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

Boss

An image of Hornet from Silksong engulfed with rage.
Gaming Gear

It only took a week for the ultimate Silksong sicko to beat every boss in the game without getting hit

by admin September 14, 2025



Last night, I was annoying my fiancee by swearing every time I died to the early Silksong boss, Splinter Sister⁠—the boss herself isn’t the problem, it’s the stupid little mooks she summons. Meanwhile, there are people not only no-hitting the game’s hardest bosses, one true student of the needle has no-hit every boss in the game.

This early Silksong champion is CrankyTemplar on YouTube, who also appears to have done a lot of Hollow Knight 1 challenge content previously. CrankyTemplar uploaded a first no-hit compilation of Silksong’s early bosses the day it came out, releasing subsequent addendums over the following days.

Silksong – All Bosses (No Damage) & Endings – YouTube

Watch On

CrankyTemplar put out a crowning, nearly two hour-long supercut of beating every boss without taking damage on Thursday, September 11⁠—exactly one week after the game released. For a game widely agreed to be extremely challenging, one that PCG contributor Tyler Colp called “worth the pain” in his 90% review of Silksong, I find this to be a staggering accomplishment for how quickly CrankyTemplar managed it.


Related articles

With Silksong being such a massive game, CrankyTemplar does caveat that this “should” be every boss in the game, but the list looks exhaustive to me: They even took out a boss exclusive to the hidden Steel Soul permadeath mode, and provide detailed instructions for completing every ending, including the “true” ending and a hidden, seemingly very bad ending. If it needs to be said: Don’t watch too far or read the whole video description if you want to avoid spoilers.

CrankyTemplar also largely avoided using Silksong’s many powerful tools and even alternate crests. Scrubbing through the full video, it looks like they stuck with the starting Hunter style for the entire game. I was slightly tickled to discover that even this hardcore player is not fond of Silksong’s long boss runbacks⁠—a frustration that was only magnified by the self-imposed challenge of restarting after taking a single hit.

The one-week turnaround on this still floors me, but there’s still a vast frontier of Silksong challenge and speedruns to take on⁠—Speedrun.com leaderboards for Silksong haven’t even opened yet. A no-hit run of the entire game seems like an inevitability, but my mind boggles at the skill and, above all, patience that will require. 100% speedruns also seem like they’ll be quite the ordeal, given Silksong’s enormous world.

Me? I’m content to take my time working toward Silksong’s true ending eventually. I’m always eager to admire these sorts of achievements, but I’m happy not to feel any pressure to rush through this excellent game.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.



Source link

September 14, 2025 0 comments
0 FacebookTwitterPinterestEmail
As Silksong drags them into the spotlight again, have boss runbacks had their day?
Game Reviews

As Silksong drags them into the spotlight again, have boss runbacks had their day?

by admin September 14, 2025


Hello and welcome to the first in an almost certainly occassional series of features we’re tentatively calling The Big Question, in which, having failed to reach a decisive position on something we’ve been having fun chattering about in the office this week, we present it to you, the EG community, for further interrogation.

Let me paint a picture: Vlor, Despoiler of the Night, raises his mighty fists toward the blackening sky, thick swells of crackling magic signalling an incoming downpour of vicious spears from dimensions unknown. Sword aloft, you rush in, seizing this rare moment of vulnerability to chip, chip away at Vlor’s health bar. Only – your timing is off; your dodge is too slow, and before you know it, you’ve gurgled another death cry, respawning a potentially tortuous five-minute odyssey away from Vlor’s Palace of Desolate Ruin and another chance to best him.

Yes, I’m talking about the classic boss runback – distant cousin, perhaps, to the unskippable pre-boss cutscene – and one of the most divisive mechanics to have been embraced by developers inspired by FromSoftware’s Souls games. For a time, if you’d asked, I probably would have evangelised the runback; if there’s one thing I’ve learned battling through From’s oeuvre, it’s that calmness isn’t just a virtue, it’s a necessity. Anger breeds impatience, impatience breeds carelessness, and suddenly you’ve got two dozen gigantic spears sticking out the top of your head at concerning angles.

My old argument, then, was that runbacks were a vital opportunity for re-centring – a chance to breathe out the rage as you traversed a familiar path, ready to face your formidable opponent again with perfect mental equilibrium. By Dark Souls 3, though, the series’ boss runbacks were growing notably less severe, and by the time Elden Ring arrived – let’s ignore Raya Lucaria – it seemed From was about ready to consign them to the dustbin of video game history once and for all, tossed aside as a pointless bit of legacy faff. And you know what? I didn’t miss them.

Dark Souls 2: Sins of the First Scholar (left) added much-needed shortcuts to reduce some of the original’s excessive runbacks, while Dark Souls 3 (right) famously went a bit gungho with the bonfire placement.

But as other developers began looking to capitalise on From games’ popularity, runbacks – alongside other familiar Soulsian mechanics like world-resetting rest points and currency drops on death – started proliferating elsewhere. Over the years, we’ve seen the subgenre embraced by the likes of Nioh, Salt & Sanctuary, Lords of the Fallen, Mortal Shell, Blasphemous, Steel Rising, Nine Sols, and Lies of P; the full list is long. And while some studios opted to ape the formula as closely as possible for maximum authenticity, others, particularly in recent years, either jettisoned runbacks entirely or shortened them so much they felt little more than an obligatory nod. For a time, it seemed runbacks might finally be falling out of fashion, but then came Hollow Knight: Silksong. With its punishing difficulty and often lengthy runbacks, Silksong has helped resurrect the conversation once more: do boss runbacks really serve a purpose or are they just an archaic, infuriating bit of time-wasting design that’s well past its prime?

