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

hate

Harry Potter Hogwarts Caste Lego Set
Game Updates

Harry Potter’s Heirs Would Hate This, LEGO Is Selling the Hogwarts Castle Set for Pennies on the Dollar

by admin October 4, 2025


Harry Potter is one of LEGO’s most beloved franchises, and the Hogwarts Castle and Grounds set has earned a stellar 4.8 out of 5-star rating on Amazon with over 1,800 reviews backing it up. LEGO’s official website shows zero discounts on this flagship model and maintains the strict pricing the company is known for. But Amazon isn’t playing by those rules.

Right now, this 2,660-piece castle has dropped from $169 to just $135, marking an all-time low for the best-selling Harry Potter LEGO set. This deal is accessible to everyone, including non-Prime members, which makes it even more appealing.

See at Amazon

A Complete Miniature Replica of the Wizarding School

It is the first LEGO brick model that includes the entire Hogwarts Castle and its grounds in a single build. Earlier sets focused on a solitary tower, classroom, or section, but this 2,660-piece model presents the entire campus to you in one continuous display. The construction includes the Main Tower with its signature pointed roof, the Astronomy Tower where the students study the stars, the Great Hall where banquets and ceremonies take place, as well as several courtyards and cross-bridges that lead to various sections of the castle.

The scale allows the LEGO designers to include recognisable details without overwhelming builders with tens of thousands of pieces. You will construct the Chamber of Secrets hidden beneath the school, the Winged Key room of Harry’s first-year nightmare, the Potions Classroom where Snape taught in the dungeons, and the large Chessboard Chamber from the Philosopher’s Stone challenges. The grounds surrounding consist of the Boathouse where students arrive by boat, the Black Lake in front, the greenhouses for Herbology class lessons and the Whomping Willow that attacks anything getting too close.

Other features recreate scenes from around the film series: The Durmstrang Ship comes out of the lake just as it did when Durmstrang participants arrived during the Triwizard Tournament in Goblet of Fire. The powder-blue Beauxbatons Carriage is present on the grounds, representing the arrival of the French school of magic. The crashed Ford Anglia is a part of the Forbidden Forest trees after the failed flight by Ron and Harry in Chamber of Secrets.

The finished model measures 13.5 inches wide, 10 inches in depth, and 8.5 inches in height, large enough to be seen on a shelf or desk but not big enough to require special furniture. The build is supported on a highly detailed baseplate that is sculpted as the grounds of the castle with textured areas representing grass, pathways, and water. There is a gold mini-figure statue representing the Hogwarts architect which you can put near the nameplate “Hogwarts Castle” or in the corner of the baseplate to give it an extra visual touch.

For $135 for 2,660 pieces, you are paying around 5 cents per brick which is excellent value in the price system of LEGO.

See at Amazon



Source link

October 4, 2025 0 comments
0 FacebookTwitterPinterestEmail
"Thousands" banned in Fortnite as new Delulu proximity voice chat mode fuels hate speech
Game Reviews

“Thousands” banned in Fortnite as new Delulu proximity voice chat mode fuels hate speech

by admin September 24, 2025


Over the weekend, Epic launched its new Fortnite Delulu mode with proximity voice chat, but already “thousands” have been banned for toxicity and hate speech.

The new mode sees players starting out solo, but able to join squads by chatting with nearby players. Players will need to have voice chat set to “Everybody” and won’t be able to hide their display name while playing.

In theory, Delulu is a fun twist on the no-build battle royale formula, but in practice it’s fuelled bad behaviour that’s resulted in “thousands” being banned over the weekend, according to the official Fortnite Status social media account.

The Power of Megazord | Fortnite Battle Royale Gameplay TrailerWatch on YouTube

Indeed, Epic seems to have expected this, with the account’s pinned post detailing how players can report in-game conversations.

The mode has resulted in some amusing and heartwarming interactions. Here’s one pacifist player strumming a guitar in an attempt to make in-game friends.

Playing guitar in Delulu last night
byu/asymmetricalsoul inFortNiteBR
To see this content please enable targeting cookies.

Manage cookie settings

Yet a thread titled “My fellow ladies: How’s Delulu” details the experiences of women in the new mode (thanks IGN).

