Laughing Hyena
  • Home
  • Hyena Games
  • Esports
  • NFT Gaming
  • Crypto Trends
  • Game Reviews
  • Game Updates
  • GameFi Guides
  • Shop
Category:

Game Reviews

Two guys doing devil horns.
Game Reviews

Everything We Saw At Today’s PlayStation State Of Play Showcase

by admin September 25, 2025


PlayStation and friends put together a thankfully brief State of Play presentation that streamed on the company’s Twitch and YouTube channels. Ahead of the show, we knew we’d be seeing more of Housemarque’s new Rahul Kohli-led action game Saros, but we didn’t know what would take up the other 30 minutes of the 35-minute showcase. If you didn’t get a chance to watch live, you can watch the VOD here, or scroll down to get all the highlights.

Saros

Saros kicked off the show with a new gameplay trailer showcasing its fast-paced, momentum-driven shooter mechanics. Kohli’s character has a ton of mobility options to jump and zip around the battlefield, shooting and stabbing a wide spread of vicious beasties. There’s some gesturing at the story here, but all I can really gather is that the main character is searching for a woman in this alien hellscape. The game is coming to PS5 on March 20, 2026.

Zero Parades for Dead Spies

Next up is Zero Parades, ZA/UM’s follow-up to Disco Elysium. The game was originally announced at Gamescom Opening Night Live, but was only confirmed for PC at the time. So now we know it’s coming to PS5.

Microsoft Flight Simulator 2024

First thing I had to do was make sure that there wasn’t a Microsoft Flight Simulator 2025 and that Microsoft wasn’t deliberately giving PlayStation an out-of-date version of its flight sim. That would have been funny in a petty kind of way. Microsoft Flight Simulator 2024 is coming to PS5 on December 8.

Battlefield 6

Battlefield 6 is just a couple of weeks away from its October 10 release date, so it makes sense Sony and EA would want to get the game in front of people in one more showcase. A lot of the leadup to launch has focused on the multiplayer, so it’s good that we got a quick glimpse of its dramatic campaign here.

Deus Ex Remastered

One of the first real surprises of the show was Deus Ex Remastered, a revamped version of the beloved RPG. The original Deus Ex is celebrating its 25th anniversary this year, and to celebrate, Eidos Montreal and Aspyr are sprucing up the game for modern platforms. The remaster is coming to PlayStation 5 on February 5.

Halloween

We also got a new look at the asymmetrical Dead by Daylight-like Halloween game, though it won’t be out by the holiday. The game is set to launch on PS5 on September 8, 2026.

Last Epoch

Next up we got confirmation that dungeon-crawling RPG Last Epoch is leaving PC exclusivity behind and coming to PS5. The game’s first expansion, Orobyss, will also launch the same day the game hits the console.

The Seven Deadly Sins: Origin

The Seven Deadly Sins: Origins is an upcoming open-world game based on the anime of the same name. It’s coming to PS5 on January 28.

Sonic Racing: Crossworlds

After leaking ahead of time, Sega announced the Mega Man DLC characters coming to Sonic Racing: Crossworlds. Mega Man and Proto Man will be added to the roster alongside a Dr. Wily’s Castle-themed track next year.

Nioh 3

Koei Tecmo grabbed the mic for two back-to-back announcements. First, the company showed off a new look at Nioh 3 and announced the action game will come to PS5 on February 6. This was followed by the announcement that a Dynasty Warriors 3 remaster is coming. Dynasty Warriors 3: Complete Edition Remastered will hit PS5 on March 19.

Code Vein II

Bandai Namco showed a new trailer for it’s upcoming action RPG Code Vein II, because who doesn’t want another soulslike in their backlog? The game will launch on PS5 on January 30.

Final Fantasy Tactics: The Ivalice Chronicles

Square Enix showed up to remind you that Final Fantasy Tactics: The Ivalice Chronicles is imminent. But who needs a new trailer when you can read Kotaku‘s review? The game is coming to PS4 and PS5 on September 30.

Let It Die: Inferno

Another fun surprise in the showcase was Let It Die: Inferno, a sequel to the cult classic action game from Grasshopper Manufacture. That’s refreshing given the only follow-up we got previously was a battle royale game back in 2022. Inferno is coming to PS5 on December 3.

Chronoscript: The Endless End

Next up is Chronoscript: The Endless End, a sidescrolling action platformer about a man that is trapped within the pages of books. The game will launch on PS5 next year.

Crimson Desert

Crimson Desert, one of the only games to make me crash out at a preview event, was given a new trailer that included a release date. The action game will come to PS5 on March 19.

Pulse speakers

If you’re in the market for new home theater speakers, Pulse is releasing PlayStation-branded ones that are compatible with your PS5, PC, Mac, and even your PlayStation Portal. They’ll be available in black or white next year.

PlayStation Plus

Next we got a brief check-in on the games coming to PlayStation Plus soon. In addition to those mentioned in the trailer above, they will also include The Last of Us Part II Remastered for The Last of Us Day, the annual celebration of Naughty Dog’s post-apocalyptic series, which lands on Friday of this week.

Gran Turismo 7

For the racing sim fans in the room, we got a new announcement for Gran Turismo 7. The racing game’s Spec III update is coming in December, and it will include two new tracks, eight vehicles, a data logging feature and “much more.”

God of War anniversary controller

Sony announced a limited edition DualSense controller to celebrate God of War‘s 20th anniversary. It is mostly white, but includes the red streak Kratos has on his face on the righthand side.

Wolverine

Wrapping up the show was the first officially sanctioned gameplay of Marvel’s Wolverine, the next superhero game from Insomniac, who also developed the acclaimed Spider-Man games on PS4 and PS5. The trailer is action packed, has some cameos from other X-Men characters like the transforming mutant Mystique and some of the mutant-hunting Sentinels, and looks pretty friggin’ dope. Spartacus actor Liam McIntyre will play the titular hero when Wolverine comes to PS5 in 2026.



Source link

September 25, 2025 0 comments
0 FacebookTwitterPinterestEmail
Hollow Knight: Silksong Review - An Unforgettable Climb
Game Reviews

Hollow Knight: Silksong Review – An Unforgettable Climb

by admin September 25, 2025



Hollow Knight is a venture into Hallownest’s depths, a methodical descent ever deeper into the quiet stillness of a long-dead kingdom in a desperate attempt to understand why this civilization fell, what possesses only some of its bug citizens to revert into unthinking and violent insects and not others, and what it is we’re even doing there. There are no concrete answers to be found or a set path to follow; there’s barely a discernible objective for almost the entire game. It is a story built around curiosity, only rewarding snippets of Hallownest’s fascinating history to those who venture for no other reason than wanting to do so. It’s one of my favorite games of all time, and its sequel, Hollow Knight: Silksong, is even better.

In some ways, you can tell that Silksong started out as an expansion to the first game. It plays largely the same, and long-time fans will fall into the familiar rhythm of pogoing off enemy heads and deadly saw blades with downward slashes, frantically healing during brief breaks in an intense boss fight, parrying an attack with a well-timed slash, and breathing a sigh of relief upon reaching the next bench and setting a new spawn point.

Hornet’s journey starts at the bottom of Pharloom.

It’s not all exactly the same: Hornet’s downward slash is initially her trademark diagonal dive (but you can change it later!), for example. But Silksong feels like more Hollow Knight. The rhythmic acrobatic nature of combat, rewarding feeling of success from defeating a tough-as-nails boss, and sense of wonder at discovering that there is, in fact, another area to explore are all here. Team Cherry created a superb gameplay loop in the first game, and that fantastic formula continues to shine in Silksong years later.

Silksong brings focus to this loop, however. While a lot of people (myself included) really liked how the first game encouraged you to enjoy being lost and finding wonder in the unexpected beauty of a haunted but colorful world, plenty of folks wanted more traditional structure, and Silksong provides that. Every main objective has a waypoint, hub areas advertise optional side quests on glimmering quest boards, and an in-game menu keeps track of every quest you have and where to go to start or continue it. In terms of navigation, it’s far easier to get to the end of Silksong than Hollow Knight. You always have a clear idea of the direction you need to be going, so the flow of progression is consistent from start to finish.

Pharloom is a tad more industrialized than Hallownest.

Hornet is far more nimble than the first game’s unnamed vessel as well. She can grab and pull herself up ledges and heal in midair, for instance. And while she gains the traversal abilities that the vessel did, like a double-jump and wall jump, she gets a whole lot more, like sprinting, a grappling hook, and gliding. The platforming challenges are subsequently not as unforgiving as those in Hollow Knight–Silksong makes running and jumping far more fun and fulfilling. Hornet has more moves that she can perform in midair to reorient herself and potentially save a bad jump, and there are more safe spaces and spots to heal between platforming gauntlets. It’s still not easy. But a mistimed button press is less likely to frustratingly set you back five minutes and cause you to contemplate throwing your Switch across the room. Breathe easy; Silksong doesn’t yet have anything on par with the Path of Pain. (And this is not me advocating for you to add one in an expansion, Team Cherry! I enjoy being happy.)

