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EA promises largest ever post-launch content for Battlefield 6, teases naval combat, and maybe even the return of the Little Bird
Game Reviews

EA promises largest ever post-launch content for Battlefield 6, teases naval combat, and maybe even the return of the Little Bird

by admin October 7, 2025


We’re mere days away now from the launch of one of the most-anticipated games of 2025. Battlefield 6 arrives this Friday to (hopefully) satiate excitement from longtime series fans, and anyone who checked out its wildly successful beta.

And to offer prospective buyers some assurance that the game is going to have a long tail, EA has started talking about what players can expect in the months following launch.


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The game’s first season was recently revealed to much praise from fans, and it arrives pretty quickly, too, just 18 days after launch. But there’s a lot more beyond that, which Battlefield Studios has officially started teasing.

In the latest Community Update, the developer mainly touched on data from the beta, as well as the various Battlefield Labs tests held before and since. After over 30 sessions and over 92 million hours of beta gameplay, the developer found that class pick rates were varied and had a healthy spread.

Whichever class was more popular essentially depended on the map, with more close-quarters maps favouring Support, and maps with longer ranges going towards Recon. Interestingly, Open and Closed Weapons playlists had barely any difference on class pick rates between them.

Another thing that the two playlists didn’t affect is kills per hour, though they saw a small variance in match length, with Closed Weapons playlists having slightly higher match durations.

Image credit: Battlefield Studios, EA.

Closed Weapons playlists also saw a 3% higher revive rate in Breakthrough, and 2% for Conquest, meaning players stuck to their roles regardless of the weapons they were using. In terms of time spent in combat, both playlists had about the same percentage.

Perhaps the most unsurprising reveal from the blog post, however, is that most players picked the weapons they wanted in Open Weapon playlists, rather than sticking with their class’ Signature Weapons and benefiting from the bonus that comes with that. Except for Recon players, who favoured sniper rifles regardless of playlist.

That said, the developer revealed that there was no dominant weapon archetype, which is a little surprising considering the versatility of some over others. Indeed, that is one thing that will undoubtedly change as the game evolves at launch and beyond.

It also sounds like players didn’t see the value of Open vs Closed Weapons playlists, as “the vast majority of players” stuck with the former after trying the latter. This is misleading, as Closed playlists were buried deeper in the menus and you had to know they a) existed, and b) where to find them.

Regardless, both playlist options will be in the launch build, and Closed Weapons will itself remain a modifier in Portal for custom experiences.

Watch on YouTube

Looking to the future, the developer said that Battlefield 6’s seasons “will have more content than ever before in a Battlefield game,” which is quite the claim. More details will apparently be revealed soon.

Finally, the post teased the return of naval warfare, as well as the Little Bird helicopter – two highly-requested additions that are strangely missing from the launch package. Platoons, essentially Battlefield’s clans feature, was also teased.

You can check out the full blog post at the link at the top for a recap of what the game’s day one patch is going to change. The Battlefield 6 pre-load is now available across all platforms, with the game to go live on October 10 for PC, PS5, and Xbox Series X/S.



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October 7, 2025 0 comments
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Every Call of Duty: Black Ops 7 perk and combat specialty
Gaming Gear

Every Call of Duty: Black Ops 7 perk and combat specialty

by admin October 3, 2025



Another Call of Duty, another opportunity for Activision to update its vision for perks. Black Ops 7 perks function much like they did in last year’s Black Ops 6: Pick three from a huge pool of bonuses, either ignoring or targeting a “combat speciality” bonus for using perks of the same type.

The big change to perks this year is the addition of hybrid specialities, alternative bonuses to the three main combat specialities that let you mix and match perk types a bit. There are also more perks at launch than last year (27 vs 21) and some existing ones have moved around tiers, but if you got comfortable with perk combinations in Blops 6, most of them will still work the same in Blops 7.

There are three perk types: Offense (red), Stealth (Blue), and Support (Green). In Blops 6, these categories were called Enforcer, Recon, and Strategist to match their associated combat specialties, but now that hybrid specialities are a thing, they were given generic names. Here’s the full list of perks that we know about so far in Black Ops 7 as they exist in the open beta. Keep in mind that Treyarch is implementing feedback from the beta into the final game in November, so perk effects may change before launch.


