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

Action

Tsarevna, An Action 'Ballet-Slasher' Inspired By Slavic Folklore, Gets New Cinematic Trailer
Game Updates

Tsarevna, An Action ‘Ballet-Slasher’ Inspired By Slavic Folklore, Gets New Cinematic Trailer

by admin June 19, 2025


Developer WATT Studio has released a new cinematic trailer for Tsarevna, its action “ballet-slasher,” teasing what awaits players in this dark fantasy, Slavic folklore-inspired world. The team says its combat system is built upon choreographed motion capture from world-renowned ballerina Alyona Kovalyova, a principal dancer of the Bolshoi Ballet. 

“Set in the aftermath of a dark and fractured era, Tsarevna leads players on a journey through enchanted and forsaken realms – from the depths of the Underworld to the skybound lands of Iriy,” a press release reads. “Along the way, players will confront ancient deities, unlock Tsarevna’s forgotten past, and uncover the cost of wielding power rooted in grief and beauty.” 

Check out the Tsarevna teaser trailer for yourself below: 

 

In the game, players control the titular Tsarevna, a young warrior and heir to a fallen dynasty. She’s armed with a magical blade that WATT Studio says is forged from emotion itself. With it, the Tsarevna “battles through hordes of creatures drawn from myth – wraiths, mermaids, forest spirits – as she seeks vengeance and truth in a world scarred by a long-forgotten cataclysm.” Players can expect challenging boss fights with gods, as well as cursed villages, ruined temples, and divine realms to explore, and more. 

Check out more of Tsarevna in the new screenshots below: 

 

Tsarevna is due out on PC via Steam sometime in 2026. 



Source link

June 19, 2025 0 comments
0 FacebookTwitterPinterestEmail
CoinDesk News Image
NFT Gaming

Polymarket Odds on U.S. Military Action Against Iran Slide as Trump Team Proposes Tehran Talks

by admin June 17, 2025



Traders on decentralized betting platform Polymarket have scaled back expectations for U.S. military action against Iran amid reports that President Donald Trump’s team is looking to mend fences.

As of writing, probability that U.S. will strike Iran by June 30 stood at 46%, down sharply from the overnight high of 66.9%, according to trading in the Polymarket-listed contract “U.S. military action against Iran before July.”

The decline follows a report from Axios that the U.S. is mulling a meeting this week between U.S. envoy Steve Witkoff and Iranian Foreign Minister Abbas Araghchi. The meeting will be aimed at exploring a diplomatic initiative involving a nuclear deal and an end of the Israel-Iran conflict.

Yet one Polymarket user said that “Trump should join the fray: his troops need the experience in postpostmodern warfare,” calling for a military action against Iran.

On Friday, Israel launched coordinated airstrikes and drone attacks on multiple sites across on Iranian military and nuclear facilities, leading to retaliatory action by Tehran.

Bitcoin initially fell in a knee-jerk reaction to $102,750 alongside risk aversion in traditional markets, characterized by an uptick in the anti-risk Japanese yen and weakness in the U.S. stocks.

BTC, however, has stabilized since then, with prices recovering to trade at $106,700 at press time. However, futures tied to the S&P 500 traded 0.7% lower.

Note that the Trump administration is yet to official comment on the Axios report. In a late Monday post on Truth Social, Trump reiterated that Iran cannot have a nuclear weapon, calling for immediate evacuation of Tehran.



Source link

June 17, 2025 0 comments
0 FacebookTwitterPinterestEmail
MindsEye review - calling it outdated is an insult to old action games
Game Reviews

MindsEye review – calling it outdated is an insult to old action games

by admin June 17, 2025


Although it shows some early promise, MindsEye is sunk by a ridiculous story, inconsistent writing, poorly designed mission scenarios, and utterly atrocious combat.

You might not believe it based on the score, but I was fully in MindsEye’s corner during the runup to launch. There was a time when cover shooters and city-sized driving games were wearyingly common, but at a time when every action game is a soulslike, a roguelite, a live-service multiplayer shooter, or Doom, the good old fashioned GTA clone is a rare treat indeed.

MindsEye review

  • Developer: Build a Rocket Boy
  • Publisher: IO Interactive Partners
  • Platform: Played on PC
  • Availability: Out now on PC (Steam, Epic), PS5, Xbox Series X/S

So there’s room in my life for a bit of cars wot gun fast, and I was hoping Build A Rocket Boy’s debut game would defy all the pre-release doubters, revealing itself as a thrilling tribute to a bygone era. Sadly, if anything the sceptics were too charitable. MindsEye is an unmitigated disaster, with flaws that run so much deeper than the technical hitches and deformed digital faces doing the rounds online that you’d need some sort of pressure-resistant submersible to pull them out.

Yet as I polish the size 12 steel toecaps for the booting that is to come, I would like to highlight some things I like about MindsEye. For all it does wrong, there are fragments of talent and artistry here, glimmers of the game it might have been had it been given more time.

One such thing is how it starts. MindsEye’s story revolves around Jacob Diaz, a military drone pilot who we meet in the desert on a mission to explore an ancient underground structure (the game has a running joke over whether this is a pyramid or a ziggurat, which isn’t remotely funny and a detail most of its characters would not believably care about in the slightest, but I’m supposed to be being nice right now, so let’s leave that be). Diaz’s drone, which he can control mentally via the ‘MindsEye’ implant in his neck, descends into the structure and encounters a bunch of strange glowing symbols on a door. The drone is zapped by a mysterious energy, Diaz collapses, cut to black.

