Dead Island 2 Expansion Pass: Solid Extra Content, Not Essential Content

DLC Review · Purchased January 16, 2024 · $32.92 CAD via PSN

Key art for the Dead Island 2 Expansion Pass
Dead Island 2 Expansion Pass. Photo: PlayStation Store

The Setup

The expansion pass covers Dead Island 2’s story-focused post-launch DLC, HAUS and SoLA, each a self-contained side story with new areas rather than extensions of the main campaign itself.

The Review

Both expansions deliver more of what the base game (reviewed separately in this series) does well: weighty, gory melee combat and a strong sense of place, this time in more contained, bespoke environments than the open-world districts of the main game. HAUS in particular leans into a stranger, more surreal art-house setting than the base game ever attempts, which was a genuinely interesting swing even if the actual mission content within it was fairly short. Community and critical reception on both expansions has landed in similar territory: fine, enjoyable extra content, but nothing either expansion does feels essential to the core Dead Island 2 experience.

What I Liked

  • Distinct, well-realized bonus environments
  • Consistent combat quality with the base game
  • HAUS specifically takes an interesting stylistic swing

What I Didn’t

  • Neither expansion feels essential
  • Each runs shorter than the price might suggest on its own outside the bundle

The Verdict

Rating: 3/5

Only makes sense if you are already committed to playing through both expansions specifically. On their own, this is a modest value add rather than a must-buy, and it makes far more financial sense bundled into the Deluxe Edition than purchased separately after the fact.

Where to Buy

Dead Island 2 Deluxe Edition: Buying the Whole Meal Instead of Ordering Extras Later

Game Review · Purchased January 16, 2024 · $70.50 CAD via PSN

Key art for Dead Island 2
Dead Island 2. Photo: PlayStation Store

The Setup

Dead Island 2’s Deluxe Edition bundles the base game with its full expansion pass and a handful of cosmetic extras, essentially pre-purchasing both the story expansions I reviewed separately elsewhere in this series and the core game in a single transaction.

The Review

The base game earned its positive reception honestly: gory, physical melee combat with genuine weight behind every swing, and a strong, distinct sense of place across a zombie-infested, sun-bleached version of Los Angeles that manages to feel different from the series’ earlier tropical island settings despite the shared DNA. Character progression through the skill card system gave real room to build a personal combat style, whether that meant leaning into elemental weapon effects, crowd control, or straightforward melee damage.

Buying the Deluxe bundle upfront, rather than the base game alone with the intention of grabbing the expansion pass later, turned out to be the financially smarter move: bundled together, the combined price undercuts what buying both pieces separately at full price down the line would have cost, a fairly rare case of a “deluxe” tier actually representing straightforward savings rather than just cosmetic upselling.

The expansions themselves (covered in more depth in their own post in this series) landed as solid, if not essential, extra content, which does put a small dent in the overall value proposition of the bundle, but the core game alone was strong enough to make this purchase worthwhile even setting the expansions aside entirely.

What I Liked

  • Genuinely satisfying, weighty melee combat
  • Distinct, well-realized setting
  • Bundled pricing meaningfully undercuts buying the pieces separately later
  • Flexible skill card system supports different playstyles

What I Didn’t

  • Included expansions are decent rather than essential, slightly softening the bundle’s overall value
  • Open-world structure occasionally repeats itself across the map’s different districts

The Verdict

Rating: 4/5

Buying the Deluxe bundle upfront was the smarter financial call versus buying the base game and expansion pass separately later at full price, and the core game’s combat and setting hold up well enough on their own to justify the purchase regardless.

Where to Buy

The Unglamorous MVP: Living With an 18TB Hard Drive

Hardware Review · Purchased January 12, 2024 · $375.19 CAD via Amazon

Western Digital Red Pro 18TB internal hard drive
The WD Red Pro 18TB. Photo via Best Buy Canada.

There is no cool way to open a post about a hard drive, so I am not going to try. This is the least exciting purchase in my entire 2024 spreadsheet, and it might also be the most quietly important one.

The Background

By the start of 2024, my storage situation had become a genuine problem. Between a PS5 library that keeps creeping toward the 100GB-per-title mark, a PC full of capture footage for content work, and years of accumulated screenshots, saves, and half-finished projects, I had run out of places to put things. I was doing the thing everyone does before they finally buy more storage: uninstalling one game to install another, then reinstalling the first one a week later, over and over, wasting hours on downloads I had already paid the bandwidth cost for once.