Much like mission structure and traversal mechanics, combat is better too. Because Hornet is faster and possesses far more options when it comes to dealing damage, enemies are subsequently stronger. Silksong’s combat tempo is quite fast once you get out of the starting areas, and only gets faster as you venture further. But the game does an excellent job of easing you into this challenge, introducing new enemy types piecemeal so that you’re not overwhelmed. There’s still an element of strategic back-and-forth, but there’s less waiting and hiding in Silksong. Hornet feels like a deadly hunter with her speed and power, and you’re incentivized to be precise in your aggression–she cannot take many hits, but you need to get in the fray and land some hits of your own to build up the necessary silk to unleash her hardest-hitting skills and heal.

Lace feels like a mirror of Hornet, making for one of the most enjoyable early-game fights.

Fights often feel like a series of dances (especially against the more humanoid bosses, as their fights emulate fencing-like duels), with the excellent musical score that accompanies each major battle providing a baseline for the speed at which you should be moving to keep up with what you’re fighting.

Nothing in Silksong feels unfair (so far at least–I haven’t yet completed all of Act III), though certain boss fights approach that feeling of frustration with how difficult their challenge is to overcome. The game is certainly more unforgiving than Hollow Knight when it comes to defeating a boss–rarely does a loss put you right back into the action to try again. Fewer benches and larger areas mean each respawn typically includes an eventful trek back to where you last died, with environmental hazards and minor enemies potentially chipping away at Hornet’s health long before you’ve returned to the boss arena. And the bosses themselves tend to hit a lot harder than the ones found in the first game, taking two chunks of Hornet’s health rather than only one.

I’m sure they’re fine.

But there are optional crests, charms, and tools that, if found and equipped, can alleviate that challenge. The fire-spewing Father of the Flame is far more approachable with the Magma Bell charm equipped for example, which halves the damage taken from fire attacks. And the cackling Sister Splinter is tricky if you just keep throwing yourself at her and her annoying summons, but the Reaper crest lets Hornet more easily pogo jump off of the flying summons, stunning them. This crest also nets you silk far more quickly so you can keep healing–throw in the Guarding Bell charm (which can reflect any attack while Hornet heals) and you have a surefire way of sending Sister Splinter’s hardest-hitting attacks right back at her, potentially stunning her for some easy hits.

Nothing in Silksong informs you that you should be actively searching for new crests, charms, and tools so that you can piece together different builds, unfortunately. This can make several bosses extremely irritating to take on, especially if you’re not a fan of letting your curiosity take you off the highlighted path and you’d prefer beating enemies with your favorite loadout.

Bellhome is one of my favorite areas in Pharloom.

The two most frustrating early game examples of this–Moorwing and the aforementioned Sister Splinter–have been adjusted with post-launch updates, so this qualm may be squashed. I can’t speak to what it’s like to face them now having beaten them long before that patch dropped.

The biggest improvement Silksong has over its predecessor is its hero. We first met Hornet in the original Hollow Knight. A warrior princess born of one queen, taught to fight by a second, and raised by a third, Hornet is one of the fiercest bosses you face on your journey, but also the only ally you have who clues you in that a great and terrifying secret lies at the furthest depths of Hallownest, a truth hidden away long ago by the king who failed to protect his people from a pandemic. With her help and guidance, you can prove a more worthy hero than the arrogant king who tried and failed to save himself, uncovering and facing the source of the infection that now grips Hallownest.

Like the vessel in the first game, Hornet can help out friendly bugs found throughout Silksong.

A huge part of Hollow Knight is the slow realization that Hornet should be Hallownest’s savior. She has the knowledge, battle prowess, and royal obligation of three queens behind her, the blood of a god flowing through her, and is presumably the last descendant of a once-great tribe of spider mages who could weave together powerful magic; her qualifications far outpace the unnamed and meager vessel that the player controls. But she can’t be the one who saves Hallownest because she’s a person with a mind, a will, and a voice. She was loved and raised, and thus cannot ever be a true hollow knight. The aspects that make her special make her a liability to the home that needs her.

Silksong gives Hornet an opportunity to use her upbringing in a place where it can have a more positive effect. Captured and taken to the kingdom of Pharloom, Hornet escapes from her keepers but unintentionally falls to the near bottom, and freedom is only possible if she deals with whoever captured her in the first place. So unlike the first game’s unnamed vessel, Hornet’s quest sees her climbing upward, not going downward.

Silksong may have no Path of Pain, but there are still plenty of platforming challenges.

It is a journey that the vessel could have potentially completed, but one that Hornet–a being with a mind, will, and voice–is far more qualified to do, as her independent thinking, leadership, and uncompromising morals inspire those around her to follow her and try to rise up too. In some cases, they literally follow her upwards through Pharloom, while in others it’s a more figurative ascent: reaching toward a better way of life, finding a purpose to climb out of despair, or rising above communal suffering to be a good person who selflessly helps, not selfishly takes advantage. Whereas Hallownest needed a solitary pariah to sacrifice itself so the kingdom could start over, Pharloom needs a warrior princess to salvage its most important pieces, the people, and bring them together into something better.

It’s a story aided by an understanding of Hornet’s history during the events of Hollow Knight, though still profoundly enjoyable on its own merits. Silksong’s reintroduction of the Weavers, a supposedly long-dead tribe of wizard spiders, delves into Hornet’s heritage, providing the warrior princess with greater incentive to explore Pharloom and giving the player a more personable protagonist to embody. So much of this part of Hornet’s story, her reclamation of her heritage and the ramifications it will have for her and Pharloom, is squirreled away in optional side quests, similar to the vessel’s connection to the Void in the first game. And thanks to Silksong’s more structured handling of quests, it’s far easier to notice and engage with this hidden side of the narrative and reach Act III. Again, I still haven’t finished this part of the game, but the writing and music and visuals of what I’ve experienced so far have transformed not only how I think about the first two acts of Silksong, but Hornet’s role across the series.

Hornet is fast and deadly, making her exceptionally capable at taking on multiple foes at once.

There’s so much to love about Hollow Knight: Silksong, especially if you were a fan of the first game. This sequel better focuses the narrative with guided exploration and eases the frustrations with the first game’s platforming by making the protagonist far more acrobatic. In many respects, that makes it a safe sequel, as much of the game is merely a more polished, approachable, and fulfilling take on what worked well before. But that first game is one of the best metroidvania titles out there, making this sequel equally essential. Hornet’s story is more than worth the wait.



Source link

September 25, 2025 0 comments
0 FacebookTwitterPinterestEmail
I played three missions of the Battlefield 6 campaign, and I wasn’t ready for how much Battlefield-y it is
Game Reviews

I played three missions of the Battlefield 6 campaign, and I wasn’t ready for how much Battlefield-y it is

by admin September 25, 2025


Battlefield 6 is one of the rare triple-A games whose developers were happy to let the public – some of them, at least – play the game well ahead of its release. This wasn’t as part of a beta/demo three weeks from launch; it was a conscious effort to get the community involved months in advance, and give the developers enough time to actually iterate and implement whatever feedback they felt would help make a better game.

Understandably, that experiment was strictly limited to the game’s multiplayer mode, which ends up making Battlefield 6’s campaign its most mysterious – and least seen – component. We’ve not been able to play the single-player mode, or really examine it in any way. Until now.

As part of a digital preview event, I got a chance to spend a few hours with Battlefield 6’s single-player. We had access to three full missions from the campaign, complete with cutscenes, a little bit of setup for the state of the world, and a brief introduction of the thrust of its events.

One of the first things that quickly became apparent was how much the structure of the Battlefield 6 campaign builds upon that of Battlefield 4’s. At almost every moment, you’re accompanied by at least one squad member. Most of the time, you have a full squad with you, which you can command to use smoke for cover, spot enemies, throw a grenade/use explosives, or simply engage the enemy.

These commands are easily accessible through a simplified commo rose (the wheel where you issue commands), and the game assigns each role to the class it would correspond to in multiplayer (Assault, Support etc.), which is a nice touch that definitely creates a sense of continuity with the bigger half of the game.

Image credit: Battlefield Studios, EA.

Much like it did in BF4, however, that squad play dynamic gets old pretty quickly. Even on Veteran difficulty (one below the highest), encounters were easily manageable if you take your time and pick your targets. My most used command was spotting, and occasionally smoke when crossing open areas.

These commands are useful, so I can see someone relying on them more often than I did. In the case of spotting, it’s downright broken, as it highlights every single enemy in the vicinity at the press of a button, which really robs some encounters from the stakes they could otherwise have if, for instance, you needed to find the sniper pinning down your squad. Even though my time with the campaign was limited, I intentionally stopped using spotting because of the advantage it offers.

It’s possible the main campaign has more traditional (read: linear) missions, like the sort that’s common in Call of Duty, where these elements wouldn’t be as present. Those elements shine, however, in the open missions that go the opposite direction. On such mission lets you loose in a large open space, and you get to pick which objective to tackle first, and how to approach them. These sandbox-y missions are starting to become more common in this space, but they belong in Battlefield more than any other game that uses them because of the series’ inbuilt focus on squad play.

