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

human

EA's takeover, the Saudi Arabian Public Investment Fund, and "vanity mega projects": Human Rights Watch assesses the impact of gaming's latest controversy
Game Reviews

EA’s takeover, the Saudi Arabian Public Investment Fund, and “vanity mega projects”: Human Rights Watch assesses the impact of gaming’s latest controversy

by admin October 4, 2025


Earlier this week, history was made in both the world of video games and private equity. The trio of Affinity Partners, Silver Lake, and Saudi Arabia’s Public Investment Fund announced a plan to take EA private for $55bn. This leveraged buyout would be the largest in history and, if approved, will mean the industry giant would be a private company in 2027.

This immediately raised concerns throughout the industry. Despite a statement by EA CEO Andrew Wilson saying the company’s values would remain the same, many were concerned at the $20bn of debt the company would be saddled with. Would EA still support studios like Bioware to make the games it wants to make? Among all this, there were also concerns of a moral nature, due to the involvement of Saudi Arabia’s government in the deal.

Eurogamer spoke to Human Rights Watch’s Saudi Arabia researcher, Joey Shea, to discuss the ethical dilemma at the heart of the buyout. Human Rights Watch – which has yet to issue a comment on the deal – has comprehensively covered the ongoing human rights abuses taking place in Saudi Arabia, and how the Public Investment Fund is directly tied to such abuses.

Watch the Battlefield 6 multiplayer trailer here.Watch on YouTube

“We have found that the public investment fund has contributed to, and is responsible for, human rights abuses” states Shea. “This is a trillion dollars in Saudi state wealth that should be invested to realise the economic and social rights of Saudi citizens. We’ve found it’s been invested in vanity mega projects inside and outside of the country.

“We see this as a deliberate attempt to distract from the country’s human rights abuses […] MBS himself wields enormous power over what is effectively public funds, and he wields this power in a highly arbitrary and personalised manner, rather than the benefit of the Saudi people more broadly. Effectively, Saudi Arabia’s vast fossil fuel-derived state wealth is controlled by one person, which isn’t good for human rights, or business either.”

Saudi Arabian investment through the Public Investment fund is generally broken into two categories: investments to improve the standing of Saudi Arabia worldwide, and investments to bring foreign business and investment to Saudi Arabia itself. According to Shea, video games fall inside the former category as sports entertainment.

“Vision 2030 (a major Saudi government investment plan) is the core economic diversification plan for Saudi Arabia, and within the earliest versions of this plan it explicitly stated that these large investments in sports entertainment options was part of a strategy to enhance the reputation of the country nationally.”

After SNK was bought by Saudi Arabia, Fatal Fury City of the Wolves was used to help promote the state and its other investments. | Image credit: SNK

Some have argued that accepting Saudi Arabian investment through the PIF can be separated from the actions of its government, that no country is innocent and everything is tainted. However, according to Shea, the Saudi Arabian Public Investment Fund is directly linked to its human rights abuses. The money used for the EA buyout may itself be attached to these acts.

Shea explains: “In a report we released last year, we documented how the PIF itself has benefited from Human Rights abuses. For example, if we go back to 2017 and the notorious corruption crackdown and the Ritz Carlton, we found that assets that were seized outside of any recognisable legal process wound up in the PIF. Your investment vehicle contains assets that were stolen – that’s a problem!

“We also found that one of those assets that were seized illegally was a company called Sky Prime aviation. This is the company that owned the planes that transferred the hit squad to Istanbul where they murdered Jamal Khashoggi. So if one of the assets your investment fund owns is committing transnational murder in a consulate… that’s pretty outrageous.

“Our call is never ‘don’t invest in Saudi Arabia, don’t invest in Saudi Arabia’. We don’t have a standing boycott. But businesses have a responsibility under the UN guiding principles of Business and Human Rights to do due diligence assessments before engaging in a business relationship, to assess whether that relationship will lead to human rights harm. If it does you should, of course, not engage in that relationship.”

Once the deal goes through, all of EA’s games will be connected to the Saudi state and its human rights abuses. | Image credit: EA

One important detail within the announcement of EA’s leveraged buyout is that it’s pending regulatory approval, which some experts believe won’t be much of a hurdle due to US president Donald Trump’s son-in-law’s involvement with Affinity Partners. When asked whether a deal like this has any chance of being stopped by US regulators, Shea had little hope due to the current political climate in the region and America’s strategic partners there, Saudi Arabia included.

“I don’t see it coming under scrutiny. I think there was a moment in 2023 before October 7th, when there was some political will from some senators in the US to scrutinise Saudi investments through the PIF in the USA. There was some hope that these investments would come under greater scrutiny rather than just for national security impacts – that’s basically the only standard to which foreign investments will be scrutinised, mostly foreign investments from China.”