The comfortable, posterior-supporting calm before the Silksong runback storm. | Image credit: Eurogamer/Team Cherry

On Silksong specifically, Eurogamer’s Dom Peppiatt – a massive fan of the original Hollow Knight – is torn. “On the one hand,” they explain, “I really appreciate what Team Cherry has done in making them dynamic: you cannot just autopilot your way back to the boss in most cases, because the path is laid out with threats that do not react the same every single time. Enemies may back-dash, hurl projectiles that intercept your jumps, or burrow up/down through the terrain. It means you have to think, react, and be aware every single time you die – you can’t just sleepwalk your way back to an encounter like you do in some FromSoft games, even the runback is a test. That’s fun. It wakes you up, it makes you think about your path.”

So from a design perspective, Silksong gets a tentative thumbs-up, but from a player perspective, Dom is much less convinced. “I dislike it,” they continue. “It reminds me most of the runbacks in Dark Souls 2, often messy, needlessly long, and interruptive to the overall flow of the experience. I like a runback: I think it’s a good way to tutorialise players and have them (very quickly) learn the nuances of your game, but Silksong errs on the side of sadistic for me. I’d rather the mean-spirited aspects of the game be kept to the boss encounters and dedicated puzzle areas; having it seep into the connective tissue is just a bit too aggravating.”


To see this content please enable targeting cookies.

Manage cookie settings

I also posed the same question to Eurogamer’s Ed Nightingale, a man so firmly embedded in From’s glorious worlds at this point, it’s a wonder he hasn’t morphed into a mossy castle. “I’m not totally averse to runbacks,” Ed tells me. “I’ve played enough Souls games to appreciate how repetition becomes muscle memory and, thus, mastery. Heck, Demon’s Souls is almost entirely runbacks as entire levels must be completed before a boss battle. But even FromSoftware has slowly phased these out, with Elden Ring not only being generous with Sites of Grace but adding Stakes of Marika outside of boss doors too. By comparison, Silksong’s runbacks feel archaic, especially with its Sonic-levels of infuriating enemy placement.”

“I don’t mind dying repeatedly to a boss,” Ed adds from the comfort of his favourite poison swamp. “I do mind dying repeatedly against a tiny floating critter who I should be able to get past with ease, but flutters irritatingly just out of reach. Where’s my fly swat?!”

Lies of P is much more forgiving with its runbacks. | Image credit: Neowiz/Round8 Studio

But what does a newcomer to Soulslikes have to say about all this? Eurogamer’s Robert Purchese has been braving Silksong with only limited experience of these kinds of games, and is not, it transpires, having an entirely good time. “It’s such a fine line, isn’t it?,” he says. “I was very fed up the other evening while attempting a speculative blind jump into an abyss. I couldn’t land it – I’m not even sure I was supposed to land it – but I kept trying, over and over, and each time involved a lengthy runback. And I got bored, and at that moment, I cursed the game’s design.” But amid that mounting fury, a memory triggered for Bertie, harking back to his time playing massively multiplayer online role-playing games.

The feeling’s mutual, Blasphemous man. | Image credit: Eurogamer/The Game Kitchen

“There, I’ve been doing runbacks for years,” he explains. “Even in a more sanitised experience like World of Warcraft, you have to run back to your corpse if your team dies in a dungeon, and try and resurrect everyone, which can be incredibly dangerous depending on where you die. But in older MMOs, where dungeons weren’t instanced and all the enemies respawned – effectively closing the route behind you – it meant someone, usually a healer, would have the perilous task of trying to get back there if you died. Or your entire group would have to redo all your progress in the dungeon and reclear the path if you wanted to try the boss again. And isn’t that, essentially, the same thing?” It’s a reminder that runbacks have a legacy far beyond Soulslikes; and considering the ongoing popularity of roguelikes, in which the concept of the runback is arguably stretched to its extreme, it’s perhaps a sign they’ll continue to endure.

So that’s us, then; firmly and unhelpfully straddled on either side of the fence of consensus. So we ask, is the boss runback an outdated bit of game design that should be consigned to the past, or is there still value in those lengthy returns? Over, as they say, to you.



Source link

September 14, 2025 0 comments
0 FacebookTwitterPinterestEmail
Far Cry series will push multiplayer "more predominantly" going forwards, according to Ubisoft boss
Game Updates

Far Cry series will push multiplayer “more predominantly” going forwards, according to Ubisoft boss

by admin September 11, 2025


The future of the Far Cry series will see multiplayer bits pushed “more predominantly”, according to Ubisoft CEO Yves Guillemot. The exec said this thing on stage at a conference in Saudi Arabia last month (thanks, Game File), around the same time he announced the Assassin’s Creed Mirage DLC the company have partnered with the Saudi government on.

Asked about the future of the series that brought us that one scene where the pirate guy talks about the definition of insanity before kicking you into a big hole, Guillemot said that the publishers’ goal “on Far Cry [is] really to bring the multiplayer aspects more predominantly pushed, so that it can also be played for a long time by players.”

Yves, believe me, you can play a single player game for a very long time. His comments come a couple of years on from reports claiming that Ubisoft were working on both the next mainline entry in the series, Far Cry 7, and a multiplayer-only spin-off. Kotaku’s report at that point alleged Far Cry 7 will see the series move on from the Dunia engine, in use since Far Cry 2. The muliplayer game was claimed by Insider Gaming to be an extraction shooter set in the Alaskan wilderness.

While Far Cry’s always been more of a single-player romp of explosions and bullets for me, though the last couple of entries have obviously featured plenty of co-op in addition to traditional online multiplayer. I can’t recall the matches and modes themselves being anything exceptional, if still fun. However, the map editors they came with were brilliant if, like me, you were a 15-year-old who liked building houses and hideouts, but reckoned getting really into Minecraft would be the final nail in your secondary school cool factor coffin.