It includes misogyny, hateful speech, and women being purposefully targeted by men. “It’s been terrible for me so far,” wrote one player. “I’ve been playing solo and there hasn’t been one game where I haven’t been told horrendous things I don’t wish to repeat. I just want to have fun and enjoy the game.”

Some posts are recommending female players don’t speak, which is unfair and defeats the purpose of the mode.

My fellow ladies: How’s Delulu
byu/Kilr_Queen75Xx inFortNiteBR
To see this content please enable targeting cookies.

Manage cookie settings

Sadly, this is often the experience when women play games online with voice chat. A report from September last year claimed two-thirds of female players report being harassed when playing online. And when Call of Duty added proximity chat to its online modes, reports of misogyny were rampant.

Fortnite Delulu will return this weekend, from 26th September until 29th September. It’s unclear if it’s set to become a permanent addition to Fortnite, but is there more Epic could be doing to protect players?

Yesterday, a Daft Punk music experience was announced for Fortnite.



Source link

September 24, 2025 0 comments
0 FacebookTwitterPinterestEmail
Baby Steps review - is it possible to love and hate a game at the same time
Game Reviews

Baby Steps review – is it possible to love and hate a game at the same time

by admin September 23, 2025


Baby Steps walks a fine line between frustration and accomplishment to provide a walking simulator and climbing experience quite unlike anything else.

Never has a plank of wood held such dramatic tension. You will glimpse it on the path ahead, bridging a gap, and it will cause a moment of heart-stopping hesitation. It might produce such a feeling of fear you’ll backtrack, or look for another way around – it depends how many times you’ve been here before. You need to walk the plank but can you reliably put your feet where you want them to go? That’s the question. Hesitating preserves your hard-won progress and the efforts you’ve put into the climb so far, which hasn’t been easy. Stepping on the plank risks losing it. One small misadjustment and you’ll slip, and fall all the way down, down again.

Baby Steps review

  • Developer: Bennett Foddy, Gabe Cuzzillo, Maxi Boch
  • Publisher: Devolver Digital
  • Platform: Played on PC
  • Availability: Out today on PC (Steam) and PlayStation 5

I fell a lot in Baby Steps. You will fall a lot in Baby Steps. Everyone will fall a lot in Baby Steps. This is a game about falling, and about getting back up again. It’s a game of risky gaps and exorbitant-feeling punishments for failing to cross them. A torturous game of snakes and ladders played out across a landscape in front of you and around you. But it’s not all pain. There’s an unexpected gentleness and tranquility here, and a much more forgiving experience than you might be expecting.

Baby Steps is the new game from frustration-courting guru Bennett Foddy (in collaboration with Ape Out and UFO 50 maker Gabe Cuzzillo, and Dance Central and Ape Out maker Maxi Boch) who made QWOP and Getting Over It with Bennett Foddy. The former is a finger-tying game about controlling a sprinter’s limbs while running a race, which is incredibly difficult to do. The latter is a climbing game where a climber in a cauldron (don’t ask) levers themselves up and over a mountain using a sledgehammer. It’s also incredibly difficult, and it also involves many infuriating falls back to the bottom of the mountain. Baby Steps is similar. Baby Steps is a mush of them both.

Literally, it’s a walking simulator, where you control the legs of the game’s main character Nate, a couch potato who falls asleep and wakes up in a surreal dream-world. You need to explore said dream world but discover fairly quickly that walking isn’t as easy to do as you thought. It’s manual. Each step involves pulling a controller trigger to lift a leg and then pushing a thumbstick forward to shift the leg and move your weight so you can take a step. Most early attempts end up with you, Nate, face down on the floor, wobbling around like a beached seal. But it soon levels out; walking on a flat surface becomes reliably doable, with only occasional flops, which is an important concession in a game where there’s a lot of walking to do.

This minecart track gave me serious problems. What you don’t see: the significant drop below and the 15 minutes of careful climbing I had to do to get to this point. Also, top right: would you have the guts to get that hat? And top left: a bridge across a mud slide.

