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14 Best Travel Toiletry Bags, Tested Over Many Miles (2025)
Product Reviews

14 Best Travel Toiletry Bags, Tested Over Many Miles (2025)

by admin October 4, 2025


Others We Tested

There were multiple great bags we tried whose features or designs just didn’t add up to a place in the top spots above. However, everyone has something different they’re looking for in a toiletry bag, so while not perfect for us, some of these options may still be perfect for you.

Photograph: Kat Merck

Monos Metro Toiletry Case for $95: Available in both nylon and vegan leather styles, this durable, structured case exhibits the class and quality construction Monos is known for. It’s got one main roomy compartment with three small pockets inside; one zippered. It did a great job of protecting its contents while still being squishable enough to fit in a tightly packed carry-on, though I did find myself wishing it had a handle for carrying.

Calpak Clear Cosmetics Case for $85: Constructed largely of water-resistant, wipe-clean PVC, this clear cosmetic case (I tested the Medium size) zips all the way around and folds flat to reveal two zippered compartments and one smaller zippered mesh bag. It also looks like a cute little purse with its 16 trendy color options, dual handles, and metal bottom studs. However, contents aren’t as easy to access as other cosmetic bags that just open from the top—you have to lay the Calpak flat to open both sides, which requires a 16-by-10-inch footprint, and the all-clear construction isn’t very discreet.

Photograph: Kat Merck

Vera Bradley Toiletry Bags for $30: The erstwhile must-have accessory of both early-aughts Southern sorority girls and their grandmothers, Vera Bradley bags are back with a new spokesperson (Zooey Deschanel), new designs, and updated fabrics like smooth twill and cotton gabardine. (Die-hard fans can rest assured the staple quilted paisley options are still available.) The new line includes multiple styles of toiletry bags and makeup bags that are lightweight, giftable, and can add a pop of color and personality to your travel setup. I tested several, and my favorite was the Lay-Flat Travel Organizer—its two interior clear zippered compartments and three mesh slip pockets were roomy yet snug enough to keep all contents of my morning routine secure, and a rather large spill of soap in the large pocket cleaned up quickly. However, even though the fabric is padded, which provides some protection for the interior contents, the exterior is somewhat absorbent and not machine washable (though other designs are), so be forewarned that light-colored options could attract stains.

Royce & Rocket Day to Night Catch-All for $58: This set of two structured drawstring pouches proved to be quite versatile in our testing, allowing for up to four (in the small pouch) or even 10 (in the large) full-sized items to be stored standing up inside the bag or with the sides folded down. They’re also perfect to grab for a simple overnight trip or when having to share a bathroom. However, there are just too many similar options on the market for one-third of the price.

Photograph: Kat Merck

Bagsmart Blast 4.5L Toiletry Bag for $30: This rectangular toiletry bag can sit on a counter (with about a 10 x 5-inch footprint) or hang with a 360-degree rotating hook. It’s machine washable and has a bright orange interior for visibility, sporting five mesh pockets. Both my testers and I liked it a lot. The only thing that kept it from nabbing a top spot is how much space it took up when not hanging, and when it did hang, it stuck out more than the traditional flat hanging styles.

Beis the Dopp Kit for $68: I’ve had Beis’ Dopp Kit for four years now, and it’s still my go-to for any trip. The poly canvas material is durable and easy to spot-clean. Plus, I opted for the black version to mask the inevitable scuffs and smaller stains. What I love the most, though, are the compartments. The water-resistant section is a total game changer when packing liquids or fragrances. If something leaks, a quick wipe gets the job done. The waterproof bottom is also a huge bonus when I’m getting ready at a bathroom sink. —Boutayna Chokrane

Photograph: Kat Merck

Thule Aion Toiletry Bag for $65: This spacious, 5L bag with an 11 x 5-inch footprint features many thoughtful touches, including a wipe-clean interior with a rubbery, water-resistant bottom to protect it from wet countertops. (Though there’s also a handy strap that snaps to hang on any-diameter hook or rack.) The sides snap down to compress, almost like a packing cube, and I like that it’s squishable to fit into a smaller suitcase. It also comes with a removable translucent bag for taking liquids through the airport security line. However, it does take up a lot of space when not snapped down, and the waxed canvas does attract a lot of lines and marks, which may not be to everyone’s aesthetic taste.

Nex Dopp for $73: The small and large Dopp kits I tested, part of Nex’s 2024 Hawaii collection, consisted of a roomy, single compartment with a dual zippered strip. They’re made of microfiber leather, which is a higher-quality synthetic leather, said to be softer and more durable. The bags were stiff and well-structured, which felt protective of my cosmetics when jammed into my carry-on. There is a slight synthetic smell from the microfiber leather, which is hard to miss, since you must lean your face quite close to the bag to see the contents in the cavernous single compartment. I also felt that when the bag was unzipped, the zippered strip was either in the way or had to be splayed out, which took up too much space on my tiny hotel-bathroom shelf. Otherwise, this is a fine option that offers both a lifetime warranty and unlimited trade-in program.

Cotopaxi Nido Accessory Bag Cada Día for $45: Cotopaxi’s trim little bag is meant not just for hygiene items, but any collection of odds and ends. It’s made from light recycled deadstock nylon (so, probably not for you if you are carrying glass bottles or anything that needs padding) and weighs in at a modest 6.5 ounces. Your colorway will be unique! I like the surprisingly capacious 4-liter capacity spread over three different compartments, with a big middle compartment for your quart-size, TSA-approved bag of liquids and two other compartments with separate, smaller pockets. I do have to admit though, that I like hooks better than loops, and hanging is more convenient with a clamshell toiletry bag design than with this one, which can’t be hung while open. —Adrienne So

Photograph: Kat Merck

Kusshi Hair Tools Bag for $89: Unlike similar bags that just bunch up your hair tools into a roll, this hair tool carrier has two organized pocket sections; a zippered pouch in the middle for hair products or, in my case while I was testing, attachments for my Shark FlexFusion; and a pocket on the outside for rubber bands or small accessories like lip balm. It’s also made of neoprene that’s heat-resistant up to 380 degrees Fahrenheit, so you don’t have to worry about waiting for your tools to cool down before packing them away. Keep in mind, though, that the initial off-gassing is strong with this one—you may want to let it sit in a well-ventilated area for several days before packing it in your suitcase, lest it make everything else smell plasticky—including the air from my hair dryer when I used it.