“We had hoped this could be broadened to include human rights concerns, but at this point, globally, I don’t personally have that much hope.”

Eurogamer contacted EA for comment on matters regarding the private buyout from Affinity Partners, Silver Lake, and Saudi Arabia’s Public Investment Fund.



Source link

October 4, 2025 0 comments
0 FacebookTwitterPinterestEmail
Scientists Made Human Eggs from Skin Cells and Used Them to Form Embryos
Product Reviews

Scientists Made Human Eggs from Skin Cells and Used Them to Form Embryos

by admin September 30, 2025


“The biggest challenge is how to make this egg extrude half of its chromosomes—and the correct half,” Amato says. “We’re not quite there yet.” The team dubbed their technique “mitomeiosis” and is trying to better understand how chromosomes like to pair and how they segregate in order to find a way to experimentally induce those conditions.

The ability to make eggs and sperm in the lab—called in vitro gametogenesis, or IVG—has been a growing area of research in recent years.

In 2016, a group of Japanese researchers led by stem cell researcher Katsuhiko Hayashi reported that they produced healthy mouse pups after making mouse eggs entirely in a lab dish. Later, they generated mouse eggs using cells from males and as a result, created pups with two dads. Those advancements were achieved by reprogramming skin cells from adult mice into stem cells, then further coaxing them to develop into eggs and sperm.

Mitinori Saitou at Kyoto University first documented in 2018 how his team turned human blood cells into stem cells, which they then transformed into human eggs, but they were too immature to be fertilized to make embryos.

US startups Conception Biosciences, Ivy Natal, Gameto, and Ovelle Bio are all working on making eggs or sperm in a lab.

But the prospect raises significant ethical questions about how the technology should be used. In a 2017 editorial, bioethicists warned that IVG “may raise the specter of ‘embryo farming’ on a scale currently unimagined.” Conceivably, it could allow anyone at any age to have a child. And combined with advances in embryo screening, the fertility clinics of the future could use IVG to make mass numbers of embryos and then choose the ones with the most desirable qualities. Gene editing could also be used with IVG to snip out disease-causing DNA or create new traits.

Amato says it will likely take another decade of research before IVG could be deemed safe or effective enough to be tested in people. Even then, it’s unclear if the technique would be permitted in the US, since a Congressional rider forbids the Food and Drug Administration from considering clinical trials that involve genetically manipulating an embryo for the intention of creating a baby.

“Their method is very sophisticated and well-organized,” Hayashi, now a professor at the University of Osaka, says of the Oregon group’s approach. However, because of the high rate of chromosomal errors, “it is too inefficient and high risk to apply immediately to clinical application.”

Also, because their process requires donor eggs, it could limit its use as an infertility treatment. As more people turn to IVF to conceive, the demand for donor eggs is increasing, and using them can involve wait times.

Amander Clark, a reproductive scientist and stem cell biologist at UCLA who was not involved in the work, agrees that in its current form, mitomeiosis should not be offered for fertility care until more research is done. But in the meantime, the research has other uses.

“The technology of mitomeiosis is an important technical innovation and could be highly valuable to our understanding of the biology of meiosis in human eggs. Meiotic errors increase as women age. Therefore, understanding causes of meiotic errors is a critical area of research,” Clark says.



Source link

September 30, 2025 0 comments
0 FacebookTwitterPinterestEmail
image of mars from space
Esports

Million-year-old skull discovery prompts new human evolution theories

by admin September 28, 2025



A digitally reconstructed skull discovered in China has scientists questioning long-held beliefs about the timeline of human evolution.

Originally excavated in 1990 from Hubei Province, the fossil, known as Yunxian 2, has now been virtually restored and dated decades later, to between 940,000 and 1.1 million years old. The results, published in the journal Science, suggest it could represent an entirely different branch of the human family tree, separate from Homo erectus.

Million-year-old skull could be Homo longi

The reconstruction, carried out in 2025, revealed facial features that didn’t identically match other known species from that era. While the skull was long assumed to belong to Homo erectus, researchers now believe, following the virtual reconstruction, that it shares more in common with Homo longi, also known as Denisovans.

Article continues after ad

Homo longi, nicknamed the “Dragon Man,” was first proposed as a distinct human species in 2021 after a well-preserved skull was found in north-eastern China. Estimated to be at least 146,000 years old, the fossil showed a mix of archaic and modern traits.

Article continues after ad

The discovery could push the timeline of evolutionary milestones back thousands of years earlier than previously believed. As the skull was found without any DNA, however, its precise classification remains a matter of debate.

Article continues after ad



Source link

September 28, 2025 0 comments
0 FacebookTwitterPinterestEmail
Embracer CEO states that while AI is a "powerful" tool, "human authorship is final"
Esports

Embracer CEO states that while AI is a “powerful” tool, “human authorship is final”

by admin September 24, 2025


Embracer CEO Phil Rogers has called for a “smart implementation of generative AI in ethical and sustainable ways.”

