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Borderlands 4's latest update aims to deliver more performance fixes, ends up causing more stuttering for some
Game Updates

Borderlands 4’s latest update aims to deliver more performance fixes, ends up causing more stuttering for some

by admin September 28, 2025


Another day, another Borderlands 4 update aiming to smooth out more of the performance problems which have plagued the looter shooter since launch, especially on PC. Unfortuntely, this latest patch looks to have led to an uptick in stuttering for some players, with Gearbox recommending some shader messing around as a potential fix.

In fairness to the studio, you can’t say they haven’t been working hard to get Borderlands 4 running a bit more smoothly since problems in that department became apparent, with this being the third post-launch patch targeting performance in the past couple of weeks. One of them was confusingly noteless, but hey.

Anyway, this one has notes, and delving into them you’ll find a few tweaks to weekly activities being granted top billing before things descend into fix territory. The weekly big encore boss has been swapped to a tougher version of another existing boss and will offer more loot. The weekly wildcard mission’s changed and Maurice’s Black Market Vending Machine has been moved.

In terms of fixes, Gearbox cited the rectifying of “various instances of hitching, low FPS, and crashes” as well as “infinite loading screens during crossplay”. Characters should also load up faster in menus, and their animations have been updated to match the fixes. Sadly, it seems that the update’s actually led some players to experience more performance problems, with Gearbox acknowledging this in a follow-up tweet.

“Stuttering issues should resolve over time as the shaders continue to compile in the background while playing,” they wrote. “If you’re still experiencing issues after 15 minutes of continuous play, you can also clear your shader cache via your video card manufacturer’s approved method.” If problems persist, you’ll have to file a support ticket.


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That aside, studio have also made some changes to rewards and progression with this update, plus some minor tweaks to individual vault hunters. On top of that, there’s a bit of gear balancing, with the tweaks as follows:

  • Hellwalker: now always spawns with Fire element
  • Tediore weapons: +10% Damage and +10% magazine size
  • Order Pistol Lucky Clover (Rocket Reload): increased fire rate
  • Order Sniper Rifle Fisheye: increased Damage

Borderlands 4 creative director Graeme Timmins has revealed in a tweet that the game’s next patch’ll be much heavier on the balancing tweaks. “As a note, we had too many Vault Hunter buffs to safely fit into today’s big update,” he wrote. “Instead, we broke up them into their own balance update that we’re targeting to release early next week instead.”

Here’s hoping that Gearbox can get their shooty thing running nicely soon, especially since yapping CEO Randy Pitchford thankfully looks to have stopped giving impromptu setup advice on the socials. As for the game itself, Jasmine Mannan gave it a go for us and generally liked what these four bordered lands had to offer.



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September 28, 2025 0 comments
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We may never get a Dead Space 2 remake, but this huge community patch fixes a lot of the PC version's problems
Game Updates

We may never get a Dead Space 2 remake, but this huge community patch fixes a lot of the PC version’s problems

by admin September 27, 2025


I don’t massively feel the need for a new version of Dead Space 2, even following EA’s posh remake of the first, but if you’ve been dreaming of another visit to the game’s sprawling interstellar necropolis, you could do worse than to check out the community-brewed Marker Patch.

Primarily created by Wemino, whose other projects include tune-ups for bullet-time shooter F.E.A.R. and American McGee’s Alice, it’s a cure-all bundle of fixes for various issues with the game’s PC release, including problems created by running it at higher frame-rates on heavier-duty 10 core PCs. Vemino has also increased the max number of genuinely dead Necromorphs that can be present in the environment, forced anisotropic filtering throughout, and added options to stop the game automatically connecting to online services that are no longer offered by EA.

You can find the Marker patch on Github. It’s compatible with both the Steam release and the EA app version, with instructions for getting it working on Steam Deck or Linux. Here is a compressed/curated rundown of the contents I have produced by running my Plasma Cutter crudely over the Github page:

  • Stabilizes physics behavior at high framerates to eliminate the annoying flying corpses and limbs
  • Prevents the game from crashing on systems with more than 10 CPU cores
  • Corrects the VSync implementation to use the refresh rate selected in the game’s settings instead of locking to 30 FPS
  • Fixes the tracking of Zealot and Hardcore difficulty completions to properly unlock rewards
  • Resolves item database conflicts where certain DLC suits incorrectly share IDs with other suits
  • Prevents crashes that can rarely occur when the game enumerates save files
  • Scales subtitle text appropriately for high resolutions
  • Implements proper raw mouse input to fix sensitivity issues
  • Blocks all DirectInput devices except mouse and keyboard to prevent unwanted camera spinning from devices like racing wheels, flight sticks, and other peripherals
  • Forces anisotropic texture filtering on all textures to improve clarity at oblique viewing angles
  • Forces proper trilinear filtering for smoother texture transitions between mipmap levels
  • Prevents connection attempts to EA servers at startup and prevents error messages from appearing
  • Increases the maximum number of bodies that can remain in the environment
  • Automatically sets the game to your screen resolution on first launch instead of defaulting to 1024×768
  • Bypasses the EA/Visceral Games intro video on launch [when you enable this option]
  • Control which DLC items appear in the store

The patch also does funky stuff with dinputto8 for mod compatibility. I say “funky stuff” because I don’t know what a “dinputto8” is. It could be incredibly routine and entirely non-funky. For all I know, I’m basically saying “the patch does funky stuff with running on computers powered by electricity”. Anyway, all the features can be customised individually. “The patch uses sensible defaults that work for most users, but allows fine-tuning of every aspect,” writes Wemino.