The fix was a Western Digital 18TB internal drive, picked up from Amazon in mid-January and dropped into an external enclosure I already had on hand. I did not go for anything exotic here. WD’s higher-capacity drives (the Red Pro NAS line and the Gold enterprise line both top out in this range) are built for exactly this kind of “just needs to work for years” duty, running at 7200 RPM with conventional (CMR, not the cheaper shingled SMR) recording, which matters if you care about consistent write speeds rather than just raw capacity.

Living With It

Eighteen terabytes sounds abstract until you actually fill part of it, and then it very quickly stops feeling abstract. I moved my entire back catalogue of finished games onto it, archived a full year of video project files, and still have the majority of the drive free. For the first time in years, I am not making triage decisions about what gets to stay installed.

Performance-wise, there is genuinely nothing to report, which is the highest compliment I can pay a hard drive. No clicking, no dropped connections, no thermal throttling once it warmed up in the enclosure. It just sits there, spinning, doing the one job I bought it to do. I do keep it plugged into a powered enclosure rather than running off bus power, which I would recommend to anyone considering a drive this size: capacity like this pulls more consistently than a laptop USB port wants to provide over the long haul.

The one thing worth knowing going in is that drives at this capacity are loud in the way spinning platters are loud, a low, steady hum plus the occasional seek click, especially compared to any SSD you might be used to. If your setup lives somewhere quiet, like a bedroom office, that is worth factoring in before you buy the same thing.

What I Liked

  • Effectively solved my storage problem for the foreseeable future
  • CMR recording means consistent write speeds, no slowdowns on large transfers
  • Reliable, boring, does exactly what it says
  • Strong cost-per-terabyte value compared to smaller drives or premium SSD storage at this capacity

What I Didn’t

  • Audibly louder than SSD-based storage, noticeable in a quiet room
  • Needs a proper powered enclosure to perform reliably at this size, which is an extra cost if you do not already own one
  • Eighteen terabytes is enough that you will eventually need a backup strategy for it too, which is its own project

The Value Verdict

Rating: 4/5

This is not a purchase that generates excitement, but it is one of the better dollar-for-dollar decisions in my entire 2024 spending. Cost per terabyte on WD’s larger drives consistently beats smaller capacities and beats SSD storage by a wide margin, and a year-plus in, mine has not given me a single reason to think about it. If your library has outgrown your storage the way mine had, this is exactly the unglamorous fix to make.

Where to Buy

The Dark Pictures: Switchback VR, A Horror Rail Shooter That Knows Exactly What It Is

Game Review · Purchased January 1, 2024 · $35.94 CAD via PSN

Key art for The Dark Pictures: Switchback VR
The Dark Pictures: Switchback VR. Photo: PlayStation Store

The Setup

Switchback VR is Supermassive Games’ on-rails horror shooter spin-off from their Dark Pictures Anthology, pulling characters, monsters, and settings from the existing narrative games into a faster, more arcade-focused format built specifically for VR.

The Review

This is not trying to be a deep narrative experience the way the mainline Dark Pictures games are, and it is better for embracing that instead of fighting it. The on-rails structure keeps the pacing tight, jump scares land with real physical presence in VR in a way they simply cannot on a flat screen, and the callbacks to existing Dark Pictures lore and characters give longtime fans of the anthology a genuine reason to care about scenes that would otherwise just be shooting galleries with a horror coat of paint.

For anyone who has played Man of Medan, House of Ashes, or the other anthology entries, spotting familiar faces and locations adds a layer of context that elevates what is, mechanically, a fairly simple format.

What I Liked

  • Genuinely effective horror atmosphere and jump scares in VR
  • Tight, arcade-style pacing
  • Meaningful fan service for existing Dark Pictures players
  • Solid replay value chasing different scoring and branching moments

What I Didn’t

  • Shallow compared to the mainline narrative games in the same series
  • On-rails structure limits player agency by design, which will not appeal to everyone

The Verdict

Rating: 3/5

Reasonable for what it sets out to be: a shorter, arcade-style horror experience rather than a full narrative adventure. Existing Dark Pictures fans will get the most value out of the callbacks and cameos here.