Addressing the company as the recent Annual General Meeting, Rogers admitted that “in an industry defined by escalating development costs and limitless player expectations, the question is no longer if a company will adopt a technology like AI, but how it leads with it,” but stressed that for the “powerful technology” to succeed, “ethics and good business are one and the same.”

“This isn’t a theoretical future. It’s happening now and the results are quite compelling. Many of our studios have been experimenting with AI in the past couple of years and are now starting to really leverage it to eliminate bottlenecks and empower our development teams. We’re beginning to see measurable increases in productivity,” Rogers said.

Offering mocap as an example of where studios can cut filming time “in half,” the CEO warned that even AI generative art required “tuning by human hand.”

“We see the headlines and we hear the concern from players and developers alike, but we believe the greatest risk is not in using AI, but in using it without a strong ethical framework. Players aren’t longing for generic, soulless side quests or synthetic AI voices. Developers want creative freedom to innovate and experiment and reduce iteration time so they can make more content. Artists, actors, writers need protection from plagiarism. Intellectual properties need to be nurtured and respected.

“For us, ethics and good business are one and the same. They really do go hand in hand. Our position is clear: human authorship is final. Our developers will always have the final creative control and authorship. After all, AI is a co-pilot. It is not the pilot.”

He added: “We really do view AI as a strategic catalyst. It’s the most powerful technology or tool of our generation for driving efficiency, amplifying creativity, and ultimately delivering the high-quality, memorable games that players demand more effectively, more predictably, and more profitably than before.”

Sharing her vision for the game services firm, Testronic chief Sharon Baylay-Bell similarly cautioned that “AI is an accelerant; it’s not the answer.”



Source link

September 24, 2025 0 comments
0 FacebookTwitterPinterestEmail
Americans Want AI's Benefits But Fear Losing What Makes Them Human: Survey
NFT Gaming

Americans Want AI’s Benefits But Fear Losing What Makes Them Human: Survey

by admin September 20, 2025



In brief

  • A new Pew survey showed Americans wanted AI’s help with chores, but feared it wrecked their minds and relationships.
  • Most Americans said AI stripped away creativity and human connection, with only 10% feeling more excited than worried.
  • The majority admitted they had no control over AI in their lives—just a digital tide they couldn’t stop.

Americans are growing increasingly uneasy about artificial intelligence infiltrating their daily lives, with half now saying they’re more concerned than excited about the technology—a sharp jump from 37% just four years ago, according to a new Pew Research Center survey.

The study of 5,023 U.S. adults, conducted in June 2025 and published this week, reveals a nation grappling with a fundamental paradox: While 73% say they’d let AI assist with day-to-day tasks, 61% simultaneously want more control over how it’s used in their lives.

Half of U.S. adults say the increased use of AI in daily life makes them feel more concerned than excited, compared with 10% who are more excited than concerned.

However, Americans see AI as both inevitable and threatening to core human capabilities. Some 53% of respondents said AI will worsen people’s ability to think creatively, compared with 16% who say it will improve this. Half believe AI will damage people’s ability to form meaningful relationships, with only 5% expecting improvement in human connections.

“I think a sizable portion of humanity is inclined to seek the path of least resistance,” one woman participating in the study told the researchers. “As annoying and troublesome as hardships and obstacles can be, I believe the experience of encountering these things and overcoming them is essential to forming our character.”

The generational divide shows that the younger the generation, the more exposure to AI they will have in their day-to-day lives. According to the study, 62% of those under 30 say they have heard or read a lot about AI, compared with 32% of those ages 65 and older.



Yet these younger Americans, despite their greater familiarity with the technology, express deeper pessimism about its effects. And 61% of adults under 30 think the increased use of AI in society will make people worse at thinking creatively, compared with 42% of those ages 65 and older.

The American unease mirrors global trends. Stanford’s HAI AI Index Report 2025 confirms that worldwide, ambivalence and worry are increasing even as people appreciate AI’s efficiency gains. The tension is particularly acute in developed nations: In 2022, countries like Great Britain (38%), Germany (37%), and the United States (35%) were among the least likely globally to view AI as having more benefits than drawbacks.

Trust emerges as another critical fault line. While 76% say it’s extremely or very important to be able to tell if pictures, videos, or text were made by AI or people, more than half admit they lack confidence in their ability to actually make that distinction. This trust deficit extends beyond content detection: KPMG’s 2025 Global Trust Report found that confidence in AI companies has been falling steadily since 2022.

Another interesting finding by Pew Research is that 57% of Americans rate the risks of AI for society as high or very high, while only a quarter seems to be hyped about the technology.