Here’s a spot of MindsEye gameplay for you.Watch on YouTube

It’s a tight, tantalising prologue that lightly subverts your expectations at seeing dusty military men on screen. It’s also directed with the kind of cinematic flair you’d expect from a studio descended from Rockstar North. That flair continues through the prologue, and indeed, through much of the game. Discharged from the military and disconnected from his MindsEye drone, Diaz arrives in futuristic Las Vegas analogue Redrock city, moving in with a friend who has nabbed him a job as a security guard at Silva Industries. But Diaz has an ulterior motive. Silva Industries, owned and operated by tech mogul Marco Silva, manufactured Diaz’s MindsEye chip, and Diaz wants to fill the gaping holes in his memory left by the operation that separated him from his drone.

It may seem like damning with faint praise to point to the cutscenes as one of the best parts of a video game, but I always enjoyed watching MindsEye, even in its stupidest, most baffling moments. They aren’t quite the highlight, though. That would be MindsEye’s vehicles. Its electric array of sports cars, SUVs and offroad 4x4s are all sleekly designed, fit well with the near-future setting, and are generally fun to scoot around in. The driving model leans slightly more arcadey than modern Grand Theft Auto, but there’s still enough simulated weight to convince you that you’re dragging two tonnes of metal around every street corner.

1. Give us a kiss or the girl gets it. 2. There are some interesting mission concepts in MindsEye, but few of them are well executed. 3. Forget bungee jumping, Humvee jumping is where it’s at. 4. The symbolism of a minigame in which you dig your own grave feels a bit too on the nose.
| Image credit: Eurogamer / IO Interactive Partners

MindsEye occasionally puts its cars to good use too. An early sequence throws you into a car chase in the middle of a sandstorm, one which recalls the centrepiece action scene of Mission Impossible: Ghost Protocol. The long, winding route through the city is carefully orchestrated so you can barrel through backstreets and building yards to cut down the distance between you and your quarry. Perhaps it’s desperation talking, but there’s the tiniest hint of Uncharted 4’s jeep sequence here, and I briefly hoped MindsEye might be an entire game of similarly adaptive pursuits.

Unfortunately, car chases comprise only a small portion of MindsEye’s running time, and none of the others are as good as this one. Instead, vehicles are mainly used to travel between a handful of key locations in Redrock. This in itself could be entertaining in a more leisurely fashion, were it not for the fact that MindsEye seems reluctant to let you spend any time absorbing its atmosphere. When travelling to the next set-piece, characters constantly call you and aggressively demand you hurry up, get a move on, stop dawdling. It’s a bizarre reversal of Grand Theft Auto IV’s phone calls. Instead of friendly cousin Roman asking you to go bowling, you get verbally abused by your computer.

I can’t tell whether this is a poor attempt at maintaining tension, or if such urging exists because MindsEye doesn’t want you to stop and look at its world for any length of time. At first glance, Redrock is an impressive space, particularly its glittering downtown area complete with a Las Vegas-ish sphere displaying colourful, fictional advertisements. But its artifice becomes clearer the longer you spend in it. Viewed from above, you can see the tile-based manner in which its pieces are laid out, and the divisions between downtown and suburbia, suburbia and desert are all too clean. You also don’t spend a vast amount of time inside the city itself, primarily driving between locations on its fringes, like Silva’s factory and an abandoned mine.

1. Redrock certainly looks nice, but it’s more of a set than a simulated city. 2. Jacob discovers a new atmospheric layer, the cat-o-sphere. | Image credit: Eurogamer / IO Interactive Partners

This isn’t necessarily a fatal flaw – Redrock wasn’t built to sustain a simulated life in the way Los Santos or Night City was. It is a set for a specific story BARB wants to tell, and it serves that function well enough. Problem is, the story Redrock has been built for is simply not very good.

It starts out promisingly, setting itself up as a politically charged techno-thriller. Soon after joining Silva Industries, Diaz becomes directly involved with Marco Silva himself, acting as a blend of fixer and personal bodyguard. There’s a mildly intriguing tension here, as Diaz forms an uneasy friendship with Silva while searching for clues to his past. For a moment – and this may have been another bout of culturally-starved mania – I wondered if it might go the way of The Night Manager, replacing Hugh Laurie’s arms dealer with an Elon Musk archetype to explore the unchecked influence tech billionaires have over social and government policy.

Nope! Instead, MindsEye basically handwaves Silva’s billionaire status. It acknowledges he’s a selfish arsehole, but clearly doesn’t want to portray him as a villain, and as such ends up not really knowing what to do with him. Instead, the main antagonist is Diaz’ scenery chewing former commanding officer, who leads a military coup of Redrock aided by a cyborg Elias Toufexis. At this point, any thematic substance the story had evaporates. And it isn’t even the silliest turn the plot takes. The latter third of the story takes MindsEye from a vaguely plausible depiction of the near-future to weapons-grade sci-fi shlock.

