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Images from Ovis Loop, College Football 26, and OFF are arranged in an image.
Game Updates

College Football 26 And 4 Great Games We Can’t Wait To Play

by admin August 18, 2025


Summer may be drawing to a close, but here on the east coast, we’ve had a few brutally hot days lately to give us one last reminder of the season at its worst. Thankfully we can prioritize staying indoors, hopefully enjoying some air conditioning, and definitely doing plenty of gaming now that we’re officially at the end of the week.

Perhaps you, too, find yourself with a spare 48 hours to kill and a craving for some gaming time well-spent? Well, should that be the case, we have some recommendations for you. Come check them out.

Ovis Loop

Play it on: Windows PCs
Current goal: Defeat the Youngest Botanist

“Dead Cells meets Cult of the Lamb” is the pitch for Ovis Loop, a new pixel art animated action-roguelike that arrived in Early Access on Steam this week. While it doesn’t quite rise to the heights of either of those indie tentpoles, it’s definitely a better-than-expected one-of-those so far. You play a mechanical sheep trying to defend its flock from increasingly difficult cyber-wolf boss fights. The rhythm and balance of upgrades has been enticing so far, and the 2D combat controls tightly enough. But the real star of the show is the beautiful sci-fi art with levels that feel straight out of a post-apocalyptic Mega Man X. I’m excited to play more and see where LIFUEL can take Ovis Loop on its Early Access journey. – Ethan Gach

Off

Play it on: Switch, Windows PC
Current goal: Reach Zone 2

Off is a sort of spiritual precursor to Undertale that was developed by a tiny Belgian team called Unproductive Fun Time in 2008 using RPG Maker. The incredibly unconventional puzzle role-playing game has you take control of a character named The Batter as they try to purify the world by battling the four specters haunting its different zones. There are turn-based battles, esoteric conversations with NPCs, and plenty of weird mysteries to solve.

I never played the original, even after it got a sanctioned fan translation in the early 2010s, but the cult indie classic has returned nearly two decades later with an unlikely remake from the gaming merchandise company Fangamer. Imagine if Salvador Dalí hallucinated an 8-bit Final Fantasy and you can get a sense of what Off brings to the table. Shockingly, the creators had never played Earthbound when making it. Making a Mother-like happened completely by accident. – Ethan Gach

Silent Hill

Play it on: PS3 (Seriously, the digital version is kinda the only way to easily play it right now)
Current goal: Try not to be so terrified 26 years later

I often credit Final Fantasy VII and Metal Gear Solid with being the very reason I’m still playing video games. They taught me something valuable about the power of this medium, and it resonated with me throughout countless chapters of my life.

But you know, there was another game around the same time that also left an impression on me, though I don’t think a whole lot about it. Part of that is because I only ever experienced it on a demo disc (remember those?) and even that brief test was enough to scare me out of my god damn childhood mind. Unlike the capable cop protagonists of Resident Evil 2, Silent Hill’s Harry Mason was just an ordinary guy. Being uniquely vulnerable to the freaks that stalk the game’s titular town, the ever-present gray fog, and those dark, empty school hallways…no. Just no. I couldn’t back then.

But now, I think I’m ready. There’s a new Silent Hill around the corner, and this series is one that I never played a whole lot of outside of that demo back in the late ‘90s and Silent Hill 4: The Room on the OG Xbox. It’s time to remedy that, and probably give myself a few nightmares in the process. – Claire Jackson

College Football 26

Play it on: PS5, Xbox Series X/S
Current goal: Find an online dynasty that’s right for me

In April, I wrote about buying College Football 25 nine months after its release and humbling a much more experienced trash talker. Well, College Football 26 dropped in July, and last night, I was the trash talker who got humbled, meaning I’ll be spending this weekend and many more locking in and trying to improve.

It all started when a homie of mine, Armon, told me about a league he was a part of in College Football 26’s online dynasty mode, a multiplayer feature in the game that allows people to build teams and compete against each other for National Championships. Still a relative rookie and having only played randos in the lawlessness of Road To The CFP, I was shocked at how many rules my friend’s league had.