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All Black Ops 7 perks

Tier 1 perks

  • Scavenger (Offense): Resupply ammo and equipment from killed enemies.
  • Lightweight (Offense): Increased movement speed. Jump, slide, and dive further. Faster recovery from sliding and diving.
  • Gung Ho (Offense): Fire while sprinting. Improved movement speed while reloading or using equipment.
  • Cold-Blooded (Stealth): Undetectable by AI targeting and thermal optics. Player-controlled scorestreaks don’t highlight you.
  • Ghost (Stealth): Undetectable by enemy Scout Pulse and UAV when moving, planting, defusing, or controlling scorestreaks. Undetectable by Prox Alarm.
  • Ninja (Stealth): Move more quietly.
  • Tech Mask (Support): Resistance to enemy flash, concussion, and gas. You cannot be EMP’ed or hacked.
  • Flak Jacket (Support): Reduces incoming explosive and fire damage.
  • Shadow (Support): Undetectable to enemy traps and mines.

(Image credit: Activision Blizzard)

Tier 2 perks

  • Assassin (Offense): Enemies on a kill streak get a unique minimap marker and drop Bounty Packs when killed. Pick up packs for more score.
  • Close Shave (Offense): Automatically use your dedicated melee attack when you perform a melee butt attack.
  • Hunter’s Instinct (Offense): Killing an enemy marks the direction of the next closest enemy on your minimap.
  • Looper (Offense): Gain the ability to re-earn scorestreaks in the same life.
  • Vigilance (Stealth): Display a HUD icon whenever you appear on hostile minimaps. Immune to CUAV, Scrambler, and Vendetta.
  • Blast Link (Stealth): Your explosive damage marks enemies on your minimap. Grant his benefit to all allies. Earn score when they deal explosive damage.
  • Engineer (Stealth): See enemy equipment and scorestreaks through walls and scorestreaks on the minimap. Aim at them to see target information.
  • Fast Hands (Support): Reload and swap weapons faster. Extend fuses when throwing back grenades.
  • Gearhead (Support): Two Field Upgrade charges. Booby trap Care Packages.

(Image credit: Activision Blizzard)

Tier 3 perks

  • Dexterity (Offense): Reduced weapon motion and full ADS on slides, dives, and wall jumps. Take less fall damage.
  • Tac Sprinter (Offense): Enables tactical sprint, but reduces your normal sprint speed.
  • Bankroll (Offense): Start each life with +150 score toward scorestreaks.
  • Bruiser (Offense): Melee kills and finishing moves replenish health and earn extra score.
  • Tracker (Stealth): See rough locations of nearby enemies on your minimap, and see their footsteps in the world. ADSing auto-pings enemies.
  • Vendetta (Stealth): On respawn, mark your killer’s last known position for a short duration. Get bonus score for killing that enemy.
  • Quartermaster (Support): Recharge equipment uses over time.
  • Charge Link (Support): Faster field upgrade charge rate. Grant this benefit to all allies. Earn score when nearby allies use their field upgrades.
  • Guardian (Support): Faster healing while capturing and holding objectives. Revive downed teammates faster.

(Image credit: Activision Blizzard)

Combat Specialties

Three core combat specialties return from Black Ops 6 largely unchanged. These are bonus perks automatically granted to a class if it has three perks of the same type equipped.

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Enforcer: Equip three Offense (red) perks

After each kill, gain a buff to movement speed and health regen speed for a short time.

Recon: Equip three Stealth (blue) perks


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On respawn, see the direction of the closest enemy on minimap. Edge of HUD pulses for enemies outside of your view. Leave no death skulls.

Strategist: Equip three Support (green) perks

Increases core for objectives and sabotage. Deploy equipment faster. See enemy content through walls a short distance.

Hybrid Combat Specialties
Hybrid specialities are new to Blops 7. These are also bonus perks, but they’re not as powerful as the main specialities above. The benefit is that you can unlock these by mixing two perk types (one red and two green, for instance), allowing more flexible classes to still benefit from perk synergy. With hybrid specialities, the only way to not have a bonus perk is to equip one of each perk type.