Photograph: Kat Merck

Aer Travel Kit 2 Ultra for $79: Does the average traveler need a toiletry bag made partially of ultra-high molecular weight polyethylene (UHMWPE), which is 15 times stronger than steel by weight? Perhaps not, but it definitely makes for an interesting bag. Part of Aer’s 10th Anniversary Ultra Collection, this hardy, chunky little Dopp kit incorporates the collection’s Ultra400X fabric (in black only) by Challenge Sailcloth, known for its high-performance sails for yacht racers and kite surfers. Despite its strength, the Travel Kit is still pretty lightweight at 8 ounces. However, the hook is thick plastic and too small for a towel rack, and the rubbery “Aer” brand tags on the outside and inside seem to accumulate toothbrush and soap residue, as does the mesh zippered pouch in the top compartment. Both proved somewhat difficult to clean.

Eagle Creek Pack-It Trifold Toiletry Kit for $50: Eagle Creek’s travel accessory game is extremely strong. Its toiletry bags, packing cubes, and various organizers are affordable, sturdy, and exceedingly well designed, and this toiletry bag is no exception. At first glance it looks like two toiletry bags snapped together, but each side unzips to make a hanging organizer with six compartments. The only problem is that one side of the bag holds products upside down until it’s unfurled, which led to items falling out in our tests.

State Bags Benson Toiletry Kit for $65: This is a solid, simple bag with three mesh pouches and a snap-in/snap-out plastic envelope that can hold a toothbrush and toothpaste or shower items like soap. The navy version I tested had a coated polyester wipe-clean exterior and interior made from recycled bottles, and I liked that it had the option to hang. However, the organization was more rudimentary than similar-category bags we tested, and it was missing some of the thoughtful details featured on other bags in the same price range, like a quick-access pouch on the back and a larger hook with a rubber tip to prevent slipping. (This bag’s thick, small plastic hook wasn’t even wide enough to hang on a towel rack.)

July Hanging Toiletry Bag for $85: I own and love July’s carry-on suitcase, so I was excited to try the brand’s popular hanging toiletry bag. It’s a great design with a zippered pouch on the back, plus a body that zips flat to reveal PVC and pouch zip compartments and a large, rubber-tipped metal hook that tucks away. It looks well-made and stylish with leather trim and gunmetal hardware, but my husband took it on a business trip and found that its pockets are actually quite small, confirming a worry I had when I tested it in my bathroom at home. It wouldn’t be an issue if the bag itself were small, but it took up a full quarter of the carry-on.

Tumi Alpha Bravo Response Kit for $155: This rugged-looking, ballistic nylon bag has the classic Tumi Tracer inside to help facilitate its return to you if it gets lost, as well as an antimicrobial lining. It can hang, stand up, or lay flat and has several convenient internal pockets and an external zipped pouch. It’s a lot of money for a toiletry bag with many of the same features as ones half the price, but if you’re a Tumi fan and need a toiletry bag to match your luggage, you could do worse than this model.

Photograph: Kat Merck

Beautifect Go Mini for $177: WIRED reviewer Louryn Strampe loved the larger Beautifect Box, and I tested the Mini to see if it would work for travel. While the smaller size does make it more portable (along with a purse-like carry strap), the multifunction lighted mirror and its battery made the lid top-heavy, so it kept flopping forward when I tried to use it on a soft, uneven surface like my lap or a bed. It’s also got a very hard case and is a bit heavy at almost 2.5 pounds, so as much as I wanted to take it with me on a plane, I ended up bringing a smaller bag instead. Worth a buy if you want a makeup case with a lighted mirror, but it’s definitely best for day trips.

Fjallraven Kanken Toiletry Bag for $55: I love this thing, which makes me feel like a Red Cross nurse on the battlefields of World War II. It’s made from a proprietary Fjallraven fabric blend that combines organic cotton with recycled polyester, so it feels like fabric but is more waterproof and durable. It has a clamshell design with a sturdy interior plastic hook. My quart bag of bottles goes into the enormous lower zip compartment, my toothbrush and deodorant in the top compartment, and there’s mesh pockets and MOLLE webbing so that your tiny things are easily visible. However, its dimensions are very large, so this might not be for you if you’re a minimalist with just a toothbrush and a comb. —Adrienne So

Flat Lay Makeup Box Bag for $37: Available in opaque-fabric and clear (“jelly”) styles, this unassuming pouch looks like a chubby rectangle with a handle on the end but actually unzips into a flat tray for easy access. There’s only one compartment, so I didn’t love it as a toiletry bag, but I did love it as a pool and beach accessory bag for sunscreen and makeup.

Photograph: Kat Merck

Tom Beckbe Canvas Dopp Kit for $195: Known for its high-end jackets, field hats, and vests for fishing and waterfowl hunting, Birmingham, Alabama-based sports outfitter Tom Beckbe also makes a Dopp kit made of full-grain distressed leather and the brand’s proprietary Field Canvas. It matches the genteel Southern vibe of Tom Beckbe’s collection of other travel bags and related accessories like camo whiskey totes and insulated shooting gloves. If the Marlboro Man ever left the ranch, this is definitely the Dopp kit he would have used. The only downside is that the bag is relatively large—and dark inside—for what’s essentially one compartment.

Eagle Creek Pack-It Isolate Quick Trip for $25: This little bag is a simple design, made from recycled bottles, with a zipper on the top and on the side. However, its light weight and semi-structured shape make it perfect for holding a wallet and keys at the gym, or even using as a tech pouch for work purposes.

Kusshi Neoprene Wristlet Clutch for $39: It’s a purse! It’s a toiletry bag! It’s a purse that doubles as a toiletry bag! This clutch is the perfect size for a larger phone, e-reader, or small tablet, with a couple of mesh pockets for makeup. I used it to tote a day’s worth of makeup and skincare around town and found it was just heavy enough to be burdensome, but if you like the neoprene look and your essentials are lightweight, this clutch, like most Kusshi products, is sturdy and well-made.

Sympl Dopp Kit for $75: I liked this bag’s durable Cordura exterior and stow-away clip for hanging, as well as the fact it has a lifetime warranty. The bag opens clamshell-style to reveal four simple waterproof zip pockets—two thin and horizontal, one small rectangle, and one larger rectangle. It’s an interesting idea, but in practice, this severely limits utility since a user is restricted to specific toiletry-sized products that fit the shape of each of the pockets. (My deodorant did not fit, nor did a toothbrush in a case.)