Where to Buy

A Fisherman’s Tale 2: A Short, Clever VR Puzzle That Knows Not to Overstay Its Welcome

Game Review · Purchased January 1, 2024 · $22.50 CAD via PSN

Key art for A Fisherman's Tale 2 on PSVR2
A Fisherman’s Tale 2. Photo: PlayStation Store

The Setup

A Fisherman’s Tale 2 continues the recursive, mirror-world puzzle concept the original built its whole identity around: you play as a puppet, controlling a smaller puppet version of yourself, inside worlds that fold in on their own scale in ways that would be genuinely disorienting outside of VR and feel like magic within it.

The Review

What made the first game work was never raw production values, it was the cleverness of individual puzzle moments, the specific instant where a scale trick clicks into place and you realize the solution was staring at you the whole time from a different size. The sequel leans into that same design philosophy rather than trying to reinvent it, delivering a tight sequence of puzzle rooms that build on each other without ever padding themselves out with filler content.

Playing this on PSVR2 specifically benefits from the headset’s improved tracking precision, since a lot of the puzzle interactions rely on fiddly, small-scale manipulation that a shakier tracking system would make frustrating rather than satisfying.

What I Liked

  • Clever, well-paced puzzle design
  • Short enough to never overstay its welcome
  • Strong use of VR’s unique perspective tricks
  • A natural next step for anyone who liked the original

What I Didn’t

  • Short runtime means it is a light purchase for anyone wanting a long session
  • Puzzle-VR is a narrow enough niche that non-fans of the genre should not expect it to convert them

The Verdict

Rating: 4/5

For the genre and the price, this is easy to recommend. It is not a long game, but puzzle-VR titles like this tend to deliver strong “aha” moments per dollar spent, and this one delivers plenty of them.

Where to Buy

Pistol Whip: Still the VR Game I Recommend First

Game Review · Purchased January 1, 2024 · $31.34 CAD via PSN

Key art for Pistol Whip on PSVR2
Pistol Whip. Photo: PlayStation Store

The Setup

Pistol Whip plays like a music video you step inside of: dodge, shoot, and move to the beat across a constantly expanding library of scenes and tracks, blending rhythm-game timing with on-rails shooting in a combination that sounds simple on paper and feels genuinely exhilarating in the headset.

The Review

By the time I picked this up on PSVR2 in January 2024, the game had years of live support behind it and a track library big enough that finding a scene and song combination that clicks with your taste is basically guaranteed. The PSVR2 version specifically benefits from the headset’s improved haptics and tracking, both of which matter a lot in a game where the entire appeal rests on precise, physical timing feeling satisfying in your hands.

This has been consistently rated among the best VR titles available on any platform, and playing it confirms exactly why: it is one of the few VR experiences that genuinely gets people who are skeptical of VR to understand the appeal in a single session.

What I Liked

  • Exhilarating rhythm-shooter gameplay loop
  • Huge, constantly growing track library
  • PSVR2’s haptics and tracking noticeably elevate the experience
  • A genuinely great “convince a skeptic” VR demo

What I Didn’t

  • Repetitive by design once the novelty of a specific track wears off
  • Physically demanding in a way seated VR games are not, worth knowing before a long session

The Verdict

Rating: 5/5

This is a must-own VR title, full stop, and the price reflects a mature, well-supported live game rather than a launch-day gamble. If you own a PSVR2 and do not have this yet, it should be near the top of the list.

Where to Buy

Accessory Review – Halo Infinite’ Xbox Elite Controller

The new controller visibly changes little about the previous Xbox Elite controller, with a few tweaks to the styling. Most of the body eschews the shiny, metal accents found on the original, going instead for a darker metal. Gone, too, are the green accents of the original. It’s a strictly monochrome affair for the Elite Series 2.

It does have a few new additions. Most notably, it adds Bluetooth connectivity, enabling the controller to work wirelessly with more computers and mobile devices, though the 3.5mm headphone jack won’t handle audio while connected via Bluetooth. It also has profile indicator lights and a USB Type-C connection. The controller comes in a carrying case and includes a wireless charging pad that sticks into the case and hangs onto the controller magnetically. The charging pad works both outside and inside the case, as there’s a small port to let a USB plug into the back of the case.

Shape-wise, the Elite Series 2 is similar to its predecessor (and the standard Xbox One controller), but the grips are different. The palm grips of the controller have a diamond-textured rubber material all the way around, an upgrade from the material that had previously only appeared on the bottom of the palm grips. The main body has a soft touch coating.

The Elite model, like its predecessor, adds a few extra buttons to the undercarriage of the controller in the form of four paddles. This gives everything but the pinky fingers something to do while playing games. It also has a profile switch button.

