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New York Yankees announce George Costanza sleeping bobblehead giveaway
Esports

New York Yankees announce George Costanza sleeping bobblehead giveaway

by admin August 22, 2025


The New York Yankees are again honoring their “assistant to the traveling secretary” this season.

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The first 18,000 fans at the Yankees’ Thursday matchup against the Boston Red Sox received a bobblehead of George Costanza sleeping under his desk. It coincided with “Seinfeld Night” at Yankee Stadium. Fans made sure to arrive as early as five hours before first pitch to snag the bobblehead.

The figurine depicts Costanza, played by Jason Alexander and one of the main characters of the hit show “Seinfeld,” sleeping on the job during the Season 8 episode “The Nap.” Above Costanza sleeping is one of his quotes from the episode: “I love a good nap. Sometimes it’s the only thing getting me out of bed in the morning.”

“I love a good nap. Sometimes it’s the only thing getting me out of bed in the morning.” – George Costanza

Join us at @yankeestadium on Thursday, August 21 for Seinfeld Night! 1st 18,000 guests will receive a George Costanza Bobblehead 🎟️👉https://t.co/9qKKKUfDRJ pic.twitter.com/68dJDkvLZN

— New York Yankees (@Yankees) June 26, 2025

In the 1997 episode, Costanza, played by Jason Alexander, decides to sleep under his desk in his office. He then recruits a handyman to expand the space under his desk for more headroom, a shelf for an alarm clock, a drawer for a blanket and a cup holder.

“This is better than my bed at home,” he says once it’s complete.

Costanza then tests it out and takes a nap. But then-Yankees owner George Steinbrenner — voiced by show co-creator Larry David — soon enters Constanza’s office looking for him. When he can’t find him, he waits inside. Eventually, Costanza phones Jerry Seinfeld and asks him to make a fake emergency call so Steinbrenner will leave the building.

The Yankees also released a bobblehead of Costanza during a game against the Red Sox last season. In that one, Costanza is in his batting stance while wearing a dress shirt and pants combination.

Crowds lined up four hours before first pitch during the Costanza giveaway last season.





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August 22, 2025 0 comments
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Killing Floor III -- Two shuffles forward, one shamble back
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Killing Floor III — Two shuffles forward, one shamble back

by admin August 22, 2025


There’s something to be said for teaming up with your friends, holding your ground against an ever-increasing horde of “Zeds”, and turning them into all sorts of chummed, chopped, exploded, and otherwise eviscerated gibs with buckets of blood to boot.  It’s been since November of 2016 since Killing Floor II launched.  The team at TripWire has a whole new futuristic look at a monster-infested dystopian future, but the longer I play it, the more I find myself asking about the road ahead.  Let’s get into what’s here at launch and what lies beyond.  

Killing Floor, as a series, is a survival class-based wave shooter. In the first game, a bioengineering company named Horzine Biotech was hired by the government with the sole purpose of creating an unstoppable super soldier.  The development is as problematic as it is unethical, so the Board of Directors for the company shuts down the project.  In a Green Goblin-esque move, the CEO of the company instead uses himself as a test subject, transforming into a grotesque creature called The Patriarch.  The British government immediately moved to destroy this Patriarch and his vile creations, but they were little match for them. 

In the second game, which takes place a month after the first game’s initial outbreak, London has been fully overrun, and now the infection is spreading across Europe.  Military forces have mobilized but offered little in the way of resistance against the ever-expanding hordes.  You’re tasked with joining a ragtag group to break into the various Horzine bases where more Zeds are being spawned with the sole purpose of finding the boss monsters that serve as the leadership caste of the Zeds and taking them out.  This second game expanded on the storyline for the series, giving us a peek into the Zeds, their leadership structure and more, granting more backstory for the creatures than being shambalic hordes of teeth and death.  

Bafflingly, the story of Killing Floor III is…well, there isn’t much of one.  There is a central hub, we’re fighting the same horde from the same corporation, the year is 2091, and this time we’re part of a rebel group called Nightfall with the same objective as the group from the second game – destroy the Zed army.  The narrative takes a back seat to relentless horde-based gameplay where humanity has already lost.  You’ll recognize familiar places from the first two games, though the maps have been rebuilt with more verticality and variety, and you’ll feel the loss of that expanded storyline.  

The first thing you’ll notice is that Killing Floor III is a brutally gorgeous game.  The Zeds explode in a hail of gore, teeth, blood, and worse.  Acid and bile splash the camera, blood paints the walls and floors, and every map looks futuristic and dystopian.  One map is a forest complete with fog and enough dark corners to keep you on your toes.  The maps are all very vertical, varied, and extraordinarily well laid out to my eyes.  If I graded this game on graphics alone, it walks away with a perfect score.  The content may be stomach churning, but it’s a feast for the eyes.  That said, there seems to be a persistent issue where connection issues causes the game to chug in a way that drops frames and makes motion blur look like a smear.  Patches are needed here. 