When asked to explain their concerns, respondents most frequently cited the erosion of human abilities and connections—people becoming lazy, losing critical thinking skills, or depending too heavily on machines for basic tasks.

This growing wariness contrasts sharply with AI experts surveyed by Pew earlier this year. AI experts are far more likely than Americans overall to believe AI will have a very or somewhat positive impact on the United States over the next 20 years (56% vs. 17%), according to a previous study.

The divide between experts and the public reflects deeper tensions about who benefits from AI advancement. Academic studies show marginalized groups—minorities and people with disabilities—express even more negative views about AI than the general population, suggesting the technology’s benefits aren’t reaching everyone equally.

In other words, the negative effects of AI technologies are perceived more by groups that are affected by biases or stereotypes—which generative AI models tend to amplify.

Americans do see limited roles for AI in specific contexts—weather forecasting, detecting financial crimes, or developing medicines. But they draw firm boundaries around personal matters. Some 73% of respondents said that AI should play no role in advising people about their faith in God, and two-thirds reject AI involvement in judging romantic compatibility.

The regulatory landscape reflects these concerns. A Gallup-SCSP 2025 study found overwhelming support for stricter oversight, with 72% supporting more government efforts to control that industry.

Ultimately, 57% or respondents said they have not too much or absolutely no control in whether AI is used in their lives, which shows that many Americans already feel the technology’s advance is beyond their influence—a digital tide they can neither stop nor fully embrace.

Generally Intelligent Newsletter

A weekly AI journey narrated by Gen, a generative AI model.



Source link

September 20, 2025 0 comments
0 FacebookTwitterPinterestEmail
Quirky horror with a timely story hidden beneath? Indie gem No, I'm not a Human might be one of my favourite games this year
Game Updates

Quirky horror with a timely story hidden beneath? Indie gem No, I’m not a Human might be one of my favourite games this year

by admin September 17, 2025


Going into No, I’m not a Human, I think I was expecting a quirky horror curio about identifying monsters in people-suits, which it sort of is – for a while. But slowly, it slips on a new face, and by the time things wrapped up several hours later in a smog of suffocating hopelessness and a smear of blood and bone, I was genuinely a little shellshocked by it all.

No, I’m not a Human

  • Developer: Trioskaz
  • Publisher: Critical Reflex
  • Platform: Played on PC
  • Availability: Out now on Steam

It’s clear from No, I’m not a Human’s strikingly assured opening moments that developer Trioskaz is completely in control of its vision. A lilting guitar strums over a photo montage of sunsets, swing sets, sleeping cats, and placid bays, while a muffled voice on the phone talks a little sadly about coming home. It’s an understated, unexpectedly melancholy start, but quickly its mood shifts again.

It’s night. You, whoever you are, stand in a sparsely decorated hallway, walls papered in disorientating swirls of lurid green. An upbeat melody plays insistently on the soundtrack, waning and warping in a way that immediately unnerves. Suddenly, a knock at the door; you peer through a peephole and a sullen face stares back – a concerned neighbour with news of a deadly heatwave, dangerous Visitors with human faces infiltrating homes, and a firm warning to stay indoors. (It’s a little weird my two favourite horror games this year, the other being Look Outside, involve people being trapped inside a building as meteorological calamity rages without, but that’s probably a story for another day). Then, bedtime.

Get used to this corridor – you’ll be seeing it a lot. | Image credit: Eurogamer/Trioskaz

Squint and there is, perhaps, a touch of PT here. As in Hideo Kojima’s oft-mimicked horror teaser, No, I’m not Human’s L-shaped hallway is your entire world. Sure, it has a couple of spartan rooms you can peer into either side, but for its duration this grim corridor – the game’s sole explorable 3D space – is pretty much everything you know. But unlike PT, which finds a kind of forward momentum in its endless loop, here you remain stuck – literally and thematically – in this stagnant hole. Even your limited means of interacting with the outside world – glimpses through peepholes and sealed windows, through TV broadcasts and muffled telephone calls – only serve to intensify No, I’m not Human’s sense of claustrophobic incarceration.

They come at night. | Image credit: Eurogamer/Trioskaz

With the scene set, things soon settle into a distinct rhythm – a cycle of repetition that’s suffocating in its own way. You sleep by day, as the burning sun turns the world to ash, then wake at dusk, always to another knock-knock-knock at the door. Each night as the world cools, a ghoulish parade of loners and losers – drunks, wasters, conspiracy theorists, religious nuts – appears on your doorstep, each requesting sanctuary. And it’s for you to decide whether to welcome them in or send them on their way. Any of them might be a Visitor – othered creatures with human faces and unclear intentions – but companionship, you’re warned, is critical for your survival. A nightmarish end supposedly awaits if you’re visited by the Pale One when all alone.