The odds of a full Dead Space 2 remake seem low at this stage. In April 2024, the rumour was mongered that EA had cancelled such a project in light of the original remake’s sales. EA have denied this, and we’ve heard barely a squeak of Dead Space since.

In our Dead Space remake review from January 2023, Liam Richardson (RPS in peace) summarised it as “luxuriously improved in small but considered ways”. I myself enjoyed EA Motive’s fancy reinterpretation of original developer Visceral’s spacecraft setting, but found a lot of it to be adding widgets and sparkle for the sake of it. In particular, I found Isaac Clarke more compelling when he couldn’t speak.



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September 27, 2025 0 comments
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Borderlands 4 Just Got FOV Sliders On Console And Some Other Nice Fixes
Game Reviews

Borderlands 4 Just Got FOV Sliders On Console And Some Other Nice Fixes

by admin September 26, 2025


Since the launch of Borderlands 4 earlier this month, the game has suffered from performance issues on both console and PC. Players have also been upset about the lack of a field-of-view slider on console. Well, good news, Gearbox’s latest patch for Borderlands 4, out now on all platforms, adds the missing FOV slider, improves performance and stability, and fixes a ton of other issues, too.

On September 25, Gearbox published the lengthy patch notes for Borderlands 4‘s latest free update. And there’s a lot to go through, but the biggest news for many console players is that Gearbox has added an FOV slider to the game. This had been one of the main requests from players, and something Gearbox has been working on since launch. Just a heads-up that increasing the FOV in Borderlands 4, like in any game, could lead to performance issues. Speaking of performance issues, the patch notes don’t specifically mention a fix for the issue of the game running worse on consoles after extended play, but it does make mention of “various” fixes for “hitching, low FPS, and crashes.” So hopefully that helps and means I don’t have to restart my PS5 Pro every so often to play Borderlands 4 at 60fps.

Another bug that is supposedly squashed is the problem of missing weapon icons when using your menu or inventory. This happened to me a lot on PC and to a few friends of mine on PS5. Oh, and for all you fans of the Doom-inspired Hellwalker shotgun, Gearbox has confirmed that the gun not being a fire elemental weapon was a mistake, and all future Hellwalkers will come with fire pellets. Tiny fix, but one that I love.

And that’s not all. While this update makes a few tweaks to the playable vault hunters, Gearbox has confirmed that there are even more buffs coming in a different Borderlands 4 patch next week. No word on nerfs to the popular knife build or the super jump, which is nice. It seems these broken strats are safe…for now. Oh, and in case you didn’t hear, the Switch 2 port of the game has been delayed. At least it will launch with all of these fixes on day one.

Anyway, here are the full patch notes:

Stability And Performance

  • Improvements to stability and performance.
  • Addressed various instances of hitching, low FPS, and crashes.
  • We are continuing to investigate and will make further improvements to stability and performance.
  • Updated character animations for performance improvements.
  • Graphics Preset could be set to High or Very High when using Run Auto-Detect in Visual Menu.
  • [Xbox] Corrected an issue where players would get a black screen after the Vault Symbol loading screen.
  • Addressed rare issues of infinite loading screens during crossplay.
  • Improved loading of characters in menus to reduce visible delays when entering character select.

Rewards And Progression

  • Addressed a reported issue where players could lose or be rewarded unintended extra Skill Points in multiplayer.
  • Addressed an issue that could prevent Contract target enemies from consistently spawning.
  • Updated Repkit lifesteal challenge to track lifesteal from any source.
  • Prevented region discovery trophies/achievements from unlocking before discovering all areas.
  • Prevented instances of unowned DLC content appearing in chests or in menus.
  • Improved clarity of DLC-related warnings and reward availability.
  • Addressed a reported issue where the Reward Center could stop working after claiming the Gilded Glory Pack rewards.
  • Rewards Center popup now correctly excludes already-claimed cosmetics.
  • Reduced sell prices on Gilded Glory Pack gear in Vending Machines.
  • Updated the Break Free Pack reward bundle to redeem properly in all instances.
  • Challenge timing has been updated so players can properly progress from Ultimate Vault Hunter (UVH) 4 to UVH 5 after completing the required Wildcard Mission.
    • When ranking up in multiplayer, players that are not the host will not see the change to their UVH level, but will be able to switch to the higher level. This will be addressed in an upcoming update.
  • Updated Class Mods to prevent them from dropping with incorrect skill points.