Photograph: Kat Merck

Bagsmart Paz Hanging Toiletry Bag for $35: With its stylish, padded exterior; generously sized carry handle; and ability to transport up to eight full-sized products, this one had me reaching for it long after the testing period was over. The thin, tipped metal hanger makes it easy to hang anywhere, and there’s an easy-access compartment on the front with loops for makeup brushes or other long, thin items. In fact, this is almost a small toiletry briefcase rather than a bag—the whole thing unfurls into a 33-inch-long organizer with four separate compartments (two with sections to hold full-sized products). It will almost certainly be too much for anyone who likes to travel light, but if you check your luggage, will be on the road for a long time, or just don’t want to deal with decanting your personal care products, this is a well-designed and easy-to-use solution.

Saltyface Everywhere Bag for $36: Originally designed for Saltyface cosmetics, this puffy black fabric bag spent an indordinate amount of time on my counter after testing, simply because I liked how it looked. If I had a collection of Saltyface tanning products, I wouldn’t hesitate to buy this to keep them organized. Practically speaking, though, the handle was too small for an adult-sized hand and I found myself becoming irritated with the single zipper pull, so it’s not ideal as a general-purpose travel toiletry bag.

FAQs

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For bags our team hadn’t already been using for years, I spent four weeks rotating new toiletry bags during my morning routine. I noted any annoyances or unique details, volume, how easy it was to store and retrieve items, how much space each one took up on the vanity, how they survived being splashed with water and soap, and, if the bag could hang, how easy it was to retrieve items once hanging.

During the testing period, my family happened to go on multiple trips that required stays in hotels. We took different groups of bags and determined how easy it was to use multiple bags at once in a small space, if their hook designs allowed for multiple places to hang, and whether the contents spilled in or otherwise dirtied the bags, and if so, how easy they were to clean. For bags I was not able to take on trips, I lent to friends and family members who were traveling and took down their notes to consider alongside my own home testing. The Reviews team will continue to use the bags and update this guide with longevity and other new observations.

What Kind of Toiletry Bag Do I Need?

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Dopp kits, cosmetics cases, hanging bags … the differences between categories isn’t always clear. Here are some of the more common types of toiletry bags you’ll come across, and what to consider with each.

Dopp kit: Named for leather craftsman Charles Doppelt, who provided “Dopps,” or toiletry kits, for WWII soldiers. “Dopp kit” has evolved over time to indicate any kind of portable toiletry organizer, but commercially, toiletry bags labeled “Dopp kits” tend to be smaller and hold just a handful of necessities for short trips as opposed to larger fold-up hanging bags and cosmetics cases.

Cosmetics case: Designed for those who need more than just the necessities, a cosmetics case is usually a much larger boxlike container with specialized compartments for makeup, skin care, hair care, and other necessities. They often come with extras like brush holders and mirrors.

Hanging toiletry bag: A bag that, as the name indicates, comes with a hook so that it can be hung on a hook, towel rack, tree, or someplace it won’t take up space on the counter. Often, the user needs to hang them to be able to access all the storage compartments. Something to consider is that hooks can be used up quite quickly if everyone in your hotel room has a hanging bag. All the hooks in our bathroom were taken almost immediately, so my husband ended up having to hang his bag over the toilet, which he wasn’t thrilled about. A good hanging toiletry bag will also have a hook that’s thin enough to slip over just about any hook, and be rubber tipped so it won’t slide off.

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Away, maker of our previous favorite non-hanging toiletry bag, overhauled its accessory line this year, and I’m planning to test the new style of its classic large toiletry bag.

Power up with unlimited access to WIRED. Get best-in-class reporting and exclusive subscriber content that’s too important to ignore. Subscribe Today.



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October 4, 2025 0 comments
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Miles Morales' Mask Lego Set Is 60% Off At Walmart Just Two Months After Launch
Game Updates

Miles Morales’ Mask Lego Set Is 60% Off At Walmart Just Two Months After Launch

by admin September 21, 2025



Spider-Man fans can score an absurdly good deal on the Lego Miles Morales’ Mask display model at Walmart. Launched in July for $70, the 487-piece Miles Morales building set is on sale for only $28.24. This deal is unlikely to remain in stock for long, so snag it while you can.

$28.24 (was $70)

The 487-piece build is exclusive to Walmart and the Lego Store–though you’ll pay $70 if you buy it directly from Lego right now.

The completed 3D model with display stand measures 7.5 inches. A Lego Marvel name placard connects to the front of the stand.

Despite low piece counts, Lego’s mask and helmet builds are fairly complex and are recommended for adults and experienced builders.

$70

The standard Spider-Man Mask Lego set launched last year exclusively at Target and the Lego Store. Based on Peter Parker’s classic costume, the Spider-Man Mask is the same size as Miles Morales’ Mask; it even has the same number of pieces.

$92 (was $130)

Walmart also has an exclusive bundle with Miles Morales’ Mask and the Iron Spider-Man Bust, which launched in August for $60. With Walmart’s deal on Miles Morales’ Mask, it’s actually cheaper to buy each set separately.

In any case, Walmart is currently sold out of the Spider-Man bundle–though the retailer has restocked a bunch of its Bricktember Lego bundles over the past few weeks. We wouldn’t be surprised to see this one back in stock soon.

Includes:

  • Miles Morales’ Mask (76329) – $70 (487 pieces)
  • Iron Spider-Man Bust (76326) – $60 (379 pieces)

For some much smaller Lego Spider-Man fun, check out the new Spider-Verse minifigure collection. Based on Spider-Man: Across the Spider-Verse, the collection features 12 characters from the multiverse. Most retailers are sold out of this collection, but Amazon just restocked the Spider-Verse minifigure 6-packs for $30.

And for even more Lego deals, take a look at Walmart’s Bricktember Sale before the deals expire (or sell out).



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September 21, 2025 0 comments
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Football Manager player numbers are through the roof thanks to subscription platforms like Game Pass and Netflix - series boss Miles Jacobson explains how
Game Reviews

Football Manager player numbers are through the roof thanks to subscription platforms like Game Pass and Netflix – series boss Miles Jacobson explains how

by admin September 20, 2025


“It was five, six years ago we celebrated two million players for the first time,” Miles Jacobson tells me, during our lengthy interview with the studio head at Football Manager developer Sports Interactive’s office earlier this summer. Checking that reference, it was indeed 2020 when the studio first announced that figure, with some pride. “And then we’ve really embraced the subscription platforms…”

Those platforms – Xbox Game Pass, PS Plus, Apple Arcade, Netflix and more – have had a marked effect on the series. From 2 million players in 2020, the series’ playerbase has skyrocketed. “As I sit here today,” Jacobson says, in the late summer, “and because I haven’t been on social media these numbers haven’t been [publicly] updated for a long time, so I’m glad you’re sitting down – as of when I last checked, we’re at 19.09 million players. Of which, 7.5 million have played for more than five hours. If you play a game for more than five hours, you tend to play for a lot longer.”