The Elite controller stands out thanks to its customization options. All of the buttons can be re-mapped, so if you don’t like jumping with A, you can jump with a bumper instead. The rear paddles, D-Pad, and thumbsticks are attached to the controller magnetically, and can all be removed with a simple pull. They come off almost too easily – I seem to have left the house this morning without noticing the left thumbstick had popped off.

The reason they all come off is so different ones can be swapped in. This has the added effect of allowing individual pieces of the controller to be replaced if broken, so one damaged thumbstick doesn’t necessitate an entirely new controller.

Though there’s no substitute for the paddles, both thumbsticks and the D-Pad can be reconfigured. Beyond the two standard, textured thumbsticks, which love to collect dead skin faster than almost any tech accessory I’ve used, there are two more “classic” thumbsticks without the textured rubber and groove to exfoliate and collect thumb skin.

There’s also a dome-topped thumbstick, and an extra tall thumbstick. Taking the thumbsticks off gives you access to a screw which can adjust the tension of the sticks to three different levels.

The main triggers have a slider that can shorten their travel, allowing a long-, mid-, and short-range travel for different game types and play styles. The paddles on the bottom actually can be swapped around, but the result is one paddle being hard to use and the other paddle depressing both buttons at the same time.

Unfortunately, Microsoft has left the ABXY buttons seemingly unchanged from the standard controller – in other words, kind of mushy. What’s worse, they have issues. I experienced some minor sticking when rapidly pressing the A or X buttons, and users online have made similar reports (with some even experiencing unresponsive buttons). The paddles are a handy addition, and the switches underneath them are poppy and responsive. But they don’t make up for troubled ABXY buttons, especially since some players may not assign those inputs to the paddles.

These issues are concerning on a product that costs three times as much as a standard Xbox controller.

Game Review – HotWheels Unleashed

Perhaps best described as a head-on collision between an itty-bitty Burnout and a tiny Trackmania Turbo, Hot Wheels Unleashed is an endearing arcade stunt racer that feels great and looks absolutely remarkable. With tracks creatively weaved through lavishly detailed, life-sized environments, and brimming with a catalogue of cars spilled straight out of the toy bucket, developer Milestone’s decision to double down on a brand of racing 64 times smaller than usual has been a consummate success.

Highly accessible yet full of advanced techniques, devilish shortcuts, and creative tools to master, Hot Wheels Unleashed is one of the best, most customizable, and most imaginative arcade racers I’ve played in at least a decade.

Hot Wheels Unleashed recreates the world’s most popular die-cast cars in their authentic scale, and in environments where they’re dwarfed by barn-sized basketballs and boom boxes as big as buildings. This makes Hot Wheels Unleashed more in line with pint-sized peers like 1998’s Hot Wheels Stunt Track Driver or 2007’s Hot Wheels Beat That! as opposed to style-less duds like Hot Wheels Turbo Racing or Hot Wheels World’s Best Driver, which simply super-sized the toys to race them like regular cars.

Staying tiny was a terrific choice, and not simply because the atmosphere is endlessly more charming at toy scale; the 1:1 recreations of Hot Wheels cars here are regularly nothing short of stunning.

Toy Meets World

The range leans towards more recent models – or, at least, recent versions of classic castings, like the iconic Twin Mill, and even a 50th anniversary version of the quirky Dodge Deora, one of the first 16 cars Hot Wheels ever made. There’s also a handful of real cars in the mix, which I think is great for variety and perfect for anyone who may not be huge fans of cars shaped like giant hamburgers. The small selection of film and TV cars are easily my favourites, though, and I don’t expect I’ll do much racing in anything but the Back to the Future DeLorean now that I’ve unlocked it.

Finishing the campaign has given me some ultra-rare original models, which are great picks by Milestone. I do still have quite a few cars to unlock, though, and doing so is slow going because cars are only purchasable à la carte from a selection of five random models which rotates every four hours of play – not real time. That simply feels like too long; the only thing I want my kids to do for four consecutive hours is sleep. The remaining option is winning or purchasing blind boxes (which, thankfully, can only be bought with in-game currency) to try and get something different. Of course, the last time I saved up a pile of these I opened four of the same car in the space of a few minutes, which was deeply unsatisfying.