Watch on YouTube

The narrative remains one of the campaign’s most intriguing aspects. Because the missions we got access to were picked from across the timeline, I couldn’t quite get a feel for how it’s going to flow, or the dynamics between its core characters.

The setup, key players and some of their actions, however, are incredibly believable. In this story, the world is on the brink of war as NATO begins to collapse; with some member states leaving the alliance to join forces with other nations and form an alliance of their own. This is not simply an East vs West affair, and it’s these complications that make things interesting.

I’m very intrigued to see whether the rest of the campaign will weave these events into the narrative or simply use it as a backdrop. Some of the dialogue leads me to believe it’s going to be more serious and relevant than you might expect.

Image credit: Battlefield Studios, EA.

The build we had access to was very clearly work-in-progress, but considering how close to launch we are, I’m a little concerned about how clunky and underbaked certain elements of it were. The moment-to-moment action remains sharp, but the way things flow into and out of scripted sequences is a little amateurish.

Cutscenes, for instance – even real-time ones – don’t show the weapon you’re using in gameplay. Regaining control after a cutscene ends takes a little too long, and there were multiple instances of enemies essentially waiting for the heroes to “activate” before they get on their marks. It made it look staged.

It’s unfair to compare this to the work of the – vastly more – experienced teams making Call of Duty campaigns year after year. Battlefield Studios simply doesn’t have institutional knowledge to be able to stand toe-to-toe with Modern Warfare or even Black Ops. Nevertheless, these sorts of production quality failings can make it harder to take its characters and world seriously.

What I played of the BF6 campaign has certainly been fun, if serviceable. There’s no Clean House moment – even if one mission clearly tries. Battlefield gameplay remains the draw, so if the narrative can hold its intrigue throughout and doesn’t fumble the bag, I can see this being a pretty good time.



Source link

September 25, 2025 0 comments
0 FacebookTwitterPinterestEmail
Four years later, PlayStation and Insomniac gives Marvel's Wolverine a 2026 release window, debuts trailer full of blood, brutality, and blades
Game Reviews

Four years later, PlayStation and Insomniac gives Marvel’s Wolverine a 2026 release window, debuts trailer full of blood, brutality, and blades

by admin September 24, 2025


Other than that brief teaser from 2021, any official word on Insomniac’s Wolverine has been slimmer than an adamantium claw blade. But today – finally! – at Sony’s State of Play livestream, the developer has kicked down the door, made that trademark ‘snikt’ sound, and shown us an uber-violent trailer and behind-the-scenes video chronicling the development of the game so far.

We’ve also got a release window: Fall 2026.

The trailer, and the behind-the-scenes footage, confirms that this will be a project that takes in a lot of Wolverine’s history: we’ve seen proof of life of important locations to him like Japan, Madripoor, and the American North, whilst key characters in his history like Omega Red and Mystique have thus far been confirmed. Will we see more X-Men – Jean Grey or Cyclops? – or maybe even some external team-ups (Colossus, Hulk, and Cable come to mind…)

Check out the videos below.

The gameplay trailer.Watch on YouTube

“Become a living weapon,” reads a blurb. “As he searches for answers about his past, Wolverine will do whatever it takes – unleashing brutal claw combat, violent rage, and relentless determination – to cut through the mystery of the man he used to be.”

Here’s some more info about how Insomniac is bringing Logan to life, per the PS Blog:

Bold, resilient, and volatile, Wolverine is a character that all of us at Insomniac are thrilled to explore in collaboration with our friends at Marvel Games and Sony Interactive Entertainment. Like our Marvel’s Spider-Man franchise, we’re once again combining our super powers to deliver an original take on a beloved character based on Marvel Comics.

Our Wolverine, AKA Logan, is played by actor Liam McIntyre who taps into the rage, pain, and nuances of this iconic character. In this story, he is on the hunt to uncover the secrets of a dark past that keeps eluding him. Unfortunately, in this world, he’ll have to dig his claws deep to pull any shred of information that may lead to answers. Often, that means shredding into a relentless onslaught of enemies who aim to stop him by any means necessary. Fueled by unflinching resilience (and a rapid healing factor), Wolverine won’t go down easy if it means keeping the mission on task.

Wolverine was first teased back in 2021, during a PlayStation Showcase. At this time, the studio stated the game was still “very early in development”. It also still had its Marvel’s Spider-Man sequel in the works at this point, with that project ultimately releasing in 2023.

The most we’ve seen from the game, to date, was actually back in 2023, when files were stolen from Insomniac Games by ransomware hackers. Following this attack, people began playing – and uploading footage – of an incomplete early development build of Wolverine, which was found within the stolen files. Safe to say, things are looking a bit more like a finalised game right now.

We’re going to see more of the game in Spring 2026, apparently. See you then, bub.

The making of.Watch on YouTube



Source link

September 24, 2025 0 comments
0 FacebookTwitterPinterestEmail
Vs Youtube Callofdutyblackops7worldpremieretrailergamescomopeningnightlive2025 2’27”
Game Reviews

Call Of Duty Still Has A ‘Shocking’ Amount Of Last Gen Players

by admin September 24, 2025


Call of Duty: Black Ops 7 is set to launch this November. And, surprisingly, a decade after the PS4 and Xbox One’s launch, BLOPS 7 is still arriving day one on the aging machines. According to the devs making the next entry in Activision’s blockbuster franchise, the old consoles don’t force them to hold anything back, and Call of Duty is still played by a “shocking” amount of people on those platforms.

In a new interview with Dexerto, Treyarch’s senior director of production Yale Miller and associate design director Lawrence Metten addressed fan concerns that developing Call of Duty: Black Ops 7 for the now 13-year-old PS4 and Xbox One was holding the game back and limiting what the studio could do on PC and current-gen hardware. According to them, that’s not the case at all.

“The way we’ve talked about it always is, you should never be thinking about old-gen for the features that you’re designing,”  Miller told the outlet.

Instead, the team builds the game for PS5, Xbox Series X/S, and PC, and then makes it work on the older machines. This sometimes leads to features not making it onto PS4 and Xbox One, a disappointing decision for last-gen players, but one that the studio is willing to make.

“[Theater mode in Black Ops 6 was] something that we knew we wanted to do,” said Metten. “We can’t support it on old-gen. That’s not a reason not to do the feature. We’re gonna bite the bullet and disable it on old-gen.”

Why Call of Duty is still launching on PS4 in 2025

As to why Activision is still developing Call of Duty games for the decade-old machines, the answer is obvious but still surprising: In 2025, there are still a lot of people playing these games on older consoles. Miller didn’t share specific numbers, but told Dexerto there is a “shocking number of people” playing new Call of Duty games on PS4 and Xbox One, and this apparently helps with matchmaking, giving them more players to work with.

“It made sense for us to [bring Black Ops 7 to last gen], and we could,” said Miler. “There are straight-up, like, graphical features and things that you just won’t see, but we feel like that doesn’t necessarily break the experience. And, obviously, there’s performance and other things that are not gonna be as good, but that’s it. It’s just players.”

While that makes sense, I can’t help but feel like it might be time to move on, especially as EA’s upcoming Battlefield 6 is doing that and cutting PS4 and Xbox One loose. However, while both are military shooters, they offer very different experiences and demand different things from the platforms they are available on.

Still, if CoD is so scalable and flexible, I do wonder why the team isn’t, as far as we know, working on a Switch 2 port of Black Ops 7. Perhaps they also struggled to get dev kits ahead of Nintendo’s console launch earlier this year? Or maybe somewhere deep inside the massive entity that is Activision-owned studios, someone is tinkering with Black Ops 7 on Switch 2 right now. I wouldn’t bet on it, but maybe you like to gamble?



Source link

September 24, 2025 0 comments
0 FacebookTwitterPinterestEmail
Final Fantasy Tactics: The Ivalice Chronicles Review -- A Polished, Historical Gem
Game Reviews

Final Fantasy Tactics: The Ivalice Chronicles Review — A Polished, Historical Gem

by admin September 24, 2025



I’m old enough to remember how it felt to first play Final Fantasy Tactics in 1997–to remember its stirring score, deep tactical combat, and most of all, the complex story of broken relationships and valor set against a bitter, conspiracy-laden battle for royal succession. It all came together to create an unforgettable experience. More than nearly any game of its time, I was so rapt in it that I would find my mind frequently wandering back to it, planning new strategies, wondering what would happen next.

Tactics is a game that has lived on as a cult classic with sporadic attempts at giving it its due, as with 2007’s War of the Lions. The Ivalice Chronicles is the latest and best version so far, modernizing just enough to keep its spirit intact and enhance its memorable story without sacrificing its classic charms.

The story primarily follows the life of Ramza Beoulve, the youngest and most obscure member of a storied house of nobles, and his fractious friendship with Delita Heiral, a commoner who was treated like family by the Beoulve clan. As narration informs us before the game begins, history remembers Delita as the conquering hero of the War of the Lions–but it was the relatively unknown Ramza who should actually be celebrated.

That framing device, of a scholar uncovering history’s hidden secrets and revealing lost truths, immediately sets our expectations and raises intriguing questions. How did Delita rise to become a celebrated historical figure? And why was Ramza overlooked? It’s a small, brilliant way to shade everything we see unfolding afterward.

