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"Incredibly moved and grateful" - Clair Obscur: Expedition 33's director talks success, "art house" aspirations and the scope of future projects
Game Reviews

“Incredibly moved and grateful” – Clair Obscur: Expedition 33’s director talks success, “art house” aspirations and the scope of future projects

by admin October 9, 2025


Since the release of the celebrated and critically acclaimed RPG Clair Obscur: Expedition 33, key members of the development team at Sandfall Interactive have been on something of a global victory tour. The game is indebted to the Final Fantasy series and FromSoftware’s Souls games among others, and now the team have finally met their heroes.

“We met so many inspiring and great people,” director Guillaume Broche tells me, “so many legends of the industry and the games we play and adore. It was always very chill, actually. It was really just about sharing philosophies on how to make games and the games industry in general.”

Broche wasn’t nervous about meeting his heroes. “They’re actually very cool,” he says. “All the big directors we met, and even the smaller ones that we really love, we all speak the same language [of games].”

Clair Obscur: Expedition 33 | Launch TrailerWatch on YouTube

Indeed, where players have made countless comparisons between Expedition 33 and the iconic long-running franchises it’s inspired by, the developers themselves are supportive of one another. “It’s cool to see that among directors and people who make games, even on a technical level, on the producing level, really it’s about sharing and making the best games possible, and there is no real sense of competition,” says Broche. “It’s more how we can elevate each other to do our job better. And that’s a really great feeling I want to convey, because from the exterior it looks like everybody’s at each other’s throat, but really that’s not the case at all.”

One competition that remains this year, however, is Game of the Year, and so far Expedition 33 is seemingly one of the frontrunners. Broche describes the positive reaction to the game as “surreal”, as he didn’t expect it to be quite so far-reaching.

“I was saying before the game launched, we are going to find our niche and the players who love the game will really, really fucking love the game, but we are still expecting it to be a very small percentage of gamers,” he says, alluding to the expected popularity of turn-based games ahead of the game’s release.

“It exploded far beyond that. We are incredibly moved and grateful at how big it got and how it emotionally resonated with people.”

“I think the first shock was when we discovered the meta score,” adds Tom Guillermin, CTO and lead programmer. “There are so many great games that we look up to that are in that range of score. So when we discovered that, everybody was screaming with joy in the studio. It was such an emotional moment.”

Image credit: Sandfall / Eurogamer

The huge success of the game is a remarkable achievement for a debut game from a small studio. But that success, Broche and Guillermin assure me, isn’t going to change the studio – its size, the way it operates, or its future projects.

After Expedition 33 was released, there arose plenty of debate about the size of the team at Sandfall (while the core development team was around 30 people, there was additional outside help in animation, QA testing and more). So should the studio be considered indie, AA, or does it even matter?

“We don’t really care, to be honest. We are very much independent on everything we do,” admits Broche, noting publisher Keplar provided assistance. “I’d say probably the most accurate would be triple-I, because we are not really small, but we are also on the very lower end of AA production budgets and team size. We are not bothered that much by any classification, it doesn’t really matter.”

Broche describes Sandfall Interactive as a “small art house, where we make games that we love and want to play”. And that will continue, even despite its success, as it allows the team to take risks, be agile, and innovate.

“We know how to make a game with a team our size, a game we love, so that’s something we want to do again,” he says. “We don’t plan to grow the company that much…even for the next game. We don’t necessarily want to make something bigger. We want to make something as good, if not better, and that’s all that matters. The size is not really important, I think.”

Perhaps this is a lesson the industry could learn this year. Amid exploding budgets, creative ruts, and the desire for ever-growing profits, here is a studio working within its limits to deliver a passion project that players have responded to in their millions.

Image credit: Sandfall / Eurogamer

As such, I asked Broche about the scope of the project and how the design team decided what should be included. Being a small team, he says, meant they could adapt quickly, but initially Expedition 33 was Broche’s project and was intended to be created by an extremely small team which naturally led to a clear focus.