Quickly, a problem arises; undetected Visitors will pick off your guests one-by-one in the dead of night if you inadvertently invite one into your home. And other complications force your hand in different ways, as events unfold. But the effect is the same: your days are spent in mounting paranoia, roaming your house and interrogating guests using information gleaned from TV broadcasts and scrambled radio signals – all in a bid to identify Visitors and eject them from your home, with brutal, ugly violence or otherwise. It’s a sort of highwire juggling act, where you’re attempting to manipulate events using extremely transient resources and limited tools, but the way you always seem to be playing catch-up with No, I’m not Human’s ever-evolving rules suggests Trioskaz is deliberately setting you up to fail.

Slowly, your house fills up with guests… and Visitors? | Image credit: Eurogamer/Trioskaz

No, I’m not Human might present itself as a sort of quirky deduction horror, but it feels equally haunted by the spirits of This War of Mine, Papers, Please, and Pathologic 2. Gradually, almost imperceptibly, its initial affectations slip away; the mood grows sombre and an overbearing sense of hopelessness settles in. As you spend more time with your oddball guests (assuming they survive each night) they’ll begin to open up, sharing humanising stories of their strange, sad lives. Each glimpse out the window paints an increasingly severe picture of the world beyond. Glib observations make way for genuine pathos as cities burn, ash-faced corpses hang from telephone poles, and children rot in the streets. By the time my playthrough ended with the protagonist pounding another man’s face to a liquefied pulp using his bare hands, it felt like we’d come a long, long way in a few short hours.

Curiously, though, No, I’m not Human isn’t exactly a one-and-done adventure, and is instead designed for repeated play. Guests are randomised, as are the symptoms you’ll need to identify Visitors each time, and there are hints of new narrative revelations to uncover, if only the incessantly shifting pieces would correctly align. Admittedly, my eventual ending – as vicious as it was – felt a little arbitrary, struggling to pull my playthrough’s unique story beats together in a narratively satisfying way. It’s hard to tell if this is an inherent design flaw based on a single playthrough, but even so, No, I’m not Human remains a fascinating thing.

Before long, you’ll be checking guests for telltale symptoms. | Image credit: Eurogamer/Trioskaz

It offers a slithering, deeply idiosyncratic slide into darkness, and a bleak vision of an uncomfortably close future (as masked government stooges begin moving from home to home disappearing ‘visitors’, it quietly invites obvious parallels). But for all its squalid discomfort and smothering despair, there’s an unmistakable sliver of light at its core: find connection and compassion when all hope seems lost, it suggests, and humanity might just endure. Not what I was expecting to be thinking about when I fired up this unassuming little horror game.



Source link

September 17, 2025 0 comments
0 FacebookTwitterPinterestEmail
DAAPrivacyRightIcon
Gaming Gear

Vodafone is testing an AI ‘actor’ to sell its products instead of paying a human to do it

by admin September 8, 2025


Vodafone made a commercial starring an AI avatar posing as a real lady. This is interesting because Vodafone is a major global brand and not a fly-by-night TikTok company using a ridiculous deepfake of Jackson Galaxy to sell cat toys.

The tells in the commercial are obvious and what one would expect. The AI avatar’s hair is a bit off, which ruins the charade that this is a real person. The physical mannerisms and speaking tone are also wonky. A facial mole moves around at one point. It’s AI. You know the drill.

The company responded to a question on a message board as to why it couldn’t put “a real person in front of the camera” by saying this is simply an experiment. It said it was “testing different styles of advertising — this time with AI,” and that “AI is so much a part of everyday life these days that we also try it out in advertising.”

This isn’t the first Vodafone ad to feature generative AI. It released a fully AI-generated commercial last year that spurred a bit of controversy, despite looking absolutely awful. Social media platforms are also becoming increasingly littered with AI-generated virtual influencers.





Source link

September 8, 2025 0 comments
0 FacebookTwitterPinterestEmail
Devolver boss calls GTA 6 an "AAAAA game" in latest attack on human dignity
Game Updates

Devolver boss calls GTA 6 an “AAAAA game” in latest attack on human dignity

by admin September 6, 2025



Not long before joining Rock Paper Shotgun, I wrote a feature for Edge magazine about the origins of the very silly term “AAA game”. The overall conclusion I came to is that “AAA game” is possibly a boardroom-level borrowing from the credit rating industry and Hollywood, and that it has little meaning beyond “most expensive/biggest”.


It’s a bauble casually excreted by pinstriped cats wallowing in jacuzzis sometime in the mid-90s, for the benefit of the investor class. But in much the same way that any fleck of dust can become a pearl, or at least a larger clump of dust, so the term has attracted additional meanings and significance over the ensuing years, partly because game journalists like myself keep taking it seriously.