After finishing up a super quick tutorial you’ll gain access to the matchmaking system.  Heading to a central computer hub you’ll have your choice of a few locations, you’ll match up with your friends, get on a VTOL, and drop in.  Gameplay, at launch, is a single Survival mode – multiple waves where you are expected to wipe out a certain amount of enemies, then you’re given a bit of time to rearm, upgrade, and reload.  Ready to face the next horde, you take out increasingly more difficult enemies, patching up between waves.  The final wave is a boss fight, with peon Zeds acting as backup.  The second game introduced these boss fights at the end of the waves, and the third game wisely keeps that. That also means that the moment-to-moment gameplay is going to feel both familiar and the same, albeit with some major differences. 

I had to install and play the second game for a bit to confirm it, but Killing Floor 3 moves a bit faster than the second game, but there’s more to it than that.  Dashing, climbing, sliding, and sprinting all feel refined and faster than its predecessor, more akin to Call of Duty than Ready or Not.  

While Killing Floor has always been class based, the new classes each feel like they’ve been polished to perfection.  Each one of them feels widely different from the other, even though you can share weapons between them.  The special attacks and powers that you can use right out of the gate, as well as the improvements that evolve over time via the Perk system, make you feel like you’ve got a lot of evolutionary choices to make.  It’s how long that evolution takes that perhaps didn’t get as much polish.  Let’s get a touch deeper into it. 

At launch there are six classes, and in a team they all have very distinct and useful roles.  The Commando is your run and gun balanced class, perfect for newcomers to the series and folks just getting back into series.  They’re a sort of jack-of-all-trades.  The Ninja is on the opposite of the spectrum, operating as a fast melee combat focused fighter, using a grappling hook to zip around the battle space, electrified attacks, and ruthless health-leeching attacks when you’ve built them up enough.  The Sharpshooter is a traditional sniper, focused on precision.  They don’t seem all that useful, except when you remember that the boss fights go a lot faster and more smoothly if you can get some high-impact firepower into their exposed weak spots.  Cryo grenades buy space to land those shots, also helping the team displace in a pinch.  If cold isn’t your jam, my favorite class, the Firebug, is for you.  Every weapon is built around fire, doing area-of-effect damage as well as stacked flame damage.  The Engineer is your logistical support, able to open boxes that contain armor, turn on turrets in the environment, grant access to ziplines, lay mines to create choke points, and more.  The final class, the Medic, is about expanding the survivability of the team.  Able to provide area-of-effect healing, hitting players with more effective healing darts, and generally helping keep everyone alive.  Each class is fairly effective on their own, but when used as part of a team it instantly makes you feel like a cohesive badass crew.  It’s the skills that pay the bills, though.

Each class has a special Perk that is unique to them.  While you can spend the cash you earn from kills to buy weapons and equipment from other classes (e.g. everyone can buy the Phosphorus Shotgun that is normally in the Firebug arsenal, and everyone can deploy ammo cans or use engineering tools to turn on turrets), the Perks for each class take time to build up and are only usable by the specific class to which they’re assigned.  This completely overhauled system is the secret sauce of this sequel and clearly a place where TripWire spent a great deal of time.  Let’s go over a few, though this isn’t a comprehensive list by any stretch.  

The Commando class is likely where you’ll start your journey, so we’ll talk about their Perk first.  On a cooldown (though it’s a fairly short one), the Commando can deploy an automated Hellion drone that can fire explosive acid rounds into Zeds, almost assuredly and instantaneously killing whatever they hit.  You can spread the love by having it target multiple foes as you move around, or just keep it trained on a bigger foe to whittle them down.  Leveling up gives you access to new perks, including reducing that cooldown, increasing the acid splash damage, or raising the damage and amount of time the drone stays deployed, to name a few.  Other perks can cause grenades to bounce, increase blast radius, and more.  

As a second example, the Firebug has a special attack called Wildfire that busts a massive ring of fire around the player, burning everything around them.  Upgraded perks increases the duration and radius (Tar Fuel), adds an underslung grenade launcher for your rifle, reloads your flamethrower faster, or vastly increases the amount of damage and burn time of all fire effects. All of the classes have similar perks to unlock, and there will inevitably be a bunch of guides on what is best for the meta, but I’m sure you get the picture.

Beyond classes, weapons, and Perks, you also have “Zed Time”.  Zed Time is a gameplay mechanic where the game would slow time for all players, giving a bit of a reprieve where the team could thin the herd a bit.  Where this was triggered almost randomly by killing a specific Zed in the previous game, it’s a reward for precision in Killing Floor 3.  By popping the heads off of a certain amount of the horde, the game now triggers that slow motion for the crew in a predictable fashion – an improvement as it feels like something you earn instead of something you stumble into.  Better still, if you’ve got a Commando on your crew, and they’re within a 10 meter range, you get a tidy 15% multiplier for how fast Zed Time is earned, as well as extending it a touch.  It’s a great perk and a good reason to bring a Commando along for the fight.  

Let’s pause for a moment on tactics and talk about numbers. Killing Floor 3 has a solid variety of critters to crush into gore confetti – 13 types in all.  In a nod to games like Diablo, each wave will assign a randomized modifier to each of the creatures, giving them affixes such as a touch more health, an environmental effect like resisting fire or cold, or other similar modifiers.  Similarly, the foes you face also get an upgrade, with creatures like Bloats (the acid puking foe) being more puke-prone than previously, Sirens having a more devastating shriek attack, or the Scrakes coming equipped with Hellraiser-esque hook arms.  The variety plus the modifiers means you have to really pay attention to what foes you’re facing rather than just trying to chew them up as they shamble towards you – sometimes displacement is the better part of survival.