What’s more, the JRPG style of the game lent itself to a manageable scope. Turn-based combat, for instance, is “easier to do, in a way, than pure action games”, says Broche. “I would say it’s also a lot of happy accidents, because the kind of game I really love, they tend to take a lot of shortcuts – like JRPGs – and so the general game also matches very well with the size of the team. We would have struggled a lot more, of course, if we’d done a big open world with thousands of quests.” The use of a world map, too, allowed for agile development as it’s easy to slot in new areas.

“I think the most important thing is to define what your game is at the beginning and have a very strong vision at the very beginning so you know exactly what you want and what you don’t,” concludes Broche.

Guillermin adds there were very few features developed that didn’t make it to the final game, owing to that clarity of vision. Then, as the team grew, designers “had a lot of freedom to create a lot of content from the building blocks that we were providing them”.

“I think the most important thing is to define what your game is at the beginning and have a very strong vision.”

This is why, then, the game offers a turn-based combat system with such depth, while exploration is more linear, without offering the complex dungeons and puzzles of other games in the genre.

“It’s funny, we tried at some points to add puzzles and everything and it just didn’t fit at all with the game,” says Broche. “It felt completely off and broke the rhythm that we want for the game and made it less tight. I think it would have been great for the length of the game, because people would have been stuck for hours. But overall, we wanted something that is shorter than traditional RPGs and more packed in terms of rhythm and cutscenes and story and the battles.”

Image credit: Sandfall / Eurogamer

So what’s next for the studio? Broche has previously hinted Expedition 33 is “not the end” of the Clair Obscur franchise, but “clair obscur” as a term is rooted in art. Is that a theme we’ll see continue in future games?

“For me, Clair Obscur is more about a mark of greatness in terms of art and how we see games at Sandfall,” says Broche. “I used the term ‘art house’ before, and it’s really something I am very attached to. It’s games that, in one way or another, will feel very artistic in terms of music, visual, art, story – ideally, everything at once.

“That’s why we also chose an art theme that is very strong with the name Clair Obscur. It reflects that, and it also reflects contrast, which is something I personally adore in stories, where you will never have complete darkness or complete light, but what’s important is what’s in between.

“It also reflects the philosophy of the studio itself,” he adds. “We do some games that are very serious and sombre with some very light moments, of course, but overall, we don’t take ourselves very seriously. And the mood overall at the studio is very light, and we like to laugh all day long. So it’s really this contrast that is both in our game and in the studio, which feels very fitting for how we work on the story of the studio, and there is a spirit of the franchise, let’s say.”

Before that, Sandfall Interactive will release an update to Expedition 33 by way of a “thank you” to the fans. While the studio is tight-lipped about its content, it’s previously hinted it’s exploring new localisation and accessibility options among other additions.

What’s more, Broche tells me the update will have “a bit of whee and a bit of whoo”. No doubt fans will take the hint.



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October 9, 2025 0 comments
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Final Fantasy 7 Remake Part Three won't be impacted by multiplatform approach, says director, despite Xbox's problematic "lack of memory"
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Final Fantasy 7 Remake Part Three won’t be impacted by multiplatform approach, says director, despite Xbox’s problematic “lack of memory”

by admin October 4, 2025


Final Fantasy 7 Remake trilogy director Naoki Hamaguchi has stated the multiplatform approach for Part Three won’t impact development “whatsoever”.

With Remake Intergrade heading to Switch 2 and Xbox consoles next year, Square Enix confirmed the full trilogy would be multiplatform. That said, we don’t yet know the release date for Rebirth on Switch 2 and Xbox, and it’s unknown if part three will be a simultaneous multiplatform release or staggered with PlayStation leading.

Still, it seems this multiplatform approach is working out just fine, as Hamaguchi told Easy Allies for Part Three “we do have designated teams working on each platform so that our multiplatform approach won’t impact the development whatsoever”.

FINAL FANTASY VII REMAKE INTERGRADE – Release Date Announcement – Nintendo Switch 2Watch on YouTube

Yet while “development for both Nintendo Switch 2 Rebirth and the third installment are going very smoothly”, it seems the Xbox consoles are proving a little more problematic.