Of those, 2 million people played the game in the month of June alone, Jacobson goes on. “That’s for a game that has been out since November 2023.”

While going through the figures, Jacobson brings up a dashboard on the giant screen he has in his office. Total playtime: 1.7bn hours, for FM24 alone. Average playtime: 118.8 hours, “including all the people that have subscribed and played for an hour and then not come back.” Without those, that figure’s in the many hundreds.

And then the one that stood out the most to me: FM24, as of late this summer, actually had slightly more regular daily players than when it first came out. Two years after release, with no FM25 after that game’s shock cancellation and no additional, official updates or data patches to fill the gap, FM24 is effectively bigger than it’s ever been.

“We have nine times as many players; we have two and a half times the revenue,” Jacobson says, before adding quite understandably: “So we’re really happy with the partnerships.”

Those kinds of partnerships have been in the spotlight of late. Back in July, for instance, Arkane Studios founder Raphael Colantonio called Game Pass the “elephant in the room” of the conversation around Xbox parent company Microsoft’s large-scale layoffs. He referred to it then as an “unsustainable model that has been increasingly damaging the industry for a decade, subsidised by ‘infinite money’, but at some point reality has to hit.” He added, “I don’t think it can co-exist with other models, they’ll either kill everyone else, or give up.”

The sentiment has some backing – in a continued conversation on X with Michael Douse, director of publishing at Baldur’s Gate 3 studio Larian, who broadly echoed those points, Colantonio continued: “I’m fed up with all the bs they fed us at first like ‘don’t worry, it doesn’t impact the sales’, only to admit years later that it totally does.”

It all makes for interesting context for Football Manager’s huge success, something Jacobson attributes quite directly to subscriptions. FM is a relatively unique series of course, in that it’s annualised, has theoretically different audience to ‘core’ games, and is available on such a wide array of platforms, from PC and consoles to tablets and mobile. Nevertheless, Jacobson says there are specific things the studio has done to ensure its success on subscription services.

“We built a whole business model around it,” he says. “You can’t just turn around and do this – this was before we launched on the subscription platforms, we’d been talking about it. And we’d been working out what we were going to do for five years – it was a five-year journey before we went with the first experiment, and then we did another experiment, and then we did another experiment, and then we learned from those experiments, and that’s when the full strategy was put in place.”

Part of that strategy is in building up what Jacobson called a “long-term addressable audience”. In other words: those players who play the game for more than five hours. Essentially they become a kind of insurance against subscription revenue suddenly going away. “If the platforms decided they didn’t want us anymore, we would know that we have a lot more consumers to talk to,” Jacobson explains.

As for that revenue, the specifics of the deals these kinds of platforms make with publishers and developers are quite heavily guarded, but Jacobson could speak broadly to how that worked – how, for instance, does getting nine times more players in a game like Football Manager equate to 2.5 times the revenue, when the games don’t include any real in-game microtransactions for those extra players to spend on?

“Different platforms work in different ways,” he says. “Some of them work in a world of up-front fees and royalties. Some of them work in a way of royalties. Those royalties are different for different platforms, so some are based on eyeballs, some are based on playtimes… So what Epic does with their free weeks is very different to what Microsoft does with Game Pass, very different to what Apple Arcade does. Which is very different to what Amazon Prime Days do, which is very different to what Netflix does.”

An extra upside comes “if your sales don’t drop,” Jacobson adds, meaning a studio such as Sports Interactive gets the revenue from the royalties and revenue from sales of the games they would’ve always had. “We don’t see cannibalisation, which is an absolute key thing. But we work with a publisher that we’ve worked with for a long time, who happens to own us as well, who understands the nature of annual iterations.” The studio also has a five-year plan, Jacobson says, and publisher Sega its own 10-year plans, which factor in the timing for when certain deals might run out.

“We know when our deals are going to run out with these platforms,” Jacobson says. “If we can get a deal that makes sense for us, then we will do the deal that makes sense. If we don’t… we know how many customers have played for more than five hours, so we know what our target number is going to be to hit that year. So it actually helps us, being able to be in a – I can’t say fully ‘no-lose’ situation – but in most cases we’re in a no-lose situation.”

All that has left Jacobson almost unanimously positive about the services, at least in terms of how they’ve worked for Football Manager. “We’d love to stay with the partners, we work very, very well together, and it’s massively increased our audience – but I don’t control their businesses, and with any large business they can pivot, so we’ve protected ourselves from that, and that’s why it was so important to do that long-term plan first.”

As for that painfully protracted wave of layoffs, Jacobson put much of the industry’s difficulty down to games’ increasing competition for attention: “We are in the middle of a battle for eyeballs.”

“We are not just battling time for other games,” he adds. “We’re also battling for the time of people watching TV, people watching YouTube, music, videos – games are battling with streamers over eyeballs, because there’s only one set of eyeballs. It all ties into the same thing… you have games like ours that have huge playtime. You have games like Candy Crush or Clash Royale, but also games like Destiny that have huge, huge playtimes, and we’ve seen a lot more of those coming through.”

All of those games, he goes on, “are battling against everything else. Plus there are more games coming out now than there’ve ever been before. Literally thousands of games coming out each month. Not everything can survive. So the subscription platforms are part of it, but the whole market is part of it as well.”

Likewise, he adds, “you have to be realistic about the situation, which is: if there aren’t enough hours in the day for the games to be played, then there are games that aren’t going to be able to be made. That’s the reality, in my opinion, of what people have been going through the last few years… I think people probably realised there’s just too many games coming out, they can’t all be successful. And the budgets have gone up so much – budgets have gone up exponentially – so you have to sell a lot more than you had to sell five years ago to have a hit game. So it’s a perfect storm.”

That ultimately comes back to Jacobson and the team’s five- and ten-year plans – something which might insulate Football Manager as a series more than other games from the “infinite money” concerns raised above. “We’ve got my COO, we’ve got the comms team, we’ve got the finance team, we’ve got the BI team, and we’ve got the whole of Sega that we worked with to agree on that long-term plan,” Jacobson says. “And then I ruined it all by not releasing FM25.”