In addition to the variety of weapons, skills, and foes, there is now more variety of ways to gib the Zed horde.  Pipes can be shot to create flame choke points, fans can be activated to chum smaller Zed into bits as they attempt to walk past.  Shock traps, closing doors, raising and lowering platforms, and otherwise controlling the map makes each of the eight maps that are available at launch feel like tiny puzzles in and of themselves. Mastering them will help you conserve your resources and give you a fighting chance at survival.  

There are a total of 30 weapons in the game, and as I mentioned before you can mix and match them between classes.  I personally like using the Firebug’s weapons regardless of which class I’m using, but that’s personal choice.  You’ll find your favorites.  As you’d expect in a Counter-Strike round-based approach style, the first weapons suck, and the top tier ones cost a bundle of Dosh (the currency) but have a number of effects as well.  These feel balanced, but I have to say that the mods feel like a step in the grind direction.  

The mods feel like they fell straight out of a mobile game.  Finishing a map gives me, as an example, 10 gray matter, 10 electrical parts, 32 chemical weapons, 24 bio samples, 12 scrap metal, 10 biosteel, 4 ZedTech, and 2 ichor.  Unlocking the Electrical Ammo upgrade might cost you 24 of those electrical parts and 9 bio samples, giving you 5% more accuracy, 4% more damage, and 30 Shock Affliction, as an ammo mod, just as one example.  It just feels like a ton of resource types, and for such a “make the number go up” sort of upgrade.  I feel like this chase detracts from the fun of the core experience in a way that lacks creativity.  I hope that we see a “Weapons 2.0” overhaul for these mods in future patches.  

The last number is three – that’s the total bosses you’ll face in the 1.0 version of Killing Floor III – the Impaler, the Queen Crawler, and the Chimera.  I don’t want to spoil how to fight them, their weaknesses, or anything like that – they’re the puzzle you’ll need to solve to win the wave, so they’re yours to discover.  I’m just sad there’s not more of them.

We did run into some challenges with the game at launch.  We purposely waited a few patches for the majority of the bugs to subside, but we struggled to get three of us into a match when crossplay was involved.  Four attempts had us bouncing out randomly with a message about crossplay not being enabled despite all of us checking that setting.  It finally clicked and remained stable from there.  We did have a player get knocked down and fall into the floor in an unreachable state.  We also had an issue with a crash to desktop (though the rejoin worked flawlessly), and framerate dropping to around 30fps when synched up with a PS5 player when I was running on my 5090. It didn’t happen all the time, but when it did it stuck there till the map ended.  Patches have cleared up the vast majority of the launch bugs, but there are still a few more to crush.  

This brings me back to the point I said I’d come back to – I feel like I’m looking at where Killing Floor II launched in Early Access.  Yes, there is a fairly solid game here, and it’s a lot of fun with friends (up to six of them!) but it’s leaning forward into cosmetic microtransactions and a bit of a live service-like grind.  Battle passes (including a second season in the next four months) that includes a seventh class, another map, more weapons, and more are a part of that live service, as are what feels like a heavier emphasis on a long and repetitive grind in the core experience.  The second game launched in a similar state where it needed additional work, but thankfully we’re talking about a company that has demonstrated time and again a willingness to support a game for years after launch.  The core is here, it just needs time and attention to build on that in a way that matches where Killing Floor II eventually landed.  Right now we have a gorgeous game that just feels like it needs a bit more to bring back veterans and entice new players alike. 

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Good

Killing Floor III launches with a few bugs to hammer out, absolutely gorgeous and balanced maps, a completely revamped class system that is a blast to play, and enough gore to fill a swimming pool full of blood and teeth. It also feels like it’s a bit light on content.  The live service portions can all die in a fire – take it out and this game improves immediately.  Let’s hope TripWire hammers on this the way they did with the previous game – the core is here, just waiting to make it the tactical shooter it needs to be.  

Pros
  • Deliciously rendered gore aplenty
  • Monster variety and modifiers are a welcome improvement
  • Classes are excellent and improved over KF2
  • It’s just plain fun to play with friends
Cons
  • Live service systems belong in the trash
  • Feels light on some content
  • Story has just been dropped almost entirely
  • The grind is excessive and pervasive

This review is based on a retail PC and PS5 copies provided by the publisher.


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August 22, 2025 0 comments
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18 protesters arrested at Microsoft HQ
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18 protesters arrested at Microsoft HQ

by admin August 22, 2025


18 members of the pro-Palestinian group No Azure for Apartheid were arrested while protesting Microsoft’s business ties with Israel.

The arrests took place on August 20, 2025, during the second day of No Azure for Apartheid protests at Microsoft’s HQ in Redmond, Washington.

Microsoft workers, former workers, and pro-Palestinian community members re-established a “Liberation Zone” in Microsoft’s East Campus Plaza (referred to by the group as the Martyred Palestinian Children’s Plaza) after being dispersed by police on August 19, 2025.

According to an Instagram post by No Azure for Apartheid, published August 21, 2025, protestors had “set up tents, displayed art to honor Palestinian martyrs, and gave speeches about Microsoft’s complicity in the surveillance and genocide of Palestinians.”