Tactician: Equip Support (green) and Offense (red) perks

When you earn assists, earn bonus score from bullet kills for 10 seconds.

Scout: Equip Offense (red) and Stealth (blue) perks

When you get a bullet kill, stay completely hidden from enemy minimaps for five seconds. Additional kills during this period reset the timer.

Operative: Equip Stealth (blue) and Support (green) perks

Earn Field Upgrade charge from stealthy kills. Suppressed weapons, melee kills, kills while out of line of sight, and other cases count as stealth kills.



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October 3, 2025 0 comments
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Zane, from Borderlands 4, pinches his fingertips expressively as he tries to communicate something so someone off screen.
Gaming Gear

Borderlands 4 dev clears up the difference between Skill Damage and Action Skill damage, and I feel like a combat log is in order so I didn’t have to find this out on a Reddit thread

by admin September 30, 2025



Borderlands 4 has a ton of possible builds to choose from—it’s one of the strengths I highlighted in my Borderlands 4 review—but I do have one teensy-tiny complaint, and it’s that I would like some of the tooltips to be a smidge more straightforward about what is what.

This feeling has returned full-force after seeing a developer kindly explaining the difference between Skill Damage and Action Skill damage on the game’s subreddit (thanks, TheGamer), which probably isn’t the place you should have to go for this sort of clarification.

Turns out, it’s a rectangles/squares situation. Except this is Borderlands, so lead character designer Nicholas Thurston uses guns and shotguns as the metaphor: “Skill Damage and Action Skill Damage is like Gun Damage and Shotgun Damage. All Skills are skills, but only some are Action Skills. Same as all Guns are Guns, but only some are Shotguns.” Simple, then.


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Thurston then explains that Skill Damage impacts basically everything involving the word “Skill”, including passive skills and traits and, you guessed it, Action Skills. However, Action Skill damage only boosts whatever’s on the Action Skill itself.

Other modifiers, like Melee Damage and Minion Damage, can apply to an Action Skill if it also does those things. For example: “Amon’s ‘Onslaughter’ does Melee Damage with his fist, this would get Skill Damage, Action Skill Damage, and Melee Damage … Forgedrones (as an example) only benefit from Skill Damage, as they come from Passive Skills, as well as Melee Damage.”

In a separate comment, Thurston also explains that there’s no real difference between “status chance” and “status application chance”, and that all instances of the former should be the latter: “if something doesn’t, that’s a goof on our part that we’ll need to investigate and correct.”

And hey, props to Thurston for coming in and clearing some of this up, but it does beg the question whether or not the series needs a little more transparency on just how everything works.

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Most ARPGs, a genre which Borderlands shares most of its DNA with, have combat logs that let you mouse over your damage and get a peek at the math going on underneath the hood, allowing you to test whether all those floating modifiers are actually being fed into the machine properly.

And while BL4 does have training dummies, not having any proper mouseovers for its various tooltips—or a way to check on your damage after the fact—does hamper the otherwise stellar buildcraft somewhat. I probably shouldn’t be having to do napkin math to figure out why a non-legendary gun is causing Total Existence Failure.



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September 30, 2025 0 comments
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Hyper Light Drifter studio's next game is a cyberpunk metroidvania with Smash Bros-inspired combat, out next month
Game Reviews

Hyper Light Drifter studio’s next game is a cyberpunk metroidvania with Smash Bros-inspired combat, out next month

by admin September 29, 2025


Heart Machine, the studio behind sci-fi Zelda-like Hyper Light Drifter, has a new metroidvania out next month called Possessor(s).

Publisher Devolver released a new gameplay overview trailer over the weekend revealing its PS5 and PC release date of 11th November.

Possessor(s) is a metroidvania (or “search action” game, as the developers are describing it) set in a quarantined cyberpunk city, with players taking the role of high school student Luca who’s struck a deal with a demon.

POSSESSOR(S) Gameplay Overview | PS5 and PC on November 11Watch on YouTube

As with Hyper Light Drifter, the game is visually arresting, here a clean animated aesthetic as Luca explores a cityscape controlled by a corrupt energy megacorporation.