Cooldowns on offensive and defensive plays, limitations on how many hot routes you can make per play, a three-second wait for when QBs are allowed to scramble out of the pocket, mandatory Twitch or YouTube streams so people can see the plays that you’re calling—to a casual like me, the shit sounded downright draconian.

“I ain’t joining that North Korean dictatorial ass league lmao,” I texted Armon sometime after my record against him improved to 11-2. After beating him so many times, my feeling was that there was no way guys who compete with such restrictions could be any good, and that what was touted as being in the interest of fair play was actually meant to make the game easier for bums who can’t hang with skilled play-callers and ball-knowers—and I have never been more wrong about anything in my video gaming life.

“You’ve disrespected my league,” a guy named Cornell wrote to me on PSN. “You must be dealt with.” Armon arranged a head-to-head match between me and one of the best players in his league. Cornell didn’t take too kindly to my calling his boys a bunch of “hall monitors,” nor did he appreciate my saying they were on Twitch playing “surveillance state ball”—two objectively true and funny statements.

Cornell kicked my ass for those comments, completely disproving my assumption that this gentleman’s agreement league was filled with scrubs running from the grind. He was a better play-caller and ball-knower than I was or will be for quite some time. He bent his league’s own rules—apparently, “scrambling” outside the pocket and immediately “rolling out” 15 yards behind the line toward the furthest bench to work your receivers open are subtly different things, and hot routing half those receivers is fine so long as you’re not hot routing all of them (cool story, bro). But that’s not why he won both games we played. The man reads defenses so well that he scored nearly every time he touched the ball, and he’s so lethal when switch-sticking around his own defense that going TD for TD with him for a little while felt like an accomplishment.

After those games, it’s clear my next accomplishment has to be improving weaknesses that Cornell exposed: learning to read defenses and memorizing which route combos beat them, being unafraid to “user” defenders on the backside of my own defense, not being so reckless with the ball the second I fall behind, and, perhaps most importantly, not being so quick to judge people for the way they prefer to play. – Austin Williams

Is This Seat Taken? 

Play it on: Switch, Windows PCs
Current goal: Enjoy this charming puzzler

When I first played the demo for Is This Seat Taken?, a puzzle game about organizing seating for cute little people made out of basic shapes, I was immediately hooked. The game’s charming visuals were a big part of what got my attention, but what kept me around for the whole demo was the puzzles. Turning the process of seat arrangement into a puzzle game is genius!

This person hates smelly things, this person needs to be at the front of the table, this person can’t stand kids, etc. We’ve all dealt with trying to get our family and/or friends seated in a way that makes everyone happy. It’s tricky, and Is This Seat Taken? turns it into a cute puzzle game that I’m excited to finally play all the way through this weekend. – Zack Zwiezen

And that wraps our picks for the end of the week. Happy gaming!



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August 18, 2025 0 comments
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Warhammer 40K: Dawn of War - Definitive Edition removes all possible barriers to playing one of the greatest strategy games of all time.
Game Updates

Warhammer 40K: Dawn of War – Definitive Edition removes all possible barriers to playing one of the greatest strategy games of all time.

by admin August 18, 2025


Hurtle back through space and time with me, will you, to my living room sofa in 2005. Hunched over, Ork-like and sallow, I used to balance my laptop on one of those nesting coffee tables that was a tiny bit too small, a squeaky little bluetooth travel mouse on the even smaller one beside it. It got so uncomfortable at one point I had to give up on the luxury of my squishy wrist-pad mouse mat, and just wedge a whole cushion under my arm instead. All that for another few minutes running my army around the corners of the map, looking for the final building to demolish, any straggling xenos I’d yet to expunge.

