LP vinyl box set.

Pre-order The Lord of the Rings at Amazon (affiliate link).

Have you listened to the BBC Radio full-cast dramatisation of The Lord of the Rings? Let me know in the comments below.

Tuesday, 20 October 2026

From fan art to Star Wars: Paul Shipper



I befriended Star Wars and Marvel artist par excellence and fellow Steven Spielberg and George Lucas fan Paul Shipper on social media a long time ago. He has always made time for fellow fans, and I once recommended a Buzz Lightyear toy from Mattel Creations (formerly Matty Collector). Hope you've still got it, Paul!

Shipper has been profiled by the BBC. Here is an extract:

Among the projects he has worked on are posters and artwork for blockbuster titles including Avengers: Infinity War, Doctor Strange, Star Wars: The Rise of Skywalker, Star Wars: The Last Jedi, Obi-Wan Kenobi and Skeleton Crew.

The illustrator said becoming a movie poster artist had originally seemed a long way off, before the early days of the internet helped his work find an audience.

“It was just through kind of sheer dumb luck really and the internet that it happened,” he said.

“Before you know it, there are people who see it who are connected with the movies and then all of a sudden you get asked if you’re interested in working on a Steven Spielberg movie or something like that.”

Shipper described himself as “a Spielberg and George Lucas kid”, saying franchises such as Star Wars and Indiana Jones were the films that first inspired him to become an illustrator.

For Shipper, the appeal of poster art lies in being able to tell a story with a single image.

“You’re trying to distill something within one image,” he said.

“It is kind of like a trailer... there are posters that tell you too much, so there is a fine line.”

What are your favourite posters by Paul Shipper? Let me know in the comments below.

Friday, 16 October 2026

Grand Theft Auto VI launch trailer



On Thursday, Rockstar Games released a launch trailer for Grand Theft Auto VI ahead of its November release!



Read the official synopsis:

"Jason and Lucia have always known the deck is stacked against them. But when an easy score goes wrong, they find themselves on the darkest side of the sunniest place in America, in the middle of a criminal conspiracy stretching across the state of Leonida — forced to rely on each other more than ever if they want to make it out alive."

The launch trailer is soundtracked by Justice’s new single Flower In A Hurricane featuring Tame Impala, SZA and King Gizzard & The Lizard Wizard. The infectious tune transported me back to the 1980s and listening to music on my Sony Walkman.

GTA VI heads to the state of Leonida, home to the neon-soaked streets of Vice City and beyond, in the biggest, most immersive evolution of the Grand Theft Auto (GTA) series yet. With a reported budget of over a billion dollars and a female protagonist (Lucia), GTA VI was originally due to release in 2025.

The long-awaited next instalment in the GTA franchise will be released on PlayStation 5 (PS5) and XBOX Series X|S on 19th November and will be digital-only. The halcyon days of midnight launches are gone forever post-pandemic, and vertical companies will control distribution, availability, and dynamic pricing.

This has sparked controversy (I'm team digital on XBOX, but prefer physical on PlayStation).

Grand Theft Auto VI is a monoculture moment in entertainment, and I pre-ordered the Ultimate Edition on PS5. Personally, the footage captured on the base PS5 justifies the price tag!

Pre-order Grand Theft Auto VI at Amazon (affiliate link).

What did you think of the Grand Theft Auto VI launch trailer? Have you pre-ordered the game? Let me know in the comments below.

Thursday, 15 October 2026

Star Wars Zero Company



The former developers of XCOM turn (see what I did there?) their attention to the Clone Wars in a galaxy far, far away...

Guest post by Søren Kamper

Bit Reactor turns cover, squad bonds, and one missed shot into a surprisingly human Star Wars story.

There is a very particular kind of silence that follows a missed shot in a turn-based strategy game. A moment earlier, everything looked perfectly sensible. The enemy was exposed, your soldier had a respectable chance of hitting, and the rest of the plan depended on that blaster bolt finding its target. Then it misses. The battle droid is still standing there, apparently delighted with itself, and three other enemies have suddenly acquired some rather exciting ideas about your squad's immediate future.

In a Star Wars film, somebody would shout a warning, and John Williams would arrive to save the scene. In Star Wars Zero Company, you stare at the battlefield and realise that the person responsible for this disaster is sitting in your chair. That is the essential appeal of Bit Reactor's new tactical adventure. It puts the Clone Wars into your hands, then asks you to live with what those hands have done.