When we join the characters in their own time, it’s shortly after the resolution of another period of bloodshed, the 50 Years War. The conflict was grueling and strained relations to a breaking point between nobles and commoners. Against this backdrop, the death of a regent leads to a bitter battle over succession, ultimately igniting all-out hostilities known as the War of the Lions. Again, Final Fantasy Tactics establishing a historical record first gives us grounding for interpreting the events.

The tale of palace intrigue, betrayal, and conspiracy was always one of Final Fantasy Tactics’ best features, but its original translation was hit-or-miss, with some sloppy and even confusing moments. The 2007 PlayStation Portable game Final Fantasy Tactics: The War of the Lions retranslated the game and in the process made the translation much more Victorian English, with Shakespearean flourishes. The Ivalice Chronicles uses the War of the Lions translation as a base, but reworks it to accommodate its full voice acting. I don’t have the War of the Lions translation memorized, so I can’t attest to the exact differences, but from the standpoint of a fan, it at least seems to be very similar in style and tone.

The major difference, though, is the voice acting itself. In the same way that your high school English teacher may have told you that Shakespeare is meant to be heard, not read, this translation just feels noticeably more alive than the PSP game’s when you can hear the characters lending their voices to the lines. The performances add texture and emotions to the text, and the actors were clearly given room to make each role their own by adding groans and affectations.

Judging by the performances, the actors even seem to have been familiar enough with the full story arc that they were given space to imbue lines with suspicion or foreshadowing that isn’t necessarily present in the text itself. In a story full of twists and turns that centers highly on betrayal and conspiracy, the performances add intrigue and suspense, as you wonder how much meaning you should read into a character’s tone.

But that also means that The Ivalice Chronicles can be extremely talky. While the in-game cutscenes themselves are full of stage direction, with characters moving about the space and impressive sprite work illustrating their gestures, most of the story battles have at least a few interstitial dialogue moments. The flowery language used for the script means these can last a while, so sometimes you’ll be thinking of your next tactical move and then have your train of thought interrupted by a surprisingly long conversation. The voice acting was so great that I didn’t want to skip it, but at the same time, sometimes I really just wanted to get on with the battle.

When I played the original Final Fantasy Tactics as a teenager, it was my first real experience with this style of Elizabethan tragedy, at least outside of an English literature classroom. FFT carries all the same hallmarks in a fantasy setting, with royal intrigue, doomed lovers, and power struggles.

The State of the Realm timeline in Final Fantasy Tactics: The Ivalice Chronicles

It is a lot to keep track of, but Ivalice Chronicles has a few new tools for those who really want to dig into the details of the story and its sometimes tangled royal machinations. For starters, an evolving encyclopedia is included as a quick reference of people and locations. A menu for “Auracite,” magical stones that become a key plot element, shows not only the known stones but who is in possession of them at any point in the story. And my personal favorite, a State of the Realm chronicle, shows a timeline of major events laid against a map of Ivalice, which you can browse through to see where and why major characters and their armies have moved throughout the story.

The movements of armies are approximated by your tactical battles, which are smaller in scope than the grand story would suggest. Usually you’re limited to four or five party members, often with one or two guest characters in tow performing their own automated actions, against an opposing force that is around eight to 10 units. Battles take place on small 3D planes where elevation can provide advantages and elements like deep water can limit your movement. With such small-scale battles, positioning each unit and specifying which direction they face at the end of the turn becomes vitally important. It also features a slightly generous form of permadeath, as downed units can be revived within three turns before they’re gone forever. You can always recruit new units in cities, but given the grinding needed to upgrade your characters and outfit them with a number of different skills, it hurts to lose a soldier permanently, and even worse if it’s one of your powerful named characters. Thankfully, Ivalice Chronicles has frequent auto-saves, so it’s easy enough to find a recent spot before a doomed mission.

Final Fantasy Tactics was and remains a grind-heavy game, even with the rebalancing of Ivalice Chronicles making it slightly less so. That’s partly because of the Job Class system–Tactics is the earliest example of the system in the Final Fantasy series for many fans, unless they happened to import the then-Japan-only Final Fantasy 5. There are 20 standard Jobs for your units, alongside special Jobs held by named characters such as Ramza. Each Job has its own set of skills that can be purchased with Job Points (JP) earned during battles, but it wouldn’t be quite accurate to call them skill trees, since the skills can be purchased in any order. If you just want to save up all your JP for the priciest skill, you can do that.

Many of the later jobs have prerequisites from earlier ones–you need to reach a certain proficiency with a Black Mage before you can become a Time Mage, for example. When you multiply all those jobs by several characters, even if you stick with a core group of eight or so, it can get demanding. There are power-leveling strategies from the original version that still work, but having a high-level party can still be a commitment. There’s a fast-forward feature to speed up battles, but there are no experience points or JP multipliers like we saw added to the Final Fantasy Pixel Remasters.

Final Fantasy Tactics: The Ivalice Chronicles

Gallery

As you begin to unlock more classes and start to combine their skills, you can create some wonderfully broken combinations that make all of your work feel much more satisfying. The best part of any class-based combat system is experimenting with different combinations, and few do it nearly as well as Final Fantasy Tactics. The flexibility of setting a main class alongside secondary abilities, passive abilities, and movement abilities–with hardly any restrictions–makes it feel very rewarding to tinker with different builds and find combinations that almost feel like cheating.

The difficulty of raising up an army in the early game accentuates somewhat odd balance later on, though. You spend the first three chapters dutifully grinding to build a force with hardly any special units and then, in the last chapter, you suddenly get access to lots of strong, named characters with great special abilities and stats that outdo your basic units. It’s one rare aspect that feels mildly wonky by today’s standards for tactical RPGs, which reinforces this game’s place as a museum piece for an earlier age in the genre.

On that point, Final Fantasy Tactics: The Ivalice Chronicles largely excels. This is hands-down the best way to play this classic of the genre, thanks to a wide array of improvements. I’ve already praised the retouched translation and excellent voice acting, along with new tools to track the story and some rebalancing. The new difficulty levels are a nice new feature as well, letting you dial back the challenge if you want an easier time through the story or would prefer to ramp up the difficulty to really test your tactical prowess. The music remains as good as ever, and since starting the remake I’ve been idly humming battle tunes to myself.

The Ivalice Chronicles version also includes subtle visual updates, making the beautiful sprite artwork of the originals stand out. There’s something homey and comforting about this visual style, with its squat figurine-like characters, and those get a chance to shine in the visual update. The world map looks clearer and more detailed than you remember, and even the relatively simple polygonal battlefields have a nice dash of retro personality.

The one drawback are the character portraits, which are blown up in the same style as the sprites, but don’t look nearly as good for it due to some odd artifacting and jagged edges. Those portraits were captured from original hand-drawn artwork, so it may have been a nicer archival approach to rescan the artwork at a higher resolution, if Square Enix still has it in its archives.

Final Fantasy Tactics: The Ivalice Chronicles

And on that note of preserving history, this excellent version of FFT is just shy of being a definitive edition. While it’s nice that the game offers both the “enhanced” Ivalice Chronicles version alongside a “classic” option, both versions still use the War of the Lions translation from the PSP version, so there is no option to see the original translation if you wish. And both Ivalice Chronicles options lack two special job classes added to the War of the Lions version, Onion Knight and Dark Knight. The community is sharply divided on whether these two classes are any good, naturally, but it still would have been nice to include them and make this a truly definitive package.

Final Fantasy Tactics is a formative game in the tactical RPG genre, and still one of the greatest. Its unforgettable story has never been better told thanks to a retouched translation, stellar voice acting, and smart new tools to help track all of the palace intrigue. Combat remains incredibly rewarding and flexible, which is an especially impressive achievement given its smaller scale compared to many modern action RPGs. The Ivalice Chronicles lacks a few nice-to-have features, but it’s easily the best way to play this all-time classic.



Source link

September 24, 2025 0 comments
0 FacebookTwitterPinterestEmail
Hades 2 1.0 review | Rock Paper Shotgun
Game Reviews

Hades 2 1.0 review | Rock Paper Shotgun

by admin September 24, 2025


Hades 2 1.0 review

Now it’s out of early access, Hades 2 is a very strong sequel that builds on its predecessor’s strengths and offers an enrapturing godly grind.

  • Developer: Supergiant Games
  • Publisher: Supergiant Games
  • Release: September 25th 2025
  • On: Windows
  • From: Steam
  • Price: £25/€29/$30
  • Reviewed on: Intel Core i7-12700F, 16GB RAM, Nvidia RTX 3060 Ti, Windows 11

I am gonna claw out your eyes, then drown you to death. I AM GONNA CLAW OUT YOUR EYES, THEN DROWN YOU TO DEATH. So goes the chorus to the hit single Hades 2 girl group Scylla and the sirens have been rehearsing in lethal fashion for a year and a bit. It’s one of the most pervasive earworms I’ve encountered in my 26 years on this Earth, the kind of ditty that’d make the Backstreet Boys blush.