Then again, maybe I’m not the person to ask given I’ve still not given Far Cry 6 a go, despite having played every other entry since 2. I just keep forgetting 6 exists, then remembering, reading reviews, and concluding that it’s probably not worth it until the next sale, by which point I’ve forgotten again. Far Cries 2 and 3 were the shooter’s peak in my book, at their best when you were setting half of Africa on fire just to kill three guys or blowing an outpost into the sea. My dad, meanwhile, swears by the original and caveperson spin-off Primal.

I’d interrupt his latest Horizon: Zero Dawn playthrough to ask if he’d care about a multiplayer-only Far Cry, but I think I know what the answer’d be.



Source link

September 11, 2025 0 comments
0 FacebookTwitterPinterestEmail
Former Bethesda Boss Pete Hines Has Strong Words About Subscription Services In Gaming
Game Updates

Former Bethesda Boss Pete Hines Has Strong Words About Subscription Services In Gaming

by admin September 8, 2025



Subscription services in gaming are popular, and while they are very far from the only way to buy and play games, the profile of the business model is growing thanks in part to the backing of multi-trillion-dollar company Microsoft and its Xbox Game Pass service. Pete Hines, the longtime Bethesda marketing and publishing boss who retired after Microsoft bought his company, has now shared his thoughts on subscription services for games–and he has some issues.

In an interview with dbltap, Hines began by saying he doesn’t work at Bethesda anymore and is under no assumption that he what he knew when he was there still holds true today. That said, he believes he is involved enough in gaming still today to understand “what I considered to be some short-sighted decision making several years ago, and it seems to be bearing out the way I said.”

Hines said his main issue with a subscription service like Game Pass or others is that the economics might not always make sense–and that’s a critical point in a world with mass layoffs, studio closures, and game cancellations.

“Subscriptions have become the new four letter word, right? You can’t buy a product anymore. When you talk about a subscription that relies on content, if you don’t figure out how to balance the needs of the service and the people running the service with the people who are providing the content–without which your subscription is worth jack sh*t–then you have a real problem,” he said.

Hines went on to say a company behind a subscription service for games needs to “properly acknowledge, compensate, and recognize what it takes to create that content and not just make a game, but make a product.”

The “tension” inherent in the situation that Hines outlined is “hurting a lot of people,” including game developers, Hines said.

“Because they’re fitting into an ecosystem that is not properly valuing and rewarding what they’re making,” he said.

These comments appear to be aligned with what Take-Two boss Strauss Zelnick has said about subscription services. While the company might put some older titles on subscription services like Game Pass–and the company has done this with GTA 5–Zelnick said he wouldn’t launch a brand-new game into Game Pass because of the economics. Zelnick has acknowledged that Microsoft putting Call of Duty on Game Pass will no doubt help drive subscribers to the service, but the executive said this may only work “for a period of time.”

While Microsoft launches all of its first-party games into Xbox Game Pass on day one, Sony doesn’t do this with its own PlayStation Plus membership program. PlayStation’s former president Jim Ryan seemed to agree with Zelnick and previously discussed how this doesn’t make economic sense.

For its part, Electronic Arts has a subscription service called EA Play Pro, and for $17/month, members can get access to the company’s newest games at launch. Ubisoft, meanwhile, has a subscription service called Ubisoft+ ($18/month) that allows members to play new releases on day one.

Of course, subscription services are not the only way to access games today, and Microsoft has maintained from the onset of Game Pass that it’s just one option for players–they can always buy a game outright as well. Still, some fear that the economics of Game Pass could lead to troubled times down the road.

There has been significant upheaval at Microsoft in recent times, with the company enacting mass layoffs, cancelling games, and closing at least one studio. For the latest financial year, Xbox Game Pass generated nearly $5 billion annually for the first time.

Click the button below to add GameSpot as a preferred source on Google



Source link

September 8, 2025 0 comments
0 FacebookTwitterPinterestEmail
Devolver boss calls GTA 6 an "AAAAA game" in latest attack on human dignity
Game Updates

Devolver boss calls GTA 6 an “AAAAA game” in latest attack on human dignity

by admin September 6, 2025



Not long before joining Rock Paper Shotgun, I wrote a feature for Edge magazine about the origins of the very silly term “AAA game”. The overall conclusion I came to is that “AAA game” is possibly a boardroom-level borrowing from the credit rating industry and Hollywood, and that it has little meaning beyond “most expensive/biggest”.


It’s a bauble casually excreted by pinstriped cats wallowing in jacuzzis sometime in the mid-90s, for the benefit of the investor class. But in much the same way that any fleck of dust can become a pearl, or at least a larger clump of dust, so the term has attracted additional meanings and significance over the ensuing years, partly because game journalists like myself keep taking it seriously.

My interviewees talked about triple-A’s association with the shift to polygonal 3D graphics, with certain genres such as the open world, with games like Shenmue 3 and Final Fantasy VII, and with exclusive hiring practices that require “triple-A experience” and thus have an unavoidable bias, given that “triple-A” studios have often been staffed predominantly by people of a certain race, gender and background.


These more specific developments aside, triple-A has shed an A to produce the retrospectively beloved genre of “AA games”, aka grainy noughties shooters with a gimmick, and also sprouted additional As. Concluding the Edge write-up, I touched briefly and humorously on Ubisoft CEO Yves Guillemot’s coining of “AAAA game” in a brazen attempt to mindfuck people complaining about the delayed release and pricing of Skull and Bones.