The driving is great, shame the game seems to so often hate you doing it. | Image credit: Eurogamer / IO Interactive Partners

Any writer would struggle to mesh these elements together, so it isn’t surprising that the script’s tone is wildly inconsistent. Notionally, MindsEye is supposed to be a more serious affair than Grand Theft Auto, shorn of its misanthropic satire and abrasive caricatures. But once it introduces Charlie, Diaz’s quirky female hacker pal, it increasingly shifts to the kind glib, quippy dialogue that fell out of vogue circa Avengers: Endgame. “Is that gunfire I’m hearing?” one character asks Diaz over the radio during a firefight, to which he responds “Well, it ain’t popcorn!”.

None of this, though, is what ultimately sinks MindsEye. The biggest problem is the combat, which is the worst I’ve encountered in a big-budget game in at least a decade. Let’s start with the fact that Diaz, in himself, is one of the least capable action heroes I have ever played as. His four combat skills are sprinting, crouching, taking cover, and shooting. He can’t dodge. He can’t throw grenades. He can’t use his weapons while driving. He doesn’t have a melee attack. Hell, he can’t even get into a car through the passenger door, instead running around the vehicle to the driver’s seat in a way that got me killed more than once.

The only thing that distinguishes Diaz in any way is his drone, which is unlocked a short way into the campaign. In combat, the drone is mainly used to stun enemies and hack robots, which are useful abilities, but not especially fun or interesting. Oh and toward the end of the game, the drone unlocks the ability to launch grenades. This spices up combat slightly, in the same way that a sandwich is “spiced up” by adding bread.

Enemy pathfinding is, well, see for yourself. | Image credit: Eurogamer / IO Interactive Partners

Yet even with these abilities, combat has zero sense of style or inherent satisfaction. The weapon selection is fairly broad, and among them are some half-decent guns like the sniper rifle and a late-game laser cannon. But the damage feedback couldn’t be limper if you kicked it in the groin. Incoming fire is designated by a tracer effect so sluggish it sucks all the lethality out of the bullets it’s supposed to highlight. Shooting a human enemy, meanwhile, triggers a pathetic ketchup-bottle squirt of blood, whereupon they flop to the ground like an NPC in Goat Simulator. And humans are the most fun adversaries to fight. The copbots are so slow to move and react, Diaz could probably stop to eat his dinner off them, while the various types of airborne drone you encounter are all prime examples of floating nuisance enemies.

The AI, meanwhile, is haphazard at best. Sometimes it makes a decent stab at flanking you. Other times enemies will stand out in the open waiting to be shot, or run right past you as they home blindly in on some cover. In fairness, their pathfinding is not helped by the sloppy set-piece design. Enemies seem to be sprinkled around combat zones almost at random. Sometimes they’re dispersed over areas that are far too large to make for an exciting fight. Other times they’re clumped together so closely their models begin to overlap.

This sloppiness spoils numerous mission concepts which, designed differently, could be quite memorable. Two missions involve escorting Silva’s rockets to their launchpad, and while one would frankly do, the enormous, caterpillar-tracked rocket carrier is a superb setting for a firefight. But the first of these sequences has no combat on the rocket carrier itself (instead, you fly your drone around to look at the vehicle’s treads – one of numerous missions where the primary mode of interaction is “looking at things”) while the second puts you in a combat VTOL aircraft where you can just wipe the floor with enemy vehicles as they approach.

The best of MindsEye is contained in this screenshot. | Image credit: Eurogamer / IO Interactive Partners

And a lot of the missions are even worse. The most egregious examples of MindsEye’s shoddy game design are its side-missions. These are accessed through portals in the game world, and are ostensibly intended to showcase the power of MindsEye’s building tools, which let you use the game’s assets to create your own activities like races, gunfights and so forth. The toolkit itself is pretty powerful, albeit complex for a layman to do much more than drag and drop a few items without investing some serious time to understand it.

But the first side-mission you come to, which flashes back to a hostage rescue during Diaz’ military days, is shockingly bad, an insipid run and gun affair where you stumble through haphazardly placed enemies in sludgy, unsatisfying combat. There’s no pacing to it, no craft, minimal context, and the whole thing lasts about two minutes.

Other examples see you play as a member of the “Back Niners” gang, who starts the mission immediately surrounded by cops – cops who, it should be noted, don’t appear anywhere else in the game, and a mission where you play as some kind of mercenary clearing out an apartment complex of gangsters by, uh, blowing up all their cars. This mission might even be fun if you had some sort of, oh I dunno, throwable explosive to destroy them with.

1. Normally Jacob can’t use weapons in a vehicle. But there are a few sequences where he rides shotgun. 2. I suppose it’s patriotic to get Limmy to design one of your characters. | Image credit: Eurogamer / IO Interactive Partners

And here we get to why MindsEye’s failure is cataclysmic, because you can’t make an action game with crap action in 2025. You just can’t. If gaming has perfected anything, it’s shooting dudes with a gun, and there are innumerable examples to draw from that show how to get it right. Indeed, there are action games ten, even twenty years older than MindsEye that are infinitely better to play. Max Payne 3, which is thirteen years old and the weakest Max Payne game, is a masterpiece compared to this.

MindsEye accessibility options

Camera shake toggle. Look sensitivity sliders. Separate audio sliders. Subtitles toggle.