My interviewees talked about triple-A’s association with the shift to polygonal 3D graphics, with certain genres such as the open world, with games like Shenmue 3 and Final Fantasy VII, and with exclusive hiring practices that require “triple-A experience” and thus have an unavoidable bias, given that “triple-A” studios have often been staffed predominantly by people of a certain race, gender and background.


These more specific developments aside, triple-A has shed an A to produce the retrospectively beloved genre of “AA games”, aka grainy noughties shooters with a gimmick, and also sprouted additional As. Concluding the Edge write-up, I touched briefly and humorously on Ubisoft CEO Yves Guillemot’s coining of “AAAA game” in a brazen attempt to mindfuck people complaining about the delayed release and pricing of Skull and Bones.


As sure as the sparrows fly south for winter, another executive has now gazumped Guillemot. Speaking to Ian Games (thanks Percy Gamer for spotting) about the dark art of competing with other publishers for release dates, Devolver co-founder Nigel Lowrie has described GTA 6 as an “AAAAA game”. Here’s the complete sentence:


“I mean, there are AAA games and then there’s AAAA games and I’d argue that Grand Theft Auto is potentially the AAAAA game, it’s just bigger than anything else both in the scope and scale of the game and the kind of cultural impact that it has and the attention it demands.”


Lowrie isn’t the first to try this, admittedly. CD Projekt Red’s investor relations VP Karolina Gnaś has already been there and bought the T-shirt. But Gnaś was poking fun at Ubisoft’s “AAAA game” claim at the time, whereas Lowrie seems to be in earnest.


Moreover, he seems to think that “AAAA game” is everyday parlance now. I, for one, was not consulted about this, but I can see why The Industry might be in a hurry to leave AAAA behind. To my knowledge, the only card-carrying AAAA games besides the ailing Skull and Bones are Beyond Good & Evil 2, the current record-holder for longest-serving vapourware, and Microsoft’s Perfect Dark reboot, which was recently cancelled. If AAA means “most expensive/biggest”, AAAA basically seems to mean “doomed”.


The whole circus is worth following inasmuch as it’s a crude illustration of the continuing drive to appease investors who are not content with the “maturation” of returns, and are always looking for the next Level Up. Still, I realise the advanced financial language may be confusing to ordinary humans, so I’ve put together this quick-and-dirty cheatsheet for both existing A-based videogame lifeforms and those likely to emerge the next time an executive joins an earnings call. Here you go:


AAA – GTA 3


AAAA – Skull and Bones


AAAAA – GTA 6


AAAAAA – GTA 6 on max settings


AAAAAAA – GTA 6 + Psi-Ops: The Mindgate Conspiracy


AAAAAAAA – GTA 6 + GTA 3


AAAAAAAAA – GTA 6 + Skull and Bones


AAAAAAAAAA – GTA 6: Ultimate Whale’s Edition with fully operational Quantum Field simulation and digital rights management supplied by orbital self-guided “Blundershut & Custard” Clockwork Plasma Cannon array


AAAAAAAAAAA – GTA 6 + gravitational implosion of known universe


A – In the beginning was the Word, and the Word was with Gabe, and the Word was Gabe. The same was in the beginning with Gabe. All things were made by him; and without him was not any thing made that was made.

AA – [DESYNCHRONIZED]


AAA – GTA 3 again

PS. I’ve just noticed that Edge feature is on Gamesradar now, if you fancy a read.



Source link

September 6, 2025 0 comments
0 FacebookTwitterPinterestEmail
AI Education
Gaming Gear

Your smartest employee might not be human

by admin September 1, 2025



For business leaders right now, two small words seem almost impossible to avoid: AI agents. Built on the ‘brain’ of an AI model, and armed with a specific purpose and access to tools, agents are autonomous decision-makers that are being increasingly integrated into live business processes.

Unlike normal AI tools, which rely on user prompts, agent-based – agentic – AI can execute tasks iteratively, making decisions that carry real business consequences, and real governance risk. In short, agents aren’t tools, they’re teammates. As well as sitting in an organization’s tech stack, they sit on its org chart.

Marc Benioff, cofounder, chairman and CEO of Salesforce, the $260 billion valued software giant, says that today’s CEOs will be the last to manage all-human workforces. (Asked if an agent could replace him some day, Benioff responded, half-joking, “I hope so.”) The sooner businesses recognize this shift, the faster they can move to securing and governing AI for accelerated innovation.


You may like

Donnchadh ‘DC’ Casey

Social Links Navigation

Just as human workers come under the umbrella of human resources (HR), it’s useful to think of agents as non-human resources (NHRs). Just like humans, there are costs to employing NHRs – including computing, architecture and security costs – and they need induction, training and appropriate limitations on what they can do, and how.

