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Tuesday, 11 August 2026

Pro Jank Footy review: Aussie rules has never been so funny

Pro Jank Footy review: Aussie rules has never been so funny

7.5

How much jank is too much jank? Pro Jank Footy doesn’t concern itself with accurately depicting the great game of Australian rules football. For the benefit of entertainment, it portrays what footy feels like, as both a player and a spectator. Perhaps it’s a strange thing to say about a game that can transform all players into seagulls. On the contrary, Aussie rules often looks like a flock fighting over a hot chip. Therefore, Pro Jank Footy is, in its own way, true to the source material.

Aussie rules is a notoriously difficult sport to translate into a video game. Played on a large field with 360-degree action and infamously ambiguous rules, it’s a bloody complex code.

Without the global appeal of soccer or basketball, there aren’t the mass resources to compete with the juggernauts of EA Sports FC and NBA 2K. Still, the cult-like following of footy games is dedicated; AFL Live 2004 on the PlayStation 2 is still regarded on footy forums with reverence.

Pro Jank Footy ruck contest
I think one team might have a height advantage… Screenshot: Chris Button.

So, Pro Jank Footy makes perfect sense. It’s an imperfect adaptation of an imperfect but fervently beloved sport. Conjuring nostalgia from its retro visuals and ‘bring back the biff’ gameplay, Pro Jank encapsulates Australiana sports culture (minus the deluge of gambling ads) and humour better than any game before it.

Putting the jank in footy

Pro Jank Footy isn’t a complex game at its core. Like the real sport, all you need to do is kick an egg-shaped ball through two big sticks and prevent the opposing team from doing the same. Simple. Kicking and handballing use the same button, with little else to commit to memory. Like I said, simple.

But, also like the real sport, Pro Jank Footy doesn’t make this objective easy. However, instead of navigating forward presses, spare men down back, and zone defences, you face dimension-altering portals, fake blue screens of death, and a muscle-bound football mascot who thirsts for violence.

Pro Jank Footy blue screen of death
Yes, that DVD logo is meant to be there. Screenshot: Chris Button.

After one team scores a goal, the opponent chooses one of three randomly presented power-ups. Some boost your performance, like increasing how long your sprint lasts, while others inhibit the other team, like removing their arms so they can’t mark the ball. You can also collect power-ups during play by picking up one of the many meat pies with legs that run onto the field.

Pro Jank Footy is extremely silly. It also leans heavily into the ‘jank’ in its name. Swapping between players on the field is unreliable, often changing automatically at inopportune moments or picking the wrong player. There’s no way to back out of team selection without exiting the game entirely, nor was it possible to manually select a stadium (which consists of a legally distinct version of the MCG, a random shopping centre car park, and the literal beach at Christies Beach). Other little details grate, too, like scoring a point when hitting the behind post, instead of awarding a free kick.

Pro Jank Footy Mr Footy graphic
Mr Footy will haunt my nightmares. Screenshot: Chris Button.

Most of these annoyances don’t account for much, though. It might not look it on the surface, but Pro Jank Footy is smart. If it can’t recreate the sport precisely, it may as well be damn funny.

Footy with friends

Pre-launch, online multiplayer was harder to sit through than a contest between Essendon and Richmond. Lag, latency, and non-stop free kicks prevented any sort of flow. One match crashed before completion, leaving its result forever in limbo. Steam’s Remote Play Together feature, which simulates a local multiplayer session over the internet, fared much better.

On the single-player side of things, Pro Jank’s season mode is fairly limited, loading you up with some power-ups to play against a series of automated opponents. Without human opponents to riff on, the chaos loses some of its spontaneity — this is a game best enjoyed with mates.

Pro Jank Footy dad's car
Dad’s car is quite the power-up. Screenshot: Chris Button.

On the couch, though, with a group of footy-loving friends, Pro Jank Footy soared higher than Tony Modra. Part of this stems from the sheer absurdity of the gameplay. Running down players in a beat-up sedan while your opponent drifts around as a shopping trolley is outrageously funny.