The protest escalated around 12:15pm, however, with No Azure for Apartheid claiming Microsoft and Redmond Police retaliated against its “peaceful opposition of war crimes” with “the brutal mass arrest of 18 protestors, chemical weapons, and physical violence.”

“Current workers, former workers, and community members were hog-tied, violently dragged around, and pepper-sprayed in a repressive escalation,” the group claimed on Instagram.

“Microsoft and Redmond Police chose to dehumanize, brutalize, and criminalize people of conscience for opposing Microsoft’s actual war crimes.”

The statement continued: “Despite today’s brutal repression, let us be clear: no violence will successfully shut down escalation efforts against Microsoft’s complicity in war crimes.The Worker Intifada is an answer to Gaza’s call for action, and so The Worker Intifada will live on.”

In an X post on August 21, 2025, Redmond police confirmed the 18 arrests and claimed that after initially attempting to “trespass the protestors,” they “resisted and became aggressive.”

The police department went on to claim that “a few protestors had poured paint over the Microsoft sign and on the ground,” while “others had blocked a pedestrian bridge and were using stolen tables and chairs from vendors to form a barrier.”

The 18 arrests were allegedly for “multiple charges, including trespassing, malicious mischief, resisting arrest, and obstruction,” but Redmond police claim “no injuries were reported.”

“As we have made clear, Microsoft is committed to its human rights standards and contractual terms of service, including in the Middle East,” a Microsoft spokesperson said in a statement to Komo News.

“The company announced last week that it is pursuing a thorough and independent review of new allegations first reported earlier this month about the purported use of its Azure platform in Israel.”

No Azure for Apartheid is a “movement of Microsoft workers demanding that Microsoft end its direct and indirect complicity in Israeli apartheid and genocide.”

The group specifically demands Microsoft “cut ties with Israel,” calls for an “end to the genocide and forced starvation” in Palestine, pays “reparations to the Palestinians”, and ends “the discrimination against workers.”

Over 2,000 Microsoft workers have signed the No Azure for Apartheid petition, which demands the tech giant “cut all [its] ties with the Israeli Army,” and that the company conducts “a third-party independent audit of our contract, services and product to make sure they are not involved in any human right violation, be it in Gaza, or elsewhere.”

Earlier this month, Arkane Studios STJV union members voiced their support for the group and the petition in an open letter to Microsoft and the heads of its subsidiaries.

In May, Microsoft conducted an internal review following claims that its Azure and AI technologies were being used by the Israel Ministry of Defence (IMOD) “to target civilians or cause harm in the conflict in Gaza.”

At the time, Microsoft acknowledged it provides the IMOD with “software, professional services, Azure cloud and AI services,” but claimed its review found “no evidence to date” that these technologies “have been used to target or harm people” in the ongoing Gaza conflict.

In a recent statement, No Azure for Apartheid refuted Microsoft’s claims and explained that it is protesting at Microsoft HQ to “escalate against Microsoft’s active role in powering 22 months of genocide in Palestine.”

“For 22 months, Microsoft enabled, accelerated, and profited off the genocide while repeatedly silencing and retaliating against its workers who spoke up against its immoral and illegal genocide-profiteering business practices,” the statement reads.

“The amount of evidence has become insurmountable; the disruptions have become non-stop; and the worker pressure has reached a tipping point. Still, Microsoft and its executives refuse to listen to its workers’ demands and continue to hide behind desperate PR statements and sham investigations.”

It added: “It has become clear to us: Microsoft’s claims of being a moral company are a facade. They will not change their ways because it is the right thing to do; they will continue to exploit our labor to directly enable apartheid, power genocide through tech weapons in the form of Cloud and AI, and abet the starvation campaign in Gaza; in other words, they will only divest from the economy of occupation and genocide when not doing so hurts their bottom line.

“That’s why, today, we join the long tradition of workers who have taken material direct action in their workplaces to force an end to the ongoing cycle of genocide-profiteering in solidarity with Palestine.”





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August 22, 2025 0 comments
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Peacemaker doing thumbs up.
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Peacemaker Season 2 does the Justice League dirty with big DCEU retcon in Episode 1

by admin August 22, 2025



Peacemaker Season 2 kicks off with a recap that changes the events of Season 1 in a way that will upset Justice League fans.

Season 2 of Peacemaker just commenced with an action-packed episode that finds Christopher Smith traveling to another dimension, as part of what James Gunn claims isn’t a multiverse story.

We’ve seen Episodes 1-5, and wrote in our Peacemaker Season 2 review that it “tells a touching tale which lacks the potentially world-ending stakes of its predecessor, but makes up for that with an emotionally charged story that acts as the DCU’s answer to Sliding Doors.”

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But the new series also makes change to past events that does the DCEU dirty. SPOILERS ahead…

Justice League replaced by Justice Gang in Peacemaker Season 2

Warner Bros.

There’s a great gag at the end of Peacemaker Season 1, when the climactic battle is over, and Christopher Smith is carrying the injured Emilia Harcourt to safety.

The Justice League appear in front of him: Superman, The Flash, Aquaman, and Wonder Woman. “You’re late, ya f**king d*ck-heads” exclaims Smith, before telling Arthur Curry to “go f*ck another fish.”