You can read much more from Jacobson on what happened to FM25 and what expect from FM26 in our big Football Manager interview with the Sports Interactive gaffer.



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September 20, 2025 0 comments
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Lego Voyagers review - sticking together even when miles apart
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Lego Voyagers review – sticking together even when miles apart

by admin September 15, 2025


A game so lovely it’s hard not to feel sad when it’s all over. A brief adventure that will leave a lasting impression.

It’s nice to have a friend. More than one if you’re lucky. My memories of childhood friends are predictably tied to the era: Sunny D, Apple Fruitang, MTV, bikes, and VHS tapes are all there, hanging around the back of my mind. Surprisingly, though, it’s stupidly long walks that I remember most fondly, although rather hazily. Like most kids before they had jobs (a paper round came some years later), we didn’t have much money, and what we did have we wanted to spend on sweets, so we’d often walk miles to avoid getting a bus – we even had a squeaky metal trolley we’d wheel about to carry all our stuff as we ventured to the distant pitch-and-put or tennis courts.

Lego Voyagers review

  • Publisher: Annapurna Interactive
  • Developer: Light Brick Studio
  • Platform: Played on PS5
  • Availability: Out now on PC, Xbox Series X|S, PS5, and Switch

Friendships are different as adults. There’s less time, more commitments, and unwanted organisation, and nary a single chewy sweet or gobstopper in sight (good news that gobstoppers mostly disappeared, to be honest – I have no idea how generations of children were allowed to wallop cricket balls into their mouths without anyone wondering if it was a bad idea). Good friends click into place at any time, though, as if you just saw each other yesterday even if it’s been “way too long”. Anyway, back to this review before I digress even further from the point. I played Lego Voyagers with my son, someone who still remembers what it’s like to not care about anything but the moment, and who sees the joy in heading out to do something, even if that thing hasn’t been neatly detailed in a group WhatsApp. He also hasn’t dealt with friendships drifting as they tend to do, daily pals turning into occasional hellos shared over huge distances.

Watch on YouTube

Lego Voyagers then, the sort-of-sequel to the Light Brick Studio’s Lego Builder’s Journey, is an entirely co-op adventure. Whereas Builder’s Journey asks you to build using Lego bricks to solve movement puzzles in a string of connected but singular dioramas, Voyagers offers up open levels to explore and characters (single red and blue blocks with an eye each, and an ability to shout out twee, nonsensical noises, which somehow makes them seem more alive than their simple shape should allow) who do the building themselves. It makes for a markedly different experience, that feels like more of an adventure with puzzles than a series of puzzles that take you through a story. It’s also one of the best depictions of friendship I’ve seen in a video game, handled with the most beautifully soft touch.

Character in the industry’s most traditional Lego games comes from an exuberant sense of fun and lampooning, the Lego versions of famous heroes and villains playing caricatures, often brilliantly, but more pantomime than West End. Lego Voyagers manages to convey character subtly, using music, sounds, and small movements rather than slapstick. One moment, which proves to be key in the second half of the game, caused my son to become close to rage, but if I were to explain it here it’d seem like nothing at all. Small things, and in this case, bricks, matter.

You do the actual placing of bricks, which gives you a stronger connection to the world than in most Lego games. | Image credit: Eurogamer/Light Brick Studio

Voyagers isn’t a difficult game, nor a long one, my son and I clocking just under four hours as we casually made our way to the finale. It heavily promotes working together, though, similar to how my wife might hold a door open while I push the buggy through. Neither task there is difficult (unless you’re dealing with an unusually obstinate door), but attempt to do both on your own and you’ll be reversing into a coffee shop pulling off moves usually reserved for a game of Twister (of course I’ve never played Twister, but I can imagine it!).

This is Lego Voyagers, two friends jumping and rolling through a Lego world, building blocks and activating contraptions in order to continue onwards. Sometimes you simply need to build up bricks to reach a high platform, occasionally you’ll be required to fix something by finding the right Lego bricks, from time to time there are some platforming sequences that rely on using a machine to aid you, there’s a train, a dump truck, and a rocket.

This looks like nothing, but it was the cause of multiple family humps. | Image credit: Eurogamer/Light Brick Studio

The rocket, parts of which appear on Red and Blue’s idyllic remote island home after a failed launch, is central to the pair’s voyage through the world – finding where it’s manufactured, fixing it up, and eventually much more. It’s the joining tissue in what often feels like a lazy afternoon hangout, a stress-free stroll. Sure, I admit to raising my voice when my son and I had different ideas of what “forward” meant while co-driving a vehicle, and my wife had to put headphones on when we took turns arguing over which of us had the more difficult job flying and landing a miniature space craft, but this is largely a game you move through rather than work through. There’s no peril, no sense of disaster, fear, or worry, just a bit of good natured squabbling. Nothing that a joke or two can’t fix.

Lego Voyagers accessibility options

None.

As we reached what I saw to be the start of the end of our adventure, I said to my son: “I don’t think you’re going to like what is happening here.” As this panned out, almost exactly as I predicted, I was right. He didn’t like it, but it felt right – the final moments about as perfect as I can imagine this story could be. As a short but sweet puzzle-adventure game, Lego Voyagers handles itself with an air of grace but no snootiness – a game so lovely it’s hard not to feel sad when it’s all over. Look deeper though, or simply from the privilege of age, and it’ll leave a more lasting impression on those of us who know what proper friendship feels like. Sometimes a little “hello” is all you need.

A copy of Lego Voyagers was provided for this review by Annapurna Interactive. A single copy of Lego Voyagers can be played co-op online (via the Friend’s Pass) or on the same console.

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September 15, 2025 0 comments
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Leonardo DiCaprio holding a gun in One Battle After Another.
Esports

The Long Walk star reveals eye-watering number of miles they’d walk each day

by admin September 11, 2025



The Long Walk by name, The Long Walk by nature. Ahead of the new movie’s release in cinemas, actor David Jonsson has revealed just how far the cast had to trek each day on set. 

Directed by Francis Lawrence, the film started its life as a novel written by Stephen King under the pseudonym Richard Bachman about a deadly competition: in a dystopian America, a group of young men must walk at a pace of no less than 3mph. 

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If they stop, they die, and the annual contest only ends when one man is left. The Long Walk is truly one of the best movies of 2025, with our five-star review describing it as “harrowing, heartbreaking, and near-flawless.”

While a viral treadmill challenge stunt saw movie-goers walking for the entirety of the movie’s runtime (108 minutes) last month, that was nothing compared to what the actual cast had to do. 