Harlowe the Gravitar

  • Gravitar Ground State Capstone has been corrected to remove inaccurate verbiage about enemies taking reduced damage when they do not.
  • Gravitar Flux Generator no longer heals enemies with Potential Transference Capstone.
  • Updated Gravitar Accretion passive to consistently grant Lifesteal to allies.
  • Addressed various reported issues with Gravitar Unstable Energy Pocket created from CHROMA Accelerator Action Skill.
    •  Includes instances where it would not disappear properly, convert to Cryo Damage, or split as intended with certain skill tree combinations. Skills that saw updates: Special Purpose Magnets Augment, The Shattering Light Capstone, QED passive, Break the Ice passive, Containment Breach Augment, and Eureka! Passive.

Amon the Forgeknight

  • Forgeknight Primal Surge passive now properly restores Shield and Ammo.
  • Forgeknight Firewall Action Skill has been adjusted so Vengeance cannot be stored by Firewall before Scourge is active, as intended.
  • Forgeknight Onslaughter Rocket Punch now connects more reliably with shielded enemies.
  • Addressed a reported issue with Forgeknight Forgeaxe not consistently seeking nearby enemies.

Vex the Siren

  • Addressed a reported issue with Siren Grave Harvest Augment being triggered while Incarnate is not active.
  • Addressed a reported issue where Siren Blight Attunement passive could occasionally fail to damage the Timekeeper.
  • Damage caused by Siren Spirit Bomb passive now counts properly as Companion Damage and changes its color to match attuned element.

Rafa the Exo-Soldier

  • Addressed a reported issue preventing Exo-Soldier Blowout passive from stacking properly when repeating Action Skills.

Gameplay

  • Addressed a reported issue in the “Overwriting a Wrong” Side Mission where nodes would not spawn consistently.
  • Addressed a reported issue in the “Talk to Zadra” Mission where the objective could fail if players exited and relaunched mid-dialogue.
  • Updated beam hit detection, as it was causing beams to not be blocked properly. Eg: Forgeknight Forgeshield.
  • Repkits now consistently consume the correct amount of charges after activating Forgeknight Scourge action skill.
  • Prevented Forgeknight from sliding at the end of Molten Slam.
  • Addressed various reported instances of enemies getting stuck.
    • Impacted Missions: during “Kill Order Forces” in the Fadefields, “His Vile Sanctum” Mission, and “A Lot to Process” Mission.
  • Addressed reported desync issues observed with Lightweight Armature enemy movement in multiplayer.
  • Updated Zadra’s Lab Fast Travel unlock to after discovery.

Gear

  • Vladof Atling Gun Heavy Weapon Ordnance now properly targets Primordial Guardian Inceptus.
  • Queen’s Rest Pistols with Daedalus Ammoswitcher licensed underbarrel now shoot the correct projectiles.
  • Gear with the Short Circuit Augment now traces properly toward enemies instead of random directions.
    Addressed reported edge cases where interrupting reload could cause ammo desyncs that would prevent ammo from firing.
  •  Gear Balance Changes:
    • Hellwalker: now always spawns with Fire element.
    • Tediore weapons: +10% Damage and +10% magazine size.
    • Order Pistol Lucky Clover (Rocket Reload): increased fire rate.
    • Order Sniper Rifle Fisheye: increased Damage.

UI & UX

  • Updated gear thumbnails in cases where they did not display properly, and ensured stand-in thumbnails load properly.
  • Updated various UI visuals for alignment, consistency, and clarity.
  • Adjusted inventory dropdown menus to prevent unintended selected changes.
  • Added D-pad navigation support to the Reward Center and improved handling of the Inventory Overflow message.
  • Prevented Matchmaking Menu hint bar from displaying incorrect prompts when joining another player’s game.
  • Addressed compass occasionally displaying incorrect location name after teleporting.
  • Updated localization and various text descriptions across the game.
  • Added various improvements to compass, custom waypoint placement, and ECHO location.

Visuals

  • Addressed carryable objects disappearing or appearing in the wrong location after being picked up; includes cases in Ready to Blow, Lost Capsules, and Hangover Helper Missions.
  • Improved triggering of Armor Segment breaks VFX when Shield Capacity effects expire.
  • Updated NPC and enemy pathing.
  • Addressed VFX concerns with various weapons, vehicles, and elemental states.
  • Various animation updates.
  • Various visual updates and improvements.
  • Adjusted rift portal effect to corrected visuals.
  • Updated ECHO-4 to have correct positioning when viewing various menus, and to prevent clipping.
  • Ambient critters have a more natural spawn behavior.

Audio

  • DJs in Carcadia Burn and Fadefields now play their VO when starting or completing Contracts.
  • Adjusted radio music mix for improved audibility.
  • Added missing audio for multiple weapon types, customization, and menu navigation.
  • Reduced instances of voiceover cutting out during Missions.
  • Updated startup movies to have correct audio.

Settings & Accessibility

  • [Xbox/PlayStation] Enabled Field of View (FOV) slider on console.
    • Note: Increasing the FOV past the default could cause some dips in performance.
  • Vehicle Field of View settings will now be changed for both users when playing in splitscreen.