“As for the Xbox version, like many other publishers, I think we did see some issues with the lack of memory compared with other platforms,” said Hamaguchi. While he doesn’t specify, presumably he’s referring to the less powerful Series S console, which proved tricky for Baldur’s Gate 3 studio Larian among others.

“But as for the Switch 2 releases,” Hamaguchi continued, “we actually have the main dev team working really hard on this. As a result I think we’re pretty confident with the end product, we did get some great reviews for FF7 Remake Intergrade so I hope the fans look forward to it.”

Indeed, in an interview with Automaton earlier this week, Hamaguchi praised the Switch 2’s “great hardware specs”.

“However,” he added, “due to power consumption constraints, it’s designed to dial back performance a bit in handheld mode. So, since a straightforward port wouldn’t be enough to make the game run stably in handheld mode, we had our talented rendering programmers put in extra work on optimisation.”

The key to ensuring the game still looks great, though, is a focus on lighting.

“I believe lighting is the crucial factor in terms of graphics quality and expression in this day and age,” said Hamaguchi. Approximating the lighting would have made the game feel “cheap”, he explained, and so the development team has reduced the processing load in other areas – such as post-effects and fog – to retain high quality lighting.

Hamaguchi has been doing the rounds for interviews as part of last week’s Tokyo Game Show.

In another interview he discussed the gameplay of Part Three further, stating he didn’t want to “deliver just exactly the same style of gameplay experience as we had with Rebirth again”. Instead it will be evolved to offer a “fresh take on the Final Fantasy 7 gameplay”.

Final Fantasy 7 Remake Intergrade will be released on Switch 2 and Xbox consoles on 22nd January next year. It adds boost options to help players progress quicker, which will retroactively be added to the PS5 and PC versions too.



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October 4, 2025 0 comments
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As the videogame industry continues to be hammered by layoffs, Netflix is offering up to $840,000 per year for a new Director of Generative AI for Games
Product Reviews

As the videogame industry continues to be hammered by layoffs, Netflix is offering up to $840,000 per year for a new Director of Generative AI for Games

by admin October 3, 2025



Will Netflix ever actually develop and release its own big-budget videogame? That remains an open question, but it still seems determined to try—and it sure seems determined to do it using generative AI. The company is now on the hunt for a Los Angeles-based Director of Gen AI for Games, and it’s willing to pay an awful lot of money to whoever takes the role.

“We’re seeking a visionary and pragmatic Head of Gen AI to lead the strategy and application of Gen AI across our games organization,” the job listing (via Kotaku) states. “This role sits at the intersection of technology, product, and creativity—driving how we leverage cutting-edge AI to create meaningful, novel, and scalable experiences for players.

“You’ll serve as a key partner to our game studios, technology and platform teams, and leadership. Your mandate is to shape and scale our approach to Generative AI, from core capabilities to in-game features to entirely new forms of play, anchored in both what’s technically feasible and what’s compelling for players.”


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Prospective candidates will need to have at least 10 years experience in the industry, “demonstrating a comprehensive understanding of the end-to-end game development lifecycle, from concept to live operations,” along with various other qualifications. In exchange for their service, Netflix is prepared to pay—along with a comprehensive benefits package—a salary range of $430,000 – $840,000.

I find this help wanted ad particularly interesting in the broader context of Netflix’s efforts to muscle in on the videogame business. The company brought on former EA and Facebook executive Mike Verdu as vice president of game development in 2021 and launched its first in-house game studio in 2022. But two years later, the studio closed without even announcing a project, much less releasing one.

Shortly after that, Verdu transitioned from VP of games to VP of GenAI for Games; four months after that, he transitioned into a guy who doesn’t work at Netflix anymore. And now it wants a new guy.

Directors may be cheaper than VPs (emphasis on the “maybe,” I really don’t know) but even if that’s the case, the salary on offer here, especially at the upper range, has not gone unnoticed amidst the seemingly endless deluge of layoffs that have plagued the game industry for years—which, I must mention, includes cuts at Netflix-owned Night School, the developer of the Oxenfree games, earlier this year.