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The Long Walk cast had to walk for miles on set each day 

Speaking with The Hollywood Reporter, Jonsson – who plays Peter McVries – says the cast who played characters in the contest walked “15 miles some days, some days were like 32” on The Long Walk set. 

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To put that in perspective, a marathon is 26 miles. And these actors weren’t just walking once – they were doing it over and over again, day after day, to bring King’s grueling story to life.

That might sound tiring to most, but Judy Greer – who plays Raymond’s (Cooper Hoffman) mother, Mrs. Garraty – was actually jealous. “I’m a big walker, I really love it and they all lost weight and I was jealous about that,” she joked. 

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“Breathing fresh air and people handing them Gatorades – when I’m walking by myself in the heat, no one’s handing me anything.”

As for Cooper Hoffman, the fact that the movie has taken this long to make (the novel was published in 1979) was a challenge he was excited about.

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“When they tell you that a movie’s never been done like this, when they tell you this movie’s been very hard to make, the competitive side of me wants to make it,” he told the outlet. 

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Lionsgate

Star Wars icon Mark Hamill also appears in The Long Walk, playing the competition’s brutal enforcer, The Major. Initially, he didn’t want to take part in the film and was “totally repelled”, until he read King’s book. 

“I said, ‘I’m not doing this, it’s way too violent, I hate it.’ And then I ordered the book and was like, ‘Oh, it’s just the premise that’s ghastly’; it’s an attention grabber to get to the real heart and soul of the movie which is the experiences of these young walkers,” he said. 

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“And that’s where the heart [is], their experiences are incredible – the friendships, the rivalries, it’s fantastic. It really belongs to the walkers, I’m just a guy you love to hate.”

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The Long Walk lands in cinemas on September 12. Find out when to expect it on streaming, the ‘hardest part’ of the viral treadmill challenge, what’s coming up in our 2025 movies release calendar.



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September 11, 2025 0 comments
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The big Football Manager interview: series boss Miles Jacobson on what went wrong with FM25, and what to expect from FM26
Game Reviews

The big Football Manager interview: series boss Miles Jacobson on what went wrong with FM25, and what to expect from FM26

by admin August 29, 2025


It’s been a rough year for Football Manager. This time last summer, the ambitious FM25 was still a certainty, but while the development team at Sports Interactive remained optimistic – albeit to different degrees – soon came the first of two delays. FM25 would arrive two or three weeks later than its usual early November slot, the studio announced, with perhaps one of the first clues things weren’t going entirely smoothly.

It was fully unveiled later that month. Then, less than two weeks later, given a second, unprecedented delay to March 2025, a window that would’ve seen it launch three-quarters of the way through the football season. And in February this year it was cancelled altogether, the developer opting instead to divert all of its energy to this year’s Football Manager 26. It’s the first time in Sports Interactive’s 30-plus years of operating that they’ve failed to release an annual entry into the series.

“It’s my job to get the game out every year,” Miles Jacobson, Sports Interactive’s long-serving studio director tells me, during an hours-long conversation at the developer’s east London HQ earlier this summer. “We’ve done that for 30 years. But I failed to release something that was good enough.”

In a spacious corner office overlooking the still-sparkling development area of the 2012 Olympic Park in Hackney Wick, surrounded by framed football shirts, studio awards and a not-insignificant amount of desktop clutter, Jacobson sits facing outwards, looking over two big sofas towards an even bigger wall-mounted TV. Unlike many of the pristine, chaperoned office tours I’ve been on over the years, this one is very much the picture of a place in active use for work. And the work on FM26, which will, if all finally goes to plan, be released some time later this year, is still very much in progress.

Jacobson, after the roughest of development years, tells me he’s “feeling much, much better about things” this time around. “We’re making huge progress every day. We’re at a stage now where we are nearly feature complete.” And, crucially: “It feels like Football Manager.” For some time, with the old version of FM25 that would morph into this year’s FM26, that wasn’t the case.

Ultimately, FM25 was delayed and then cancelled for a simple reason. “It just wasn’t fun,” as Jacobson puts it. And it went through multiple delays before that cancellation for the same reason so many other games do the same as well. The goal was to make FM25 a genuine “leap” forward from the series entries before it. It was based on a new engine, in Unity. It had an all-new UI based on tiles, cards, and a central ‘portal’ that replaced the time-honoured Inbox. There was a huge visual revamp. And ultimately, doing all of that during a regular, annualised release schedule simply proved too much. “We put ourselves under a huge amount of pressure with FM25,” Jacobson says. “We were trying to do the impossible – trying to make the impossible possible – and there were times when we thought we could do it.”

Image credit: Sports Interactive / Sega

A lot of FM25’s issues were picked up on, to some degree, as far back as late last summer. “I had an inkling even before we announced,” Jacobson says, referring to the official announcement of the game on 30th September last year, “but you can’t pull an announcement when it’s ready to go because you’ve got lots of things lined up – you’ve got spend lined up, you’ve got interviews lined up, you’ve got all this stuff.”

“On paper, everything looked great. The core game was there…”

And so, “we went out, we knew a few hours later – the decision was made literally one or two days afterwards that we were going to have to move the game.” 10 days later – after a delay to go through the due process of “stock market stuff”, with Sports Interactive owned by Sega, which is publicly traded on the Japanese stock market – the studio announced the big delay to the following March, and put out the roadmap for when certain aspects of the game would be revealed. Even then, the timeline was ambitious. “The shit was flying from all directions,” as Jacobson puts it. “It became really clear really quickly that we weren’t going to be able to hit the roadmap,” simply because footage of the game just wasn’t coming out well – “because the game wasn’t in a good enough state.”

The big realisation, that FM25 was simply never going to be ready in time, came over Christmas. The whole studio took a two-week break over the holidays, during which Jacobson traditionally boots up that year’s in-development version of the game to play around with it, and come back in the new year with a fresh perspective. “I knew within an hour that we weren’t going to be able to deliver.”

“On paper, everything looked great,” Jacobson says. “The core game was there.” The user experience, however, was the big problem. “You couldn’t find things in-game. It was clunky. Some of the screens were double-loading. The actual game itself was working – graphically, we weren’t where we wanted to be. We didn’t have the big leap that we wanted; it was a very good jump, but it wasn’t a leap,” he goes on. Part of the big, generational “leap” Jacobson is referring to here is down to the shift from the old, proprietary engine Sports Interactive has been using with Football Manager for decades to a new version of Unity, but again that just proved even more challenging than expected.