Misc

  • Addressed reported instances of incorrect or deleted characters appearing in Menu or Lobbies.
  • Enabled Tab key in SHiFT UI.
  • Added haptic feedback for controllers to Exo-Soldier Unmissable Missiles Augment.
  • Updated Credits listing.



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September 26, 2025 0 comments
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Silksong's latest public update fixes its worst boss, but not as much as you're likely hoping
Game Updates

Silksong’s latest public update fixes its worst boss, but not as much as you’re likely hoping

by admin September 23, 2025


Hollow Knight: Silksong’s hitherto beta-only update 1.0.28650 is now a fully public release that any dang fool can download without switching to a Steam playtest branch. I’m still noodling my way through the lower levels of Team Cherry’s new metroidvania, blissfully unbothered by any pressure to review it or write Silksong walkthroughs. As such, I asked our reviewer James to have a look at the patch notes and pluck out any important changes, based on his many, many hours in Pharloom.


A shadow glided over James’s face, then returned and took up residence in one earhole. Wordlessly he outstretched a gnarled finger towards item 3 on the list: “Fixed Savage Beastfly in Far Fields sometimes remaining below the lava.”


Thus my introduction to the Savage Beastfly, an optional Silksong boss that has two iterations. I’ve now done some background reading on Savage Beastfly and – inasmuch as it’s safe to extrapolate from all-caps forum posts – it appears to be Silksong’s most-hated NPC. Not simply a challenging fight but a crushingly unfair and unpredictable one, in the eyes of many players, with complaints lodged against the inconsistency of the creature’s hitbox, its two-mask damage output, its habit of summoning minions, and the whiteknuckle RNG effect of mixing all these things together.

It doesn’t even look that good, the detractors howl. It’s not like Malenia in Elden Ring. It’s just a mallet with wings. Nobody wants to Rule 34 that thing. Well, some people probably do, because that’s the point of Rule 34, but this particular intersection of masochism and formicophilia seems like a rare gift, indeed.


And all of this merely describes the first iteration of the boss. The second introduces lava and destructible platforms, just for funsies. As such, the now-fixed technical issue above with the Savage Beastfly diving into lava and never returning could be styled a positive. Let the bastard stay in the magma, if it loves magma so much. Let it burn forever in a hell of its own creation.


The loathing is so extreme that there is a whole subreddit dedicated to Savage Beastfly and all its works, with 34,000 weekly visitors. Be warned that the subreddit contains a lot of fake reporting about undiscovered, even tougher Savage Beastfly variants, because if there’s one thing Silksong players like doing, it’s rustling each other’s jimmies.


While the Savage Beastfly does appear to savagely beastfly in the face of sporting boss design, I do inevitably wonder whether a piss-boiling abomination like this is a marketing asset for a game such as Silksong. Bosses that are merely ‘good’ and ‘well-designed’ don’t tend to attract dedicated subreddits. Malenia doesn’t have one, as far as I can tell. Nor do Giygas, Psycho Mantis or Sephiroth. I’m surprised I haven’t seen Savage Beastfly cited more in the on-going discussion of whether Silksong’s overall difficulty is key to the mood, or just contrived.


Anyway, the full patch notes are below. They are essentially unchanged from the beta test last week.

  • Added Dithering effect option in Advanced video settings. Reduces colour banding but can slightly soften the appearance of foreground assets. Defaults to ‘Off’.
  • Updated Herald’s Wish achievement description to clarify that players must both complete the wish and finish the game.
  • Fixed Savage Beastfly in Far Fields sometimes remaining below the lava.
  • Fixed rare cases of Shrine Guardian Seth getting out of bounds during battle.
  • Fixed rare case of Second Sentinel knocking the player out of bounds during battle.
  • Added catch to prevent Lugoli sometimes flying off screen and not returning during battle.
  • Further reduced chance of Silk Snippers getting stuck out of bounds in Chapel of the Reaper battle.
  • Fixed various instances of dying to bosses while killing them causing death sequences to play messily or out of sync.
  • Fixed Shaman Binding into a bottom transition causing a softlock.
  • Cocoon positions in some locations updated to prevent it spawning in inaccessible areas.
  • Fixed Liquid Lacquer courier delivery not being accessible in Steel Soul mode.
  • Fixed some NPCs not correctly playing cursed hint dialogues in certain instances.
  • Fixed Pondcatcher Reed not being able to fly away after singing.
  • Fixed Verdania memory orbs sometimes replaying layered screen-edge burst effects.
  • Fixed the break counter not working for certain multihitter tools eg Conchcutter.
  • Fixed Volt Filament damage multiplier not applying for certain Silk Skills.
  • Fixed Cogflies and Wisps inappropriately targeting Skullwings.
  • Fixed Cogflies incorrectly resetting their HP to full on scene change.
  • Fixed Curveclaw always breaking on the first hit after being deflected.
  • Fixed Plasmium Phial and Flea Brew sometimes not restoring as intended at benches.
  • Various other smaller tweaks and fixes.