Pro Jank’s power-ups level the playing field better than any AFL equalisation policy could hope to achieve. No matter the margin, you’re only ever one meat pie away from resetting the scores to zero, tripling the value of goals, or jumping into a game of Pong to decide the outcome.

Pro Jank Footy power-up selection
Screenshot: Chris Button.

Both the utility and hilarity of each power-up feels like playing an elaborate sports-themed improv game of ‘yes, and’. Most abilities are helpful (or detrimental for opponents), but more importantly, every ability is wildly entertaining. It’s hard to care about winning and losing when you’re doubled over with laughter, which Pro Jank Footy has a knack for.

Broden Kelly’s (of Aunty Donna fame) full-throated performance as the game’s commentator compounds the silliness twofold. I haven’t heard such unhinged commentary since hearing complaints about alimony payments in a copy of Cricket 96 I got for free in a box of Weet-Bix.

Pro Jank Footy brick wall goals
Screenshot: Chris Button.

Jank by name and jank by nature, Pro Jank Footy succeeds as both a work of comedy and as a cultural reflection of Australia’s unique sport. Just as importantly, it makes me want to bounce that pill.

Pro Jank Footy was reviewed on PC with a code supplied by the publisher.

Pro Jank Footy
Able to capture Australia's zany sporting culture better than many straight-faced attempts before it, Pro Jank Footy is a riot.
Positives
Hilarious power-ups keep everyone in the contest up to the final siren
Broden Kelly's full-throated commentary is inspired
A cleverly comedic reflection of Australian sports culture
Negatives
Online multiplayer was unreliable pre-launch
Eponymous jank extends to menu navigation and some gameplay quirks
7.5

The post Pro Jank Footy review: Aussie rules has never been so funny appeared first on GadgetGuy.


Star Wars Zero Company preview: Galactic tactics with promise

Star Wars Zero Company preview: Galactic tactics with promise

It boggles me that there aren’t more strategy games set in the Star Wars universe. Naturally, people want to experience the thrills of piloting an X-Wing or swinging a lightsaber, but the franchise’s many warring factions seem ripe for armchair tacticians, as Empire at War proved in the mid-2000s. It’s a void Star Wars Zero Company could potentially fill, bringing some XCOM flavour to a galaxy far, far away.

Set during the Clone Wars, Zero Company sees you operating on the edges of the conflict as a rag-tag group of mercenaries drawn into taking down a cult-like group known as the Infinite Coil. After I played several hours of a preview build on PC, it feels distinctly XCOM in a lot of ways, which shouldn’t come as a surprise, given that Bit Reactor, the studio behind Zero Company, is led by ex-XCOM developers.

On the surface, this is classic turn-based tactical fare. Battlefields littered with cover points host opposing squads taking turns to beam each other in the head with lasers. It’s not a revolutionary concept, but it’s a well-executed one at first look.

Star Wars Zero Company droid shooting
Screenshot: Chris Button.

Star Wars Zero Company isn’t just XCOM with another franchise pasted on top. Gameplay-wise, it strikes a balance between the calculated risk-taking combat of XCOM and the freeform movement of Marvel’s Midnight Suns.

This combination results in a slick-looking tactics game with plenty of strategic depth, accompanied by the audiovisual aesthetic of a Star Wars film. Sometimes, though, the grander strategy elements lack the bite promised by the high-stakes setting.

Welcome to Zero Company

Setting a game parallel to an existing story is a tightrope act of balancing consequences within established boundaries. Star Wars fans already know how the Clone Wars ended, so how can you tell an impactful story that sits on the periphery? Zero Company’s solution is to give you authorship within a grander narrative.

While XCOM set the stage for an overarching plot about a world-ending alien threat, it let you fill in the blanks with blank slate characters. Half the appeal was naming squadmates after your friends and creating organic stories about their wartime heroics or tragic deaths. Characters didn’t have much of a life of their own; it was like playing make-believe with Barbie dolls, except the Barbie dolls were battle-hardened soldiers ready for war.

By comparison, Star Wars Zero Company meets you halfway, providing you with a mix of fully realised characters and fresh canvases waiting for your narrative paintbrush. Hawks, whose space boots you inhabit, leads Zero Company, a rag-tag group of mercenaries operating beyond the bounds of the Republic or Separatist factions. Although Hawks has a clearly defined role, you can transform them into whoever you want, with a wide range of customisation options, including gender and species.