As sure as the sparrows fly south for winter, another executive has now gazumped Guillemot. Speaking to Ian Games (thanks Percy Gamer for spotting) about the dark art of competing with other publishers for release dates, Devolver co-founder Nigel Lowrie has described GTA 6 as an “AAAAA game”. Here’s the complete sentence:


“I mean, there are AAA games and then there’s AAAA games and I’d argue that Grand Theft Auto is potentially the AAAAA game, it’s just bigger than anything else both in the scope and scale of the game and the kind of cultural impact that it has and the attention it demands.”


Lowrie isn’t the first to try this, admittedly. CD Projekt Red’s investor relations VP Karolina Gnaś has already been there and bought the T-shirt. But Gnaś was poking fun at Ubisoft’s “AAAA game” claim at the time, whereas Lowrie seems to be in earnest.


Moreover, he seems to think that “AAAA game” is everyday parlance now. I, for one, was not consulted about this, but I can see why The Industry might be in a hurry to leave AAAA behind. To my knowledge, the only card-carrying AAAA games besides the ailing Skull and Bones are Beyond Good & Evil 2, the current record-holder for longest-serving vapourware, and Microsoft’s Perfect Dark reboot, which was recently cancelled. If AAA means “most expensive/biggest”, AAAA basically seems to mean “doomed”.


The whole circus is worth following inasmuch as it’s a crude illustration of the continuing drive to appease investors who are not content with the “maturation” of returns, and are always looking for the next Level Up. Still, I realise the advanced financial language may be confusing to ordinary humans, so I’ve put together this quick-and-dirty cheatsheet for both existing A-based videogame lifeforms and those likely to emerge the next time an executive joins an earnings call. Here you go:


AAA – GTA 3


AAAA – Skull and Bones


AAAAA – GTA 6


AAAAAA – GTA 6 on max settings


AAAAAAA – GTA 6 + Psi-Ops: The Mindgate Conspiracy


AAAAAAAA – GTA 6 + GTA 3


AAAAAAAAA – GTA 6 + Skull and Bones


AAAAAAAAAA – GTA 6: Ultimate Whale’s Edition with fully operational Quantum Field simulation and digital rights management supplied by orbital self-guided “Blundershut & Custard” Clockwork Plasma Cannon array


AAAAAAAAAAA – GTA 6 + gravitational implosion of known universe


A – In the beginning was the Word, and the Word was with Gabe, and the Word was Gabe. The same was in the beginning with Gabe. All things were made by him; and without him was not any thing made that was made.

AA – [DESYNCHRONIZED]


AAA – GTA 3 again

PS. I’ve just noticed that Edge feature is on Gamesradar now, if you fancy a read.



Source link

September 6, 2025 0 comments
0 FacebookTwitterPinterestEmail
Final Fantasy 14 Boss Addresses Mod Controversy After The Game Is Review-Bombed
Game Updates

Final Fantasy 14 Boss Addresses Mod Controversy After The Game Is Review-Bombed

by admin August 29, 2025



The second incarnation of Final Fantasy 14 debuted in 2013, and it’s proven to be far more resilient than the version that arrived in 2010. However, there’s been discontent in the FF14 community lately over the removal of a popular mod, which led to the game’s subsequent review-bombing on Steam. Now, director Naoki Yoshida has addressed the mod controversy with an appeal to players.

Yoshida’s complete remarks were posted on FF14’s official site, and he requested that excerpts from his statement not be used by media outlets. But since his response was nearly 2,000 words, a concise recap is unavoidable. The issue started when Square Enix’s lawyers sent a letter to modder DarkArchon regarding Mare Synchronos, a mod that allowed players’ customized avatars to be visible outside of their own game. Once Mare Synchronos was removed at Square Enix’s request, some fans shared their fury in the form of negative Steam reviews.

Although Yoshida notes that he tolerates mods and has admiration for some fan-made creations, he’s against mods that violate the game’s intent or design in a negative manner. As a potential example, Yoshida noted that Square Enix could face legal consequences in some countries over nude character mods on display in the game. He also cited customized appearances that mimic paid content from from the game as an example of devaluing the services and collectibles that Square Enix sells to provide the revenue the game needs to remain financially viable.

Yoshida concluded his statement by saying he respects the tradition of modding in PC games, but he also requests that players do so while respecting the rules and integrity of FF14.

Late last year, Square Enix expanded Final Fantasy 14 into the mobile realm and released the game’s fifth expansion, Dawntrail. More recently, Yoshida has shared his intent to make sure Final Fantasy 14 remains compatible with PlayStation 4 as long as possible. However, he added that the limitations of the PS4 hardware may make that less feasible going forward.



Source link

August 29, 2025 0 comments
0 FacebookTwitterPinterestEmail
The big Football Manager interview: series boss Miles Jacobson on what went wrong with FM25, and what to expect from FM26
Game Reviews

The big Football Manager interview: series boss Miles Jacobson on what went wrong with FM25, and what to expect from FM26

by admin August 29, 2025


It’s been a rough year for Football Manager. This time last summer, the ambitious FM25 was still a certainty, but while the development team at Sports Interactive remained optimistic – albeit to different degrees – soon came the first of two delays. FM25 would arrive two or three weeks later than its usual early November slot, the studio announced, with perhaps one of the first clues things weren’t going entirely smoothly.

It was fully unveiled later that month. Then, less than two weeks later, given a second, unprecedented delay to March 2025, a window that would’ve seen it launch three-quarters of the way through the football season. And in February this year it was cancelled altogether, the developer opting instead to divert all of its energy to this year’s Football Manager 26. It’s the first time in Sports Interactive’s 30-plus years of operating that they’ve failed to release an annual entry into the series.