Combat, meanwhile, is inspired by Nintendo’s Smash Bros. fighting series. Luca will be able to juggle enemies with aerial attacks, with makeshift weapons ranging from a computer mouse, to a guitar and a pair of sunglasses.

It’s looking great, especially if it can live up to the exceptional quality of Hyper Light Drifter, though there’s stiff genre competition from Hollow Knight: Silksong at the moment.

Still, Heart Machine in January released a surprising miss with its roguelike Hyper Light Breaker that remains in early access, but has a Mixed rating on Steam. It’s still being regularly updated, though, with the studio acknowledging the “risk” of early access.



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September 29, 2025 0 comments
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Minecraft's Mounts Of Mayhem Update Will Mix Up Combat
Game Updates

Minecraft’s Mounts Of Mayhem Update Will Mix Up Combat

by admin September 27, 2025



Sometimes nights in Minecraft are overwhelming, feeling like you’re battling an unstoppable army of hostile mobs. Minecraft’s next update, which drops in Holiday 2025, will offer up a new weapon, new mount, and new enemy configurations to mix up your battles.

The new weapon is the spear. Mojang says that this item is suited for both hand-to-hand and mounted combat, and that the damage scales with your speed, giving you all the excuse you need to charge into battle.

The new underwater mount, the nautilus.

That will pair great with the new underwater mount, the nautilus, which you can tame using pufferfish. In addition to making travel faster, this mount will preserve your existing air supply, making those enchanted helmets a little bit less necessary. You’ll also be able to find nautilus armor in chests, with copper, iron, gold, diamond, and netherite variants.

A spear-wielding zombie atop a zombie horse.

With your new weapon and mount, you’ll be fighting some new mobs. The zombie nautilus is a neutral mob, but the drowned mobs that ride them will be carrying tridents and a grudge against you. On land, meanwhile, you’ll be able to find zombie horses. Like the zombie nautilus, these horses won’t attack you on their own, but they’ll be ridden by spear-wielding zombies.

Mojang hasn’t announced a specific date for Mounts of Mayhem, but says it will arrive this holiday season.

Also announced at Minecraft Live are the Copper Age update landing next week, the educational Friendly Fishing add-on, and an upcoming Dragon Ball Z collaboration.



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September 27, 2025 0 comments
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Hinako fighting an unknown person.
Product Reviews

Silent Hill f’s finicky combat doesn’t actually have to be an issue if you follow these cardinal rules

by admin September 26, 2025



If you’ve been following the lead-up to Silent Hill f’s release, then you’ve probably heard some not-so-great things about its combat. I’ll concede that the first few enemy encounters can feel bad, rusty-old-knife-getting-sunk-into-your-shoulder bad. But it does get better, especially once you realise that you can just ignore most of the monsters you come across.

I’m something of a magpie and a hoarder in survival horror games, which means that I collect every single item I come across and then never want to use them. So my solution to this has always been to rely on being as sneaky as possible and perfecting the art of the dodge. And just like most survival games, it works a charm: I found every single note, letter, item, and omamori in Silent Hill f, and I hardly killed a thing.

(Image credit: Konami)

One of the benefits of Silent Hill f being a third-person horror game is that you can play corners; I used this to check corners and alleyways before I walked around or past them. Not only did this save me from getting jumped by knife-wielding mannequins, but it also meant I could see when an enemy was approaching and then wait until it went past to make a move to the next location.


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The monsters in Silent Hill f really aren’t that smart, and they have pretty short lines of sight when it comes to pursuing you. If you decide to equip the Clam omamori, which will be the first charm you buy from the Shrine shop, then their line of sight will get even shorter, meaning turning a corner will be enough to permanently get them off your tail.

There were even moments when I passed a bunch of enemies and then ran a few paces down the street, only to look back and realise that they had all lost interest in me. You can outpace most of the monsters, so my advice is to go on the run. The only enemies that are worth fighting are the Glowing Monsters in Ebisugaoka and the faceless Shackled Monster in the Dark Shrine, as both of these can catch up to you.