Warhammer 40K: Dawn of War – Definitive Edition

  • Developer: Relic Entertainment
  • Publisher: Relic Entertainment
  • Platform: Played on PC
  • Availability: Out now on PC (Steam)

The original Warhammer 40K: Dawn of War is one of the all-time greats of real-time strategy. It’s Relic Entertainment, an RTS powerhouse, approaching if not outright hitting its utmost peak, the three brilliant expansions it developed in-house (plus Iron Lore Entertainment’s Soulstorm later on), arriving at just the same time as its equally superlative first Company of Heroes. To look back on that time now – an early teenager, surfing the early-ish, pre-algorithmic internet, playing a favourite genre in a pomp we’ll probably never see again – is to summon that phrase which increasingly feels like the defining cliché of life as an older millennial. We didn’t know how good we had it.

Anyway, I’ve got that out of my system. Back to the grimdark violence of the far future! Dawn of War was and is brilliant because it is just frightfully silly. In writing that, I can hear a thousand mouths cry out in pain, as I think the Aspiring Champion put it. For many, Warhammer is serious business. But not me. Ye olde editor of mine Martin Robinson used to describe 40K as like Tonka Toys for grownups, as if the little models were something you’d imagine smashing together while making duf-duf-duf noises and giggling with glee. I’ve never been able to see it another way since – no faction captures it more than the flag-bearing Space Marines, being all domed shoulders and coned shins and big, cool trucks. Dawn of War was intricate and keenly balanced and vast, but it was also simple. What if you could play your goofy pre-teen imagination, and what if doing that was awesome?

Here’s a trailer for Dawn of War – Definitive EditionWatch on YouTube

Dawn of War – Definitive Edition, which has just released, was more than enough of an excuse to return. As a remaster it’s a pretty low-key one. For everyday users arguably the biggest fix is the one made to the previously clunky choose-your-resolution options on start-up. There were no good options, for anyone not playing on a monitor from 2005 (Dawn of War and the first expansion, Winter Assault, are 4:3 aspect ratio for instance, and Dark Crusade onwards just stretched-out versions of that), where now it scales nicely all the way up to 4K.

There’s a prettifying effort that’s been made to textures, lighting, shadows and the like – the type of thing that you notice the first time you play the new version and then immediately forget. That’s a compliment, if a back-handed one: the nature of these kinds of upgrades is that, while noticeable side-by-side, in practice the new one simply bumps your memory of the old clean out of your head. I must’ve played the original Dawn of War for hundreds, maybe thousands of hours; within about three with Dawn of War – Definitive Edition my subconscious has already decided that’s just how it always looked.

Image credit: Relic Entertainment / Eurogamer

Naturally, of course, it isn’t. Go back to the original again and you’ll be blown away by just how claustrophobic the level of zoom is with the camera. Or how greedy the UI’s taskbar is, taking up the entire bottom edge and what must be close to about 20 percent of your entire screen. These are little snags you didn’t even know were snags, sanded off and 2025-ified for modern consumption. Plenty of old bugs have been tidied up too.

The headline for the true nerds is the move to a 64-bit version of the game from the previous 32-bit. I’m not going to even attempt to get all Digital Foundry about this but the top-line point here is that it’s a major boon for the modding scene, adding extra headroom where modders would previously come up against hard limits to RAM usage. Part of the justification developer Relic gave for this specific type of somewhat limited remaster, in fact, was that it “didn’t want to break anything” modders had made for the original, as design director Philippe Boulle told some guy called Wes at IGN.

Absolute state of this lad. | Image credit: Relic Entertainment / Eurogamer

The headline for me, meanwhile, is that I once again have a reason to play this game again – and a functional, borderline thriving online community to repeatedly lose to once more. (Anyone who ventured onto old DoW servers in recent years would’ve encountered one of about nine, five-star-rated experts who still lurked there, and who were often very nice, in that Warhammer shop assistant way, as they absolutely obliterated you in about 45 seconds flat.)