“It’s my job to get the game out every year,” Miles Jacobson, Sports Interactive’s long-serving studio director tells me, during an hours-long conversation at the developer’s east London HQ earlier this summer. “We’ve done that for 30 years. But I failed to release something that was good enough.”

In a spacious corner office overlooking the still-sparkling development area of the 2012 Olympic Park in Hackney Wick, surrounded by framed football shirts, studio awards and a not-insignificant amount of desktop clutter, Jacobson sits facing outwards, looking over two big sofas towards an even bigger wall-mounted TV. Unlike many of the pristine, chaperoned office tours I’ve been on over the years, this one is very much the picture of a place in active use for work. And the work on FM26, which will, if all finally goes to plan, be released some time later this year, is still very much in progress.

Jacobson, after the roughest of development years, tells me he’s “feeling much, much better about things” this time around. “We’re making huge progress every day. We’re at a stage now where we are nearly feature complete.” And, crucially: “It feels like Football Manager.” For some time, with the old version of FM25 that would morph into this year’s FM26, that wasn’t the case.

Ultimately, FM25 was delayed and then cancelled for a simple reason. “It just wasn’t fun,” as Jacobson puts it. And it went through multiple delays before that cancellation for the same reason so many other games do the same as well. The goal was to make FM25 a genuine “leap” forward from the series entries before it. It was based on a new engine, in Unity. It had an all-new UI based on tiles, cards, and a central ‘portal’ that replaced the time-honoured Inbox. There was a huge visual revamp. And ultimately, doing all of that during a regular, annualised release schedule simply proved too much. “We put ourselves under a huge amount of pressure with FM25,” Jacobson says. “We were trying to do the impossible – trying to make the impossible possible – and there were times when we thought we could do it.”

Image credit: Sports Interactive / Sega

A lot of FM25’s issues were picked up on, to some degree, as far back as late last summer. “I had an inkling even before we announced,” Jacobson says, referring to the official announcement of the game on 30th September last year, “but you can’t pull an announcement when it’s ready to go because you’ve got lots of things lined up – you’ve got spend lined up, you’ve got interviews lined up, you’ve got all this stuff.”

“On paper, everything looked great. The core game was there…”

And so, “we went out, we knew a few hours later – the decision was made literally one or two days afterwards that we were going to have to move the game.” 10 days later – after a delay to go through the due process of “stock market stuff”, with Sports Interactive owned by Sega, which is publicly traded on the Japanese stock market – the studio announced the big delay to the following March, and put out the roadmap for when certain aspects of the game would be revealed. Even then, the timeline was ambitious. “The shit was flying from all directions,” as Jacobson puts it. “It became really clear really quickly that we weren’t going to be able to hit the roadmap,” simply because footage of the game just wasn’t coming out well – “because the game wasn’t in a good enough state.”

The big realisation, that FM25 was simply never going to be ready in time, came over Christmas. The whole studio took a two-week break over the holidays, during which Jacobson traditionally boots up that year’s in-development version of the game to play around with it, and come back in the new year with a fresh perspective. “I knew within an hour that we weren’t going to be able to deliver.”

“On paper, everything looked great,” Jacobson says. “The core game was there.” The user experience, however, was the big problem. “You couldn’t find things in-game. It was clunky. Some of the screens were double-loading. The actual game itself was working – graphically, we weren’t where we wanted to be. We didn’t have the big leap that we wanted; it was a very good jump, but it wasn’t a leap,” he goes on. Part of the big, generational “leap” Jacobson is referring to here is down to the shift from the old, proprietary engine Sports Interactive has been using with Football Manager for decades to a new version of Unity, but again that just proved even more challenging than expected.

That said, the issues weren’t really technical. “It wasn’t crashing a lot, it just wasn’t fun. It felt clunky.” The game almost lost its famous – or infamous, if you ask the partners of one of FM’s many ludicrously dedicated players – “one more game” factor. It was “still there, but it was really painful… I’m gonna play the next match, but I’ve got to do all this stuff first, I’ve got to go through this and it’s going to be slow, and it’s going to be painful.” And then compounding all that were the issues with navigating through the new UI itself. “People were going: I can’t find the youth squad.”

Jacobson describes an awkward wait until the new year, opting to give the team a proper break rather than breaking the company’s rule on out-of-hours communication. On the first day back in the new year, when Jacobson was still meant to be off for the holidays, he came straight in and spoke to Matt Caroll, Sports Interactive’s COO, about the realisation the game wouldn’t make it for its twice-delayed release window of March 2025. Then, “within an hour,” he was talking to Jurgen Post, the recently-returned, long-running executive who’s now COO of Sega’s West Studios, telling him simply, “I can’t put this out.”

“We’ve got a fucking great game! We didn’t have a great game in December.”

Sega, Jacobson says, was surprisingly understanding. “To be fair, Jurgen was brilliant with it – he wanted to know the reasons why. There was no screaming, or anything like that.” The studio and Sega then had to “go away and work out how it was going to affect the financials,” before presenting it fully to Sega Japan, “who were also– they weren’t happy, but they were understanding,” Jacobson says. The teams together looked into a few different options. “What if we released in June? What if we released in May, does that give you enough time?” One of those was “knocked on the head by Sega,” Jacobson says, because “commercially it wouldn’t have worked.” Another didn’t give the studio enough time to fixed what needed fixing. And so they took the third option. “Bite the bullet and cancel, and go big or go home for this year” with FM26.

That process again was complicated. “There are a lot of things that have to happen,” as Jacobson puts it, when you cancel an annualised game like Football Manager, that has all kinds of licenses and agreements – and a Japanese stock market to contend with. That conversation happened right at the start of January, for instance, but wasn’t publicly announced until the next month. Japanese stock market rules also meant that the news had to go out at 2am UK time, “which was then followed by people saying that we were trying to bury it.” Jacobson also had to record a video of himself, addressed to “everyone at Sega,” explaining all the reasons why he had opted to cancel the game. “Which was not an easy video to do.”