(Image credit: Konami)

There will be areas in which you have to fight a bunch of monsters to unlock the next part, but these aren’t massively common, and the game will give you plenty of items before and after these sections to help you.

Instead of focusing on fighting, scan the map for helpful information and items that will make you stronger. You can sell items in every Shrine for faith, which is the currency in Silent Hill f that can allow you to buy omamori from the shop or upgrade your health, sanity, stamina, and carry number for omamori, although you’ll need an ema for upgrades as well.

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Getting more omamori is a must. Here are some of the best ones to help you survive the latter stages of the game:

  • Clam – Decreases enemy line of sight.
  • Whale – You can’t be interrupted by a hit while healing.
  • Crow – Slightly restores health after each enemy defeated.
  • Spider – Greatly decreases weapon durability consumption for light attacks.
  • Suzuran – Perfect dodges become easier to perform.
  • Goat – Take less damage when facing multiple enemies.
  • Dolphin – Increase max sanity after a perfect dodge.
  • Owl – decreases sanity consumption while using Focus.
  • Sakura – Boosts health-restoring items and omamori.
  • Tanuki – Turns physical damage into sanity damage.

After the first couple of runs, I had maxed out my sanity, health, and stamina and also had upgraded to five omamori slots. I focused on making my weapons stronger with the Spider omamori and using less sanity consumption when using the focus ability with the Owl omamori. This meant that I ended up finishing the next three endings with the same starting knife each time, and I had so much stamina that dodging and fighting enemies became ridiculously easy.

But even after I was finished with my upgrades, I still didn’t seek out fights because that’s just not how you’re meant to explore Silent Hill f. If I decided to fight every single enemy I saw, I would still be on my second playthrough. So my advice for anyone entering Ebisugaoka for the first time would be to keep your head down, move methodically through each area, and use save points and line of sight to your advantage; you’ll have far fewer issues playing like this.



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September 26, 2025 0 comments
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India
GameFi Guides

Stricter Rules To Combat Rising Digital Payments Fraud

by admin September 26, 2025


Trusted Editorial content, reviewed by leading industry experts and seasoned editors. Ad Disclosure

India has launched a sharp clampdown on online payment scams, ordering tougher checks and new rules that aim to cut the rising tide of fraud. Based on reports, regulators and payment networks moved after authorities recorded big jumps in both the number of cases and the money lost to scams last year.

India: RBI And NPCI Move Fast

Regulators have pushed several changes into the banking and payments system. According to published figures, incidents tied to Unified Payments Interface or UPI more than doubled from about 7.25 lakh ($8,700) to 13.42 lakh ($16,200) in fiscal year 2023-24.

Reported losses rose too, from ₹573 crore ($69 million) the year before to ₹1,087 crore ($131 million) in 2023-24. The central bank has allowed risk-based additional checks for certain transactions, and NPCI has told banks and apps to block pull or collect requests on UPI from October 1, 2025, a move meant to shut a common scam vector.

The Reserve Bank of India (@RBI) releases new guidelines on authentication for #digital payment transactions, set to take effect from April 1, 2026.

The framework mandates two-factor authentication for all digital payments, though no specific method is enforced.

The central… pic.twitter.com/NH7xKuMmzm

— All India Radio News (@airnewsalerts) September 25, 2025

New Authentication And Domain Rules

One of the headline changes is a requirement for two-factor authentication for payments, set to come into effect on April 1, 2026. Banks and payment firms will need to apply at least two methods of ID for transactions — such as biometrics, device tokens, or passphrases — while SMS OTPs will still be allowed in some cases.

Reports also say the industry will be asked to reserve clear, trusted web domains for banks and finance firms — examples given include “bank.in” for banks and “fin.in” for non-bank financial companies — to make phishing sites easier to spot and block.

Total crypto market cap currently at $3.67 trillion. Chart: TradingView

How Users And Banks Will Be Affected

The new rules are meant to stop impersonation scams, fake calls that pretend to be law enforcement, and other social engineering tricks that send money out of accounts.

A special Cyber Fraud Mitigation Centre and the Indian Cyber Crime Coordination Centre will coordinate responses, and a suspect registry drawn from the national cybercrime portal is being used to track suspicious accounts and identities.