Star Wars Zero Company combat zoomed out
Screenshot: Chris Button.

Along the way, Hawks recruits various pre-defined characters, replete with backstories and story quests to complete. Decisions you make, including who you take on missions and what you choose at pivotal story moments, impact your bonds, thereby increasing characters’ combat proficiency.

It doesn’t matter that these characters aren’t Jedi Masters. Their stories haven’t been finished yet, which is where you step in. In addition to the pre-existing characters, you can also recruit fully customisable characters to round out your crew.

They all congregate at the Den, your base of operations, where you upgrade abilities, acquire new combat items, and plan your next moves. It’s a nice change of pace from the stress of battle, and an opportunity to learn more about your teammates. But most of my time during the preview was spent with a weapon in hand.

Star Wars Zero Company holotable view
Screenshot: Chris Button.

It doesn’t matter who shot first

The best stories to come out of tactics games emerge naturally. You’ll always remember the one unit who held off enemy reinforcements while everyone else dropped like flies. You’ll mourn the loss of the teammate who survived right up until the final hurdle. These are the narrative beats that stay with you.

Star Wars Zero Company promises many of those moments on and off the battlefield. In combat, there’s enough variation between different types of soldiers and weapons to justify spending time with each character, which, in turn, unlocks upgrades to their abilities.

On your turn, it’s up to you who moves first. Each unit has three action points, spent on a combination of moving, attacking, or various battle-turning abilities. Because you can use these points and swap between units in any sequence, every encounter encourages creative solutions to dealing with thugs and droids.

Star Wars Zero Company snow combat
Screenshot: Chris Button.

Depending on who you bring on any given mission, different synergies present themselves along the way. Close combat specialists can punch an enemy out of cover and into other foes, causing them both damage. Then, a long-ranged unit can finish them off with some well-placed blaster fire. Just remember, a 90 per cent chance to hit is not a guarantee of success.

Every mission I played during the preview adhered to familiar formats, like escorting VIPs, sabotaging enemy structures, and clearing a map of foes. While the different mission types required a bit of flexibility in terms of approach, most of the variety came from the satisfying interplay between Zero Company’s diverse crew.

‘Assault’ units thrive on the frontlines, while ‘Medics’ patch up squadmates in strife, and ‘Heavies’ absorb plenty of hits. Who you take into battle is important, but the way you use them matters the most. I got a real kick out of wheeling an astromech droid into the arena. They can’t engage in combat directly, but can give teammates more action points, and can hold more combat items. Once you see an astromech exploding a crew of enemies with a grenade, you’ll never go back.

Only a Sith deals in absolutes

Permadeath, where killed characters are gone for good, is simultaneously a hallmark of the tactics genre and considered a deterrent for newcomers. Star Wars Zero Company offers permadeath as a toggleable option, but it’s best to leave it on for the truest experience.

Rather than the one-and-done approach of XCOM, Zero Company employs a three-strikes-and-you’re-out approach to permadeath. Once a character’s health hits zero, they acquire an injury. Another character can revive them to resume combat, but copping three injuries means they’re down for the count.

For Hawks, and any character tied to a mission’s objectives, dying is an instant game over. Beyond this, all other deaths are irreversible — unless you’re a save-scumming scoundrel. There’s always a lingering sense of tension that any miscue could wipe out a character you’ve grown attached to, especially as the injuries build up.

Star Wars Zero Company squad injury
Screenshot: Chris Button.

But the three-injury system adds a bit of leniency — perhaps too much — in an attempt to make the tactics genre less daunting for a mass audience. Further undercutting Zero Company’s permadeath is the medbay at the Den. Any injured characters can be prescribed bed rest or a bacta tank to reset their injury count to zero.

This limits the stress and depth of personnel management between battles. In combat, a wounded soldier is cause for alarm, forcing you to strategise accordingly, lest they end up on the memorial wall. As soon as the fighting stops, though, it doesn’t matter how banged-up they are; a trip to the medbay will see them right as rain as if nothing happened.