“January wasn’t an easy month,” he says. “If there’s such a thing as crying emoji that actually cries out of the screen, that’s very much what that month was like.”

One significant upside amongst it all, however, was that the studio managed to avoid any layoffs related to the decision. But the financial impact was just as significant. “We lost a year of revenue,” Jacobson puts it bluntly. Then came all the discussions with the various partners and license owners, including the Premier League – freshly announced, ironically, as coming to the game for the first time with FM25 – “who were all very understanding – to different levels of understanding. Some of them were more ‘Hulk’ than others when it came to their reactions,” Jacobson smiles. “But again, totally understandable, the ones that weren’t happy. We took it on the chin.”

The Premier League, for their part, were “awesome to work with,” he adds. “It was getting messages of support from them, rather than anything else. And then it was, ‘we have to alert you to these clauses…'” he jokes. “Everyone who had to get paid, got paid. We didn’t shirk any of that stuff, and all of our relationships are intact with all of the licenses – and there will be more licenses for FM26… which we look forward to shouting very, very loudly about at some point.”

Image credit: Sports Interactive / Sega

Beyond all those external to the studio was the impact on Sports Interactive’s own staff. Jacobson describes the mood to me as “a mixture of relief and upset.” As well as “anger at some of the decisions that had been made… totally justifiable,” he adds. “Relief was the overarching thing, but there are some people at the studio whose confidence in the management team would absolutely have been knocked.” Notably, he adds, despite expecting some people to leave, the studio “probably had less turnover this year than normal” in terms of staff.

Some of those staff were also insistent that the studio had to at least do some kind of data update – a release of new stats, player ratings, results and other database elements to turn FM24 into a kind of makeshift FM25 to tide over fans – something the studio ultimately, and somewhat controversially, decided against. “Having now scoped the work that would be required, and despite a good initial response from many of our licensors, we cannot lift assets that we are using in FM25 and make them work in FM24 without recreating them in full,” a statement on that decision from Sports Interactive read, in late October last year.

“The same applies to the many competition rules, translations and database changes that cannot be back ported. The updated assets and data would both be required to obtain licensor approval – they cannot be separated.

“This is a substantial undertaking which would take critical resources away from delivering FM25 to the highest possible quality, which we simply cannot compromise on.”

As Jacobson puts it to me here, “there’s a bunch of different reasons” why they ultimately opted against it. “For a start with some leagues, we didn’t have the rights of the license for a data update,” he explains, “because contractually, it’s for a particular year. (Even just keeping FM24 available to buy, and available on the various subscription services it was on, took significant negotiation.)

Image credit: Sports Interactive / Sega

Then there were more technical reasons: the data that was set to be used for FM25, and now FM26, was formatted in a “completely different” way to the old games, effectively meaning the studio would have to do the work twice. “We worked out that it was around two months’ work for one of our most senior engineers – so the licensing team would have had to drop everything, switch to this, and probably three or four months of work for them.” On top of all that, he adds, there are “lots of unofficial updates out there – so we knew that people who wanted a new update would be serviced anyway. And the logistics behind it were a nightmare. So it wasn’t that we didn’t want to do it.”

Instead, the studio’s engineers continued largely uninterrupted, while others focused on post-mortems and handling the complicated messaging. “QA and design were tasked with: if we had our time again, what would we do differently? Comms were scrabbling, trying to put a new plan together… plus we’re working out: how the fuck do we tell the consumers what’s actually going on, and the timings for that?” The work in earnest, based on an “iteration plan” from those QA and design teams, started in March. July was the end date for that, and bug-fixing the final focus in the last few months up to launch.

Much of this – the realisation that the game wasn’t fun, the delays, the cancellation itself – was down to the ambitious, perhaps over-ambitious, decision to ditch the Inbox functionality that players have known for decades in exchange for a ‘portal’ that acted as your main in-game hub, and a WhatsApp equivalent for in-game communication.

The justification was sensible enough. As Jacobson put it to me last year, “it’s very rare that you see a football manager with a laptop” in the real game. “They’ve got their tablet, and they’ve got their phone, so we wanted to move into that more. The football world never really had email!”

Back in his office, Jabocson starts to explain the problems and how they were resolved, before ultimately conceding that showing is a lot easier than telling. He boots up his PC and switches on the giant television on the wall, then starts up a development version of the game. Previously, he explains, there were three windows of equal size, in vertical columns from left to right, replacing your old Inbox system of a narrow scrolling list on the left and the ’email’ itself on the right. But just parsing the information there was difficult. Most English-speaking humans want to read from left to right, but often the key information would be in the middle pane. The right-hand one would feel redundant, and the left a less-clear version of what the old email list could’ve done anyway.

Beyond that, the wider navigation around the game was also hugely streamlined. In FM25 there would’ve been a single navigation bar along the top right, Jacobson explains, which had buttons for the “portal, squad, recruitment, match day, club, and career”. Within each of those sections you’d find “tiles and cards”, the system briefly outlined with FM25’s initial unveiling last year.

Therein lay the problems. Playtesters, including FM’s developers and Jacobson himself, couldn’t find things – “if you can’t find something in-game, you made a mistake,” Jacobson says, of its UX design. “We brought some consumers in, and the consumer scores weren’t bad – we were getting sevens from the consumers. But I want nines.”

“Did we make the right decision? Yes. Did we do everything correctly after making that right decision? No.”