Within an hour of returning to Hades 2, now that it’s morphed into its full 1.0 release form, those words were just as firmly lodged in my skull as they were when I defeated Chronos for the first time during the roguelike’s early access phase. By all rights, I should find the purposefully mocking tune annoying, but I don’t. Much like the rest of Hades 2, no matter how many runs I make through the depths of the underworld and to the summit of Olympus, moments when it’s actually, properly grated on me have been few and far between.

That’s not for any lack of trying on the part of its mythical monsters, gabbing gods, and tetchy titans. Hades 2 is plenty tough, especially for those who dare not to reach for the breakable glass surrounding its God Mode, which gradually frees the stuck by dialling up princess protagonist Melinoë’s ability to tank through damage. In my return to Supergiant’s supergiant sequel, I’ve spent most of my time exploring the lengthy endgame section with it turned on to various degrees.

Image credit: Supergiant Games / Rock Paper Shotgun

I know, especially fresh off that whole Hollow Knight: Silksong discourse, shame on me. Except the nature of Hades 2’s God Mode, the fact it works in reaction to the player’s failure, means I’ve still been able to experience plenty of the supposedly sweet struggle that’s so exalted in games that opt to whip out the stick. You can argue that the struggle isn’t the struggle if it’s on the player’s terms, but be warned that I may respond with a joke about bondage dungeons.

Dragging the tone back into respectable territory, one of the things that makes Hades 2 so infinitely loveable – despite its willingness to put you on your bottom whenever you prove too weak or make a mistake – is that it wields the carrot just as deftly. You’re stopped in your tracks, but you never feel like you’re running in place. Each death comes with countless new strategies to try, ways to change or improve your situation using whatever riches you do manage to net each night. As in the original Hades, Supergiant’s beautifully-crafted commutes through the realms of Ancient Greek prose, full of false walls and hidden paths just waiting to be revealed whenever you get a few runs in (or brew up a revealing spell in The Crossroads’ cauldron).

Having already defeated Chronos that one time last year, and been rewarded with a note that essentially read ‘Ending can’t come to the phone right now, please leave a message after the tone,’ I first jumped into Hades 2 1.0 via the save with that victory under its belt. What followed was the bulk of Melinoë’s true task – not just recording one fluke win over the Titan of Time, but ending him and the siege of Mount Olympus by his legions for good. So, I started battling my way back to the house of Hades, all the while hunting for the ingredients I needed to brew an elixir that’d allow Mel to overcome her lethal surface world allergy and start battling through the whole new run added in 2024’s Olympic update.

Image credit: Supergiant Games / Rock Paper Shotgun

While my muscle memory took a bit of time to reform, Hades 2’s cast of characters quickly reminded me why I was so fond of them the first time around. Sure, Mel’s not quite got her brother Zagreus’ meteoric levels of sark and sass, but stick her in a chat with the likes of those pesky sirens and she can dish out some sharp and witty verbal daggerings. Her step-mum and dad, Hecate and Odysseus, help shepherd her along in her lifelong mission to topple Chronos, who’s kidnapped her family and the forces of fate as part of his own elaborate revenge scheme.

Wherever you look, there are distinct personalities, delivered with excellent voice acting, for Mel to bounce off of and add colour to the world. The likes of sarky household shade Dora chuck some comedic relief into the pot, counteracting the serious chat about fates and destinies, and an array of new and returning Olympians pop up to offer boons like a quirky aunt or uncle with a selection of flashy gifts. Plenty stick out, but my favorite has come to be Nemesis, the surly older sister figure who’s always ready to toss a bucket of water over Melinoë’s enthusiastic exuberance with the aplomb only a moody sibling could muster. She’s grown on me as she grows on Mel, starting out as what could easily be a one-dimensional grouch, then morphing into the ideal friendly rival as you ply her with nectar and bath salts.

You’ll sometimes bump into her during your runs, ready to dish out a challenge to take a hit from her or beat more foes in a time limit to earn a begrudging pat on the head. Then, you can turn the corner and find yourself walking in on god of wine Dionysus casually hosting a pool party as Olympus’ invaders swarm all of the chambers you’ve just battled through. Next door, there might be a giant automaton, the bulging eye of a fearsome beast, or a very angry rat with a massive health bar waiting to bash you about and prove it’s the boss. The bone structure of the two paths – one leading to Chronos, the other to a fight with mountain-sized monster Typhon that’s almost comically teeming with ways to die – stays the same, but every trick and twist in the box is pulled out to ensure you’re still running into things you’ve never seen before by your fifth or tenth trip through.

The arc as you do so is the usual Hades one. Earn boons that imbue your base abilities with twists themed around the spheres of different gods, slice in some extra tool sharpening from Daedalus hammers, chew on centaur hearts to boost your max health. Dash around rooms full of enemies hacking and slashing, a whirling dervish of energy and vibrant colour. If you’re so inclined, make use of Hades 2’s addition of magick, a new bar next to your health that powers beefier versions of your strikes, casts and specials. These take more time to fire, much to the chagrin of my well-honed original Hades desire for all of the damage, right now, he’s gonna kill me, AAAAAAGHHHHH. As a result, it took me a bit more time than it should to get into the habit of using them, but once I did, I never looked back.

Image credit: Supergiant Games / Rock Paper Shotgun

Prior to that, plenty of boons and other abilities offered something powerful in exchange for locking off a portion of these magick reserves, meaning that the bar has use for even those who prefer sticking to insta-reward button mashing. I generally found that I’m in that camp when hacking and slashing with the Sister Blades, the weapon in Melinoë’s nocturnal arsenal I used most early in my playthrough. As I delved a lot deeper into the endgame of repeat runs to Tartarus and Olympus, though, I branched out and had a lot of fun with other armaments.

Supergiant have done an excellent job of tweaking and balancing each of the six main weapons on offer throughout Hades 2’s early access patches, as well as giving you plenty of ways to upgrade them with special abilities that encourage different approaches to combat. Despite typically being averse to slower swings, I’ve really dug the weighty scything of power attacks with the Moonstone Axe’s Aspect of Thanatos variant. Specials are also what make the revolver-esque Argent Skull really sing as you fire busts of shells at foes, especially when you opt for its Aspect of Persephone version. It says a lot that since unlocking the most powerful of these arms, the punchy and missile-firing Black Coat, it’s formed part of a regular rotation rather than taking over as the go-to.

I wouldn’t say there’s an obvious weak link among any of the gods offering you boons either, with pretty much every run netting you a loadout that’s got something cool going for it. Having really dug Demeter’s freezing powers early on, my best builds have typically fused any combination of those, Zeus’ lightning powers for some handy repeat damage, Hestia’s hearth handouts for lingering built-up burn damage, or Poseidon’s wave attacks for some extra knockback punch. As you get into the later stages of the game, fresh boons from the likes of Ares and Hera are uncorked, giving you a much-needed extra dose of variety just as you verge on having tried everything the rest have to offer.

On the other hand, unless there’s a specific god I’m keen to get more boons from, I’ve found I tend to rely on the same keepsakes at certain stages each run. So, perhaps some more alluring alternatives to the likes of the Silken Sash, Evil Eye, and knuckle bones might have helped shake me out of that. I also had mixed feelings about Selene’s hex, a spell aimed at very magick-centric builds that can be fun when the chance to turn enemies into sheep pops up, but boasts a beefy upgrade tree that lacks the satisfying simplicity found in applying the various other augments.

Image credit: Supergiant Games / Rock Paper Shotgun

Regardless of the implements you use to battle your way through Hades 2’s beautifully illustrated regions, my favourite of which is a clever series of fights across the decks of ships in the Rift of Thessaly, as of 1.0 you can finally achieve Hades 2’s much-hyped true ending. How is it? Well, I’ll try not to stray too far into spoiler territory (though consider this your spoiler warning), but I think it’s one that might prove a bit polarising. On the one hand, Hades has always been a series about bringing families back together, and on that front the ending delivers no matter which way you slice it. On the other, given how often the motto “Death to Chronos” is repeated throughout, the manner in which he ends up defeated arguably isn’t as satisfying a form of retribution as is built up over all of those hours.

Overall, though, the ending isn’t what defines Hades 2. The journey is the thing, and now that it’s fully formed, it’s as epic in scope and ever-evolving with fresh surprises as I’d hoped. Even if you jumped in for a run to Chronos when it first came out in early access, there are myriad reasons to and rewards for returning to a worthy successor to the throne of the roguelike underworld. As with its siren song, Hades 2’s a game that by its very composition constantly runs the risk of grating on you throughout your repeated delves, but has been masterfully crafted to ensure it’s too loveable to do so on all but rare occasions.

As much as Melinoë matter-of-factly describes her quest to defeat the Titan of Time as her task, Hades 2’s greatest strength is that, thanks to Supergiant’s substantial effort tweaking and adding elements over the past year or so, playing it hardly ever feels like hard work.