Banks and small operators that run Aadhaar-enabled payment services will face stricter due diligence requirements for their agents and terminals.

Costs, Complexity And The Rural Gap

Banks and tech providers must upgrade systems to run the extra checks and keep records. That will add cost and complexity, especially for smaller firms and rural operators that rely on older devices.

Users may face more steps when they pay, particularly for cross-border or unusual transactions. Reports warn that fraudsters often change tactics after rules tighten, so the measures will need constant review and active enforcement to stay effective.

Featured image from Unsplash, chart from TradingView

Editorial Process for bitcoinist is centered on delivering thoroughly researched, accurate, and unbiased content. We uphold strict sourcing standards, and each page undergoes diligent review by our team of top technology experts and seasoned editors. This process ensures the integrity, relevance, and value of our content for our readers.





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September 26, 2025 0 comments
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Hinako holds back a blind mannequin woman trying to stab her
Product Reviews

Silent Hill F would be better if the combat was less enjoyable, or if there was just less combat

by admin September 22, 2025



When the previews started coming in I was worried that Silent Hill F seemed like it emphasized the combat more than I prefer in my games of dread and slow-burn tension. What I want from a Silent Hill is an in-depth psychological portrait of someone who is deeply unwell. If I have to shoot a few mannequins to get it that’s fine, but it’s not why I’m here. I don’t want a combat system where I can master the timings and get into a flow state, I want it to be janky and panicked like it’s simulating what it would be like for an ordinary person to be handed a plank with a nail in it and thrown in a room with a monster made of nightmares.

To cut a long story short, Silent Hill F is not that kind of game. It’s the kind with an involved combat system it really wants you to get to grips with. You may be playing a teenage girl in the 1960s, but by god you’re going to have to master the blade.

(Image credit: Konami)

It’s not just a matter of “light attack, heavy attack, maybe a dodge if you ask nicely.” In Silent Hill F you can time a heavy attack right to do a counterattack, and can spend focus to broaden the counterattack window. Stay in focus mode till a bar fills up and you can launch a special focus attack. Dodge at the right time and you’ll get your stamina back, because of course there’s a stamina bar, that’s the kind of game this is.


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By the time I unlocked something called “awakened mode” I realized I’d hit the limit of combat mechanics I could be bothered internalizing. Silent Hill F keeps tutorializing new combat ideas even in its final act, well after the point where I’d bothered caring about them.

There are times when you can avoid fights, which is good. The weapon degradation system—yeah, it has one of those as well—means in theory you could end up unarmed because your crowbar, lead pipe, and kitchen knife all break while you’re in a field somewhere whomping undead scarecrows dressed as high school students. So being able to run past and around enemies is an option, but unfortunately it’s only a sometimes option.

(Image credit: Konami)

At other times you’ll need to kill someone to unlock a box holding a crest you need to solve a puzzle, or just to be allowed into the next area. This seems particularly true in the dark shrine world that is Silent Hill F’s replacement for the usual rusty chainlink hellscape otherworld. In the dark shrine world weapon degradation is disabled and you get to wield a naginata like you’re in Soul Calibur 6. But combat eventually stops being optional back in the foggy world as well, with a gauntlet of enemies who have to be killed to make skin walls go away before you’re allowed into the underwhelming finale and inevitable twist ending.

Early on, there’s a moment where you have to get a key out of a well while being menaced by a monster who is like the Hulk wearing the flower outfit from Midsommar. You don’t actually need to fight him, though. Get him to chase you around the other well in the yard and you can buy time to turn the crank and raise the bucket, eventually getting the key you need without having to master another enemy’s precise counterattack window and perfect-dodge timing.

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I wish Silent Hill F had leaned into that style of play, but it’s just not that kind of game. It’s an action game with a horror veneer, and that’s something I go to Resident Evil for rather than Silent Hill.