On the bright side, Zero Company’s approach to permadeath encourages more aggressive tactics. Risk-taking is essential to victory, with melee opponents able to flush you out of cover, while a literal factory line of battle droids can quickly overwhelm you if not taken care of quickly.

Star Wars Zero Company personnel selection
Screenshot: Chris Button.

I’ve seen enough of Star Wars Zero Company to know that I want to dive deeper into its tactical combat when it launches into hyperdrive on 27 August. Like XCOM, there’s plenty of room for organic storytelling. But it’s the scope for creative combat combinations that I’m most keen to explore.

Star Wars Zero Company was previewed on PC using a code provided by the publisher.

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Monday, 10 August 2026

I tried Alexa+ for the first time: It gave me fashion advice

I tried Alexa+ for the first time: It gave me fashion advice

Alexa+, Amazon’s major AI upgrade of its smart home assistant, has started rolling out to Australian users, and I recently had a firsthand look at the technology in action. It’s definitely smarter than the original Alexa, and even had some fashion tips for me.

Joining a growing list of LLM-powered smart assistants, Alexa+ can provide answers to your questions based on contextual information. To put it to the test, I stood in front of an Echo Show 11 display and asked if I was dressed appropriately for the occasion.

Alexa then used the device’s built-in camera to snap a photo to analyse my outfit. It correctly identified my maroon sweater, including the colour, labelling the look as “smart casual”. I asked how I could dress up a bit, to which the smart assistant suggested adding a blazer or structured jacket.

It’s a pretty niche example, but it made me keen to see how AI-based assistants could play a larger role beyond just managing your smart home.

The post I tried Alexa+ for the first time: It gave me fashion advice appeared first on GadgetGuy.


How much pricier will the new iPhone 18 range be?

How much pricier will the new iPhone 18 range be?

It’s not long now until Apple’s traditional iPhone launch window in September. Aside from all the talk of a heavily-rumoured foldable iPhone, the biggest talking point is how much the new iPhones will cost. Ongoing memory shortages and component price increases have driven technology prices up, with a new report taking a stab at just how much more an iPhone 18 Pro could cost to manufacture.

According to tech analyst firm TrendForce, the core components of Apple’s upcoming ‘Pro’ iPhone cost roughly 38 per cent more than those of last year’s iPhone 17 Pro. This is an estimate based on the expected bill of materials (BOM) cost of a 256GB iPhone 18 Pro, with memory the biggest cost driver.

A bill of materials refers to all of the parts that go into a device. For a phone, it includes the memory, display, processor, and every other component within the handset. Based on TrendForce’s estimates, where the processor and screen were once a phone’s costliest parts, memory is now well and truly the most expensive component.

But how much will this reported increased manufacturing cost impact retail prices? TrendForce suggests that Apple might absorb some of the costs by “sacrificing part of its gross margin to soften price increases for the iPhone 18 lineup”.

However, this move likely won’t shield customers from the checkout come new iPhone season. Outgoing Apple CEO Tim Cook previously claimed that “unfortunately, price increases are unavoidable”, citing an “unsustainable” supply chain situation.

Cook’s comments were backed up by an analysis published in The Wall Street Journal, which pointed to a potential US$200 price increase for the iPhone 18 Pro. For Australians, everything likely points to a starting price well above $2,000. We’ll know for certain once Apple confirms its new range in the coming weeks.

The post How much pricier will the new iPhone 18 range be? appeared first on GadgetGuy.


More Amazon same-day delivery windows launch in Australia

More Amazon same-day delivery windows launch in Australia

Amazon shoppers in a hurry can now choose from more sub-five-hour delivery windows across some Australian cities, adding to the online shopping giant’s existing same-day delivery options.

Available for Amazon Prime members in Melbourne and Sydney, there are now free overnight, afternoon same-day, and evening same-day delivery windows. With the new options, shoppers can buy something by 10 PM the night before and have it delivered by 8 AM the following morning. Similarly, deliveries can arrive by the afternoon or evening, with orders placed only hours prior.