Source link

September 24, 2025 0 comments
0 FacebookTwitterPinterestEmail
New $3 Boomer Shooter Is A Wild Fever Dream You Should Play
Game Reviews

New $3 Boomer Shooter Is A Wild Fever Dream You Should Play

by admin September 24, 2025


Sometimes I discover a new game by looking at what’s trending on SteamDB. That’s how I first learned about BRAZILIAN DRUG DEALER 3: I OPENED A PORTAL TO HELL IN THE FAVELA TRYING TO REVIVE MIT AIA I NEED TO CLOSE IT, a game which I will now only refer to as Brazilian Drug Dealer 3 or BDD3 to save us all a lot of time. Of course, the long and wild name caught my eye, but it also has a very high Steam review rating. So I paid $2 and checked it out, and folks, it’s a wild but oddly charming experience.

Brazilian Drug Dealer 3 is best described as a heavily modded and twisted version of Quake. It uses that classic shooter’s engine as its foundation, as well as reskinned enemies and weapons from Id’s fantastic FPS. But while it plays a lot like that classic shooter, this definitely ain’t Quake anymore. At least, I don’t remember Quake containing so many hellish favela levels and evil soccer players.

BDD3 plays, looks, and sounds like a retro fever dream, complete with loud, ear-piercing music, random sound effects, bizarre textures everywhere you look, and oddly shaped levels based on real-life locations, like a grocery store and a soccer stadium. Filling these levels are reskinned Quake enemies, now replaced with demonic soccer fans armed with assault rifles and grenade launchers. Oh, there are also demons and other monsters, too. I’m not sure if they like soccer. To rip through these enemies, you’ll use gold-plated handguns, assault rifles, dual shotguns, a simple sandal, a staff that shoots electrical beams, and other strange stuff I won’t spoil here. Every gun is very loud and feels like it would kill an elephant. And because this is the OG Quake engine, you move fast and hit hard, and it all runs perfectly on a modern, powerful PC. In other words, I had a blast playing BDD3.

As the game’s very long name suggests, Brazilian Drug Dealer 3 (loosely) tells the story of a person who, in trying to revive their favorite musician, accidentally opened a portal to hell and is now desperately fighting back against the demonic invaders while trying to close it and save the world. You know, that ol’ chestnut. Trying to follow the story is tricky, and  I’m not even sure the game’s main developer is aiming to provide a coherent narrative. But whatever, the real appeal of BDD3 is its fast-paced action and fever dream vibes. It’s the kind of game in which I was excited to play the next level just to see what nightmarish music or mess of textures awaited me.

©Joeveno / Kotaku

However, to BDD3‘s credit, while it might look like a giant mess of nonsense, there’s actually a well-made shooter under all that chaos. Levels are perfectly paced, providing you with a mixture of big fights and smaller encounters that tend to flow really well together. Though it may look slapdash, I think that aspect was carefully cultivated, and that a lot more thought than you might expect went into crafting every level.  For example, each one is filled with strategically placed (and very odd-looking) quick save machines,  so even less-experienced FPS players will have no trouble at all progressing.

The other reason I’ve really enjoyed playing Brazilian Drug Dealer 3 is that it’s quite a charming experience. It’s clear that the game’s lead developer, Joeveno, is channeling his experience as a Brazilian gamer and developer to create something that, from the outside, might seem weird for weird’s sake. And to be sure, if you listen to the dev talk about the game, some of what’s in BDD3 is just meant to be odd and make you laugh. But it’s also recreating the kind of bizarre Quake and Doom mods that used to be all over the internet back in the early 2000s, as well as the various foreign bootlegs of popular shooters that were passed around via forums or floppy disks long ago.

On Brazilian Drug Dealer 3‘s Steam page, Joeveno calls the trippy game a “Tribute to the Brazilian mods” and “bootleg games” from that era, and while I might not be as familiar with the source material as the dev is, I can still feel the passion and care that was put into nailing a very specific and chaotic vibe. BDD3 won’t be for everyone, but for players looking for something different that is also well-made and fun, I’d recommend spending $3 to check it out. (The game’s price will jump to $5 on October 1.) And hey, at the very least, in the future, if someone says they own a game on Steam with a long name, you can make a bet with them that you know you’ll likely win.



Source link

September 24, 2025 0 comments
0 FacebookTwitterPinterestEmail
Hades 2 Review - Witching Hours
Game Reviews

Hades 2 Review – Witching Hours

by admin September 24, 2025



Just like the first game, Hades 2 launched first in early access, allowing developer Supergiant Games to delicately tweak and balance gameplay, as well as add new content before its full launch. And, like the first game, that time was not wasted.

Hades 2 exits early access as a finely-honed and deeply engaging roguelite that builds upon the strong foundations established by the first game. It’s larger in every way, with more characters and conversations to enjoy, an entirely new roster of weapons to learn, and deeper customization options to its expanded combat system, yet none of these upgrades compromise Hades’ legacy. Rather, Hades 2 improves upon its predecessor in every way, making it a masterfully crafted sequel that is essential to play.

Size:640 × 360480 × 270

Want us to remember this setting for all your devices?

Sign up or Sign in now!

Please use a html5 video capable browser to watch videos.

This video has an invalid file format.

Sorry, but you can’t access this content!

Please enter your date of birth to view this video

JanuaryFebruaryMarchAprilMayJuneJulyAugustSeptemberOctoberNovemberDecember12345678910111213141516171819202122232425262728293031Year202520242023202220212020201920182017201620152014201320122011201020092008200720062005200420032002200120001999199819971996199519941993199219911990198919881987198619851984198319821981198019791978197719761975197419731972197119701969196819671966196519641963196219611960195919581957195619551954195319521951195019491948194719461945194419431942194119401939193819371936193519341933193219311930192919281927192619251924192319221921192019191918191719161915191419131912191119101909190819071906190519041903190219011900

By clicking ‘enter’, you agree to GameSpot’s

Terms of Use and
Privacy Policy

enter

Now Playing: Hades 2 Review

Instead of playing as Zagreus again, you play as his sister, Melinoe, who was born after the events of the first game. Your journey with the witchling begins shortly after the titan Chronos usurps the throne and takes over Hades’s domain, banishing Hades, Persephone, Zagreus, and the other Chthonic gods as he does so. Melinoe, saved from the unknown fate of her family, has been raised to realize one simple goal: Death to Chronos. That goal is realized over many, many treks through Hades and beyond, with each run featuring randomized elements, including the enemies you’ll face and the upgrades you’ll earn along the way. With the help of her mentor, fellow titan Hecate, and a cast of new and returning gods, shades, and all those in between, Hades 2 sets out strongly from the get-go with a story that is gripping to watch unfold between runs.

For all of its improvements, Hades 2 doesn’t initially look or feel that different from the original. Both games operate with the same isometric viewpoint, and Melinoe moves with the same speed and grace as her brother, albeit with some slight changes. Unlike Zagreus, Melinoe is far less dash-happy, with a longer cooldown between each of her evasive bursts of speed that’s initially awkward to get used to. This is offset by a greater emphasis on maintaining speed through sprinting, which you engage by holding down the dash button right after executing it.

This sprint provides the same degree of damage-avoidance Zagreus enjoys but feeds into additional offensive options. And some enemies are designed specifically to punish a reliance on just dashing to encourage a shift in mindset. The sprint can also be upgraded with boons, the random upgrades you receive at various points during a run, in a similar fashion to your standard attacks, letting your sprint shock foes with Zeus’ lighting, or knock back entire groups of them with the powerful waves of Poseidon. This tangible change is a taste of how Hades 2 approaches evolving a strong, established formula by making small, sometimes experimental, changes that have a profound effect on the way you approach gameplay.

Hades 2

Gallery

Nowhere is this more evident than the expansion of Melinoe’s offensive repertoire. She maintains the trio of options that her brother had with standard, special, and cast attacks; both the standard and special attacks are determined by your selection of a weapon when you begin a run. This is already delightfully varied, with the starting Witch Staff offering a nice balance between safe ranged melee strikes, while others, such as the Sister Blades, demand a bolder approach, since their limited range forces you to really get in the face of enemies.

Melinoe’s cast ability is also far more useful without boons than Zagreus’s awkward red diamond projectile ever was. In keeping with her witch abilities, Melinoe can throw down a circular ring that confines enemies inside it for a brief period of time, making it an effective crowd-controlling option at its default tier. Boons from the gods can radically evolve it, though, turning the defensive snare into a more offensive area-of-effect spell that decimates large groups of foes or inflicts harmful curses on them. These can also be combined with other boons that augment your standard weapons to create a deadly mixture of skills.

Melinoe’s cast ability is just one of the biggest changes Hades 2 introduces for its refined approach to combat. Each of your three attacks can also be channeled into new Omega attacks, which you can think of as alternative fire modes for each. The standard attack of the slow and cumbersome Moonstone Axe can be channeled into a fast and devastating spinning attack, for example, while the single shots of the Black Coat’s special attack can transform into a lock-on missile barrage that quickly melts away lonesome enemies. These are powered by magic, which is a new resource you need to manage between each skirmish. It refills automatically as you enter a new room, encouraging you to maximize its usage during each battle while also making you think about ways to keep it topped up while you’re in the thick of things.

All of these combat abilities are empowered by gifts Melinoe receives from the various characters you’ll run into during each run. There are familiar faces, such as Aphrodite and Hermes, as well as entirely new ones. Hestia, for example, offers her flame damage-dealing boons as a way to introduce damage-over-time strategies to Melinoe’s repertoire, while Hera’s new Hitch curse lets you mark several enemies and then deal damage to all of them simultaneously. Each boon gives you specific elemental abilities to play around with, letting you cobble together a combination that plays off each one’s strengths to make the most of a run.