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September 23, 2025 0 comments
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Dying Light: The Beast developers are working on fixes for broken day-night cycles and indoor rain
Game Updates

Dying Light: The Beast developers are working on fixes for broken day-night cycles and indoor rain

by admin September 22, 2025



Techland’s Dying Light: The Beast launched last week and is, sources say, “a good Dying Light game, and a fine open-world zombie game in general, full of crunchy combat and simple but satisfying number-go-up loops”. Being a new videogame, it also has some bugs. The most dramatic of these appear to be problems with its day/night cycle and weather system.


On the one hand, you’ve got rain falling inside buildings. I quite like this one, myself. I grew up with 3D first-person games that had slightly magic precipitation. I used to enjoy wobbling back and forth in entrances, trying to coax the weather into following me in-doors. I actually feel slightly dissatisfied when I play one of those fancy modern shooters in which water bounces off corrugated metal roofing as it should.


On the other hand, Techland say they’ve identified some problems with the day-night cycle, inasmuch as it sometimes stops cycling. This seems more urgent, because Dying Light: The Beast is a very different game in the dark. You’ll have to worry about Volatile zombos who are both resilient and inconveniently athletic, capable of chasing you all over the scenery while making frightful gargling noises in your ear. A few Redditors report encountering Volatiles in blazing sunlight. Others say they can’t seem to progress their worlds beyond mid-morning, which doesn’t seem quite as harrowing.


Techland are working on a PC hotfix for these things, but say they need to take their time testing the patch, because these particular issues aren’t that frequent and they don’t want to screw up anything else. “We already have a fix prepared, but because this bug only appears in rare situations, it takes a lot of extra testing,” reads a post on Steam from yesterday. “We’ll continue these tests over the weekend and most of Monday, and if no new occurrences of this issue appear, we’ll release the hotfix to players right away on PC. This is our goal.


“If, however, we still spot any occurrences of the bug, we might need to go back, adjust the fix, and then re-test it again,” the developers caution. “Thank you for your patience. We know these issues are frustrating to those who experience them, and we’re doing everything we can to deliver a stable solution as soon as possible.”


As is tradition, Techland’s promises have met with an avalanche of comments telling them that they’re prioritising the wrong fixes. Some people are mad about the frame rate, others complain about getting stuck in falling animations and quests not progressing. It doesn’t seem like there are any catastrophic problems with the current PC build, but I’m keen to hear your thoughts, as ever. As for myself, I’ve played about three hours of Dying Light: The Beast, including 30 minutes of preview time, and I think that’s probably enough for me. I like scampering over roofs but I just can’t be arsed re-killing zombies any more.



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September 22, 2025 0 comments
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Front panel of Audio Pro Addon C10 MkII wireless speakers on a white background
Product Reviews

Audio Pro Addon C10 MkII review: WiiM addition fixes the wireless speakers’ only minor issue

by admin September 19, 2025



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We spend hours testing every product or service we review, so you can be sure you’re buying the best. Find out more about how we test.

Audio Pro Addon C10 MkII: Two -minute review

Update September 19, 2025: WiiM and Audio Pro have contacted TechRadar to clarify that contrary to the initial September 4 announcement about a big Audio Pro WiiM-powered wireless speaker rollout, Audio Pro’s new range of speakers aside from the C10 you’re reading about here and the new A10 should no longer be described as “powered by WiiM” and instead “powered by LinkPlay”, which is the parent company of WiiM. Audio Pro’s new speaker range does not integrate with the WiiM ecosystem, and does not have direct WiiM support.

The release states: “For further clarity, the only Audio Pro speakers that are powered by WiiM and integrated with the WiiM Home app are the A10 and C10, WiiM Edition speakers, available exclusively via WiiM’s Amazon storefront.”

To explore how WiiM compares to Sonos as a multi-room option, read this guide to the current state of both platforms. The rest of this review remains as written.

The Audio Pro Addon C10 MkII is a predictably good-looking wireless speaker with plenty going for it purely in design terms (as long as you’re OK with monochrome). It’s lost its handle and its Amazon Alexa voice control compared with the original model, but it’s gained a swanky new streaming platform (thanks, WiiM!) which offers an absolute stack of options where music sources and system flexibility are concerned.

Best of all, it’s a fine-sounding speaker that is able to extract an absolute stack of information from a recording and put it into convincing context. It’s punchy when it needs to be, it’s insightful, and it sounds a heck of a lot bigger than it looks. Deft control of the low frequencies, plenty of midrange articulacy and a winning way with dynamic variations all add to its sonic charm. If it was just a little more vibrant and exciting when the music demanded it, the Audio Pro Addon C10 MkII would be absolutely ideal, but it is nevertheless worthy of a place among the best wireless speakers out there.