Amazon’s new quick deliveries require placing an order worth more than $49. Plus, the same-day service applies to some, but not all, items. It relies on what’s available in the local distribution centres, with a million products eligible in Sydney, and more than half a million eligible in Melbourne.

As an alternative, regular Amazon shoppers can now also designate a specific day of the week for multiple deliveries to arrive at the same time.

The post More Amazon same-day delivery windows launch in Australia appeared first on GadgetGuy.


Win a Homture AI Magic Frame to bring your photos to life!

Win a Homture AI Magic Frame to bring your photos to life!

Want a novel way to revisit your treasured memories? Thanks to Homture, GadgetGuy has a Homture AI Magic Frame to give away!

Digital photo frames are a dime a dozen these days — nearly anything with a screen can show family pictures. But the Homture AI Magic Frame does things a bit differently.

Rather than just display a slideshow of photos, this frame can upscale, restore, and animate images using AI. Want a new perspective on old grainy black-and-white prints? Simply scan and upload them to Homture’s free cloud service, and the frame can then show them in sharp detail and in full colour.

Adding a new way to look back on memories, this digital photo frame with a twist can animate people and animals as if they were recorded on video.

How to win a Homture AI Magic Frame

Thanks to Homture, GadgetGuy is giving away one Homture AI Magic Frame valued at $299. Read on for how you can win this unique digital frame.

All you have to do is fill in the following entry form. The more entry methods you can complete, the better your chances of winning! If you can’t see the entry form widget, there’s a standalone page you can visit instead.

GadgetGuy & Homture AI Magic Frame giveaway

Entries are open now to Australian residents aged 18 and over until 04:00 PM AEST on 24 August, 2026. Click on the entry form for all the terms and conditions.

After entering the giveaway, share this page with whoever you’d like to see win a fancy, brand-new digital frame. Good luck!

The post Win a Homture AI Magic Frame to bring your photos to life! appeared first on GadgetGuy.


Sunday, 9 August 2026

Microsoft begins age verification checks for R-rated games in Australia

Microsoft begins age verification checks for R-rated games in Australia

Microsoft will soon require Australian users to pass age verification checks to access R18+ games across PC and Xbox.

The move is one of the first instances of Australia’s Age-Restricted Material Codes being applied to video games. Originally implemented on 9 March, following December’s underage social media ban, the new codes aim to prevent children from accessing age-inappropriate content.

Pornography sites were among the first to comply, preventing access unless users verified they were 18 or older. It prompted a sharp increase in VPN usage, as Australians attempted to sidestep the age verification requirements.

Microsoft began contacting Australian users over the weekend, including via Xbox accounts and email. As confirmed in an email seen by GadgetGuy, Microsoft’s age verification requirements start this month.

“Starting August 2026, to comply with Australia regulations, you may need to verify your age before purchasing or accessing apps and games rated 18+ on Microsoft Store and Xbox Store,” Microsoft’s email stated.

While access to games already owned by Australian users isn’t subject to age verification, Microsoft’s email says that without verification, “you may not be able to purchase or access content rated 18+” through either the Microsoft Store or Xbox Store.

Xbox age verification goes international

According to Microsoft’s frequently asked questions page, the verification requirements also apply to other countries, including Brazil, Singapore, and the UK. Users who wish to verify their age can use one of various methods, ranging from email-based verification, providing a government ID or credit card, to taking a selfie.

Microsoft lists Yoti and Verifymy as its “age assurance partners”. According to Microsoft, any data uploaded as part of the verification process is encrypted, not shared with the company, and deleted after verification.

Some local gamers have criticised the requirement online, labelling it as “extreme overreach”. Others mentioned that they were able to use their email addresses to quickly verify, without needing to supply any additional information.

However, Australians who verify their age aren’t guaranteed to have full access to all content within each game. Aussie gamers recently discovered that gambling in GTA Online‘s in-game casino is no longer available.

Following Microsoft’s move, It’s highly likely that the upcoming GTA 6 will require age verification when it launches in November. Australians who want to download existing R18+ Xbox games, like GTA 5, Call of Duty: Black Ops 7, and Cyberpunk 2077, will now need to confirm they’re an adult first.

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