That said, the car models themselves are simply gorgeous, and every one I’ve collected so far is an unflinchingly faithful recreation of the miniatures they represent, down to the tiniest details: the texture differences between plastic and lacquered metal parts; the subtle mould lines left from the assembly process; the broad range of paint finishes; the stamped text beneath the chassis carrying the model name and production year. I’m still finding myself just rotating them around, stopped in my tracks by how fantastic they look.

As impressive as they are out of their boxes, they look even better after some doorhandle-to-doorhandle action out on track. Here’s where they really start to resemble the toy cars strewn around my youngest son’s room: chipped, scratched, and play-worn by the demands of their seven-year-old automotive overlord. The most striking thing is that damage hasn’t been applied thoughtlessly or randomly; cars correctly lose paint on their vulnerable corners and raised edges, faint scratches appear on larger flat surfaces, black plastic is revealed under the silver coating, and printed tampos are partially rubbed away. Under the right light, child-sized fingerprints can be observed – especially on windscreens – and even their plastic tires become ringed with the kinds of gouges a pristine Hot Wheels car will pick up after an afternoon of pounding the pavement. Milestone’s success in making the cars look so credible is a huge part of what makes Hot Wheels Unleashed so joyful to play.

Milestone’s success in making the cars look so credible is a huge part of what makes Hot Wheels Unleashed so joyful to play.

This ridiculously good level of detail also extends to the environments themselves, from the scuffed and etched surfaces of the iconic soft plastic tracks to almost unnoticeable flourishes like air bubbles underneath hastily applied guardrail stickers. The backdrops are excellent, too – especially the vast cityscape buried in cloud that surrounds the construction site.

What especially sells it is the outstanding lighting, which regularly comes from multiple sources all around each map, whether that’s the neon of a jukebox, brash fluorescent tubes, or the glaring sun itself. The lighting seats the cars into the environments outstandingly well.

The level of granular detail seems to speak volumes about how deeply everything has been considered here, and it all combines to create an extremely believable miniature world. It’s sometimes a little hard to soak in at speed, but there’s a brilliant camera mode included to ogle it all up close. My only issue with the camera is that it seems tied to the track rather than the horizon, so anytime my car was racing upside-down or vertically, the camera axes become muddled and adjusting it to find the shot was a bit of a brain-breaking exercise.

Pedal to the Mattel

“Okay, Luke,” you’re probably saying. “It’s pretty and tugs at the heartstrings of the Hot Wheels faithful. But how does it play?” Fair! And you’ve probably been waiting for the other shoe to drop… but in a surprise twist, Hot Wheels Unleashed handles very well, actually. Its arcade-typical brake-to-drift racing is intuitive and easy to pick up, but there’s a lot of nuance hidden in its air controls. Once mastered – or, at least, moderately tamed – the air controls can be exploited to uncover sneaky shortcuts, sail over opponents, or salvage a misdirected jump. Boost builds nice and quickly, though the higher your car’s core stats are the less boost you’ll have at your disposal. This creates an interesting balancing act, as opting for a weaker car overall will give you more boost to compensate. Personally, I prefer to upgrade my cars as high as possible and work with fewer boosts, because I think I’m faster this way… I think.

There are four levels of AI, and the slowest seems very tolerant of mistakes and a good starting point for the young or the less experienced. Medium proved to be a surprising jump for the kids in my household – it’s far less forgiving and they often found it tough to catch the pack after even a single re-spawn – but it was much more satisfying for me. Hard and above really demands upgraded cars.

Hot Wheels Unleashed Screens (from Nintendo Direct, September 2021)

Tracks range from simple to highly technical, but track design is brilliant across the board. Constructed with curving and twisting stretches of Hot Wheels tracks but linked with segments of the environments themselves, one moment you’ll be powersliding across orange plastic and the next you’ll be whizzing across benches, air vents, shelves, and the floor itself, flanked by tiny cones. Particularly impressive is the use of every axis, with magnetic track making vertical climbs, drops, and even racing across the roof possible. It means that, while six maps doesn’t sound like a lot on paper, in practice the way Hot Wheels Unleashed utilizes the layers of each level – and every nook and cranny they contain – keeps it feeling fresh throughout the duration of its mostly kid-friendly campaign.

Some of the later time trials really force you to search for high-risk shortcuts.