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September 22, 2025 0 comments
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Delivery Must Complete is Devil May Cry for Ace Combat pilots
Game Updates

Delivery Must Complete is Devil May Cry for Ace Combat pilots

by admin September 17, 2025


It’s been long enough since I last played an Ace Combat game that I can remember only two things about Ace Combat. 1) This Ace Combat 7 cutscene featuring what appears to be a wavy JPEG of a dog, which the Twitterati all thought was an exasperated animator’s joke, but which I understand is actually a homage to a real staff member’s dog who died before the game’s release. And 2) you can ‘powerslide’ by wilfully initiating a stall, which I think might actually be a move from Tom Clancy’s H.A.W.X.

Delivery Must Complete sort of builds a whole subgenre around the thrill of powersliding planes. How does it do this? The clue is that “DMC” is also an abbreviation of “Devil May Cry”. Here’s a trailer. I promise you there will be no further confusing/upsetting references to dogs.

Watch on YouTube

The Steam page calls it “a high speed Acelike Roguelike with SSSTYLE”, featuring cell-shaded, upgradeable jet fighters, four procedural locations, and an enemy roster that includes blimps, dragons and mechs. The story blurb suggests that your overall goal is to make a delivery. What’s the return postage cost for an exploded Sidewinder these days?

In Delivery Must Complete, you will: parry missiles, fire bouncy projectiles out of railguns, deal with varying cloud cover, boggle at fantastical terrain flourishes such as floating islands, build a style meter, and call in orbital strikes. You will not: have limited ammo, though you do have to worry about overheating.

It’s the work of Melbourne, Australia-based developer and gamejam enthusiast Yoyoyollie. There’s no release date yet. Thanks to ae2501maeth for noticing. I’ve been in the mood for a firmly non-simulatory flight sim for a while and this looks like just the thing, though I do have to flag up its mystifying shortage of brewing mechanics.



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September 17, 2025 0 comments
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Dynamic Duo Zuckerberg and Palmer Luckey Reunite for Army Combat Goggles Contract
Product Reviews

Dynamic Duo Zuckerberg and Palmer Luckey Reunite for Army Combat Goggles Contract

by admin September 8, 2025


Despite spending billions of dollars to make it happen, Meta CEO Mark Zuckerberg and Oculus founder Palmer Luckey were never able to make virtual reality a profitable consumer product. Teamed up again, the pair have found an audience that is more comfortable with spending lots of money for slow development timelines and little return: the US Army. According to a report from Bloomberg, Luckey’s Anduril Industries and Zuck’s Meta Platforms were among three companies tapped to produce prototypes for mixed-reality style combat goggles.

The project—which also invited a company called Rivet Industries that is headed up by the former Head of Mixed Reality at Palantir to participate, in case you were worried they couldn’t assemble the full Axis of Evil for this thing—will seek to build upon the Army’s massive, multi-billion dollar Integrated Visual Augmentation System (IVAS) project that it launched with Microsoft. The goal is to ultimately create “new helmet-mounted mixed reality systems.”

The IVAS project will certainly be familiar to Luckey’s crew at Anduril, which took over the project after Microsoft effectively abandoned its VR/AR ambitions entirely—but not before handing over a demo product that an Army participant said “would have gotten us killed.” Just what they have done with it since taking over isn’t clear, though the project did get re-named to “Soldier Borne Mission Command” (SBMC), so that’s something.

There does seem to be quite a bit of information that will help inform the new goggles project. Anduril claimed that it will be guided by “over 260,000 hours of soldier feedback from the IVAS program,” which comes after the Army poured $1.36 billion into research, development, prototypes, according to Bloomberg. Seems like a lot of that information will be on what *not* to do, but that’s a start.

The project also appears as though it’ll make good on Zuckerberg and Luckey’s promised return to collaboration after a nasty falling out in 2017. Earlier this year, the two Trumped-up tech bros promised to make “the world’s best” AR and VR technology for the U.S. military under what they called “Project EagleEye.” The expectation was that the pair would make a joint bid for an Army contract that would be worth about $100 million. While the details on this latest deal weren’t made public by Anduril, the company did announce that Meta was a part of its bid and would be involved in the development of the goggles. Rival Rivet Industries said its contract was valued at around $195 million, per Bloomberg. So, it seems we may have a match.



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September 8, 2025 0 comments
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