That iteration time, between March and July this year, has made what Jacobson feels is a significant difference. Some of the changes are remarkably simple – to the point where it’s a surprise they weren’t included in the first place. There are now back and forward buttons, for instance, as there are in FM24 and others before it, that were removed for FM25. There’s a secondary navigation bar below the main one, showing you all the sub-sections within those main ones without you having to click around to find things. There’s a configurable bookmarks section, where you can add instant navigation to specific screens of your choice, and a search bar. Which, again, feels like an astonishing omission in the first place. As one developer put it to Jacobson after trying out the improved UI, compared to the old FM25 one, FM26’s feels like “a warm hug.”

Jacobson, for his part, also feels significantly better about it. “I don’t believe we’re going to be disappointing people when we bring the game out. I don’t believe that we are going to lose the reputation that we’ve worked really hard to build up in the 30, 31 years I’ve been here.” Most importantly: “We’ve got a fucking great game! We didn’t have a great game in December, and genuinely that’s what it completely comes down to. We didn’t have a great game.”

Would Jacobson make the same decision again, in hindsight – to move to the new engine, tear up the usual Football Manager playbook and go for this big, ambitious “leap” that ultimately failed with FM25? “My answer is different on different days,” he replies.

“As a studio, we’ve always been really ambitious with what we’ve done, with what we’ve tried to do. We had reached the end of the line with the previous engine, so we needed to do something.” Ultimately, he says, it was “absolutely the right decision” to change engines when the studio did – in fact they “really didn’t have a choice but to change the technology, because we’d reached that point where we were breaking the technology that we had.”

“Did we make the right decision? Yes,” he continues. “Did we do everything correctly after making that right decision? No. Are there changes that I would have made to the decisions, if I had my time again? Yes. But I don’t lose sleep over those because you can’t manage them – and everything in life learns from the mistakes that they make.

“There might be some people in the studio who disagree with my answers on those, and think that we should have just carried on as-is. It wouldn’t have been right for anyone. If we had, we would have just stagnated. And stagnation is not good.”

Image credit: Sports Interactive / Sega

As we wrap things up, I try to tease out a little more detail on when FM26 might finally arrive. For the first time in an age, Football Manager fans who’ve planned holidays around the series’ near-clockwork release in early November (and ‘advanced access’ period of a few weeks immediately before it), don’t have a clear idea of what to expect. A “broadly similar time of year,” is what Jacobson is willing to give up on the record, and “there will definitely be a period where people can try the game, for sure, but whether it’s called a beta or it’s early access, we will make the decision down the line.”

For now, there’s still work to do. “We’ve got some bugs to fix, we’ve got some little bits of iteration to do,” he says. “Today’s problem is that we’ve got some issues with lighting in the match engine – so I’m not going to say it’s calm, because it never is – making games is really hard.”

The difference this time, however, compared to the somewhat frazzled Jacobson I spoke to in August last year, is that he’s saying all this with most of Sports Interactive’s toughest work behind them. “We’ve got a lot of work to do,” he smiles. “I’m saying that quite calmly.”



Source link

August 29, 2025 0 comments
0 FacebookTwitterPinterestEmail
An in-development screenshot of World of Warcraft's player housing, which is coming in the Midnight expansion. A blue-roofed cottage covered in vines and lights sits in a valley.
Product Reviews

World of Warcraft’s player housing won’t lock out casual players: ‘We’re not gonna put a beautiful bookcase behind killing a raid boss’

by admin August 25, 2025



When I heard player housing is coming to World of Warcraft, I immediately thought of the sheer amount of stuff in the game that could find its way into your home. Blizzard could reward housing items like they do rare mounts for achieving some of the most grindy or challenging things in the game. It could be a real time sink.

But thankfully that doesn’t seem like that’s the direction Blizzard wants to go in when it comes to collecting decorations. Speaking to IGN at Gamescom, game director Ion Hazzikostas said they won’t be locked behind “content that is too hardcore.”

“There may be distinct trophies or things that you can earn for being the best raider on your server or being one of the best dungeon players in the game,” he said, “but we’re not gonna put a beautiful bookcase behind killing a raid boss.”


Related articles

I for one am glad that Blizzard has drawn this line: You shouldn’t have to be good at raiding at the highest levels to have a fancy pad. Limiting high-level rewards to trophies is a smart way to let players celebrate their achievements without forcing people to play the game in ways they might not enjoy.

This theme of unrestrained creativity with WoW’s player housing is what has me and a lot of other people pretty excited for it to drop (in an early form) with the upcoming Midnight expansion. Decorations can be dyed, scaled up or down in size, rotated, and clipped into other objects in any way you want. You can take your entire house and save the blueprint to share with other players too. Other games with housing, like Final Fantasy 14, aren’t nearly as customizable.

Blizzard has spent the last year hyping playing housing up and we’ll finally get to try it with the launch of the final patch for the current expansion, The War Within. Anyone who buys Midnight will have access to it, and Blizzard says it will be updating it and adding new items to it for the foreseeable future.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.



Source link

August 25, 2025 0 comments
0 FacebookTwitterPinterestEmail
Hermen Hulst, managing director and co-founder of Guerrilla Games, speaks during a Sony Corp. event ahead of the E3 Electronic Entertainment Expo in Los Angeles, California, U.S., on Monday, June 15, 2015.
Gaming Gear

After cancelling 8 of the 12 live service games Sony promised to release by 2025, PlayStation studios boss says the number doesn’t really matter: ‘What is important to me is having a diverse set of player experiences’

by admin August 25, 2025



By the time Sony started printing money releasing its exclusives onto PC, the company had made a name for itself delivering the biggest and best singleplayer games on the market. Its run of solo PS4 exclusives from Bloodborne to The Last of Us Part 2 was so strong that it blew Microsoft’s console strategy out of the water, in a way that the Xbox has arguably never recovered from. Even we PC heads with our vast Steam libraries had to acknowledge those games were pretty great.