Every event has a lower-end goal that it will reward you for achieving and allow you to continue, but there are tougher goals for completionists – and some of the later time trials really forced me to experiment and search for high-risk shortcuts. I can only speak anecdotally, but so far Hot Wheels Unleashed has done a good job at entertaining both kids under 10 and a 40-year-old car nerd, although I feel like a few more race types would’ve been nice. Pursuits in little cop cars, or eliminations, or just… something else. As it stands, there are just races and time trials, and the online options seem barren as a result. That said, my kids have taken to playing a makeshift brand of tag in splitscreen on the floors of the maps. Splitscreen is two-player – not four, sadly – but it runs very smoothly on Xbox Series X and has been an absolute hoot.

Even if you do get tired of the available tracks, Hot Wheels Unleashed features an extremely deep custom track editor to let you build and share your own. You’re not limited to just clicking together pre-set corners and lengths of track, either; tracks can be shortened, lengthened, tilted, twisted, curved, and buckled in any way you see fit, and elevated or dropped anywhere. It probably took me a full afternoon to come to grips with the tools, which are quite complex, but once I really learnt how to bend the editor to my will I was able to create Mt. Barf-O-Rama, a monster that wrapped itself around and through virtually every piece of furniture in my Hot Wheels-themed basement. I am expecting big things from the user created tracks.

Verdict

Fun, fast, and damn near photo-realistic at times, Hot Wheels Unleashed is a surprising and brilliant arcade racer. Carefully detailed, highly customizable, and buoyantly uncynical, this toy racer defies all expectations with remarkable attention to detail, excellent track design, and an accessible handling model that still rewards high skill. The racing may be tiny but make no mistake: this game is enormous fun.

Blockoff Review – BD-1 Droid from Star Wars: Fallen Order

BD-1 is yet another lovable droid from the Star Wars universe, this time from the amazing Star Wars: Jedi Fallen Order game.

I fell in love with this little guy when I played the game, and when I saw Vonado was offering him as a MOC, I had to jump on it.

The set comes in 8 numbered bags that have no purpose other than to sort.

He is a pretty small build, coming in at only 414 pieces.

The build is mostly straight forward and in 4 sections.

Legs

Torso

and Head

Unfortunately the assembly is a nightmare.

The parts provided for the joints have almost zero clutch. When I assembled him completely he falls entirely apart and there is no way he can support the weight of his head with the design provided.

What this meant was I had to Kragle every joint in place to make it solid and fused so it would hold the weight.

When fused together though, he looks incredible cute. Really capturing the look and feel of the video game character.

All in all a straight forward build, but very disappointing in the final assembly.

A 6/10 scoring so low due to the absolute need for either Lego brand parts, or a heck of a lot of glue.

A great purchase if you are a Fallen Order fan, and not for a builder who hates the use of glue.

Blockoff Review – Van Gogh Sunflower MOC

The Van Gogh Sunflower set was my third and final fine art collection set and it is one of my faves for both looks and build.

The set comes in at 1282 pieces and is significantly bigger than the previous Sunflower set.

As with all sets from Vonado, the instructions are included on a card with a QC code for the manual.

Also another staple of Vonado, though the bags are numbered, they have no discernible order when it comes to assembly. The set came in 9 numbered bags.

This is by far one of the most colourful sets I have ever assembled.

However there is a large difference in part colours from the instructions and sadly this adds to the build time as you can be part hunting for something that does not exist in the set.

There is a guide to the parts that are colour swapped, but it still does not help overall as it did not include all the substitutions.

Additionally, 1 minor gripe is the Vase, this was swapped from Red to Grey, which really loses the pop it should have had, the rest of the bricks on the vase still correspond with the red, so it is definitely out of place being grey, additionally even the green trim is not consistent. You can see here th Vonado Vase next to the Original MOC

The unusual part is that in the picture from the site, they corrected the vase issue by making all the surrounding bricks the same colour, yet in the actual set it is not that way. So there is even inconsistencies in their own take on the MOC which is disappointing. My pic on the left, Vonado on the right.

Another pitfall to watch out for is the vines and stems, the instructions are really weird here, they should have had you do all the vines and stems first, but instead put them in after the flower is set, making it nearly impossible to see where they go properly, and to place them without knocking parts off the flowers.

What I did was just keep skipping ahead and placed all the parts ahead of time. This saved a lot of frustration.

All in all this is a beautiful set, the colours really pop, even if they are not entirely correct (see the top left flower for the biggest difference)

Planning to hang this on the wall beside the original Van Gogh Sunflower picture.

A solid 8/10 and a must have for the fine are collectors out there. A very satisfying build, only marred by the issues with colour changes.