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Peacemaker showrunner James Gunn is now the co-chief of DC Studios, and has officially ended the DCEU, and replaced it with his own DCU.

He also introduced the Justice Gang in Superman, while Hawkgirl and Green Lantern cameo in Episode 1 of Peacemaker Season 2.

So for the sake of consistency, during the Season 1 recap at the start of the new series, Gunn has replaced the Justice League with the Justice Gang in that scene.

Warner Bros.The Justice Gang cameo in Episode 1.

In a change to the dialogue, Leota Adebayo says, “The whole team is injured, so I was thinking like, maybe you could call in the Justice Gang.” While Smith also says that he once puked over Green Lantern, and Guy Gardner liked it.

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Then, instead of meeting the Justice League while carrying Harcourt, he sees Mr. Terrific, Superman, Green Lantern, Hawkgirl, and Supergirl.

Smith again tells them they are late, to which Hawkgirl responds with “What a meat-head!” and Guy Gardner says, “Screw that guy – you know he tells people I’m a puke-freak!”

Hawkgirl laughs at his statement, and with that history is changed, and the DCEU version of the Justice League no longer exists in the DCU.

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Peacemaker Season 2 is airing on HBO Max in the US and Sky Max in the UK, while there’s a sneaky way to watch it for free.

For more comic book action, here’s Dexerto’s ranking of the best superhero movies ever, plus our picks for the best superhero shows of all time. You can also check out our list of every upcoming DCU project.



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August 22, 2025 0 comments
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Double play in Brewers-Cubs delivers free food to Colin Rea's hometown bar
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Double play in Brewers-Cubs delivers free food to Colin Rea’s hometown bar

by admin August 22, 2025


Sometimes a two-set Venn diagram collapses into one circle — like Wednesday, when Chicago Cubs fans in Iowa and free mozzarella sticks completely overlapped during the game against the Milwaukee Brewers.

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The complimentary cheese treat came courtesy of Marquee Sports Network announcers Jon “Boog” Sciambi and Jim DeShaies, who promised everyone at a bar free cheese sticks if the Cubs executed a 6-4-3 double play in the fifth inning of Wednesday’s Brewers-Cubs game.

The deal was set up as Milwaukee catcher William Contreras stepped to the plate with two men on and one out.

“I mentioned somewhat flippantly yesterday that I feel like, at least once a game, William Contreras hits a ground ball to shortstop,” Deshaies said. “This would be an ideal time for that to happen.”

“If he hits a ground ball to short to start the 6-4-3 … will you buy mozzie sticks for everybody at The Corner Taproom?” Sciambi asked, to which Deshaies replied, “Absolutely.”

Contreras obliged, bouncing to shortstop Dansby Swanson, who fed Nico Hoerner at second and on to first for a double play.

“MOZZARELLA STICKS FOR EVERYBODY!” 🤣

Cubs broadcasters Boog Sciambi and Jim Deshaies said they would buy mozzarella sticks for an entire bar in Iowa if the Cubs turned a 6-4-3 double play. That is exactly what happened. 😭 pic.twitter.com/0OoimbpGNo

— MLB (@MLB) August 21, 2025

The wager wasn’t just a bit for the broadcast. According to The Corner Taproom general manager Zach Nothdorf, the mozzarella sticks were delivered to patrons by the top of the seventh inning.

“I don’t think anybody really believed it. At least until [Marquee Sports Network analyst] Elise Menaker called,” Nothdorf told ESPN. “Even I didn’t really believe it until I talked to her and then I got off the phone and I went and told everybody the news and everybody just kind of erupted. They were all pretty pumped.”

The Corner Taproom was chosen for its location in Cascade, Iowa — the hometown of Cubs pitcher Colin Rea, who induced the grounder. The state is also home to the Iowa Cubs, the Triple-A affiliate of the Chicago Cubs.

The Corner Taproom lists “cheese stix” on its menu, a shared item with the adjoining restaurant, Happy Joe’s. Corner Taproom

Nothdorf had already been running a Rea special: When he records two strikeouts in a start, patrons get a free drink. He estimated about 50 to 60 fans were also served free fried cheese treats.

“Colin [Rea] deserves the recognition for everything too. So it’s just really cool for the community and him and everybody involved,” Nothdorf said.

While still reveling in the Cubs 4-3 Wednesday win, the venue is already planning for the next time the Iowa native is on the mound.

“For [Rea’s] next start, I might have to bring in some extra staff.”





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August 22, 2025 0 comments
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Critical Role unveils the cast, system, world, and gameplay structure for campaign 4
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Critical Role unveils the cast, system, world, and gameplay structure for campaign 4

by admin August 22, 2025


For the many people anticipating the next Critical Role campaign they have revealed a lot of info on the upcoming Campaign 4:

Critical Role, a leader in storytelling and world-building, today officially announced the main cast for its highly anticipated fourth campaign, confirmed the game system, and introduced a new-to-Critical Role West Marches–style structure across rotating tables, exploring a new world outside of Exandria.View the full video announcement HEREHelmed by award-winning creator, Game Master, and storyteller Brennan Lee Mulligan, Campaign 4 will be played using Dungeons & Dragons (2024 rules), as well as some homebrew from Darrington Press’s own Jeremy Crawford and Chris Perkins, and features Critical Role founders Laura Bailey, Taliesin Jaffe, Ashley Johnson, Matthew Mercer, Liam O’Brien, Marisha Ray, Sam Riegel, and Travis Willingham alongside Luis Carazo, Robbie Daymond, Aabria Iyengar, Whitney Moore, and Alex Ward. This cast will traverse the new world of Aramán in a West Marches-style approach to gameplay.