… big, bold swings have established Hades 2 as one of the best roguelites you’re likely ever going to play

With six distinct weapons to use, more boons to imbue them with, a variety of keepsakes from friends and foes that influence runs, and a handful of animal familiars to choose from, Hades 2 provides so many levers to pull and knobs to turn that it’s unlikely you’ll ever feel like you’re doomed to an inconsequential run. Yes, you’ll still have ones that go a lot better (or worse) than others, but there wasn’t one I played that didn’t feel instructive or enlightening in some way.

All of these options are also introduced at a steady but measured pace, never overwhelming you with new mechanics before you’ve got a grasp of those you have access to. Each new wrinkle is another piece in a larger puzzle that eventually lets you have more consistently successful runs, rewarding the thought you’ve put into both the preparation before them and the execution of a build during each one. It’s an engrossing formula that makes the much-lauded original seem like a nascent idea by comparison, and exemplifies the ambition shown by Supergiant Games with its sequel. It would’ve been easier to make smaller, iterative changes to a highly-regarded combat loop, but big, bold swings have established Hades 2 as one of the best roguelites you’re likely ever going to play.

Hades 2

This additional depth to combat is kept entertaining thanks to an entirely new roster of enemies to contend with, many of which demand a quick understanding of the new combat avenues available to you and how best to take advantage of them. Simple, slow-swinging brutes might be commonplace in the first few encounters of a run, but they’re quickly supplanted by seemingly neverending waves of small but deadly floating fish in later ones, or heavily armored soldiers that require quick reflexes to keep out of their wide-reaching melee strikes. Boss encounters are the true standouts though, ranging from an interesting roster of mid-bosses that you’ll encounter quite frequently, to the show-stopping skirmishes that await you at the end of each biome.

These are massive climactic battles against Hades 2’s most-challenging foes, each with their own fascinating theme around them. A standout is Scylla and the Sirens, which pits you against three foes with distinct abilities in a musically charged battle that borders on overwhelming the first few times you undertake it. It’s a layered battle that challenges you to cleverly balance which of the three you’re going to focus on at a given time in order to remove their respective attack from the equation. This is just one of many that are both audio and visual treats, crammed with eye-catching effects and accentuated by Hades 2’s exceptional soundtrack, composed again by Darren Korb. The music melds a thumping double-bass and roaring electric guitar with the smooth vocals of Ashley Barrett, who continues to outdo themself with each new game they feature in. It’s tough to pick a favorite among the pairs work across Supergiant’s suite of games, but there hasn’t been one this varied and full-bodied as this.

Each of Hades 2’s biomes also marks a departure from the environments from the first game, which might be a relief to hear given you’ll be mostly traversing the depths of Hades again. Alternative paths lead you to new areas that are bursting with color and character, with Supergiant’s distinctive art style shown in its best light here. Hades 2 features an outstanding reimagining of the depths of Hell, which is accentuated by the nostalgic return of familiar spaces in the game’s later, and more climatic, sections.

It’s surprising, too, that traveling down the levels of Hades is not the only path you can take, with an entirely different route to take during a run opened a few hours into your playthrough. This expands Hades 2’s content well beyond what was offered in the original game, with the original four biomes supplanted by more than twice that. This expansion doesn’t come at the expense of quality either, with each biome rendered in Supergiant’s immediately recognizable art style. Hades 2 is the best looking game the studio has delivered yet, and the richest it’s ever crafted, with an immense amount of detail poured into each space that gives them presence within the wider mythos of Hades’ world. The scorched streets of a city ravaged by war stand in contrast to the clinically clean halls of the usurped underworld, the underwater boiling rooms of the siren’s forgotten nightclub opening out to wide open fields littered with lost souls. Hades 2’s world is diverse and memorable, and not just because you’ll be traveling though it time and time again.

The areas are also more mechanically varied, with a few offering larger spaces that you can explore while giving you the chance to choose which routes to take and when. It serves to break up the monotony of moving strictly from one room to the next linearly, but the sheer variety on offer makes it difficult for that to ever feel like a problem that needs solving in the first place. The choices of which narrative threads to follow, along with the quantity of content added to the overall package, just further show how much more ambitious Supergiant is with its first-ever sequel.

While you’ll spend the majority of your time dungeon-crawling your way to success, Hades 2 puts a bigger emphasis on what you do in between runs, too. The Crossroads, a refuge that sits between the base of Mount Olympus and the depth of Hades, acts as the sequel’s analog to the first game’s House of Hades post-run hangout spot, offering up a multitude of base-building options that all have tangible impacts on your effectiveness during runs. A large, bubbling cauldron in the center lets you combine resources to unlock new parts of the Crossroads, as well as helpful shops and newer resource types to collect when you venture back out. A small garden lets you plant specific seeds that sprout while you’re out, folding back into the requirements for more expansion via the aforementioned cauldron.

The Crossroads in Hades 2

The Crossroads also includes specific activity spaces that let you take characters out on small dates, both friendly and a little more intimate, which provide more environments for more narrative progression to take place in. Customization options are also more expansive than in Hades, letting you decorate and personalize the space to make it feel more homey between each run. While Hades 2 makes it easy to bounce from one run to the next, having a little more to do between them is a welcome addition.

Paramount to permanent character progression is a new arcana card system that replaces Zagreus’s one-dimensional upgrade mirror from the first game. Each card gives you an advantage of some sort during your run. This can be as simple as rewarding you with a Death Defiance, which keeps you alive after an otherwise fatal blow, or buffing your total magic and health even before a run starts. Others, like the ability to deal additional damage to foes with two curses, or buffing damage while your magic isn’t fully replenished, define a tone and strategy to your run before starting, helping you craft your play style accordingly as you go.

The number of arcana cards you can equip is determined by your Grasp, a numerical total that you can expand with a different resource as you chip away at runs. Each card has an associated cost depending on its overall effect, so you’re challenged to balance which ones to equip based on your capabilities at a given time. The more cards you unlock, and the more Grasp you obtain, the bigger advantage you take into a run, and thus the greater chance you have of completion. It’s a far more dynamic system than the on-off switches in the previous game, tying in nicely to the already deeper choices you have available in combat.

The Crossroads is also integral to the way Hades 2 tells its tale. The stakes of the story are more profound here, trading Zagreus’s petulant plight to escape his home with a wide-reaching conflict that threatens not only Melinoe and her family, but every corner of the underworld, the surface above, and the gods looking down from the mountaintop. Chronos is a suitably harrowing villain who consistently pops up to threaten you as you’re nearing him, while also reveling in all your defeats, making the many times you’ll best him satisfying victories.

Hades 2 is a game that is essential to experience

But Chronos is just one of many fantastic foils along the way, with Hades 2 giving time for each main antagonist to shine in their own way. They, along with your allies at The Crossroads, all react believably to each of your actions, remarking on your weapon choices, the boons you’ve picked up along the way, the manners in which you were defeated, and more. Just like in the first game, this is where Hades 2 really distinguishes itself from its peers in the genre, with the unbelievable way in which its script incorporates each of your actions fluidly into its core narrative to make it feel like the story is being written as you play. It’s the strongest hook that the original game possessed, one that no peer has matched since, and one that Hades 2 surpasses so effortlessly.

The roster of characters you’ll interact with is also much larger than in Hades. The Crossroads is home to a variety of different personalities, such as the sassy but insecure shade, Dora; the masterful tactician Odysseus; and another of Nyx’s many offspring, Nemesis. The gods that you’ll meet along your path also lean more into their recognizable archetypes, with newer additions to the cast such as Narcissus, Prometheus, and Icarus standing out the most.

Voice acting is exceptional throughout, a feat made even more impressive only once you’ve experienced what seems like an endless stream of captivating dialogue that empowers the hundreds of permutations you can come across each run. Melinoe is often witness to the incessant bickering between the pantheon of gods, titans, and those caught in between, and sometimes the cruelty they let spill out into the world, but Hades 2 deftly interweaves brevity and witty writing that keeps the tale endearing. It’s captivating to watch Melinoe’s relationships with each of these characters evolve with each passing night, making you crave each new interaction and giving the story more depth than the revenge plot at its core.

Whether you were witness to all the work done on Hades 2 during early access or not, there’s no denying how much effort developer Supergiant Games has put into this masterful sequel. Hades 2 is one of the best roguelite experiences ever, with clever improvements to its established formula that accentuate its strongest attributes. More importantly, it achieves this without requiring you to be the most well-versed player on what came before, but not at the expense of offering a new challenge to those that have spent hours digging away at the first game’s most brutal endeavors. It’s deeper and more complex than the original in every way, from its greatly expanded combat system to its larger, more complex web of character interactions that powers its more ambitious narrative.

Hades 2 is a game that is essential to experience, with all of its parts coalescing into a memorable adventure that you will likely lose dozens of hours to without regret.