But complications come with obstacles. To begin with, it’s a fallen tree in your path, which requires a higher step than you’re used to taking, or a step-up to something you’ll need to take. And initially, you’ll marvel at a game that can ask so much of you when you’re struggling to even walk, but with each cluster of attempts, a deeper understanding of Nate’s movement will sink in; he’s actually a capable mover if you know how. Soon, then, you’ll step over logs without stopping to think, and begin tackling hills or rocky climbs or, yes, the dreaded wooden planks bridging gaps.

Inevitably, you’ll fall. You’ll place a foot wrong and slip and tumble, and slide down a long muddy slide to the foot of the hill, leaving Nate groaning on the floor. Why did the muddy slide have to be so long, you’ll wonder, and the plank so small? It’s in these moments Baby Steps will seem overly cruel, willing to take rather than give. And you’ll wilt at the thought of retracing your steps and hesitate more the next time you face the plank. But as far as cruelty is concerned, there’s an important invisible helping hand here to point out.

Baby Steps has options. Baby Steps has a semi-open kind of world, which means routes aren’t prescribed for you. Choke-points aren’t entirely unavoidable. Several routes will be loosely scattered around an area and it’s up to you which one you choose, which means, if a plank-cross is destroying you, you can leave it and try another way. You’re rarely ever forced to bang your head against one climb only, which is a blessed relief. It doesn’t mean alternative climbs will be any easier but it helps break up the flow and ease psychological blocks.

The genius of this semi-open world is having space for optional challenges on your path. You’ll notice, as you walk towards your broadly defined goal – a light on a hill, say – a crumbling spire or a ruined tower, or a tree, and wonder what’s at the top of it. This is a climbing game after all, so a climbing challenge holds an obvious allure. But you normally never know what’s at the top, unless you can see a glowing object there. And there’s an irreverent strain of humour running through the game that might mean there really isn’t anything at the top when you get there. It makes me smile.

A literal banana peel at the top! Sadists! This whole climb had banana peels all over it.

Optional challenges can be very hard, which they’re allowed to be because they’re optional. Or rather, they can feel very hard because you’ll often encounter them when you haven’t learnt the skills to tackle them yet – not unless you’re playing for a second time. Usually, you’ll attempt them, fail, and wonder how on earth you’re supposed to overcome something like that, then eventually give up and walk away. This is the beauty of optional: failing here doesn’t harm your main progress, which gives you the confidence to give them a go. And giving them a go is important because it teaches you things.

If you only ever walk along gradually sloping inclines between danger-planks, as I’ve come to call them, you’ll never get used to crossing the planks themselves. But if you try and climb a ruined tower that’s full of danger-planks, for instance, you will become much accustomed to them, such that when you reach the next plank you’ll wonder what you were so afraid of. These optional challenges not only provide the game with breadth and replayability, then; they prepare you for what lies ahead.

Plus, the extra space of the world provides breathing space of its own – crucial in a game which features tense challenge after tense challenge. Put all that tension in a sequence with no relief and people wouldn’t be able to cope with it. Broken up with sections of hassle-free walks across pleasant countryside or beside rushing rivers – the game is full of calming environments, necessarily so – and Baby Steps provides important moments of calm. And it’s in these moments you can ponder deeper thoughts, such as how taken for granted walking is, and what’s actually going on in this dream-world Nate found himself in. There is a story here, albeit an abstract, withheld one, full of inexplicably naked donkey men, but there’s enough mystery to pull you like a fishline through.

Baby Steps starts off in a grungey place but takes you to some beautiful biomes as the game progresses.

The story also provides another very welcome feature in the form of chapters, which progress with each bonfire you find. Each one signifies a change of environment and time of day, which provides much needed variation, both visually and mechanically, but each chapter also comes with something of an invisible safety net around it, which I really like. For instance: I struggled enormously in a ravine with a rapid underneath it because I had to climb a rickety ruined minecart track to get out, and I kept falling back down, many metres, into the ravine below. It’d take me ages to get back up but I couldn’t get around the minecart in the middle of the track at the top. A chokepoint.

But each time I fell into the water below, I would be swept away but, crucially, not over the edge of a waterfall and dumped into an earlier part of the world below. The game could do this quite easily; instead it would magically loop me back around and deposit me back where I began my minecart climb. The journey in the water would even present me with a couple of other possible climb locations along the way. So you see: an invisible safety net and multiple options, and it’s like this wherever in the world you go. Mostly. There is definitely a sense of a helping hand here.