“When creating the worlds that we build and explore in all of our content at Critical Role, we have always held strong to the belief that we should use the system that best supports the story we want to tell,” said Marisha Ray, Creative Director, co-founder, and cast member of Critical Role. “We are certainly spoiled for choice when it comes to TTRPG systems that the cast knows and loves, so we are very excited to explore more of both Daggerheart and Dungeons and Dragons in our near (and hopefully distant) future.”

The first four episodes will act as an Overture, introducing and weaving all 13 cast members through intersecting scenes before the story splits into three smaller tables – the Soldiers, Schemers, and Seekers – for the rest of the campaign, with overarching themes and genres tying them altogether.

Campaign 4 will premiere with instant access on Beacon.tv as well as streamed to Critical Role’s YouTube and Twitch channels on October 2, with the VOD available for everyone the following Monday and podcast episodes available in two parts: the first one week after the premiere, and the second on the following Tuesday. Beacon members will also get exclusive access to all episodes of Critical Role Cooldown for Campaign 4, where the cameras keep rolling and you get a front row seat to the cast’s post-show reactions.

Go to Critical Role’s website or follow along on Instagram at @Critical_Role, TikTok at @CriticalRole, and Critical Role’s newsletter to stay up-to-date.


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August 22, 2025 0 comments
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Fortnite's hold on revenue and MAUs remains in July 2025 | Newzoo Charts
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Fortnite’s hold on revenue and MAUs remains in July 2025 | Newzoo Charts

by admin August 21, 2025


Fortnite was the biggest game of July, topping the PC and console games chart by both monthly active users (MAU) and revenue.

According to the latest data from Newzoo, the recently released EA Sports College Football 26 comes in second place, while Void Interactive’s shooter Ready or Not jumped over 100 places to secure the third spot after its console debut that same month.

Other big sellers were Bungie’s Destiny 2 — which leapt 23 places to sneak into the top 10 in July — Marvel Rivals, which similarly jumped 11 places, EA’s The Sims, CS:GO, Call of Duty: Black Ops 6, and EA Sports FC 25. The only other new release breaking the top 10 alongside EA Sports College Football 26 is Nintendo’s Donkey Kong Bananza, but that, of course, is only available on Nintendo Switch 2.

In terms of the top games by MAU, Black Ops 6 secures the silver after Fortnite, whilst Roblox takes the bronze. Little else has changed in the top 10 otherwise since last month.

Other highlights of July include Peak, which Newzoo says “continues its upward trajectory post-launch, underscoring the value of an accessible price point combined with consistent post-launch support,” and Cyberpunk 2077 and Red Dead Redemption 2. Whilst neither quite broke back into the top ten, they each benefited from major updates, racing back up the charts by 20 and 6 spots, respectively.

Here are the Top 20 games by revenue in the US, UK, Germany, France, Spain, and Italy for July 2025, across PC and consoles, according to Newzoo:

Rank
Last month rank
Title

1
1
Fortnite

2
NEW
EA Sports College Football 26

3
104
Ready or Not

4
6
Counter-Strike: Global Offensive

5
2
EA Sports FC 25

6
NEW
Donkey Kong Bananza

7
4
Call of Duty: Modern Warfare 2/3/Warzone/Black Ops 6

8
9
The Sims 4

9
20
Marvel Rivals

10
33
Destiny 2

And here are the Top 20 games by monthly active users across US, UK, Germany, France, Spain, and Italy for July 2025, across PC and consoles, according to Newzoo:

Rank
Last month rank
Title

1
1
Fortnite

2
2
Call of Duty: Modern Warfare 2/3/Warzone/Black Ops 6

3
4
Roblox

4
3
Minecraft

5
5
Grand Theft Auto 5

6
6
EA Sports FC 25

7
8
Rocket League

8
7
Tom Clancy’s Rainbow Six Siege

9
10
Counter-Strike: Global Offensive

10
9
NBA 2K25



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A photo of TikTok star Alysha Burney.
Esports

TikToker Malik Taylor dead at 28 years old

by admin August 21, 2025



TikTok creator Malik Taylor, best known online as The Unpopular Party, has died at the age of 28.

Taylor gained popularity on TikTok and YouTube with his comedic recaps and commentary. He left his teaching job in Memphis in 2023 to pursue content creation full-time, quickly building a strong following across platforms.

On TikTok, Taylor amassed more than 250,000 followers. His YouTube channel also grew to nearly 80,000 subscribers, where he continued to post long-form videos and community-driven content.

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Malik Taylor dies aged 28

The news was revealed by his business fraternity, Alpha Kappa Psi, in a post on Instagram.

“It is with heavy hearts that we share our beloved Brother, Malik Taylor, has gone to ‘Audit Eternal’,” they said. “To know him was to know he was a light to everyone—always bringing laughter, joy, and a warm smile that brightened every room he entered.