After spending substantial time with Zero Company, I think its finest achievement is not the lightsaber combat, the spectacular environments, or even the surprisingly generous character creator. It is something smaller. Zero Company makes you care about the people who would ordinarily vanish behind the grand machinery of Star Wars. Not legendary bloodlines or the fate of the Jedi Order, but a clone with a battered past, a Jedi Padawan who cannot solve everything alone, an astromech whose contribution is mostly measured in excellent timing, and whichever unlucky recruit you decided to bring along because you thought the mission looked easy. They are not merely a collection of colourful abilities. If Bit Reactor's systems click with you, they become your people. And then the game has the nerve to put them in danger.

The Clone Wars, without the safety net

The first thing to understand is that Zero Company is not an action game in which you happen to pause occasionally. It is a proper turn-based tactics game, made by people who clearly understand the peculiar terror of an XCOM percentage. Former Republic officer Hawks leads an unconventional group of Operators during the twilight of the Clone Wars, hunting the sinister Infinite Coil and its leader, Kundri Fathom. The broad setup is familiar Star Wars material: an obscure threat, a galaxy exhausted by war, and several people with complicated loyalties being asked to trust one another.

The perspective is what makes it interesting.

Nick Smith has already looked at the Clone Wars in When Clones Attack!, where a familiar war gains new texture through the soldiers caught inside it. Zero Company takes that same human-scale idea and makes it mechanical. A squad member's place in the story is not guaranteed by a screenplay; sometimes it depends on whether you remember to put them behind something sturdier than a decorative crate.

Each Operator normally works with three Action Points, and the clarity of that basic economy is one of the game's strengths. Moving, attacking, preparing Overwatch, or using a special ability is never quite as simple as clicking the largest icon. Half-cover offers reassurance until an enemy moves around it. Elevation changes an engagement. A good flanking position might be worth more than one extra shot, while moving too far can leave a perfectly competent soldier stranded in the sort of place military instructors use in cautionary presentations. Zero Company rewards preparation, but it also understands the pleasures of improvisation. An ambitious plan can collapse in seconds, and recovering from it often produces a better story than executing it flawlessly.

The small miracles of a working squad

What separates the combat from a competent imitation of XCOM is how naturally the Operators begin to work together. Successful attacks generate Advantage, a shared resource that supports powerful team abilities without simply duplicating the ordinary Action Point system. That means a routine shot can become the beginning of something larger: an ally moves a target, another Operator exploits the opening, and a final attack finishes the job before the enemy gets a chance to object. The best turns feel less like operating four separate characters and more like conducting a slightly irresponsible orchestra. The instruments happen to include blaster rifles, Force abilities, and the occasional astromech that appears to have been built specifically to embarrass the rest of the army.

I particularly like the way the game treats its Jedi. A lightsaber is exciting, and it should be, but a Jedi is not an automatic solution to every problem. Tel-Rea can reshape a battlefield, yet her value becomes greater when those Force moves create opportunities for everyone else. Likewise, a clone trooper's firepower, a support Operator's utility, and a custom recruit's carefully chosen Specialisation all matter because no single member can comfortably do every job.

This is Star Wars remembering something that Republic Commando and the older LucasArts tradition understood: a galaxy becomes more convincing when its heroes have professions, limitations, and colleagues, rather than merely impressive entrance music.

There are a few rough edges. When multiple abilities, cover states and reactions overlap, the interface can become busier than the underlying decision really deserves. Some of the strongest combinations are so rewarding that they tempt you to return to comfortable routines rather than experiment. But these are complaints about the friction around an unusually enjoyable tactical core. Most missions leave room to find a different solution, and a good decision has a satisfying physical result: a target displaced, a defensive line opened, a vulnerable squadmate rescued. You can see the plan working. Better still, you can usually see exactly why it failed.

The Den is where the war follows you home

Between deployments, Zero Company retreats to the Den, a battered base aboard a ship at the Ring of Kafrene. This is where you recruit and customise Operators, manage equipment, handle injuries, and decide which opportunities deserve the squad's attention. On paper, it sounds like the familiar management half of a tactics game. In practice, it is where the combat begins to acquire memory. People who repeatedly fight together develop Bonds that can improve the way they support each other. Training and Specialisations give you room to build unexpected partnerships. A recruit who initially seems like a temporary answer to a missing role can gradually become central to the whole operation. Conversely, an injured favourite can leave a very noticeable hole in a carefully balanced squad. Your decisions on one mission have a habit of waiting for you when the next one begins.