Nevertheless, frustration will be what people talk about when they talk about Baby Steps, of that I have no doubt. I experienced it and you will experience it, and everyone who plays it will experience it. When I compared notes with Jim from the video team, he told me he’d rage-quit one night because of a cactus blocking a plank in a desert area of the game that he couldn’t get around. Cactus plank, he called it. I don’t remember that plank – perhaps I didn’t go there – but it’s an example of how lingo will crop up around notorious places in this game. “Mate, did you do the Manbreaker?” There is actually a climb called the Manbreaker in the game, and you’ll know why when you see it. Undeniably, this is a game that delights in finding imaginative ways to challenge you, and sometimes all you can do when presented with some of them – with, say, an escalator going backwards – is admire the deviousness and laugh. You wicked, wicked people.

But the flipside is immense satisfaction when you overcome one of these wickedly devised climbs. A sense of beating the odds. It’s amazing to me how a game about only moving your feet can be so impactful. There are no monsters to fight here – there’s no combat at all. This is a still and sedate world. Yet the hearth-thumping thrills I’ve felt playing this game have been so strong I could hear my heart in my ears. My palms have been so sweaty I thought I’d drop my controller. I have felt The Fear. And I have

Baby Steps accessibility options

Subtitles, hearing impaired subtitles, nudity on/off, center dot, scalable UI, remappable keys and controller

revelled in a sense of accomplishment when overcoming it. I now relish challenges as a chance to test the skills I believe I’ve accrued. I see climbs in a different way. And again, it amazes me so much can come from, seemingly, so little.

How you cope with frustration will determine how you cope with Baby Steps, but – I stress again – it’s more approachable and forgiving than I assume many people will make out. That doesn’t mean it won’t infuriate you, or that you won’t curse at it and clench your jaw and throttle your controller, wondering why ragdoll Nate doesn’t get up quicker and why he always has to slide so far. But these quirks are Baby Steps, ragged though it can sometimes be. This is a game that behaves in its own way, and there is nothing else out there like it.

A copy of Baby Steps was provided for review by Devolver Digital.



Source link

September 23, 2025 0 comments
0 FacebookTwitterPinterestEmail
I Hate My AI Friend
Product Reviews

I Hate My AI Friend

by admin September 9, 2025


Schiffmann seems to be doing well, compared to the last times either of us spoke to him. When he first announced the Friend, he talked about how he had come up with the idea for an AI buddy while traveling alone and yearning for companionship. Schiffmann posits himself as older now, wiser, more experienced than he was when he first debuted the Friend necklace. (He is 22.) He has grown out his hair and cultivated a beard, and he seems to have more real-life personal connections than when he first created the idea for Friend. In our meeting, he asked us not to unbox the devices in front of him because he is in love with someone and wants the first time he witnesses a Friend unboxing to be with her.

Schiffmann says the Friend’s personality reflects a worldview close to his own; that of a man in his early twenties. But Schiffmann can be brash, snarky, and vocally unconcerned about critical feedback, and it seems like that attitude has carried over to the device he has infused with his essence. In this era of cloyingly obsequious chatbots, it could seem refreshing to interact with an AI companion that isn’t unfailingly sycophantic. But the Friend often goes hard in the other direction. Its tone comes off as opinionated, judgy, and downright condescending at times.

We tested our two Friend pendants over the course of a couple of weeks, carrying them along with us as we went about our days separately, talking to them and getting to know how they work. While we had very different experiences, we both came away with the gut feeling that our new Friends were real bummers.

Kylie’s Experience

As I opened the Friend’s box, it brought me back to the time I cracked open my first iPod. That was by design, according to Schiffmann, who patterned the packaging after Apple’s audio player and Microsoft’s Zune, with liner notes inspired by the Radiohead album Pablo Honey. Within its white box, the Friend pendant glowed under a piece of parchment paper. It was nearly dead on arrival, and I had to charge it before I could use it. Our first interaction was a chime alerting me to its low battery.