“Brother Taylor embodied the values of brotherhood, unity, and compassion. His ability to uplift others, share kindness, and spread joy will forever remain in our memories.”

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They continued: “Though your time with us was far too short, you were a good and faithful Brother, and the “Great Auditor” will reward you for your everlasting work. Our thoughts and prayers are with his family, friends, and all who loved him.

“Rest in peace, Malik Taylor, Zeta Phi Chapter Spring 2017. You will be deeply missed, but your spirit will continue to inspire us.”

His cause of death has yet to be confirmed by authorities.

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This comes just days after fellow TikToker, KingBeardX, whose real name is John Crawley, died at age 47.





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Four-time champ Palou is IndyCar's 'talent of the century'
Esports

Four-time champ Palou is IndyCar’s ‘talent of the century’

by admin August 21, 2025



Álex Palou clinched his fourth IndyCar championship last weekend on the series’ visit to Portland. Penske Entertainment: Chris Owens

There’s an agreement that takes place when lions are preparing to fight. The feral connection between predators comes into play. It’s the sizing up of an opponent’s arsenal; length of the fangs, sharpness of the claws, the hulking muscles to drive those weapons into flesh. A killer recognizes its kind.

And then there’s IndyCar’s new four-time champion Álex Palou. He confuses the daylights out of his rivals. They fit classic race car driver stereotypes: ice-cold hunters or ego-charged aggressors alike. They’ll rip through the field, and each other, to reach victory lane.

And then there’s Palou, all smiles and innocence and childlike curiosities. When the green flag waves, the passive character outside the car doesn’t reconcile with the tormenter-in-chief, the guy who seemingly delights in dismantling their sporting dreams.

It’s here where the 28-year-old Spaniard has become a maddening, unsolvable puzzle within IndyCar’s driver ranks. They don’t recognize themselves within him. There’s no feral connection. No snarls, no scowls. It’s unsettling. He presents like harmless prey, all while feasting on their ambitions. This isn’t a roaring lion defeating cubs and runts. It’s a lamb laying waste to IndyCar’s baddest beasts.

The Palou Code. It didn’t exist when he arrived in 2020 as an IndyCar rookie with underdogs Dale Coyne Racing, or as a sophomore with the move to reigning champions Chip Ganassi Racing in 2021. He was a question mark, an unproven oddity who finished 16th in the drivers’ standings on debut with Coyne. He was far from Ganassi’s first choice to pair with his defending champion, living legend and six-time title winner Scott Dixon.

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If IndyCar held a draft, Palou was its Tom Brady, a deep sixth-rounder with minimal fanfare and limited prospects to stand out behind the established superstar. Armed with his quarterback, Ganassi saw Palou as an inexpensive experiment to place alongside Dixon.

“We got to that first test session at Barber [Motorsports Park] and my god, he was just flying,” Jimmie Johnson, seven-time NASCAR Cup Series champion and Palou’s Ganassi IndyCar teammate in 2021-22, tells ESPN. “Then we come back to that first race (at Barber), and damn if he doesn’t win it. You know, it’s just incredible to watch how fast he was at the season opener. Just rocked.”

Two more wins would follow and eight total visits to the podium from 16 races — a 50% clip of top-three finishes — made Palou a first-time IndyCar champion for Ganassi as the team went back-to-back with Dixon and its newcomer. This was never in the script.

Palou’s path to the IndyCar crown made use of an old and proven formula: Pursue victory whenever possible, minimize risks at all times, avoid mistakes, and be sure to score plenty of points when the top step of the podium is beyond reach. Kill the competition with safe, front-running consistency. He was privately derided by some of the faster and flashier drivers who painted the shocking championship achievement as a fluke.

It wasn’t the most exciting approach; this was winning IndyCar’s season-long Super Bowl in the trenches, capturing first down after first down on short-yardage gains instead of throwing 80-yard bombs and raining down terror on the opposition. Palou’s outright speed didn’t scare IndyCar’s fiercest animals, but the championship-securing process, a calculated affair, worked in his favor.

He lost touch with the formula in 2022, when Ganassi refused to renegotiate Palou’s team-friendly contract. In a series where the best drivers earn millions a year, the new champ was unimpressed with the low-six-figure salary he’d accepted the year before. Ganassi shared in the disenchantment; a contract with a signature is a contract to honor, but the boss’s old-school sensibilities didn’t resonate with Palou, who announced he was leaving at the end of the season to drive for Arrow McLaren, the IndyCar team now owned by Formula 1 monolith McLaren Racing.

Ganassi sued Palou. Palou, with McLaren’s backing, sued Ganassi. Legal distractions knocked the reigning champion off his game as Team Penske’s Will Power secured the IndyCar crown. Palou and Ganassi eventually reconciled and reworked the contract — he’d get a raise, drive for the team in 2023, and was free to leave for McLaren in 2024 with the hope of reaching F1.

McLaren also signed Formula 2 champion Oscar Piastri during this period, and it became apparent Palou was no longer Plan A to partner with Lando Norris. F1 was off the table, and stepping down to an Arrow McLaren team he just torched was of no interest; he was staying with Ganassi after inking a new long-term deal.