The larger campaign runs on Cycles, so opportunities do not necessarily wait politely while you finish every available errand. Operations, tactical missions, resources and upgrades compete for attention. It gives the galaxy a valuable sense that events continue beyond the four people currently exchanging laser fire. It can also be frustrating. There are moments when the strategic clock adds tension, and others when it feels like being handed a particularly complicated appointment diary in the middle of a war. The Den itself sometimes asks you to spend more time in menus than the emotional weight of the next decision can justify. Zero Company is most absorbing when the base is a place to remember what happened on the battlefield; it is less compelling when it becomes a shopping trip with unusually high mortality rates.

One of the best design decisions is that building a squad is not confined to selecting whoever has the biggest damage number. Specialisations can complement each other in ways that make two ordinary Operators more useful than one glamorous hero. Bonds reward continuity without making experimentation entirely pointless. Injury and optional permadeath make the consequences of a disastrous turn linger beyond the victory screen.

Star Wars: Gaming's complete Star Wars Zero Company guide gathers the class breakdowns, squad builds, bonds, campaign progression and more advanced tactics in one place. But there is a good argument for spending your first hours making mistakes. The game is unusually good at turning a badly timed decision into a lesson you will remember.

A Star Wars story that doesn't need another Skywalker

The storytelling is strongest when it trusts the squad's own relationships. Hawks is a useful anchor because a former Republic officer can plausibly gather people whose experiences of the war have been very different. Trick's clone background, Tel-Rea's connection to the Jedi, and the other authored characters give the group enough texture to feel more like uneasy colleagues than four interchangeable equipment slots. The custom Operators add something equally important: they allow the player to supply a little of the imagination that Star Wars has always invited. You begin by choosing a species, a face and a role. A few missions later, the same recruit has earned a reputation in your head that no character editor could possibly have supplied.

That is not to say the script is consistently wonderful. Kundri Fathom and the Infinite Coil make an ominous enemy, but the central threat is occasionally more interesting as atmosphere than as drama. The conspiracy has the familiar problem of many modern Star Wars stories: it must sound important enough to threaten the galaxy even though the smaller, personal conflicts are often what we most want to follow. Some dialogue carries its exposition a little too proudly. But the cast helps compensate, and the tactical structure does something a cutscene cannot: it makes relationships useful without reducing them to a simple friendship meter. The moments that stay with me are not necessarily the dramatic revelations. They are the missions where somebody survived because another Operator had exactly one action left.

The presentation generally understands the assignment. Battlefields feel worn, industrial and convincingly inhabited, rather than like generic grids decorated with familiar logos. Clone armour, Separatist machines, cluttered installations and alien faces supply the visual shorthand of the era, while the combat animations make successful moves feel appropriately decisive. It is a nice companion to the argument in Generation Star Wars' feature about how Lucasfilm Games kept the franchise alive between films: Star Wars has always benefited when games let us visit the less glamorous working parts of its universe. Zero Company is full of those places. It makes the war feel enormous precisely by refusing to put us in command of the entire thing.

The cost of another turn

After dozens of hours, the game's strengths are clear. Combat offers enough information for a thoughtful plan and enough uncertainty to keep that plan interesting. The shared Advantage system and squad Bonds push you toward cooperation rather than simply building four individual killing machines. Customisation is deep enough to make different campaigns feel personal, while the strategic layer gives successes and mistakes some staying power. The weaknesses are real too. Menu-heavy stretches can slow the pace, a few campaign systems need more explanation than they receive, and the central villain never becomes as compelling as the squad trying to stop her.

Players who dislike turn-based tactics are unlikely to have a conversion experience just because the uniforms are from Star Wars. This is a game that asks you to enjoy thinking before shooting.

Yet that commitment is also what makes Zero Company such a pleasant surprise. Just as Star Wars: Galactic Racer found a personality beyond Star Wars: Episode I: Racer nostalgia, Bit Reactor has resisted the obvious temptation to make its game a parade of famous faces with a few tactical buttons attached. It has built a real strategy game and allowed Star Wars to grow around the rules.

Where a film shows a heroic charge, Zero Company asks who covered the retreat, who needed medical attention afterwards, and whether the people involved can trust one another on the next assignment. Those are questions that belong naturally to the Clone Wars, but a tactics game can make them feel like your responsibility.

There is a reason that missed shot at the beginning matters so much. A film can make a character's death tragic through music, dialogue and a beautifully timed close-up. Zero Company has another method. It allows you to train somebody, equip them, build relationships around them and watch them become indispensable. Then it places them behind half-cover, offers you a percentage that looks perfectly reasonable, and waits for you to make a decision.