I couldn’t find satisfactory environments to test the always-listening Friend; the concerns about digital eavesdropping made it too much of a gamble. I couldn’t take it to meetings with my editors, and it felt uncomfortable to ask comms folks if I could bring it to a coffee chat. God forbid I use it in a call with a source.

According to Friend’s privacy disclosure, the startup “does not sell data to third parties to perform marketing or profiling.” It may however use that data for research, personalization, or “to comply with legal obligations, including those under the GDPR, CCPA, and any other relevant privacy laws.” In other words, there’s a whole litany of ways the private conversations I have with people could make their way out into the ether.



Source link

September 9, 2025 0 comments
0 FacebookTwitterPinterestEmail
Delita and Ramza appear on the cover of the game.
Game Reviews

The Ivalice Chronicles And Didn’t Hate It

by admin September 2, 2025


Final Fantasy Tactics – The Ivalice Chronicles is burdened by the unenviable task of trying to improve upon a masterpiece while not adding any new imperfections. Based on nearly an hour I spent playing it at a recent demo event, it mostly succeeds on both counts. The magic of the PS1-era Square Enix classic is mostly preserved, now buoyed by HD graphics, voice acting, and modern gameplay refinements. Do I have some nitpicks? Absolutely. But I’m also currently in the home stretch of finishing my dozenth playthrough of the original Final Fantasy Tactics and I’m not exaggerating when I say I can’t wait to play it all over again with the Ivalice Chronicles remaster later this month.

Out September 30 on PlayStation, Xbox, Nintendo Switch, and PC, Final Fantasy Tactics – The Ivalice Chronicles takes players into a tactical RPG about navigating a world cleaved apart by war, ideology, and monsters. It’s one of the most grounded stories in the Final Fantasy franchise, with characters fighting about the politics of class and privilege while still delivering a magic-infused epic about demonic foes and powerful crystals. Think of Game of Thrones as an abridged Shakespeare play and you’ll get the idea. Everything’s divided into scenes playing out across bespoke 3D dioramas. Some revolve around dramatic soliloquies and betrayals. Others are grind-based battles where you control customized warriors sort of like a mashup of chess and Dungeons & Dragons.

Final Fantasy Tactics – The Ivalice Chronicles is split into two parts. One version is the original, where gameplay is left untouched but the localization for the War of the Lions version on PSP is substituted in for the script. Another is the enhanced version which includes all of the modern tweaks, including an updated script with voice acting. Would I have preferred a third option to play through the original PS1 Western translation, as terrible as it was, alongside the others? Sure. As a Final Fantasy Tactics mega fan I can imagine a version of The Ivalice Chronicles that presents the game’s legacy as its own history to be explored, a la Digital Eclipse’s Gold Master releases, rather than simply offering what the developers consider the best versions, but this is not that.

Square Enix

My demo took place in the enhanced mode. The first section started over from a fresh save file. I selected the hard difficulty, one of the new features for the enhanced edition. To be honest I didn’t notice a huge difference in the first two battles I was able to play. Those include the opening at the Orbonne Monastery and the first full-fledged battle in Garland City as cadets. It felt like the units in the second fight were slightly buffed and the AI was playing a little more cutthroat, but I couldn’t tell you for sure. The proof of that mode’s quality will be in how later battles unfold. I did make frequent use of a new fast-forward option that lets you zoom through everything unfolding during battle, and a life bar feature which makes it easy to see each unit’s hit points hovering above their head.

I also noticed units occasionally getting little commendations saying “Practical Application Complete”  upon completing a certain action. They’d pop on the the right side of the screen like achievements. A Square rep declined to confirm if those will have any effects on gameplay. Also, the countdown word bubble that used to appear over a unit’s head when it was KO’d has been replaced with hearts instead. Those empty with each passing turn until the unit turns into a crystal or treasure chest if they don’t get revived in time. Battles let you know who was the MVP of the fight at the end, too, a neat way to feel closer to my star trooper when I accidentally let her perma-die later on and am too lazy to restart my save.