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

“Sorry, there’s just no money for new projects” “we have to lay off hundreds of people to cut costs” “that show/game/studio has been canceled and closed due to lack of profits”

— @kendrawcandraw.bsky.social (@kendrawcandraw.bsky.social.bsky.social) 2025-10-03T16:54:29.054Z

Netflix wants to pay someone half a million dollars a year to be “director of genAI for games”.
Your first Unity tutorial project makes you overqualified.

— @coil.bsky.social (@coil.bsky.social.bsky.social) 2025-10-03T16:54:29.006Z

I am not going to lie – if Netflix wants to pay me half a million a year to tell them that GenAI is a scam and should be avoided this is a service I am willing to provide. I will say it REAL SLOW.

— @willwarmstrong.bsky.social (@willwarmstrong.bsky.social.bsky.social) 2025-10-03T16:54:29.123Z

Netflix is certainly making no bones about its commitment to generative AI: In May the company said it plans to start showing “AI-generated interactive advertising” in 2026, and in July co-CEO Ted Sarandos gushed about the money and time saved by using generative AI instead of a conventional VFX team in its show The Eternaut, saying, “We remain convinced that AI represents an incredible opportunity to help creators make films and series better, not just cheaper.”



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October 3, 2025 0 comments
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Street Fighter 6 director shares surprise at Capcom's controversial decision to charge pay-per-view for its esports finals
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Street Fighter 6 director shares surprise at Capcom’s controversial decision to charge pay-per-view for its esports finals

by admin October 3, 2025


Street Fighter 6 director Takayuki Nakayama has shared his surprise at Capcom’s decision to charge for the game’s upcoming esports tournament finals and has apologised “for any concern this may have caused”.

At last week’s Tokyo Game Show, Capcom revealed the finals for its Tokyo-based Capcom Cup and Street Fighter League 2025 World Championship would be viewable globally online only via a pay-per-view model, when usually fans can watch for free across YouTube and Twitch.

The finals for both the Capcom Cup 12 Finals and SFL World Championship will cost ¥4,000 each (around £20), or a bundle of both is available for ¥6,000 (around £30). The earlier qualifying rounds remain free.

Street Fighter 6 – C. Viper Gameplay TrailerWatch on YouTube

The prices are comparable to being in the venue in-person, though prices range from ¥2,000 (£10) to ¥20,000 (£100) for SSS box seats.

The decision has been met by considerable backlash, but now the game’s director has responded on social media.

A fan asked Nakayama if it was strange that Capcom’s esports division and the Street Fighter 6 development team seem so disconnected.

“It may sound strange, but it’s true,” he said. “Revenue targets and assigned tasks differ fundamentally by department.”

He continued: “Even the development team was surprised by this announcement (At least Matsumoto and I were shocked at the venue). That said, since this matter occurred within the same company, we are currently discussing it. We apologise for any concern this may have caused.”

It may sound strange, but it’s true. Revenue targets and assigned tasks differ fundamentally by department. Even the development team was surprised by this announcement(At least Matsumoto and I were shocked at the venue)That said, since this matter occurred within the same…

— TAKA-nakayama (@takaNakayama) October 2, 2025

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In a later response, Nakayama joked: “If I get scolded at work, I will delete the above comment.” Fans certainly appreciated his transparency, at least.

In response to Capcom’s announcement, one user asked: “Isn’t the whole point of Capcom Cup, CPT, and the prize pool supposed to be, y’know… marketing for the game? Why would you PPV gate that?”

The countdown begins. Tickets for #CAPCOMCUP12 drop soon on Oct. 10!

Starting this season, CAPCOM CUP 12 Finals (Mar.14) and SFL: World Championship (Mar. 15) will stream live via Pay-per-view. Free replays will drop Mar. 21 (CC12) & Mar. 22 (SFL:WC). *Pay-per-view tickets will… pic.twitter.com/CrPI1EzXSq

— Capcom Fighters (@CapcomFighters) September 28, 2025

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Another noted the Street Fighter League Japanese Finals last year were also pay-per-view, adding “Unfortunately the rest of the world does not have japans culture. This will be the biggest pr nightmare for your brand. Good luck with that.”

The combined event will take place next year, collectively from 11th – 15th March.