More than that, though, if this is the best BARB’s own designers can come up with to showcase the creative potential of MindsEye’s construction tools, why on Earth should players ever want to use them? It’d be like buying bricks off a builder while watching his house fall down. Even assuming the game was great, I’d query where the overlap lies between fans of old-school linear cover shooters and fans of Roblox-style construction platforms. But the game BARB has made doesn’t encourage me to engage with the creative side of things at all.

The reasons for MindsEye’s sorry state will, I’m sure, emerge in due course. But there’s a line from the game, perhaps the sharpest in its messy, wayward script, that has been playing in my head since I heard it. Speaking about Silva’s lifestyle, one character tells Diaz “That’s what corporate billions gets you these days – immunity from reality”.

As I wandered around MindsEye’s empty ‘Free Roam’ mode after the campaign ended – in the shoes of a completely different character dressed like he suffered a parachute failure and landed in the warehouse where Call of Duty stores all its loot-boxes – I could only wonder whether MindsEye struggled with more than a little immunity from reality itself.

A copy of MindsEye was indepentently purchased for review by Eurogamer.



Source link

June 17, 2025 0 comments
0 FacebookTwitterPinterestEmail
Copy Link
Esports

Mexico President Sheinbaum calls for no ICE action at Gold Cup

by admin June 14, 2025



Jun 13, 2025, 05:22 PM ET

Mexican President Claudia Sheinbaum on Friday urged U.S. authorities not to conduct immigration enforcement targeting attendees of a Gold Cup soccer match in Inglewood, California, where Mexico’s team is due to play the Dominican Republic on Saturday.

Her comments followed recent raids by immigration authorities in the Los Angeles area targeting undocumented migrants under policies associated with President Donald Trump’s administration, which have sparked protests across major cities.

Editor’s Picks

U.S. Customs and Border Protection, in a now-deleted post to social media, had also promised to be “suited and booted” at the first round of Club World Cup soccer matches, the curtain-raiser event for next year’s World Cup.

“We don’t believe that at any soccer match there will be any [immigration] action. … We call for none to be taken by U.S. Immigration and Customs Enforcement,” Sheinbaum said in her morning news conference.

Asked if she would still advise fans to attend Saturday’s match at SoFi Stadium, Sheinbaum noted that Mexican consulates in the U.S. have established protocols to assist citizens if detained.

“This campaign we are carrying out through the consulates will provide all the information on what to do if detained, as well as ongoing contact with families,” Sheinbaum said.

Mexican President Claudia Sheinbaum has called for immigration authorities not to target fans attending Gold Cup games in the U.S. Daniel Cardenas/Anadolu via Getty Images

In response to its social media post, CBP said it regularly provides security at big sporting events.

“U.S. Customs and Border Protection is committed to working with our local and federal partners to ensure the FIFA Club World Cup 25 is safe for everyone involved, as we do with every major sporting event, including the Super Bowl. Our mission remains unchanged,” it told The Associated Press on Thursday.

Sheinbaum also addressed viral social media images of demonstrators in Los Angeles holding Mexican flags, dismissing them as “potential provocations.”

“Mexico will always promote peace,” she said, adding that its nationals in the U.S. are hardworking individuals who do not seek to incite violence.

Usually, the Mexican national team matches attract large crowds whenever it plays in Southern California. Its last match there was in March, when more than 50,000 fans attended a Nations League semifinal against Canada.

For safety concerns, the Mexican national team decided to change hotels earlier in the week and moved from downtown to Long Beach.

Mexico will play its next two Concacaf Gold Cup group stage matches in Arlington, Texas, and Las Vegas. The tournament also features Central American countries with sizable migrant populations in the United States.

Information from Reuters and The Associated Press was used in this report.



Source link

June 14, 2025 0 comments
0 FacebookTwitterPinterestEmail
Crimson Desert's Clunky RPG Action Made Me Crash Out
Game Reviews

Crimson Desert’s Clunky RPG Action Made Me Crash Out

by admin June 12, 2025


I’m trying to put all my thoughts about the time I spent with the medieval fantasy RPG Crimson Desert at Summer Game Fest into words. Kotaku Managing Editor Carolyn Petit likes to tell us that we should feel bold enough in our criticism of video games to say something is “bad” without couching it in wishy-washy “this just isn’t for me” disclaimers. These days, making sweeping declarations about something’s quality can feel like a daunting task, as the internet has lost any ability to put opinions into context. If I say something is bad, that must be me making a declarative statement that readers are required by law to agree with. Thus, we get the typical internet defensiveness that follows, and the most annoying person you know starts to nitpick everything you say as being too definitive and not acknowledging that plenty of other people might feel differently.

6 Things To Know Before Starting Persona 5 Tactica

Sometimes I still get self-conscious about making definitive statements about whether or not something is “bad” or if it’s just “not for me,” especially in a preview situation where I’m playing an unfinished game. Carolyn is on vacation right now, so I feel that I must honor her and say flatly that Crimson Desert was one of the most frustrating demo experiences I’ve ever had in over a decade of doing this job.