I started up my playthrough here at the very beginning, with the first Dawn of War’s main campaign. This lasted a few pleasantly xeno-purging missions until I had one of those who am I kidding moments, and turned straight to the conquest mode of Dark Crusade – one of the very greatest RTS campaigns of all time, and a mode I’ve personally replayed so many times, on so many chunky laptops after school, or friends’ parents’ PCs when attempting to jank together some rudimentary LAN party, that even the tutorial voiceover guy’s weirdly impeccable enunciation is burned into my ears. This mode is just magic. Put a conquest mode in everything, I say (and realise I’ve also said before).

Memories… | Image credit: Relic Entertainment / Eurogamer

In saying that, I realise I’m trying to sell you on it. And in realising that I’m landing on something else. The other big millennial realisation that is forever destined to haunt us, as it’s done to every generation before. A lot of people are about to experience this thing you’ve always loved for the first time today. I like that one much better. So much has been said and written about the demise of the RTS. And indeed of Relic, a sensational developer that’s gone through the ringer like so many others in recent years. Now’s your chance to remind yourself what they were all about; or to realise it for the first time. If you’ve never played Dawn of War – hell, if you’ve never played a real-time-strategy game – this is the time to do it.

Dawn of War is grim, jagged, frequently some shade of sludgy grey, green or brown. It’s also campy, emphatic in its spectacle and quite happy to be bizarre. It’s a game where teching (or turtling, as some call it) can be genuinely viable, letting you pile up defensive turrets and mines, pack choke points (all great strategy games must have choke points!) and outlast your enemy’s assault as you bide your time through unit upgrades. As can rushing to a specific unit or upgrade for some niche, edge-case means of assault, like teleporting a builder over a chasm and having them construct cloaked buildings right under the enemy’s nose. It’s a game you can take very seriously, with a real competitive edge, or likewise not even a little seriously at all, giggling at line deliveries and old quotes you’ll find yourself muttering to friends years later. And all of it’s just drenched, dripping, squelching away in peak, secondary school oddball fantasy. I refuse to play this game and be sad about the state of the RTS, to feel sorry for what we’ve lost or what could’ve been. Instead I’m simply glad to have it at all. I say get your big fancy power armour on and wade in, like the rest of the Emperor’s finest.



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August 18, 2025 0 comments
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Studio Atelico raises $5 million to build AI-first games studio
Esports

Studio Atelico raises $5 million to build AI-first games studio

by admin August 18, 2025


Studio Atelico has raised $5 million in a seed investment round, which will be used to support the team’s mission “to redefine the role of generative AI in games.”

The funding round was led by Nathan Benaich of Air Street Capital, which announced the investment via its publication, Air Street Press, on August 14, 2025. Other investors include Stanford computer scientist Chris Ré, Hugging Face co-founder and CSO Thomas Wolf, and Snorkel AI co-founder and CEO Alex Ratner.

Founded in 2024 by AI and gaming industry veterans from Uber, Meta, and Creative Assembly, Studio Atelico is building an on-device AI engine for video games, which the company describes in its own press release as “a toolkit that helps us and other studios bring AI-powered experiences to life without massive budgets or custom infrastructure.”

In addition to building this engine, Studio Atelico is using the funding to “build games that push past the boundaries of hand-authored pipelines.”

“We don’t mean ‘generate a few trees procedurally,’” the company explained in its release. “We mean reactive worlds, characters that riff off your choices like improv actors, stories that don’t just branch but bloom. This is the kind of gameplay we’ve always wanted as players, and now we finally have the tech (and the team) to make it real.”

Studio Atelico’s first game is already in development, with more to be shared “soon.” While the company itself hasn’t said much about what this game will be, Air Street Press said the studio’s first releases “will target high-growth mobile and cross-platform markets.”

In its release, the company also addressed ethical concerns around generative AI.

“Ethics aren’t an afterthought; they’re part of our foundation,” Studio Atelico said. “We’re working directly with artists to ensure fairness, consent, compensation, and collaboration are part of every step, from model training to revenue sharing.

“We’re choosing on-device AI when we can, partnering with creators who share our values, and contributing to open datasets that prioritize ethics over speed.”

“We believe creativity should be amplified, not replaced,” the company added.



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