That said, the issues weren’t really technical. “It wasn’t crashing a lot, it just wasn’t fun. It felt clunky.” The game almost lost its famous – or infamous, if you ask the partners of one of FM’s many ludicrously dedicated players – “one more game” factor. It was “still there, but it was really painful… I’m gonna play the next match, but I’ve got to do all this stuff first, I’ve got to go through this and it’s going to be slow, and it’s going to be painful.” And then compounding all that were the issues with navigating through the new UI itself. “People were going: I can’t find the youth squad.”

Jacobson describes an awkward wait until the new year, opting to give the team a proper break rather than breaking the company’s rule on out-of-hours communication. On the first day back in the new year, when Jacobson was still meant to be off for the holidays, he came straight in and spoke to Matt Caroll, Sports Interactive’s COO, about the realisation the game wouldn’t make it for its twice-delayed release window of March 2025. Then, “within an hour,” he was talking to Jurgen Post, the recently-returned, long-running executive who’s now COO of Sega’s West Studios, telling him simply, “I can’t put this out.”

“We’ve got a fucking great game! We didn’t have a great game in December.”

Sega, Jacobson says, was surprisingly understanding. “To be fair, Jurgen was brilliant with it – he wanted to know the reasons why. There was no screaming, or anything like that.” The studio and Sega then had to “go away and work out how it was going to affect the financials,” before presenting it fully to Sega Japan, “who were also– they weren’t happy, but they were understanding,” Jacobson says. The teams together looked into a few different options. “What if we released in June? What if we released in May, does that give you enough time?” One of those was “knocked on the head by Sega,” Jacobson says, because “commercially it wouldn’t have worked.” Another didn’t give the studio enough time to fixed what needed fixing. And so they took the third option. “Bite the bullet and cancel, and go big or go home for this year” with FM26.

That process again was complicated. “There are a lot of things that have to happen,” as Jacobson puts it, when you cancel an annualised game like Football Manager, that has all kinds of licenses and agreements – and a Japanese stock market to contend with. That conversation happened right at the start of January, for instance, but wasn’t publicly announced until the next month. Japanese stock market rules also meant that the news had to go out at 2am UK time, “which was then followed by people saying that we were trying to bury it.” Jacobson also had to record a video of himself, addressed to “everyone at Sega,” explaining all the reasons why he had opted to cancel the game. “Which was not an easy video to do.”

“January wasn’t an easy month,” he says. “If there’s such a thing as crying emoji that actually cries out of the screen, that’s very much what that month was like.”

One significant upside amongst it all, however, was that the studio managed to avoid any layoffs related to the decision. But the financial impact was just as significant. “We lost a year of revenue,” Jacobson puts it bluntly. Then came all the discussions with the various partners and license owners, including the Premier League – freshly announced, ironically, as coming to the game for the first time with FM25 – “who were all very understanding – to different levels of understanding. Some of them were more ‘Hulk’ than others when it came to their reactions,” Jacobson smiles. “But again, totally understandable, the ones that weren’t happy. We took it on the chin.”

The Premier League, for their part, were “awesome to work with,” he adds. “It was getting messages of support from them, rather than anything else. And then it was, ‘we have to alert you to these clauses…'” he jokes. “Everyone who had to get paid, got paid. We didn’t shirk any of that stuff, and all of our relationships are intact with all of the licenses – and there will be more licenses for FM26… which we look forward to shouting very, very loudly about at some point.”

Image credit: Sports Interactive / Sega

Beyond all those external to the studio was the impact on Sports Interactive’s own staff. Jacobson describes the mood to me as “a mixture of relief and upset.” As well as “anger at some of the decisions that had been made… totally justifiable,” he adds. “Relief was the overarching thing, but there are some people at the studio whose confidence in the management team would absolutely have been knocked.” Notably, he adds, despite expecting some people to leave, the studio “probably had less turnover this year than normal” in terms of staff.

Some of those staff were also insistent that the studio had to at least do some kind of data update – a release of new stats, player ratings, results and other database elements to turn FM24 into a kind of makeshift FM25 to tide over fans – something the studio ultimately, and somewhat controversially, decided against. “Having now scoped the work that would be required, and despite a good initial response from many of our licensors, we cannot lift assets that we are using in FM25 and make them work in FM24 without recreating them in full,” a statement on that decision from Sports Interactive read, in late October last year.

“The same applies to the many competition rules, translations and database changes that cannot be back ported. The updated assets and data would both be required to obtain licensor approval – they cannot be separated.

“This is a substantial undertaking which would take critical resources away from delivering FM25 to the highest possible quality, which we simply cannot compromise on.”

As Jacobson puts it to me here, “there’s a bunch of different reasons” why they ultimately opted against it. “For a start with some leagues, we didn’t have the rights of the license for a data update,” he explains, “because contractually, it’s for a particular year. (Even just keeping FM24 available to buy, and available on the various subscription services it was on, took significant negotiation.)

Image credit: Sports Interactive / Sega

Then there were more technical reasons: the data that was set to be used for FM25, and now FM26, was formatted in a “completely different” way to the old games, effectively meaning the studio would have to do the work twice. “We worked out that it was around two months’ work for one of our most senior engineers – so the licensing team would have had to drop everything, switch to this, and probably three or four months of work for them.” On top of all that, he adds, there are “lots of unofficial updates out there – so we knew that people who wanted a new update would be serviced anyway. And the logistics behind it were a nightmare. So it wasn’t that we didn’t want to do it.”

Instead, the studio’s engineers continued largely uninterrupted, while others focused on post-mortems and handling the complicated messaging. “QA and design were tasked with: if we had our time again, what would we do differently? Comms were scrabbling, trying to put a new plan together… plus we’re working out: how the fuck do we tell the consumers what’s actually going on, and the timings for that?” The work in earnest, based on an “iteration plan” from those QA and design teams, started in March. July was the end date for that, and bug-fixing the final focus in the last few months up to launch.

Much of this – the realisation that the game wasn’t fun, the delays, the cancellation itself – was down to the ambitious, perhaps over-ambitious, decision to ditch the Inbox functionality that players have known for decades in exchange for a ‘portal’ that acted as your main in-game hub, and a WhatsApp equivalent for in-game communication.

The justification was sensible enough. As Jacobson put it to me last year, “it’s very rare that you see a football manager with a laptop” in the real game. “They’ve got their tablet, and they’ve got their phone, so we wanted to move into that more. The football world never really had email!”