Source link

September 24, 2025 0 comments
0 FacebookTwitterPinterestEmail
Pokemon Legends Z-A's new structure and battles have the power to make a Pikachu terrifying - hands-on
Game Reviews

Pokemon Legends Z-A’s new structure and battles have the power to make a Pikachu terrifying – hands-on

by admin September 24, 2025


Even after a little under an hour of hands-on play, it’s clear that Pokemon Legends: Z-A is the most interesting and unique Pokemon title since, er… the last one of these, when Game Freak and The Pokemon Company put out 2022’s Pokemon Legends: Arceus. Now established as what looks like a permanent secondary strand of the ‘main line’ Pokemon titles, Z-A continues with the more bold and experimental development philosophy of Arceus – though this time, I expect further temerity of design – and with it, perhaps a more mixed measure of success.

Back when Legends: Arceus was released, we at VG247 were positively frothing with excitement at the thought of where this series could go. Seeing Z-A, we clearly approached this differently to Pokemon’s developer stewards. We envisioned ‘Legends’ coming to mean Pokemon stories set in the past – Galar as Victorian England, Unova’s Poke-New York in the roaring 20s, or Kalos in the grip of a less bloodless version of the French Revolution where the people and nobility settled matters with Pokemon battles.

In the end we did get Pokemon’s version of France, but not during the revolution. Z-A is once again set in Pokemon’s version of ‘today’, but this time it has a unique twist: the entire game is set in one enormous city, leveraging the status of Paris (in Pokemon’s world known as Lumiose City) as a major built-up area to provide a network of buildings, backstreets, tiny city parks and the like as a new sort of Pokemon world. In this, the spirit of Legends: Arceus is alive but in a mirror image – that game was sparse, full of rolling fields and the like where you’d crawl through long grass to try to surprise an unsuspecting critter or trainer. Z-A is dense, and while things like stealth still exist you’ll instead be hiding around the corner of buildings or behind a parked car.

There is a structural difference to the design of the world, then – but the real significant change comes in combat. For the first time in such a prominent Pokemon release, Z-A shifts to real-time battles. This is still absolutely a role-playing game – but battles now have an extra shot of action-like feeling to them.

Starter for 10-year-olds. | Image credit: Pokemon/Nintendo

Moves are no longer limited by ‘PP’ which drains with each use, for instance – they’re now on a cooldown. New alongside this shift is the fact that battle placement matters – if a Pokemon isn’t physically in the way of a move, that attack will simply whiff. Those previously-mentioned narrow city streets make tactical battlegrounds; a parked taxi is suddenly not just set dressing, but something you as a trainer or your Pokemon can duck behind to avoid incoming attacks.

The act of moment-to-moment play feels a little more segmented, too. The city is a civilized place, so battles can’t happen just anywhere. ‘Wild Zones’ are designated areas where untamed Pokemon roam free, and this is where you’ll be able to enter to catch and battle unaccompanied Pokemon.

Once night falls, trainers can head to the similarly-defined Battle Zones for fights. This is where the titular Z-A Royale takes place: the protagonist tasked with battling their way up from Rank Z through to Rank A. Gym showdowns are replaced with ‘promotion matches’ – gather enough points by defeating opponents in Battle Zones and you’ll gain a ticket that can then be used to go and fight a specific challenger in order to rank up.

The structural change is relatively fascinating and feels like it’ll satisfy. Such regimented segmentation always has the risk of feeling suffocating, but in this hands-on it all tracks and makes sense – and within each zone, some delightful moments await.

Gotta match em all up. | Image credit: Nintendo

I enjoyed, for instance, how perilous the Wild Zone I got to test could feel. The majority of Pokemon there were breezy to battle and acquire, and catching in particular feels more kind in this game because you get a shot (though no guarantee) at catching any defeated wild Pokemon even if you deplete all of their HP. This leads to a generally chill time that channels tooling around the world of Legends: Arceus chain-catching stuff looking for shinies. But then when exploring I clamber atop a rooftop and discover a high-level ‘Alpha’ Pikachu. Its eyes glow red, and it’s absolutely feral.

I try to fight it, expecting the usual Pokemon stuff – being relatively able to cheese through such a fight with healing items and the like. My notes tell a different story. Scrawled hurriedly in my notepad is the following, with grammar tidied and one word not suitable for a preview of a game for children replaced with a bit of blasphemy: “Terrifying level 40 Pikachu. Careful strength and weakness use gives you a chance. Actually, it’s too hard. Oh god, it followed me off the rooftop.”

It’s in this moment, jumping off a rooftop to what I think is safety only to be followed by this hulking, evil Pikachu, that Z-A most thoroughly clicks. Though it feels like tradition with Pokemon, such emotions do inevitably come with caveats.

For one, let’s talk about those environments. They shine in the battle zones, where those tight city streets lend themselves well to light-touch stealth encounters. Back in 1996, Pokemon introduced the concept of line-of-sight between Pokemon trainers initiating battle. If you meet gazes, you fight. Here, in an action RPG, with seamless fights, that concept comes to a pretty glorious natural conclusion. The tall grass stalking of the last game is a foundation; you add to that an urban labyrinth and you’re crouching behind a parked vehicle, or a conveniently-placed crate, waiting for a trainer to turn their back in order to land a sneak attack. Missions given to you in Battle Zones encourage you to engage in such tactics, too. In exploration, the fact you’re using such moves in real time out in the world means the act of using classic Pokemon skills to open up new areas and such feels much more organic than ever before.

But then there’s the flip side: in battle, these things are as much a frustrating obstacle as they are a tactical boon. I watched as a breathtakingly thick Pokemon took my orders to directly attack the enemy as one to stand behind a parked vehicle and whiff its key attack into it, because the enemy was on the other side. The world oscillates in that sense; the brilliance of simple stealth, but then frustration in combat. How static and dead it can often feel, but then a real sense of explorative joy when you stand high on a rooftop and see a distant collectible elsewhere in the city’s sprawl.

Hippos on the roof!? | Image credit: Nintendo

I guess what I’m saying is that it feels like Pokemon, right? These games have long felt like a jumble of strange and fascinating contradictions; of boons and trade-offs. Legends: Z-A feels like it too will strike that balance; sometimes brilliant, sometimes frustrating, but always strangely gripping.

All of this is said, of course, from the standpoint of an extremely short hands-on experience. These games run to as much as 40x longer than what I played; and so it is too early to judge. What I see, in the end, is Pokemon’s caretakers taking a characteristically large swing – with equally characteristic restraint. The result seems to me to be most likely more reminiscent of Legends: Arceus than not – and for my money, that was the best Pokemon game in 20 years. It perhaps is therefore no surprise that I’m eagerly awaiting its release next month – when I can judge the complete package in full.



Source link

September 24, 2025 0 comments
0 FacebookTwitterPinterestEmail
  • 1
  • …
  • 22
  • 23
  • 24
  • 25
  • 26
  • …
  • 78

Categories

  • Crypto Trends (1,098)
  • Esports (800)
  • Game Reviews (772)
  • Game Updates (906)
  • GameFi Guides (1,058)
  • Gaming Gear (960)
  • NFT Gaming (1,079)
  • Product Reviews (960)

Recent Posts

  • This 5-Star Dell Laptop Bundle (64GB RAM, 2TB SSD) Sees 72% Cut, From Above MacBook Pricing to Practically a Steal
  • Blue Protocol: Star Resonance is finally out in the west and off to a strong start on Steam, but was the MMORPG worth the wait?
  • How to Unblock OpenAI’s Sora 2 If You’re Outside the US and Canada
  • Final Fantasy 7 Remake and Rebirth finally available as physical double pack on PS5
  • The 10 Most Valuable Cards

Recent Posts

  • This 5-Star Dell Laptop Bundle (64GB RAM, 2TB SSD) Sees 72% Cut, From Above MacBook Pricing to Practically a Steal

    October 10, 2025
  • Blue Protocol: Star Resonance is finally out in the west and off to a strong start on Steam, but was the MMORPG worth the wait?

    October 10, 2025
  • How to Unblock OpenAI’s Sora 2 If You’re Outside the US and Canada

    October 10, 2025
  • Final Fantasy 7 Remake and Rebirth finally available as physical double pack on PS5

    October 10, 2025
  • The 10 Most Valuable Cards

    October 10, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

About me

Welcome to Laughinghyena.io, your ultimate destination for the latest in blockchain gaming and gaming products. We’re passionate about the future of gaming, where decentralized technology empowers players to own, trade, and thrive in virtual worlds.

Recent Posts

  • This 5-Star Dell Laptop Bundle (64GB RAM, 2TB SSD) Sees 72% Cut, From Above MacBook Pricing to Practically a Steal

    October 10, 2025
  • Blue Protocol: Star Resonance is finally out in the west and off to a strong start on Steam, but was the MMORPG worth the wait?

    October 10, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

@2025 laughinghyena- All Right Reserved. Designed and Developed by Pro


Back To Top
Laughing Hyena
  • Home
  • Hyena Games
  • Esports
  • NFT Gaming
  • Crypto Trends
  • Game Reviews
  • Game Updates
  • GameFi Guides
  • Shop

Shopping Cart

Close

No products in the cart.

Close