One of the hardest things developers have to do in these preview settings is find a concise slice of a game for writers and content creators to experience that gives them a good enough sense of what that game is trying to accomplish, while also giving the player enough guidance to navigate their way through. The only charitable grace I can give Crimson Desert is that a lot of my problems might be alleviated in a final playthrough that affords me more time with its systems and enemy behaviors. But therein lies the problem with the video game industry’s current preview cycle structure. I could give Crimson Desert the benefit of the doubt, considering I’ve had poor experiences in previews with games that I wound up enjoying far more when I played the final product.

Is it fair to call something bad when I’ve only played it for 30 minutes? One would argue yes, as those are the terms of the unwritten agreement between developers and critics when previews are arranged – show me what you’ve got, and I’ll give my opinion on it. Now, would I keep playing Crimson Desert if this were my first impression of it, freshly downloaded onto my PS5 back home? Absolutely not, because the issues I had with it are the type of thing that would have made me drop it in five minutes. Lastly, am I cognizant that there is a subset of the internet that will take every negative criticism I write here as an albatross around the game’s neck, which it will never be able to relieve itself from, and that might inform why I’m hesitant to cast a dark shadow over it before it’s even out? Obviously yes.

Like I said, I’ve been doing this a while, and if I’ve learned anything over the third of my time on this planet writing about video games on the internet, it’s knowing that having a stray thought, a knee-jerk reaction, or even publishing the most well-thought-out argument in the history of the written word often opens you up to willful misinterpretation and accusations of some kind of agenda in which you are rooting for a game to fail.

But despite the game not yet having a chance to speak for itself, it’s not unfair for me to tell the world that Crimson Desert nearly pushed me to the level of Gamer Crash Out that you see in cautionary television caricatures. Developers put their games in these showcases fully knowing they may get a wide range of reactions. But the level of frustration I felt playing Crimson Desert probably goes beyond what anyone involved expected. I could feel my annoyance creeping into other parts of my mind as my thoughts bounced between every other frustration I was feeling in Los Angeles that day. It all coalesced as I fumbled with the game’s unintuitive controls, being pestered by a massive crowd of enemies who never seemed to lose aggro, no matter how far I rode my horse to get away from them while trying to reach my quest objective. All of this exasperation followed me as I tried to reach a boss fight that displayed the game’s combat potential, which was immediately hampered by one of the most frustratingly obtuse video game interaction systems I’ve ever dealt with.

Question: How many button prompts should it take to pick up an object, in your opinion? One or so, right? Crimson Desert has a system in which you pick up heavier objects by magically lifting them, then holding them on your shoulder before you place (or swing) them. To do this, you press down both analog sticks, aim a reticle at the object in question, repeatedly tap a button to lift it in the air, then, when you’ve done this enough, you can finally hoist your target over your shoulder and do with it what you will. At first, I did this with a fallen flag that needed to be raised once more, and it felt awkward and convoluted under the most mundane circumstances. The next time I encountered this mechanic was during the aforementioned boss fight, in which my foe would knock down pillars in the arena where we were fighting. After smacking him around a bit, I would magically lift these structures off the ground, then bonk him on the head to erase a chunk of his health bar. If I take too long to get this hunk of stone in the air, homeboy gets off the ground and starts fighting again. Do you know how much of a needless struggle it is to beat someone with a pillar when you have to go through an absurd amount of button presses to do something that’s much simpler in most games?

Getting to this climactic fight was also a pain in the ass because as I was riding past enemies in a warzone trying to reach my objective. Entire platoons of foes would break off from other fights to chase me across a battlefield like I owed them money or fucked their dads. Crimson Desert’s hero is a remarkably sturdy dude, which means he can take plenty of hits if one of these men who may or may not have had their fathers fucked ever caught up to me. If half a dozen of them did, they would hackey sack me around a field.

Crimson Desert feels weighty in that your character moves as if he’s running with an oversized backpack on. That clunkiness intensifies as you get knocked around by enemies, making it difficult to reorient yourself and get back in the fight after a good toss around. All I had to defend myself with was the sword in my sheath and bow on my back, and using them in ways that could fight off multiple enemies at once was just as obtuse as picking up an object off the ground. One of the attacks you have in your arsenal is shooting arrows on the ground to direct an artillery strike to take down, but it’s hard to pull an arrow back on a string and shoot it at a target when I’m busy getting tossed like a Frisbee on a crowded college campus (and not in the fun way!). Some of my sword swings can strike multiple enemies at once, but they, like most actions in Crimson Desert, require more complex inputs than your average action game, making them a pain to execute when I’m surrounded.

When I started the demo, the developer warned me the game’s systems were “complex,” and in the time I was able to spend with them, “cumbersome” felt like a more apt descriptor. Usually, when a game is complicated or challenging, I can see the vision for why. But playing Crimson Desert just felt like I was trying to hold melting putty in my hands as it slipped through my fingers. Yeah, maybe that’s harsh for a game that’s not out yet, and that I played in a disorienting context most people will never experience, but by the time I was done, the only thing keeping steam from coming out of my ears was the headset I wore at the demo station.

 



Source link

June 12, 2025 0 comments
0 FacebookTwitterPinterestEmail
SAG-AFTRA formally calls off industrial action after almost a year of strikes
Esports

SAG-AFTRA formally calls off industrial action after almost a year of strikes

by admin June 12, 2025


SAG-AFTRA – the union that represents 160,000 actors, voiceover artists, and other media professionals – has formally called off its industrial action after 11 months of strikes.