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October 3, 2025 0 comments
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Final Fantasy Tactics - The Ivalice Chronicles director is a big PC gamer, and says he was 'very particular' about making sure they got the new UI just right
Product Reviews

Final Fantasy Tactics – The Ivalice Chronicles director is a big PC gamer, and says he was ‘very particular’ about making sure they got the new UI just right

by admin October 1, 2025



Final Fantasy Tactics: The challenges of bringing it to PC – YouTube

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“They’ve actually done it: Not only can I finally play Final Fantasy Tactics on my PC, but this timeless classic has been done justice,” begins our 91% review of The Ivalice Chronicles, the long, long-awaited remaster of one of the all-time great strategy games. As the developers at Square Enix have recently attested, pulling off the revival for PC and modern consoles has been no easy task, in part because the original source code no longer exists.

In a new interview with PC Gamer at the Tokyo Game Show last week, director Kazutoyo Maehiro went into more detail about the specific challenges of adding a new PC-friendly interface to a game designed for the original PlayStation.

“I myself play a lot of games on PC, so … I was very particular making sure we got it right,” Maehiro said. “Tactics is a turn-based strategy RPG, so you might be playing it for a while. You’ll spend a lot of time with your hands on the mouse and keyboard. One of the things I wanted to make sure was people wouldn’t get tired from playing for extended periods of time. So when it came to that, it was a lot of discussions within the team: What kind of shortcuts could we have, what kind of ways can we make the mouse easier to use? We went through a lot of different iterations and discussions together to make that happen.


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“We also looked at a lot of different strategy RPGs and RTS games as well. We would look at what kind of controls they’re using, what’s the standard that people have or what people are comfortable with, and we used that as a base to make what we have.”

The Ivalice Chronicles producer Shoichi Matsuzawa added that Maehiro wasn’t kidding about being particular. “Even down to the speed of the scrolling, he’d tell me ‘the scroll’s just a little bit off here,’ and I was telling him ‘we don’t have time for this! The schedule does not allow for more adjustments.'”

The duo also discussed making sure the game worked well on the Steam Deck, though it’s currently rated Playable rather than Verified due to some small text. That was a deliberate trade-off—they decided they weren’t willing to sacrifice any of the important information they needed to fit onto the screen.

Our TGS interview also covers updating Final Fantasy Tactics’ script to support its newly added voice acting without losing any of its sharp political commentary, as well as the archeological process of digging through the game code from past releases to cobble together this definitive version.

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



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October 1, 2025 0 comments
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Borderlands 4 Skibidi Toilet mod
Product Reviews

Mod maker brings Skibidi Toilet to Borderlands 4 for one simple reason: To spite the narrative director who said he’d ‘cry real tears’ if the game shipped with it

by admin September 25, 2025



One of the best things about PC gaming is mods. They let people do things with their games that developers, for whatever reason, couldn’t, didn’t, and/or really wish you wouldn’t. Sometimes they’re practical things, like the recently-released Dying Light: the Beast mod that reduces annoying zombie grabs—and sometimes, well, they’re not.

A good example of a mod that was not created to solve a practical problem is Epic’s Skibidi Toilet, which creator EpicNNG said was made specifically “to spite Samuel Winkleclank.” That would be Borderlands 4 narrative director Sam Winkler, who apparently brought this upon himself by saying Borderlands 4 would cut back on the “toilet humor” of Borderlands 3.

“If the word ‘skibidi’ ships in the game under my watch I’m gonna cry real tears,” Winkler proclaimed fatefully.


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Careful what you wish for, or vocally wish not to happen as the case may be, because yes, it is real.

Winkler, to his credit, seems to be taking it well.

(Image credit: Sam Winkler (Twitter))

His torment isn’t likely over, though. In the same post in which Winkler said he wouldn’t allow Skibidi Toilet in Borderlands 4, he also wrote, “Paul Tassi joked that we were gonna have a gun called Hawk 2A and a fellow dev asked me if it was real and I wanted to put my hand down the sink grinder.”

Well:

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

(Image credit: EpicNNG (Twitter))

For the record, it’s not all disturbing toilets and sex puns: EpicNNG also creates mods that solves practical problems, including one that will remove or reduce VFX in Borderlands 4 to improve accessibility.