This is especially true as these NHRs move up the value chain to perform high-skill tasks that once belonged to mid-senior level talent. For example, autonomous agents are actively managing supplier negotiations, handling payment terms, and even adjusting prices based on commodity and market shifts – functions typically handled by teams of trained analysts.

Businesses can’t secure what they don’t understand

Introducing NHRs at the enterprise level is requiring an entire rethink of governance and security. That’s because existing cybersecurity focuses on managing human risk, internally and externally; it’s not built for the realities of always-on, self-directed agents that understand, think, and act at machine speed.

Like the best employees, the most effective agents will have access to enterprise data and applications, from staffing information and sensitive financial data to proprietary product secrets. That access opens the organization up the risk of attacks from outside, as well as misuse from within.

Sign up to the TechRadar Pro newsletter to get all the top news, opinion, features and guidance your business needs to succeed!

In 2024, the global average cost of a data breach was $4.9 million, a 10% jump on the previous year and the highest total ever – and that was before the introduction of agents. In the AI era, bad actors have new weapons at their disposal, from prompt injection attacks to data and model poisoning.

Internally, a misaligned agent can trigger a cascade of failures, from corrupted analytics to regulatory breaches. When failures stem from internally-sanctioned AI, there may be no obvious attacker, just a compliant agent acting on flawed assumptions. In the age of agents, when actions are driven by non-deterministic models, unintentional behavior is the breach – especially if safeguards are inadequate.

Imagine an agent is tasked with keeping a database up to date, and has access and permissions to insert or delete data. It could delete entries relating to Fast Company, for example, by accurately finding and removing the term ‘Fast Company’.

However, it could equally decide to delete all entries that contain the word ‘Fast’ or even entries starting with ‘F’. This crude action would achieve the same goal, but with a range of unintended consequences. With agents, the question of how they complete their task is at least as important as what that task is.

Onboarding agents like employees

As organizations introduce teams of agents – or even become predominantly staffed by agents – that collaborate to rapidly make decisions and take action with a high level of opaqueness, the risk is amplified significantly.

The key to effective agentic adoption is a methodical approach from the start. Simply rebadging existing machine learning or GenAI activity, such as chatbots, as ‘agentic’ – a practice known as ‘agent washing’ – is a recipe for disappointing return on investment

Equally, arbitrarily implementing agents without understanding where they are truly needed is the same as hiring an employee who is unsuited to the intended role: it wastes time, resources, and can create tension and confusion in the workforce. Rather, businesses must identify which use cases are suitable for agentic activity and build appropriate technology and business models.

The security of the AI model underlying the agent should be extensively red-teamed, using simulated attacks to expose weaknesses and design flaws. When the agent has access to tools and data, a key test is its ability to resist agentic attacks that learn what does and doesn’t work, and adapt accordingly.

From there, governance means more than mere supervision; it means encoding organizational values, risk thresholds, escalation paths, and ‘stop’ conditions into agents’ operational DNA. Think of it as digital onboarding. But instead of slide decks and HR training, these agents carry embedded culture codes that define how they act, what boundaries they respect, and when to ask for help.

As autonomous agents climb the (virtual) corporate ladder, the real risk isn’t adoption – it’s complacency. Businesses that treat AI agents as tools rather than dynamic, accountable team members will face escalating failures, eroding trust among customers.

Build cross-functional governance from day one

No smart business would let a fresh grad run a billion-dollar division on day one. Likewise, no AI agent should be allowed to enter mission-critical systems without undergoing structured training, testing, and probation. Enterprises need to map responsibilities, surface hidden dependencies, and clarify which decisions need a human in the loop.

For example, imagine a global operations unit staffed by human analysts, with AI agents autonomously monitoring five markets in real-time, and a machine supervisor optimizing output across all of them. Who manages whom – and who gets credit or blame?

And what of performance? Traditional metrics, such as hours logged or tasks completed, don’t capture the productivity of an agent running hundreds of simulations per hour, testing and iterating at scale and creating compounding value.

To help surface and answer these questions, many businesses are hiring Chief AI Officers and forming AI steering committees that have cross-department representation. Teams can collaboratively define guiding principles that not only align with each sector of the business but the company as a whole.

A well-configured agent should know when to act, when to pause, and when to ask for help. That kind of sophistication doesn’t happen by accident, it needs a proactive security and governance approach.

This isn’t just a technical evolution; it’s a test of leadership. The companies that design for transparency, adaptability, and AI-native governance will define the next era. NHRs aren’t coming, they’re already here. The only question is whether we’ll lead them or be led by them.

We list the best HR outsourcing service and the best PEO service.