(Image credit: Future / Simon Lucas)

  • Audio Pro Addon C10 MKII (White) at Amazon for $359.10

Audio Pro Addon C10 MkII review: Price and release date

  • Cost $360 / £259 / AU$699 (approx.)
  • Launched in 2021

When the Audio Pro Addon C10 MkII first launched back in 2021, it cost $450 / £329 / AU$749 (approx.).

Fast-forward to today, and not only has this product become even more compelling thanks to upgrades in its streaming support and smart features, but it’s also routinely available for $360 / £259 / AU$699 (approx.). It looks like rather than becoming outdated, the C10 MkII has matured and evolved…

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Audio Pro Addon C10 MkII review: Features

  • 80 watts of power
  • Dual-band Wi-Fi and Bluetooth 4.2
  • Numerous streaming options

It’s fair to say that Bluetooth 4.2 with SBC and AAC codec compatibility is not the most inspiring specification for a wireless speaker in 2025. But what the Audio Pro Addon C10 MkII lacks in cutting-edge Bluetooth chops, it more than makes up for in its wireless network abilities.

The exemplary control app, which is now bolted to WiiM’s extremely well-regarded streaming platform, allows you to integrate a lot of music streaming services – and I mean a lot: Amazon and Apple Music, Deezer and Spotify, Qobuz and Tidal, QQ Music, iHeart Radio and vTuner, and plenty more besides. The C10 MkII is compatible with Apple AirPlay 2 and Google Chromecast, and the app allows the speaker to be half of a stereo pair or part of a multi-room system without any fuss whatsoever. It’s an extremely flexible device.

Once aboard, digital audio information is processed by a 24bit/96kHz DAC and then is breathed on by 80 watts of Class D amplification. A pair of 19mm tweeters get 20 watts of power each, and in between them there’s a 133mm midrange driver that receives the other 40 watts. This bigger driver is supported by a rear-facing vertical bass reflex port.

(Image credit: Future / Simon Lucas)

Audio Pro Addon C10 MkII review: Sound quality

(Image credit: Future / Simon Lucas)

  • Open, detailed and well-controlled sound
  • Great tonal balance and frequency response
  • Could sound a little more exciting

Yes, by the standards for $350-ish wireless speakers the Audio Pro Addon C10 MkII is quite large. But be assured the sound it creates is plenty larger than the cabinet it’s coming from.

The sort of scale the Audio Pro can invest in a FLAC file of Hookworms’ Negative Space is straightforwardly impressive. It can open the recording out and offer a proper sense of space at the same time, even though the point-source of sound is always obvious. The amount of dynamic headroom that’s available allows the speaker to track the ever-increasing intensity of the recording convincingly, and the control of the lowest frequencies is such that rhythmic expression is confident and naturalistic, too.

And as well as being controlled with real authority, the bottom end – like the rest of the frequency range – is loaded with detail and variation. The C10 MkII is no thumper – it hits good and hard at the low end, but is textured and tonally varied. The same is true at the opposite end, where treble sounds are bright and substantial, with plenty of information available regarding tone, attack and decay. Through the midrange, the Audio Pro is about as explicit and as eloquent as any device of its type and price I’ve heard. It communicates in absolute torrents.

The tonal balance is nicely judged – it’s not absolutely neutral, but the tiny suggestion of warmth (especially towards the bottom end) is almost certainly sensible in the context of the circumstances the C10 MkII will probably be used in. The evenness of the frequency response is splendid, too, giving measured and appropriate weighting to every part of the tonal range, without underplaying or overstating any particular area.

Really, about the only area of mild concern where the sound of this speaker is concerned has little to do with the specifics of performance – it’s more about attitude. For all of its undoubted dynamic potency and ability to paint a full and nicely detailed picture, the Audio Pro is not the most demonstrative listen.

It sounds quite like it looks: sophisticated, understated and in unarguable good taste. This, where audio quality is concerned, can be considered shorthand for ‘slight lack of excitement’. No one is interested in a feral loudspeaker, of course, but at those moments when a recording demands vigor and attack, I get the strong impression the C10 MkII thinks this kind of behavior is a little beneath it.

  • Sound quality score: 4.5 / 5

Audio Pro Addon C10 MkII review: Design

(Image credit: Future / Simon Lucas)

  • 165 x 320 x 185mm (HxWxD)
  • Black, white or gray matte finishes
  • Magnetically attached grille

The Audio Pro Addon C10 MkII is, by the standards of a ‘rectangular box’ wireless speaker, very nicely finished and actually quite elegant in an understated sort of way.

This is just as well – given the 165 x 320 x 185mm (HxWxD) dimensions, it could have very easily ended up looking a bit bulky. As it is, though, the standard of construction and finish, along with the unapologetically monotone options of black, gray or white matte colours, make for a very harmonious look. The magnetically attached grille helps with the clean look, too.