Yet for the PlayStation 5, Sony decided it would almost completely ignore that legacy, and instead be all about live service. In 2022, former CEO Jim Ryan promised Sony would make and release 12 live-service games by 2025. As of 2025, only one of these—Helldivers 2—has enjoyed a successful launch. Seven were cancelled before release. Three are supposedly still in development (including the deeply troubled Marathon) and one of them was Concord.

It’s a strategy that has, so far, proven catastrophic, leaving the PS5 largely bereft of quality first-party exclusives. But if you thought gazing upon this virtual graveyard might cause Sony to reconsider its priorities, think again.


Related articles

Concord – Gameplay Trailer | PS5 Games – YouTube

Watch On

Sony Interactive Entertainment’s Studio Business Group CEO Herman Hulst was recently asked about Sony’s live-service strategy by the Financial Times (via GamesRadar), as part of an in-depth article about the company’s broader business strategy. “The number [of live-service releases] is not so important,” Hulst told the FT. “What is important to me is having a diverse set of player experiences and a set of communities.”

Instead of changing strategy to avoid massive live-service failures like Concord, or cancellations like The Last of Us Online, Hulst says he basically wants Sony to fail better. “I don’t want teams to always play it safe, but I would like for us, when we fail, to fail early and cheaply.”

To change these massive failures into, er, smaller failures, Hulst says PlayStation has implemented several new safeguards, such as “more rigorous and more frequent testing in many different ways.” According to the FT, this includes a higher priority on group testing, more cross pollination of ideas within Sony, and “closer relationships” between top executives. “The advantage of every failure…is that people now understand how necessary that [oversight] is.”

I would be more convinced by what Hulst says if Sony had demonstrated its PS4-era strategy no longer worked before going all in on chasing the theoretical live-service money train. Those glossy singleplayer titles were often enormously expensive to make, and selling games in general has become significantly harder over the last five years. But while Marvel’s Spider-Man 2 seems to have been a commercial disappointment, God of War: Ragnarok was the fastest-selling PlayStation title ever on launch in 2022, and had sold 15 million copies a full year before it came to PC in September last year.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Best PC controller 2025

All our current recommendations



Source link

August 25, 2025 0 comments
0 FacebookTwitterPinterestEmail
Pete Parsons appears in a Destiny livestream.
Game Reviews

Bungie Boss Leaves Halo And Destiny Studio After 23 Years

by admin August 22, 2025


Bungie CEO Pete Parsons is leaving after 23 years. Fellow veteran Justin Truman will take over as the storied Halo studio struggles with flagging interest in Destiny 2, the delayed launch of Marathon, and a painful Sony integration following a sky-high $3.6 billion acquisition back in 2022.

“After more than two decades of helping build this incredible studio, establishing the Bungie Foundation, and growing inspiring communities around our work, I have decided to pass the torch,” Parsons wrote in a blog post over on Bungie’s website. “This journey has been the honor of a lifetime. I am deeply proud of the worlds we’ve built together and the millions of players who call them home – and most of all I am privileged by the opportunity to work alongside the incredible minds at Bungie.”

Parsons joined Bungie back in 2002 and was an executive producer on Halo 2. He took over the studio when previous CEO Harold Ryan left in 2016, the year before Destiny 2 shipped. He helped engineer the studio’s exit from a publishing deal with Activision in 2019, and Bungie continued to grow amid near-annual expansions for the hit sci-fi loot shooter.

But things began to change after selling to Sony in 2022. Bungie’s expertise in multiplayer games didn’t stop PlayStation’s live service strategy from quickly going sideways, and the studio suffered mass layoffs in both 2023 and 2024, with key talent departing, including veteran designers Luke Smith and Mark Noseworthy, after a Destiny spin-off codenamed Payback was reportedly canceled.

IGN reported that a “soul-crushing” atmosphere among some staff in late 2023, amid the first round of cuts, as Bungie’s independence within Sony began to crumble following the declining fortunes of Destiny 2. Parsons came under fire during the 2024 layoffs after listings for his sports car collection indicated millions in purchases following the lucrative 2022 sale to Sony, even as rank-and-file staff were given pink slips.

“When I was asked to lead Bungie in 2015, my goal was to grow us into a studio capable of creating and sustaining iconic, generation-spanning entertainment,” Parsons wrote in his goodbye post. “We’ve been through so much together: we launched a bold new chapter for Destiny, built an enviable, independent live ops organization capable of creating and publishing its own games, and joined the incredible family at Sony Interactive Entertainment.”

More recently, Bungie has faced an uphill battle with Marathon, the extraction shooter revival of one of its oldest franchises. The game was supposed to come out in September but was indefinitely delayed following a middling reception to a closed alpha earlier this year and a plagiarized art scandal that saw the team forced to overhaul marketing assets, including trailers, to remove elements created by an outside artist.

Truman, a 15-year veteran of Bungie, began working at the studio on the original Destiny. He admitted to some of the studio’s recent fumbles but said it remains committed to “create worlds that inspire friendship.” “I’ve also been part of these efforts at Bungie when we’ve maybe not been at our best,” Truman wrote. “When we’ve stumbled and realized through listening to our community that we had missed the mark. I know I’ve personally learned a lot over the years, as have all of us here, from those conversations.”

He added, “We are hard at work right now doing that–both with Marathon and Destiny. We’re currently heads down, but we’ll have more to show you in both of these worlds later this year.”



Source link

August 22, 2025 0 comments
0 FacebookTwitterPinterestEmail
  • 1
  • 2
  • 3

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