This article was produced as part of TechRadarPro’s Expert Insights channel where we feature the best and brightest minds in the technology industry today. The views expressed here are those of the author and are not necessarily those of TechRadarPro or Future plc. If you are interested in contributing find out more here: https://www.techradar.com/news/submit-your-story-to-techradar-pro



Source link

September 1, 2025 0 comments
0 FacebookTwitterPinterestEmail
8BitDo 64 Bluetooth Controller Review: For Human Hands
Gaming Gear

8BitDo 64 Bluetooth Controller Review: For Human Hands

by admin August 25, 2025


The Nintendo 64 was a fantastic console, home to generation-defining games such as Super Mario 64 and GoldenEye 007. With its four built-in controller ports, it revolutionized multiplayer gaming in front of the TV, and it was the first mainstream console to introduce an analog stick, essential for navigating the burgeoning 3D worlds the medium was starting to deliver.

Unfortunately, the controller it did all that with was an abomination, an unholy three-pronged monstrosity that earned my lifelong disdain. Fast-forward roughly three decades, though, and third-party peripheral maker 8BitDo has improved on the original N64 pad in almost every way with its new 64 Bluetooth Controller.

Nostalgia Upgraded

Photograph: Matt Kamen

8BitDo’s pad is chiefly designed for the Analogue3D, an upcoming field programmable gate array (FPGA) console set to play original N64 cartridges, but it can be paired to practically any Bluetooth-enabled device, from PCs to smartphones to Nintendo Switch and Switch 2 consoles, where it can be used to play the digital N64 game library included for Nintendo Switch Online + Expansion Pack subscribers.

Aesthetically, traditionalists may lament the lack of the original N64 pad’s pops of color, but they have a sleek elegance to them. Intended to mirror the similarly monochrome Analogue3D, 8BitDo’s efforts match perfectly, while also looking like a fitting companion to Nintendo’s official Switch 2 Pro Controller. Functionally, this takes everything that made Nintendo’s original controller so groundbreaking and repackages it into a modern unit that, crucially, fits into the average human’s two hands. Every input is present and accounted for, accurate down to icons and fonts.

The 64 Bluetooth Controller massively improves the orientation, though. The original Z-Trigger, once on the underside of the official controller’s middle prong, is now two shoulder buttons, sitting where the L2/R2 triggers do on a PlayStation grip, while the analog stick is shunted to the left, comparable to an Xbox controller’s left stick. The result is that every input is within easy reach, eliminating the need to juggle your grip. It also introduces some welcome 21st-century upgrades, like making the thumbstick drift-proof thanks to Hall effect tech, and baking in haptic feedback, eliminating the need for a separate Rumble Pak.

Stick ’Em Up

Photograph: Matt Kamen

The thumbstick is the star, feeling incredibly precise thanks to both Hall effect sensors and retaining the eight-way “gate” at its base, the octagonal notches allowing it to snap satisfyingly into place. Expect effortless combos in 1080° Snowboarding, precise shots in Perfect Dark, and smooth flying in Starfox. The staff of the stick is also wider, shorter, and made of metal, making it feel far sturdier than that of the original pad. While the top of the stick reproduces the trio of raised concentric rings and subtle concave dip for your thumb to rest on, it’s rubberized now, rather than slippery plastic, making for a surer grip.



Source link

August 25, 2025 0 comments
0 FacebookTwitterPinterestEmail
  • 1
  • 2

Categories

  • Crypto Trends (1,098)
  • Esports (800)
  • Game Reviews (765)
  • Game Updates (906)
  • GameFi Guides (1,058)
  • Gaming Gear (960)
  • NFT Gaming (1,079)
  • Product Reviews (960)

Recent Posts

  • Indiana Jones and the Great Circle gets New Game Plus and new ending in update celebrating MachineGames anniversary
  • The Fastest Trick For Earning XP And JP In Final Fantasy Tactics Involves Frogs
  • Absolum Review – The Sweet Spot
  • New PlayStation 6 tech all but confirmed by Sony and AMD – and it looks like it’ll make its way into other hardware too
  • Arc Raiders Wants To Make Progression Wipes Less Unfair

Recent Posts

  • Indiana Jones and the Great Circle gets New Game Plus and new ending in update celebrating MachineGames anniversary

    October 10, 2025
  • The Fastest Trick For Earning XP And JP In Final Fantasy Tactics Involves Frogs

    October 10, 2025
  • Absolum Review – The Sweet Spot

    October 9, 2025
  • New PlayStation 6 tech all but confirmed by Sony and AMD – and it looks like it’ll make its way into other hardware too

    October 9, 2025
  • Arc Raiders Wants To Make Progression Wipes Less Unfair

    October 9, 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

  • Indiana Jones and the Great Circle gets New Game Plus and new ending in update celebrating MachineGames anniversary

    October 10, 2025
  • The Fastest Trick For Earning XP And JP In Final Fantasy Tactics Involves Frogs

    October 10, 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