Back in his office, Jabocson starts to explain the problems and how they were resolved, before ultimately conceding that showing is a lot easier than telling. He boots up his PC and switches on the giant television on the wall, then starts up a development version of the game. Previously, he explains, there were three windows of equal size, in vertical columns from left to right, replacing your old Inbox system of a narrow scrolling list on the left and the ’email’ itself on the right. But just parsing the information there was difficult. Most English-speaking humans want to read from left to right, but often the key information would be in the middle pane. The right-hand one would feel redundant, and the left a less-clear version of what the old email list could’ve done anyway.

Beyond that, the wider navigation around the game was also hugely streamlined. In FM25 there would’ve been a single navigation bar along the top right, Jacobson explains, which had buttons for the “portal, squad, recruitment, match day, club, and career”. Within each of those sections you’d find “tiles and cards”, the system briefly outlined with FM25’s initial unveiling last year.

Therein lay the problems. Playtesters, including FM’s developers and Jacobson himself, couldn’t find things – “if you can’t find something in-game, you made a mistake,” Jacobson says, of its UX design. “We brought some consumers in, and the consumer scores weren’t bad – we were getting sevens from the consumers. But I want nines.”

“Did we make the right decision? Yes. Did we do everything correctly after making that right decision? No.”

That iteration time, between March and July this year, has made what Jacobson feels is a significant difference. Some of the changes are remarkably simple – to the point where it’s a surprise they weren’t included in the first place. There are now back and forward buttons, for instance, as there are in FM24 and others before it, that were removed for FM25. There’s a secondary navigation bar below the main one, showing you all the sub-sections within those main ones without you having to click around to find things. There’s a configurable bookmarks section, where you can add instant navigation to specific screens of your choice, and a search bar. Which, again, feels like an astonishing omission in the first place. As one developer put it to Jacobson after trying out the improved UI, compared to the old FM25 one, FM26’s feels like “a warm hug.”

Jacobson, for his part, also feels significantly better about it. “I don’t believe we’re going to be disappointing people when we bring the game out. I don’t believe that we are going to lose the reputation that we’ve worked really hard to build up in the 30, 31 years I’ve been here.” Most importantly: “We’ve got a fucking great game! We didn’t have a great game in December, and genuinely that’s what it completely comes down to. We didn’t have a great game.”

Would Jacobson make the same decision again, in hindsight – to move to the new engine, tear up the usual Football Manager playbook and go for this big, ambitious “leap” that ultimately failed with FM25? “My answer is different on different days,” he replies.

“As a studio, we’ve always been really ambitious with what we’ve done, with what we’ve tried to do. We had reached the end of the line with the previous engine, so we needed to do something.” Ultimately, he says, it was “absolutely the right decision” to change engines when the studio did – in fact they “really didn’t have a choice but to change the technology, because we’d reached that point where we were breaking the technology that we had.”

“Did we make the right decision? Yes,” he continues. “Did we do everything correctly after making that right decision? No. Are there changes that I would have made to the decisions, if I had my time again? Yes. But I don’t lose sleep over those because you can’t manage them – and everything in life learns from the mistakes that they make.

“There might be some people in the studio who disagree with my answers on those, and think that we should have just carried on as-is. It wouldn’t have been right for anyone. If we had, we would have just stagnated. And stagnation is not good.”

Image credit: Sports Interactive / Sega

As we wrap things up, I try to tease out a little more detail on when FM26 might finally arrive. For the first time in an age, Football Manager fans who’ve planned holidays around the series’ near-clockwork release in early November (and ‘advanced access’ period of a few weeks immediately before it), don’t have a clear idea of what to expect. A “broadly similar time of year,” is what Jacobson is willing to give up on the record, and “there will definitely be a period where people can try the game, for sure, but whether it’s called a beta or it’s early access, we will make the decision down the line.”

For now, there’s still work to do. “We’ve got some bugs to fix, we’ve got some little bits of iteration to do,” he says. “Today’s problem is that we’ve got some issues with lighting in the match engine – so I’m not going to say it’s calm, because it never is – making games is really hard.”

The difference this time, however, compared to the somewhat frazzled Jacobson I spoke to in August last year, is that he’s saying all this with most of Sports Interactive’s toughest work behind them. “We’ve got a lot of work to do,” he smiles. “I’m saying that quite calmly.”



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August 29, 2025 0 comments
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Trippy Image From Deep Space Shows Earth and Moon From 180 Million Miles Away
Product Reviews

Trippy Image From Deep Space Shows Earth and Moon From 180 Million Miles Away

by admin August 21, 2025


The Psyche spacecraft is on a six-year journey to reach a metal-rich asteroid by the same name. Well into its voyage, the probe looked back at its home planet and captured a rare view of Earth, accompanied by its Moon, as a mere speck engulfed by the dark void of space.

NASA’s Psyche mission launched on October 13, 2023, and is assigned to explore a distant target in the main asteroid belt that’s believed to be the exposed core of a protoplanet. Before it reaches its destination, the imaging team behind the mission is testing the spacecraft’s ability to capture objects that shine by light reflected from the Sun. The target objects of these tests are awfully familiar—our very own planet and moon—but they were taken from a rather unfamiliar perspective.

In July, scientists on the imaging team snapped multiple, long-exposure photos of Earth and the Moon. The pair is seen amidst a dark background littered with several stars in the constellation Aries. Earth appears as a bright dot, with the Moon sitting right above it. The image was taken from about 180 million miles (290 kilometers) away and offers a rare look at our planet as seen from deep space.

The photo brings the famous Pale Blue Dot to mind, an image of Earth captured by the Voyager 1 spacecraft in 1990. That image was taken from a distance of 3.7 billion miles (6 billion kilometers), with Earth appearing as a mere speck amid the cosmic backdrop.

Although it wasn’t captured from the same distance, Psyche’s recent image is a similar reminder of Earth’s place and size in the solar system. The spacecraft is equipped with a pair of cameras, designed to collect pictures in wavelengths of light that are both visible and invisible to the human eye, to help determine the composition of the metal-rich asteroid.

Psyche needs to travel a total of around 2.2 billion miles to reach the main asteroid belt and enter asteroid Psyche’s orbit in late July 2029. The 173-mile-wide (280-kilometer) asteroid orbits the Sun in the outer part of the main asteroid belt between Mars and Jupiter. Scientists believe the space rock might be an exposed core of a planetesimal, or an early planetary building block, which was stripped of its outer layer during the early formation of the solar system.



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August 21, 2025 0 comments
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