It’s a fairly sizeable proposition on the average desk, though, and the lack of a handle makes transporting its 4.3kg weight rather less easy than it might be. I can’t deny I’ve used the bass reflex port as a handle, but I can’t imagine Audio Pro would recommend it as an option…

Audio Pro Addon C10 MkII review: Usability and setup

(Image credit: Future / Simon Lucas)

  • Great control app, extensive physical controls
  • No voice control
  • Can easily be part of a multi-room set-up

Unlike the previous generation of C10, there’s no Amazon Alexa voice control here – there’s no voice control at all, in fact. You may count this as a negative, you may not, but there’s no denying that your other control options are very nicely realized indeed.

That WiiM-powered control app, as already mentioned, is stable, logical and slick in operation. As well as the ability to integrate a generous number of music streaming services and internet radio providers, it’s also where you can form a stereo pair or establish a multi-room system. There’s bass and treble adjustment, the ability to establish as many as half a dozen presets, input selection, the ability to check for firmware updates and various timer and alarm-clock functions.

The top surface of the cabinet features a selection of controls, too, embedded in a tactile steel plate. Power, volume, playback control and Bluetooth pairing are all available here, and access to the six presets you’ve defined in the control app are also available. There’s also a little LED giving confirmation of the selected input.

  • Usability and setup score: 4.5 / 5

Audio Pro Addon C10 MkII review: Value

(Image credit: Future / Simon Lucas)

  • Excellent standard of finish
  • Versatile streaming platform and app
  • Extras add up to value for money

Consider the standard of build and finish, and then consider the out-and-out sound quality. Take into account the great new WiiM-powered streaming platform and all its possibilities, from forming a true stereo pair to easily creating a multi-room system.

And then look around at what this kind of money can buy you from alternative brands. Yes, the Audio Pro Addon C10 MkII is very good value for money indeed.

Should you buy the Audio Pro Addon C10 MkII?

Swipe to scroll horizontallyAudio Pro Addon C10 MkII score card

Attributes

Notes

Rating

Features

Wi-Fi connectivity, Bluetooth (albeit 4.2 with SBC and AAC codec) and WiiM’s excellent streaming platform.

4.5 / 5

Sound quality

Open, detailed and well-controlled, but could be a little more exciting.

4.5 / 5

Design

Three possible matte finishes, sizeable with carry handle removed, magnetically attached grille.

5 / 5

Usability and setup

Great control app, extensive physical controls, can be part of a multi-room set-up.

4.5 / 5

Value

Not cheap, but extras provide added value to make the expense more than worth it.

4.5 / 5

Buy it if…

Don’t buy it if…

Audio Pro Addon C10 MkII: Also consider

How I tested the Audio Pro Addon C10 MkII

Because the C10 MkII is mains-powered rather than battery-powered, I listened to it exclusively in my home. It’s a bit big for a desktop speaker, but nevertheless I gave it a go – it was much more at home on a shelf in the lounge, though.

I listened to music from Tidal and Qobuz via the excellent control app, of many types and quite a few different file sizes. And I listened both critically and with the Audio Pro functioning simply as a ‘background’ device – and there were never less than thoroughly enjoyable.

  • First reviewed: July 2025

Audio Pro Addon C10 MKII: Price Comparison



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September 19, 2025 0 comments
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Another Borderlands 4 patch aims at addressing performance issues, bug fixes
Game Reviews

Another Borderlands 4 patch aims at addressing performance issues, bug fixes

by admin September 19, 2025


A new Borderlands 4 patch is now live, and it’s aiming to add some much-needed fixes for some ongoing problems in the game.

BL4 has been a hit with fans when it comes to gameplay. But a lot of issues with optimization have plagued the game’s reputation online, both for PC and console players. This latest update aims to fix some of those problems, and Gearbox says that optimization is the game’s top priority right now before anything else.

Here’s everything new and different in the latest Borderlands 4 update from Sept. 18.

Table of contents

  • Borderlands 4 Sept. 18 patch notes
    • Stability 
    • Gameplay & Progression 
    • Loot & Items 

Borderlands 4 Sept. 18 patch notes

Image via 2K

Stability 

  • Addressed crashes tied to animation states, audio, and collision checks
  • Addressed various GPU-related crashes

Gameplay & Progression 

  • Resolved an issue where the Reward Center could stop working after claiming the Gilded Glory Pack rewards
  • Addressed a progression blocker in the mission “Talk to Zadra,” where the objective could fail if players exited and relaunched mid-dialogue
  • Corrected “Doesn’t own DLC” warnings incorrectly showing up on non-DLC gear
    • This will be fixed on consoles in the coming days.

Loot & Items 

  • Updated loot pools so Gilded Glory Pack guns no longer appear in standard chests 

The full patch notes for today’s update can be found on the Gearbox website.

Like our content? Set Destructoid as a Preferred Source on Google in just one step to ensure you see us more frequently in your Google searches!

The post Another Borderlands 4 patch aims at addressing performance issues, bug fixes appeared first on Destructoid.



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September 19, 2025 0 comments
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Skate Passes 2 Million Players As Dev Fixes A Major Issue
Game Updates

Skate Passes 2 Million Players As Dev Fixes A Major Issue

by admin September 18, 2025



A lot of people have played EA’s new Skate game since it launched on September 16. How many? According to the developers, the new Skate–the first in 15 years–reached more than 2 million players in its first 24 hours.