The union voted to strike at the end of July 2024 after it failed to reach an agreement with the convenience bargaining group over rights and protection concerns raised by the industry’s exploration of AI technologies. In March, it said it remained “frustratingly far apart” from video game publishers after two Zenless Zone Zero voice actors claimed they had been replaced for participating in the SAG-AFTRA strikes.

Now, however, after announcing yesterday that it had reached a “tentative agreement” with a bargaining group, national executive director and chief negotiator Duncan Crabtree-Ireland officially suspended the strike against the companies signatory to the Interactive Media Agreement, effective from noon PT today, June 11.

All SAG-AFTRA members have now been instructed to return to work on productions under the interactive media agreement (IMA), including work promoting or publicizing projects produced under the IMA, as the board meets in a special session tomorrow, June 10, to consider the tentative agreement.

“If approved, it will be sent out for ratification by the union’s membership in accordance with established policy. Details of the agreement will be released at that time,” the union said.

SAG-AFTRA recently filed an unfair labor practice charge with the National Labor Relations Board against Llama Productions and Epic Games for using AI to portray Darth Vader in Fortnite.



Source link

June 12, 2025 0 comments
0 FacebookTwitterPinterestEmail
Decrypt logo
GameFi Guides

Sui DeFi Exchange Cetus Back in Action After $233 Million Exploit

by admin June 10, 2025



In brief

  • Sui’s leading decentralized exchange, Cetus Protocol, is back up and running following an exploit.
  • Cetus used a loan from the Sui Foundation, recovered funds, and its cash reserves to rectify losses.
  • The protocol is offering CETUS tokens to affected users as a compensation for liquidity losses.

Cetus Protocol, the leading decentralized exchange on the Sui blockchain, is officially back online after a malicious oracle attack led to an exploit of $233 million in May. 

The exploit, which sent multiple SUI-based tokens tumbling 70-90%, manipulated price curves and reserve calculations, allowing the attacker to remove liquidity from pools on the DEX. 

“The attacker exploited a vulnerability in a CLMM-dependent open source library, drained assets from our major pools, and conducted a large number of on-chain swaps, severely disrupting pool prices and balances,” the platform wrote in a Saturday blog post.

“Since the incident, we’ve taken decisive steps to ensure the security of the protocol, recover assets, and prepare for a safe relaunch,” the post noted.

🌊 The Final Countdown Has Begun.

Cetus will officially relaunch in just a few hours. Ahead of that, we’re unveiling our complete Recovery Plan and what’s next for the protocol. 🐳

This isn’t just about recovery or bouncing back — it’s about resilience, rebuilding, and an… pic.twitter.com/VNejffrjbS

— Cetus🐳 (@CetusProtocol) June 7, 2025

Those steps included retrieving around $162 million in funds frozen from the attack via a community governance vote, receiving a $30 million bridge loan from the Sui Foundation, patching vulnerabilities, and developing a compensation plan to address user losses. 

Using the bridge loan from the Sui Foundation, 100% of the company’s cash reserves, and the recovered assets from the exploit, the company has now returned all affected liquidity pools to a healthy state, earning liquidity recovery rates of between 85-99% for the respective pools. 

“Though an incident like this is disappointing, the overwhelming industry response to how it was handled has been incredibly positive,” Sui Foundation Managing Director Christian Thompson told Decrypt. “We are particularly proud of the speed and responsiveness of collective action taken by the Sui community.”



“Validators independently chose to quarantine transactions from attacker addresses based on public information, and then with the Sui Foundation’s help of calling for a vote, validators chose to return these funds to Cetus,” he added.

A full 100% recovery is not possible due to “asset limitations,” the protocol said, therefore it has established a compensation plan for affected parties that will grant CETUS tokens as a result of the losses from liquidity pools. 

“We are allocating 15% of CETUS supply to the compensation contract,” the protocol wrote. “In taking these actions, it is our hope this token redistribution will transform CETUS into a more community-driven ecosystem going forward, a positive outcome from an incredibly challenging time for all of us.” 

Eligible users can connect their wallets on the compensation tab of the Cetus Protocol to claim their CETUS tokens starting on Tuesday. The compensation plan unlocks 5% of CETUS tokens immediately, with an additional 10% vesting linearly over a 12 month period.

Any outstanding funds recovered from the hack moving forward will be offered to users instead of CETUS tokens. The protocol, which is working with law enforcement in multiple jurisdictions, remains confident that an arrest and recovery is “only a matter of time.” 

“We’re rebuilding—more secure, more resilient, and more dedicated than ever to delivering secure, powerful and user-friendly DeFi infrastructure for the Sui ecosystem,” the protocol wrote.

The response to the attack from the Sui Foundation faced some pushback over centralization concerns, but Thompson said he believes it’s unfounded.

“The minority of critics who called the immediate response to the hack ‘centralized’ either misunderstood the facts about what happened, or fundamentally misunderstand what decentralization means,” Thompson told Decrypt.

“True decentralization isn’t paralysis—it’s coordination among independent parties who can act decisively when it matters,” he continued. “And the majority of the industry gets this and has been incredibly positive about both the Foundation and our community’s responses.”

SUI’s native token is up 5% in the last 24 hours to $3.44, but is down from around $4.15 on the day of the exploit. It remains nearly 36% off its January all-time high of $5.35. 