Sometimes you win. Sometimes you learn.

Occasionally, you spend the next ten minutes explaining to yourself why the plan was sound even though the evidence suggests otherwise. That is a very Star Wars kind of heroism, only without the guarantee that the next scene will rescue you. The galaxy has plenty of legendary warriors. Zero Company reminds us that the people keeping it together were often the ones who never expected to become legends.

Score: 8.5/10

Buy Star Wars Zero Company at Amazon (affiliate link).

Are you playing Star Wars Zero Company? Let me know in the comments below.

Søren Ahrensborg Kamper has written about Star Wars games, their history and the communities around them since 2009. He is the editor of Star Wars: Gaming, where he covers new releases, game history and the strange decisions that become much more reasonable once somebody adds a hyperdrive.

Tuesday, 13 October 2026

LEGO Ideas Star Wars Marvel mash-up



At New York Comic Con (NYCC), the LEGO Group announced a first-of-its-kind LEGO Ideas challenge. For the first time ever, fans are invited to mash-up Star Wars and Marvel by reimagining characters, vehicles and scenes from the two universes in LEGO form.

What’s more, the LEGO Ideas platform means that once the build has been submitted and fans have voted on the design, the favourite submissions will then become immortalised as an official LEGO product.

Fede Begher, Senior Vice President and Head of Product Group at the LEGO Group, said: “This challenge is a milestone for LEGO Ideas and our fan community. For the first time ever, fans can build with both Marvel and Star Wars in a single LEGO Ideas challenge, unlocking entirely new possibilities for creativity and storytelling. We know our fans never stop imagining new ways to bring their favourite worlds together, and we’re excited to see the originality, passion and innovation they bring to this unique crossover.”

As a tribute to the landmark 50th anniversary of the Star Wars franchise in 2027, the Star Wars/Marvel: Hope Assembles comic series was unveiled this past summer. Launching in January, it’s the first-ever crossover between the Star Wars and Marvel Comics universes. The LEGO Ideas challenge celebrates that crossover and honours the 50th anniversary.

Open from today, fans simply need to visit ideas.lego.com, choose from three challenge themes of mashing up Star Wars and Marvel vehicles, characters or scenes, review all challenge rules and guidelines, and then get building with LEGO elements. Voting for the submissions begins December 15, 2026, with the Grand Prize Selections being announced next year.

Discover LEGO Star Wars on LEGO AU, CA, UK and US (affiliate links).

Will you be submitting an idea? Let me know in the comments below.

Monday, 12 October 2026

Return of the Atari 800XL



As an Atari-age kid, I always wanted an 800XL! It was the Porsche of 8-bit home computers, and Atari has a storied history with Lucasfilm, spawning Atari/Lucasfilm Games in 1982.

I’ve written about how Atari was my gateway into playing video games when I was gifted an older cousin's unwanted Video Computer System (VCS) on my 8th birthday in 1980.

After school, I avidly played Space Invaders, Frogger, Donkey Kong, Pitfall, Star Wars: The Empire Strikes Back, and many more with childhood friend Kevin Simpson.

My first family computer was a Sinclair ZX Spectrum 48K. However, the Atari XL line was alluring, with its sleek look and premium price tag. Atari and Retro Games Ltd are bringing the 800XL back as a full-sized modern recreation in 2027. This coincides with the 50th anniversary of the Atari VCS and Star Wars.

“The 800XL represents an important moment in Atari’s history, when home computers were becoming a gateway to gaming, programming and creativity,” said Matt Burnett, VP of Strategic Operations at Atari. “It gave an entire generation the opportunity to discover what they could do with a computer, while offering an incredible catalog of games and software. That combination is what makes the 800XL such an important part of Atari’s legacy, and working with Retro Games Ltd. and Plaion we are excited to bring back this modernized version.”

Beautiful beige box.

“The 800XL was one of those rare machines that really showed what an 8-bit home computer could be capable of,” said Stuart Chiplin, COO at Retro Games Ltd. “When recreating it, we wanted to capture not just how the original looked, but what made it such a compelling computer – the freedom it gave people to play, program and create. A lot of work has gone into making THE 800XL feel authentic while bringing the experience up to date for today’s players.”

THE 800XL is £199.99. Pre-orders are open now, with shipping in late April 2027. I hope to review THE 800XL as soon as possible.

Pre-order THE 800XL at Amazon (affiliate link).

Will you be adding THE 800XL to your retro collection? What are your favourite Atari 8-bit video games? Let me know in the comments below.