The second part of the demo took place at Zeirchele Falls in the game’s second chapter. Here I got to choose from an array of different units already outfitted with lots of abilities. I chose the Geomancer, Archer, and Thief to test out some of the remaster’s tweaks to job balancing. I’m sorry to say that while the Archer’s aim ability (charge in the original) now has a lower wait time per level, other abilities seem mostly unchanged. The Geomancer’s magic attacks still do very little damage relative to the alternatives and my Thief failed to evade any attacks despite constantly going into a defensive stance. My sense is that any fans expecting a deeper overhaul of the job system will need to rely on mods on PC instead.

Square Enix

Which brings us to the real bread and butter of The Ivalice Chronicles: its graphics, writing, and voice acting. Here I was a bit surprised. Playing on PS5 merely feet away from a large display, the game looked better than I expected. Compared to the “smoothmaster” feel of some of the trailers online, the experience in person is more like looking at a watercolor. Some of the  sprites and map textures do feel flattened in the move to HD, but it mostly works outside of the fonts which look too clean and crisp set against the game’s soft silhouettes and parchment paper dialogue boxes. Instead, it was the voice acting that felt like more of a mixed bag. Maybe I’ll eventually come around to it but my first impression is that everyone in The Ivalice Chronicles sounds like they’re on downers. Many lines were delivered without urgency and occasionally almost at a whisper. It gave many of the characters, especially the leads, Ramza (Joe Pitts) and Delita (Gregg Lowe), an aloofness not conveyed in the original text.

There are some bright spots, though. Bad-ass retainer Agrias Oaks (Hannah Melbourn) is as fierce and commanding as I could have hoped, and Dycedarg Beoulve (Ben Starr) does not disappoint either. The star of my demo, however, was Goffard Gaffgarion (Paul Panting). Panting plays the part perfectly with a mix of gruff churlishness and salt-of-the-earth pragmatism. It brings new vim and vigor to his exchanges with Agrias like when he retorts, “The only difference is that those of royal blood are protected by lackwits like you.” As someone who knows the original game in-and-out, these are the sorts of things that make me excited to come back.

I’m also curious to see how the involvement of original director, Yasumi Matsuno, who returned to re-edit the script, changes some of Final Fantasy Tactics‘ biggest moments. His red ink can be felt as early as the Orbonne Monastery battle. Delita famously tells a kidnapped princess to “blame herself or god.” Damn! That was downgraded in the War of the Lions update to “Tis your birth and faith that wrong you, not I.” And how about The Ivalice Chronicle? “Blame yourself or the Father.” Not quite the same ring to it, but I’ll take it.

With no sense of any deeper changes or additions to the underlying game, these are the types of scraps fans like me will have to feast on. It’s far from ideal, especially when there is additional content from the War of the Lions version being left on the table. It’s also surprising to me that Square Enix would go through all the trouble of reassembling lost source code for the game only to stop short of adding new dungeons or secrets for players to find. I’m still holding out hope that something is lying in wait for us to discover deep down in the heart of The Ivalice Chronicles. But for one of the best games ever made, simply bringing it back unharmed and with a fresh coat of paint is enough.



Source link

September 2, 2025 0 comments
0 FacebookTwitterPinterestEmail
Marvel Rivals Season 3: Phoenix gritting her teeth as she's pinned to the ground by Hela, who's out of frame.
Gaming Gear

Marvel Rivals dev’s transparent, 18-minute breakdown of how ranked isn’t rigged fails to placate players who hate losing

by admin August 22, 2025



To prove to the growing number of players who think Marvel Rivals’ ranked mode is rigged or somehow unfair, the official X account dropped a video that reveals a surprising amount of detail about why that’s totes not the case.

Lead combat designer Zhiyong spends a packed 18 minutes explaining the math that determines how high you climb based on ranked wins and how the matchmaking system tries to create fair games. The gist is that Marvel Rivals works like a lot of other competitive games, but because there are six-player teams and a roster of wildly different heroes it has to do some guesswork that won’t always lead to perfectly balanced matches.

It’s true that you might be put on a team with people who aren’t as good as you, but the system takes that into account when calculating how much a win or loss is worth. A player who performs much better than their team and still loses won’t be punished as hard, for example. But as you go up in ranks, personal performance isn’t weighted as heavily in the calculation.