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September 25, 2025 0 comments
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Skibidi Toilet has made its way to Borderlands 4 just to spite its narrative director
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Skibidi Toilet has made its way to Borderlands 4 just to spite its narrative director

by admin September 24, 2025


Borderlands 4 players on the PC are now able to download a little mod that’ll add a particularly famous meme to the game, in spite of the narrative director’s public woes.

That’s right, the Skibidi Toilet mod can be downloaded on Nexusmods right now. This mod will add the infamous Skibidi Toilet face to in-game toilets, bringing everyone’s fears to life. The mod was created by EpicNNG, developer and Borderlands content creator.

The reason this jokey mod is of note is thanks to Borderlands 4 narrative director Sam Winkler’s comments on the game’s tone prior to launch. On social media, Winkler said that the “toilet humour” present in Borderlands 3 would be toned down, and stated: “if the word skibidi ships in the game under my watch I’m gonna cry real tears”.

Check out the launch trailer for Borderlands 4 here.Watch on YouTube

So while Sam Winkler has been able to sleep peacefully knowing Borderlands 4 hasn’t shipped with any especially cringeworthy gags, it seems certain corners of the Borderlands community have long memories. People say having open communication to developers is great for community building and strong ties to the folks making the experiences gamers love. The real reason is obviously this: to create mods to torment them.

It actually gets worse for Winkler, who also stated: “Paul Tassi joked that we were gonna have a gun called Hawk 2A and a fellow dev asked me if it was real and I wanted to put my hand down the sink grinder”. EpicNNG posted on X that “Hawk 2A is next”, so here’s hoping any Borderlands 4 DLC is written up and ready to go before Winkler does something drastic.

If this has somehow convinced you to try out Borderlands 4, why not check out our Borderlands 4 review! In it reviewer Rick Lane concludes: “Borderlands 4 brings a more sensible script and a true open world to its pseudo-cel-shaded gun-show. But these moderate improvements are undermined by frustrating exploration and combat that takes too long to properly shine.”



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September 24, 2025 0 comments
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Death Stranding live-action film to "tell a story you haven't seen in that world," says director
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Death Stranding live-action film to “tell a story you haven’t seen in that world,” says director

by admin September 24, 2025


A24’s Death Stranding live-action film will tell “another story that you’ve never seen in this same universe,” according to its director, Michael Sarnoski.

During Kojima Productions’ Beyond the Strand 10th anniversary stream on September 23, 2025, Sarnoski joined Kojima and A24’s co-head Sam Hanson on stage to discuss his work on the film.

“Initially, when I came onto this project, it was a huge honour,” said Sarnoski, who also directed A Quiet Place: Day One. “I was terrified by the idea of taking something this big on, especially after [A] Quiet Place, which was a really big endeavour.

“But it was after meeting Kojima-san and talking to A24 that I realised how much freedom they were willing to give me on this project.”

Sarnoski also revealed that the live-action Death Stranding film adaptation will tell an original story, set in the same universe as the games.

Sarnoski said: “With this project, we really want to capture the soul of the game, capture the themes of the game, but tell a story you haven’t seen in that world, and explore characters you haven’t seen before, and find all of that scope and all of those incredible real locations, but also find all of those nuanced characters and just do justice to this on a macro and micro scale.”

“We’re trying to find something, another story that you’ve never seen in this same universe that is both accessible to people that have never played the games before, but will also give something to people that know the games really well,” he continued.

“And so, I think finding that balance and finding a way to tell a really human story in this world that captures everything we love about it as well as being able to stand on its own two feet is really the goal.”

Adding to this, Kojima explained that, due to Death Stranding taking “about 70, 80 hours” to complete, they didn’t want to “slim that down to a two-hour movie.”

“So, using that world, but a totally different story of Death Stranding the movie is essential and important,” Kojima said. “That’s why I wanted someone who could write and direct, and I’m not going to get involved too much because if I do, I’m going to start saying a lot of things. I’ll be like a producer, and I could trust Michael fully.”