Cetus Protocol’s native CETUS token is down more than 75% from its November all-time high of $0.48 and is trading around $0.12 on Monday, a 30% decrease since the day of the exploit.

Edited by Andrew Hayward

Daily Debrief Newsletter

Start every day with the top news stories right now, plus original features, a podcast, videos and more.





Source link

June 10, 2025 0 comments
0 FacebookTwitterPinterestEmail
Mudang: Two Hearts is a stealth action thriller, like Splinter Cell with K-pop and rage zombies
Game Updates

Mudang: Two Hearts is a stealth action thriller, like Splinter Cell with K-pop and rage zombies

by admin June 8, 2025


Ubisoft are nowhere to be found during this year’s not-E3 season, meaning there’s no opportunity for the French publisher to announce six new games they’ll never release. I still crave a Splinter Cell fix, however, and Mudang: Two Hearts delivered, kinda. It’s Korean, it’s got fast-moving rage zombies, but it’s also got men shimmying up pipes, cinematic brawls, and a rapid-cut montage of knife crimes. You should watch the trailer.

Mudang: Two Hearts trailer.Watch on YouTube

“In the not-too-distant future, the divided nations of South and North Korea are on the verge of reunification,” begins the game’s blurb. “On the day when the historic bill was set to pass, a mystery terrorist group attacks the South Korean National Assembly, throwing the entire nation into chaos. Sent to uncover the truth, a North Korean soldier stumbles upon a K-Pop star and is given a new mission: protect the girl who can unravel it all.”

Hard to say which part of that seems less realistic, but the important thing is it’s described as a stealth action thriller. Whether I’m a Fisherlike or a K-pop star, all I want to do is shimmy along ledges and press some QTE prompts during hand-to-hand combat with a man whose head is magnetically drawn towards the nearest mirror.

That’s about all we know for now, but Mudang will apparently launch sometime in 2026.



Source link

June 8, 2025 0 comments
0 FacebookTwitterPinterestEmail
Downhill is a fourth wall breaking action RPG whose protagonist knows you exist, and might not agree with your actions
Game Updates

Downhill is a fourth wall breaking action RPG whose protagonist knows you exist, and might not agree with your actions

by admin June 6, 2025



Probably one of the most appealing parts of an RPG is bonding with other characters, right? Building up your player character’s relationships with various companions, like in games like the Persona series for example. What I wouldn’t say is particularly common is you, the player, having a direct relationship with the character you’re playing as. This is where Downhill comes in, a fourth wall breaking action RPG whose main character knows you exist and controls them, all the while having to figure out a way to save the world.


“The idea of power and its abuse is what lies at the core of Downhill,” Sisterhood Games, the developer of Downhill, explain in the game’s Kickstarter page. “Each time we start a new RPG game, we take full control of a character, but what if that character had a will of their own? Moreover, what if it oftentimes clashed with your vision for your playthrough?”

Watch on YouTube


A fourth wall break in an indie RPG is nothing new, that’s kind of Undertale’s whole deal to a degree (a game cited as an inspiration, alongside how OneShot communicates to the player directly). But what sells me on Downhill is the way in which you develop a relationship with its protagonist Fade. Do you want to help her in any way you can, or do you want to fight against her? You can talk to her at any point throughout the game, various dialogue options affecting how she thinks of you.


That might mean doing something simple as asking how she is, or forcing her to fight an enemy. I wouldn’t say subtlety is the name of the game here, it’s clearly going to be a game where you question your role in the way games play out. I just really like the presentation of it all. There’s a really unique dark fantasy aesthetic to it with some good, creepy-looking creatures to fight, and the twist on RPG dialogue options being that you’re conversing with your own character is a fun one.


You can revive Fade as many times as you want too without having to load your save data, but that comes with the cost of it causing her mental distress. Obviously you can’t tell everything from a game without playing it, but it certainly sounds like there’s a thoughtfulness as to how commonplace mechanics can affect the characters you play as. Good stuff!


As mentioned, the game is currently looking for funds on Kickstarter, so you can chuck a few quid your way if it takes your fancy. It’s also available to wishlist on Steam, and there’s a short demo for you to check out too if you’re not convinced enough to support the fundraiser just yet.



Source link

June 6, 2025 0 comments
0 FacebookTwitterPinterestEmail
The Incredible Action in 'Ballerina' Masks How Dumb the Rest of It Is
Product Reviews

The Incredible Action in ‘Ballerina’ Masks How Dumb the Rest of It Is

by admin June 4, 2025


At a certain point while watching Ballerina, the latest film in the John Wick Universe, I did something I rarely do while watching a movie. Something I’ve vehemently fought against in the past. And yet in this case, it felt wholly necessary because the film posed a dichotomy the likes of which I haven’t seen in a long, long time. That’s how it happened that, while watching Ballerina, I did the unthinkable. I stopped watching with a critical eye, and I’m very glad I did.

I fully admit this is not an ideal situation, and normally I’d be very against this. On many occasions, after giving a negative review to something, someone will say to me, “Oh, just turn your brain off and enjoy it.” To that, my response is always, “Well, if it was actually good, I shouldn’t have to.” Ballerina, however, is somehow both not good and also incredibly good at the same time. It’s a mostly brainless, cold, cookie-cutter revenge movie that has so much unfathomable yet enjoyable action in it that the two are completely at odds. How can a movie this lame have such entertaining action? Why is such care being paid to these action sequences when the story and emotion are so surface? It’s very odd, a little confusing, and why, without even knowing it happened, I did what I always say you shouldn’t do. I shut my brain off.