“Beyond stoked”

“We’re beyond stoked to welcome everyone to San Vansterdam! Thanks for your patience as we flex our servers to keep up with all the hype. Keep riding and we’ll see you out there!” the developer said.

Skate is a free-to-play game that’s available in early access across PC and console (and coming to iOS and Android later). There is no Switch 2 version.

While the game is free, EA is selling a Founder’s Pack ($25) and a Founder’s Pack Deluxe ($50) that include a variety of extras. Some early-access games raise prices when they reach 1.0, but when Skate’s 1.0 release comes in about a year, the game will remain free, EA has said.

Major issue fixed

Beyond the launch-day server struggles for Skate, one of the issues that players called out was a “soft lock” bug that prevented players from progressing beyond certain parts in the game. Many people were impacted by this issue, and developer Full Circle has now addressed it.

If you’re just getting started with the new Skate, check out the gallery below that covers a few things you need to know before dropping in.



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September 18, 2025 0 comments
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Helldivers 2's Into the Unjust update has caused an uptick in crashes, and Arrowhead are "working to isolate fixes"
Game Updates

Helldivers 2’s Into the Unjust update has caused an uptick in crashes, and Arrowhead are “working to isolate fixes”

by admin September 3, 2025


Helldivers 2’s Terminid spelunking update, dubbed Into the Unjust, has dropped from orbit today, September 2nd. Sadly, that hellpod’s impact with the game’s surface looks to have triggered an uptick in crash reports, and Arrowhead are now busy “working to isolate fixes”.

If you missed the update’s announcement the other day, Edwin was strapped into the news driver’s seat at the time, and has a nice rundown of what’s in it here. He even consulted some very real geographers, the absolute pro. The short version? Terminid cave missions on Hive Worlds to aid Super Earth’s efforts to fight an evil cloud, and some new enemies flying around.

Sadly, as Arrowhead have been admirably transparent about in the past, new additions to Helldivers 2 tend to bring with them a helping of new issues that need shooting into submission. Into the Unjust’s been no different, with a wave of fresh crash reports leading community manager Katherine Baskin to let players know via Discord that the devs are on the case.

“We are aware of the issues with crashing, which are NOT in accordance with Super Earth Standards and we are working to isolate fixes now. We apologize for this delay and will report back with updates soon,” she wrote. Phew, now the many folks writing their own individual Reddit posts about encountering crashes can chill out a bit.

Speaking of the Helldivers 2 subreddit, in my trip there to check just how widespread the crash chatter was, I ran into a number of folks also registering their unhappiness at quite how beefy the game’s file size is getting on PC. As someone who’s had the update installing onto my games box since late this morning, and as of yet hasn’t had it finish patching all of its files, that really hit me where I live.

It’d be unwise to assume that the file size is the only factor contributing to Helldivers 2 taking a while to update – I’m usually the first to go the other way and assume the problem must be on my end – but given a thread on the subject’s amassed 9.1k upvotes and just under 800 comments in about six hours, landing near the top of the subreddit, it’s maybe worth Arrowhead looking into. That said, in my case there’s also the fact I’ve been using my PC to do my job while Into the Unjust’s been downloading, and that may well have had an impact.

Regardless, I’ve got some bug spelunking planned for tonight, so you may well hear about my travails if anything noteworthy or wacky happens.



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September 3, 2025 0 comments
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Lost Soul Aside Dev Promises Fixes Are On The Way For Glitchy Cutscenes And More
Game Updates

Lost Soul Aside Dev Promises Fixes Are On The Way For Glitchy Cutscenes And More

by admin September 1, 2025



After an 11-year journey and a transition from solo development to an entire team, Lost Soul Aside is finally here and it’s … not doing so hot. It only launched today and it’s already sitting at a Mixed rating on Steam, with even positive reviews having their fair share of complaints. These include poor audio mixing and English dubbing, a bland story, and an odd checkpoint system, but also some annoying performance issues in certain places. While the official Lost Soul Aside X account hasn’t addressed all of those complaints, it did share a statement on the matter.

As it stands, some cutscenes in the prologue are pre-rendered as 4K, 30-frames-per-second videos, which in some cases are causing stuttering during playback. The Lost Soul Team apologised for this, noting that it is “actively working on optimizations, and future updates will address this to deliver a smoother gameplay experience. Thank you for your continued support and patience!”

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Now Playing: Lost Soul Aside – Gameplay Trailer

Lost Soul Aside initially started development as a project inspired by Final Fantasy–namely Final Fantasy 15–from solo developer Yang Bing, but in 2017 he formed Ultizero Games with support from Sony. The action game was delayed multiple times over the years, and was even supposed to launch in May of this year, before eventually arriving today.

A demo for the game is also available to try out on both PS5 and PC, offering up a portion of the story, a combat arena to try out some moves in, and a boss-rush mode.

Lost Soul Aside is out now on PS5 and PC.



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September 1, 2025 0 comments
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