Related articles

Your individual performance on a hero is compared to every other player on the same hero at the same rank. The system then combines the averages for all your teammates and determines your team’s total average skill level. In a match where your team’s level is higher than the enemy team’s, you’ll gain fewer competitive points for winning and drop more points for losing.

The matchmaking system tries to match teams with the closest skill levels and will do its best to pit groups of players against other groups rather than people playing solo. But because of the number of variables with server regions and fluctuating skill levels, the teams are rarely perfectly even.

We’ve heard your feedback on matchmaking and ranking in Marvel Rivals, and your voices matter! Check out our Lead Combat Designer, Zhiyong, as he shares our developer insights on the matchmaking and ranking system. Watch the full video to see the systems behind the game! pic.twitter.com/OmErw2WMgUAugust 21, 2025

Anyone who has heard Blizzard talk about Overwatch’s ranked system will be familiar with a lot of this. Marvel Rivals isn’t very different apart from the fact that it doesn’t have a way to queue for a specific role you want to play, which Zhiyong says wouldn’t actually fix the problem of unbalanced matches.

However, Zhiyong doesn’t address what would happen if Marvel Rivals introduced placement matches to calibrate your skill level up front instead of gradually over time. Many players believe that this would make matches fairer when ranks are reset every season. It sounds like the studio has considered it, according to a reply from executive producer Danny Koo on X where he said he’s “on the placement side of things.”

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

There aren’t any huge revelations in the video if you’re familiar with competitive games. Zhiyong lays out what looks to be a fairly standard system for hero shooters, and he re-confirms that the game doesn’t use Engagement Optimized Matchmaking (EOMM) that ignores your skill level and feeds you wins to keep you hooked.

Even with the surprisingly in-depth explanation, not everyone is happy. Such is the curse of competitive games, I guess. There will always be players who believe the system is built to punish you with idiot teammates and loss streaks and not that probability plays a larger role than they’d think. Not that there isn’t room for improvement, but assuming there’s a way to achieve perfectly balanced matches for every single player is wishful thinking.

Best gaming rigs 2025

All our favorite gear




Source link

August 22, 2025 0 comments
0 FacebookTwitterPinterestEmail

Categories

  • Crypto Trends (1,098)
  • Esports (800)
  • Game Reviews (728)
  • Game Updates (906)
  • GameFi Guides (1,058)
  • Gaming Gear (960)
  • NFT Gaming (1,079)
  • Product Reviews (960)

Recent Posts

  • One of Borderlands’ most hated characters seems to have been cut from Borderlands 4
  • Dyson Is Offloading Its V8 Plus Model, Now Cheaper Than Entry-Level Cordless Vacuums
  • Nintendo posts cute and mysterious animated short film, but is it teasing Pikmin?
  • Best FC Mobile 2nd Anniversary players tier list
  • PowerWash Simulator 2 launches later this month

Recent Posts

  • One of Borderlands’ most hated characters seems to have been cut from Borderlands 4

    October 7, 2025
  • Dyson Is Offloading Its V8 Plus Model, Now Cheaper Than Entry-Level Cordless Vacuums

    October 7, 2025
  • Nintendo posts cute and mysterious animated short film, but is it teasing Pikmin?

    October 7, 2025
  • Best FC Mobile 2nd Anniversary players tier list

    October 7, 2025
  • PowerWash Simulator 2 launches later this month

    October 7, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

About me

Welcome to Laughinghyena.io, your ultimate destination for the latest in blockchain gaming and gaming products. We’re passionate about the future of gaming, where decentralized technology empowers players to own, trade, and thrive in virtual worlds.

Recent Posts

  • One of Borderlands’ most hated characters seems to have been cut from Borderlands 4

    October 7, 2025
  • Dyson Is Offloading Its V8 Plus Model, Now Cheaper Than Entry-Level Cordless Vacuums

    October 7, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

@2025 laughinghyena- All Right Reserved. Designed and Developed by Pro


Back To Top
Laughing Hyena
  • Home
  • Hyena Games
  • Esports
  • NFT Gaming
  • Crypto Trends
  • Game Reviews
  • Game Updates
  • GameFi Guides
  • Shop

Shopping Cart

Close

No products in the cart.

Close