As a professional critic, that’s not the easiest thing to do. Out of habit, you watch almost everything with that eye. What’s good about it? What’s bad about it? What’s working? What’s not? Why do I like this? Why do I not? But Ballerina feels as if it was constructed from two completely different points of view. On one hand, it’s rather clear that, despite some effort early on, the film is not particularly concerned with being narratively rewarding or complex. However, it is very interested in showcasing action and stunts unlike anything you’ve ever seen before, and in that aim, it is wildly successful.

One of the many fights in Ballerina. – Lionsgate

Set mostly between the events of the second and third John Wick movies, Ballerina stars Ana de Armas as Eve. Eve is an orphan who finds herself training in the way of the Ruska Roma, just like everyone’s favorite dog-loving assassin, John Wick. The film does an admirable job of explaining how Eve found herself in this situation, complete with an origin story and more, but eventually that all takes a back seat. Eve wants to kill the people who killed her father. Even the fact she trained as a ballerina, the literal title of the movie, never really comes back. This is about revenge, plain and simple.

And so Eve goes from place to place looking for information that will lead her to a mysterious organization that killed her father. All of which is not in the slightest bit interesting. From the first second of the film, we can guess almost precisely what’s going to happen at each stage because we’ve seen it a million times before. However, each of these places does allow director Len Wiseman and his team to showcase different environments, styles, and weapons that can be breathtaking.

There’s a scene with a car in an alley that’ll drop your jaw. An underground battle with grenades that’s completely unbelievable but also hilariously awesome. And then there’s the flamethrower fight that is so beyond excellent, you can’t help but enjoy it simply because you are in awe of what you are watching. Those scenes are all done so well that, for a few minutes, you forget you don’t care about anything else happening. You just want more of this dynamic, innovative action. Plus, de Armas is just a star. She’s hugely charismatic and believable as this character who we hope we’ll get to see more of.

Keanu Reeves plays a small but vital role in Ballerina. – Lionsgate

Along the way, Eve runs into characters new and old in the Wick franchise, played by the likes of Anjelica Huston, Lance Reddick, Ian McShane, Gabriel Byrne, and Norman Reedus, to name a few. It’s an impressive cast. Then, eventually, there’s Wick himself, reprised by Keanu Reeves. It’s great to see him again but his inclusion actually works against the rest of the film. Having such a strong force introduced into the film somehow makes both Wick and Eve feel less capable than everything else we’ve seen. We understand the impetus to put him in, even just for marketing, but the movie would’ve been better without him.

The movie would’ve been better with a lot of things, though. A more interesting story, better characters, deeper emotions, but that’s not Ballerina. Ballerina is a brainless slog filled with action-packed wonder that’s sure to wow audiences who go in looking for that and only that. Just know if you go in looking for anything else, there’s not much there.

By the end of Ballerina, things had long gone past any chance of being particularly interesting or emotional. I knew I wasn’t going to get that innovative, emotionally charged, deep lore or narrative some of the previous Wick films provided. And so, instead of getting angry at it, I switched gears and in this very rare, very specific case, it was the right call. Because while what I was watching was very forgettable in a traditional narrative sense, it’s decidedly unforgettable in terms of pure, unfiltered action and entertainment. Ballerina is a pick-your-poison situation.

From the World of John Wick: Ballerina, which is the full official title, opens this week.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



Source link

June 4, 2025 0 comments
0 FacebookTwitterPinterestEmail
  • 1
  • 2
  • 3
  • 4

Categories

  • Crypto Trends (927)
  • Esports (704)
  • Game Reviews (654)
  • Game Updates (820)
  • GameFi Guides (919)
  • Gaming Gear (884)
  • NFT Gaming (902)
  • Product Reviews (873)
  • Uncategorized (1)

Recent Posts

  • Bitcoin OG Goes Long on Ethereum With $334M Across Five Wallets
  • Today’s NYT Mini Crossword Answers for Aug. 21
  • Little Nightmares III introduces Collectible Diorama Merch along with Nintendo Preorders
  • Hyperliquid Takes 80% of DeFi Perps Market, Hits $30B Daily Volume
  • Battlefield 6 Devs Will Nerf Jumping, Sliding, And The Shotgun

Recent Posts

  • Bitcoin OG Goes Long on Ethereum With $334M Across Five Wallets

    August 21, 2025
  • Today’s NYT Mini Crossword Answers for Aug. 21

    August 21, 2025
  • Little Nightmares III introduces Collectible Diorama Merch along with Nintendo Preorders

    August 21, 2025
  • Hyperliquid Takes 80% of DeFi Perps Market, Hits $30B Daily Volume

    August 21, 2025
  • Battlefield 6 Devs Will Nerf Jumping, Sliding, And The Shotgun

    August 21, 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

  • Bitcoin OG Goes Long on Ethereum With $334M Across Five Wallets

    August 21, 2025
  • Today’s NYT Mini Crossword Answers for Aug. 21

    August 21, 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