An alleged signed contract between Palou and McLaren at some point in 2023, along with the receipt of an advance on his future salary, produced the inverse of the first legal dramas; McLaren sued Palou and Ganassi backed his defense. The matter is ongoing.

Having learned how to handle the stresses from the 2022 lawsuit, Palou was unflinching in his demonstrative run to the 2023 IndyCar championship. Together, as the court battles intensified, Ganassi, Palou, and the No. 10 Honda car dominated the series with five victories and 10 podiums from 17 races, clinching the title with one race left to run.

And still, as some quietly decreed, he’d become a two-time title winner by working the cautious points-first formula better than the rest. In football parlance, he was panned as an great game manager, one with two of IndyCar’s Super Bowls to his credit, but far from a generational talent.

The dismissive argument was only emboldened in 2024 as Palou fell well short of the five wins that propelled his second championship victory. A modest tally of two victories and six podiums were enough to make Palou a three-timer; the well-proven safety-first formula continued to wear out the rest of the field.

He wasn’t a hunter-killer. He wasn’t an ice-in-my-veins assassin. Álex Palou, the King of Best Average Finishes, a boring math problem to solve.

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That’s where something fresh was unveiled in 2025. A new wrinkle. Three championships in hand, and it was time to apply a new formula. Palou unleashed. Boredom be damned. The Palou Code.

It started with a win to open the year at St. Petersburg, continued at Thermal, dipped slightly with a second at Long Beach, returned to form with a win at Barber, then at the Indianapolis GP, and closed with the mother of all victories at the Indy 500. Five wins from the six opening races. Risks were taken. Relentless attacks were mounted. Banging wheels and leaving tire marks was embraced. Fangs and claws were bared.

The sixth win of the season arrived late in June at Road America. The seventh was snared mid-July on the whirling Iowa Speedway oval. The eighth win — from 14 races — was delivered at the end of the month in Monterey, and to open August, Palou charged to third in Portland to seal his fourth championship, all with Ganassi over a five-year span. Six seasons in IndyCar, four crowns, and more wins in a single year than many of his closest rivals have earned throughout their entire careers. Five pole positions as well, more than anybody in the series this season.

Fastest in qualifying. Fastest in the races. Eleven podiums from the 15 contests held so far. The definition of “Not like us.” And there’s two races left on the calendar, making it possible for a ninth and tenth victory to fall.

The Palou Code: Destroy, demoralize, and do it with a smile. IndyCar’s peaceful warrior, an ongoing mystery to his adrenaline-fueled challengers. In fact, they’re “Not like him.”

“Álex is odd because he’s so quick, but the man’s without malice,” says Dixon’s 2020 championship-winning race engineer Michael Cannon. “There’s no malice in that guy. That’s the weird thing. That’s what makes him a unicorn. He’s like, ‘Wow, I’m so lucky to win that race’ … after he s—s all over everybody.

“To have as many championships in as many years speaks volumes. End of story. The people that race in the series better get used to it, because he’s just gotten started. How do you stop perfection? We talk about generational talent. How about talent of the century? And we’re only a quarter of the way in.”



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Little Nightmares III introduces Collectible Diorama Merch along with Nintendo Preorders
Esports

Little Nightmares III introduces Collectible Diorama Merch along with Nintendo Preorders

by admin August 21, 2025


Celebrate the treacherous adventure of Low & Alone with the Little Nightmares III “The Ride Begins” collectible diorama. Inspired by the game’s newly unveiled Carnevale level, this detailed piece captures Low & Alone with stunning craftsmanship as they navigate a precarious roller coaster while fleeing from the menacing Puppets pursuing our two protagonists. The diorama showcases meticulous hand-painted artistry and comes alive with battery-operated LED string lighting, measuring almost 10 inches in height. This limited edition collectible is available exclusively through the Bandai Namco Store.

Commemorate the perilous journey Low & Alone must undertake with the Little Nightmares III “The Ride Begins” diorama. Based on the game’s recently revealed Carnevale level, the diorama features Low & Alone in exquisite detail atop a rickety roller coaster, trying to evade the disturbing Puppets trying to stop the two heroes. Featuring hand-painted detail, the diorama is illuminated by a battery-powered LED string lights and stands nearly 10 inches tall. Exclusively available on the Bandai Namco Store, pre-order the limited collectible “The Ride Begins” diorama here: https://store.bandainamcoent.com/little-nightmares-iii-the-ride-begins-diorama/Separately, preorders for Little Nightmares III for Nintendo Switch and Switch 2 also went live today. Featuring online co-op mode coming to the series for the first time, the long-awaited new chapter in the atmospheric adventure series introduces two new characters and takes players on a journey through the disturbing corners of The Spiral. Solve puzzles and take challenges head on to escape The Necropolis, The Candy Factory, The Carnevale and other yet to be discovered disturbing experiences. Little Nightmares III is coming this October 10 to PlayStation®5, PlayStation® 4, Xbox Series X|S and Xbox One, Nintendo Switch™ and Switch™ 2, and PC via Steam® and Xbox on PC. For preorder bonuses and for more information on the game, visit www.bandainamcoent.com/games/little-nightmares-3.

For more news on Little Nightmares III, stay tuned to GamingTrend!


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