In addition to the update on the live-action Death Stranding film, Kojima shared a first look at the animated Death Stranding movie, which now has the working title of Death Stranding: Mosquito.

While we already knew screenwriter Aaron Guzikowski was attached to write the film, during the event, Kojima announced that ABC Animation Studio’s Hiroshi Miyamoto is the animation director.

According to Miyamoto, the current working title is a hint at the film’s main character and their ability, as they have the ability to “suck something” that’s not blood.

During the 10th anniversary event, Kojima Productions also announced that it is working on an AR project with Niantic Spatial, revealed a new teaser trailer for OD (which now has the subtitle ‘Knock’), and revealed poster art and cast members for its upcoming stealth game Physint.



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September 24, 2025 0 comments
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Resident Evil Movie Will Keep The Game World "Intact," Says Director
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Resident Evil Movie Will Keep The Game World “Intact,” Says Director

by admin September 21, 2025



Barbarian and Weapons director Zach Cregger previously said that his upcoming Resident Evil movie is a “weird story” that won’t use the games’ already established heroes like Leon Kennedy. But he wants fans to know that this film is set firmly in the same world as Capcom’s survival-horror games.

“It’s an entirely original story,” Cregger told Entertainment Weekly. “When you watch it, you’ll be like, ‘This is very Zach.’ It’s just [that] it takes place in the Resident Evil world. I don’t think fans of the games are gonna be bummed. … I respect the games enough where I’m gonna like tell a Resident Evil story in the Resident Evil canon that still leaves everything they love intact from the games, you know what I mean?”

Cregger also confirmed that Weapons actor join Austin Abrams has a leading role in Resident Evil, but didn’t share any specifics about his character. He only said that, “[Abrams is] so right for the role in Resident Evil.”

Abrams may soon be joined by another veteran actor, as Paul Walter Hauser reportedly signed on earlier this week. The Resident Evil movie will begin shooting this October in Prague, and more casting announcements should follow soon. Resident Evil will hit theaters on September 18, 2026.

Next year is also the 30th anniversary of the original Resident Evil. Capcom is celebrating by releasing Resident Evil 9: Requiem in February 2026, alongside Resident Evil ports for Switch 2.



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September 21, 2025 0 comments
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'Weapons' Director Zach Cregger on Aunt Gladys' Style Inspirations
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‘Weapons’ Director Zach Cregger on Aunt Gladys’ Style Inspirations

by admin September 20, 2025


Zach Cregger’s creepy Weapons is now available to watch at home, meaning folks who missed it in theaters can behold its horrors from the safety of their couch. Also, it means anyone in the midst of fashioning a Halloween costume styled after the movie’s most mysterious and memorable character can rewind and freeze-frame to get all the Aunt Gladys details just right.

Like everything in Weapons, Gladys’ looks are very carefully thought out. Her more vulnerable scenes reveal she’s a lot older than you might think—possibly even ancient—but the breakout style definitely comes through when Gladys (wonderfully played by Amy Madigan) has to make a public appearance. She’s got her red wig with the micro bangs, 1970s oversized sunglasses, a thick slash of lipstick, colorful outfits that scream “suburban eccentric,” and that all-important handbag stuffed full of sinister spell-casting tools.

Speaking to Collider, Cregger elaborated a bit on how this frightening style icon came into existence.

“She’s not based on anything I’ve experienced in real life, necessarily,” he said. “But … Gladys as an aesthetic, her aesthetic comes from Cindy Sherman and Twin Peaks and Boca Raton retirees.”

We would have guessed maybe a little Grey Gardens in there too, and perhaps The Witches, as well as hag-spolitation classic What Ever Happened to Baby Jane?

Cregger does go on to explain that Gladys, beyond her physical appearance, was influenced by aspects of his own life, something he’s previously discussed.

“Gladys, as a theme, is very autobiographical. And really, it’s about my childhood. And it’s not that there was an evil woman that came into my life, but it was more about just growing up in an alcoholic family,” he said. “And the idea of a new entity coming into your house and upending the family dynamic, and taking a safe place and turning it into a scary place, and what it does to children, and that sort of thing … But no, I never met a crazy woman with red hair.”

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.



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