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

Monster

Capcom will not "guarantee" Monster Hunter games can run on Windows 10 after October 14
Esports

Capcom will not “guarantee” Monster Hunter games can run on Windows 10 after October 14

by admin October 1, 2025


Capcom has warned it cannot “guarantee” its Monster Hunter games will run on Windows 10 from next month.

In a brief note thanking players for “enjoying Capcom products,” the Japanese firm said that from the day Microsoft ceases support for Windows 10, October 14, it will similarly ” no longer guarantee that Monster Hunter: World, Monster Hunter Rise and Monster Hunter Wilds will run on Windows 10 systems.”

“Monster Hunter: World, Monster Hunter Rise and Monster Hunter Wilds will still be possible to play on Windows 10 after October 14, 2025,” the company announced on Steam. “However, future system updates or game title updates may make the game incompatible on Windows 10 systems.

“Proper game functionality cannot be guaranteed on operating systems of which Microsoft has ended support,” it added. “If an issue running the game occurs, support can only be provided based on information from before support for Windows 10 was discontinued. Services for investigating problems regarding running the game on Windows 10 will be discontinued.”

Valve is also ceasing Steam support for systems running 32-bit versions of the Windows 10 operating system (OS) from January 1, 2026, but insisted that, according to results from its August 2025 Steam Hardware Survey, only 0.01% of users reported using the operating system.

Capcom president Haruhiro Tsujimoto recently attributed the high price of the PlayStation 5 as a reason for low sales of Monster Hunter Wilds, which sold eight million copies in three days, making it the fastest-selling title in Capcom’s history.



Source link

October 1, 2025 0 comments
0 FacebookTwitterPinterestEmail
Capcom warn that Monster Hunter Rise, World and Wilds might not run on Windows 10 PCs after October 14th
Game Updates

Capcom warn that Monster Hunter Rise, World and Wilds might not run on Windows 10 PCs after October 14th

by admin September 29, 2025


Your cuddly dinosaur aunties at Capcom have warned that they can’t “guarantee” various Monster Hunter games will run on Windows 10 PCs after uncle Microsoft end support for the operating system on October 14th this year.

When that fateful day comes to pass, Capcom “will no longer guarantee that Monster Hunter: World, Monster Hunter Rise and Monster Hunter Wilds will run on Windows 10 systems.” Which isn’t to say that these games will immediately become unplayable, but “future system updates or game title updates may make the game incompatible on Windows 10 systems”.

The developers add that if you have trouble with those Monster Hunter games on Windows 10 PCs after October 14th, “support can only be provided based on information from before support for Windows 10 was discontinued”, as they’ll be discontinuing services for investigating problems when playing on Windows 10.

If this is the first you’ve heard of Windows 10 being sunsetted/given the old heave-ho/left crying by the roadside, Microsoft have said that Windows 10 apps and drivers will continue to boot and run normally after the cessation of official support, but you won’t get any more free security updates, bug fixes and big feature updates.

It’s not quite as cut-and-dried as that in practice. Microsoft 365 apps running on personal and commercial Windows 10 PCs will get security updates until October 10th 2028, and feature updates until August 2026.

Microsoft are also offering a paid extended security update subscription for people who want to maintain Windows 10 beyond the cut-off date, with availability dependent on region and which version of the OS you’re running. In good news for people resident in the European Economic Area, Microsoft have bowed to pressure from consumer protection organisation Euroconsumers (via Particle Collider Gamer) by making ESU updates free in the EEA until October 2026.

Windows10mageddon threatens to leave a lot of PC users in the lurch, though there’s a certain amount of Y2K-style hysteria about the fallout. According to one study, around half of Windows PCs still don’t run Windows 11. If your machine doesn’t have the specs for Windows 11, it seems like you’ll need to buy a fresh one. I expect there will be plenty more bulletins from game publishers encouraging players to update their systems.

This article has been updated to mention Microsoft’s recent decision to make ESU updates free to people in the EEA until October 2026.



Source link

September 29, 2025 0 comments
0 FacebookTwitterPinterestEmail
A baby Seikret from Monster Hunter Wilds as a minion in the Final Fantasy 14 crossover collab. It's a white baby bird with a goofy expression. There is a female miqo'te superimposed on the right side grinning with her hands over her face.
Gaming Gear

FF14 is getting a baby Seikret minion as part of its Monster Hunter Wilds collab, and I will fistfight Arkveld alone for it

by admin September 20, 2025



I’m not going to try convincing you to play through ~500 hours of Final Fantasy 14 for a Monster Hunter Wilds event. It’s easily one of my favorite games, but if you’re not into the story as it stands, then the MMORPG isn’t worth it. I will, however, show you this freakishly adorable baby Seikret minion revealed with the collab rewards and walk away. Whatever happens after is not my business.

The baby Seikret (along with a Vigorwasp minion) is headed to the MMORPG in October when FF14 kicks off its collaboration with Monster Hunter Wilds. I know some of you are disappointed it’s not a Palico, and I get it; they’re cute. But we already got one when Rathalos landed in Stormblood’s crossover with Monster Hunter: World, and you can still unlock the Palico (or Poogie) to this day.

Anyway, look at this guy. An absolutely useless, flightless little chunk of a bird with not a thought behind those eyes. I’ll fight Arkveld all by myself to get one.


Related articles

Computer, enhance. (Image credit: Square Enix, Capcom)

The latest update to FF14’s Monster Hunter Wilds crossover site detailed a few other rewards, too, along with more on Arkveld’s trial, The Windward Wilds. You’ll need to reach item level 725 to square up with the wyvern in its normal encounter, and, just like Rathalos, the White Wraith will scale up the difficulty in The Windward Wilds (Extreme). That one also raises the item level requirement to 740.

For those playing catch-up, you’ll need to gear up in more than just main story job gear to hit the 725 requirement, but collecting tomestone pieces shouldn’t add much time to the grind. Hitting item level 740 requires a few more current pieces, but crafted gear makes for an easy shortcut if you’re in a pinch with gil to burn.

Image 1 of 5

(Image credit: Square Enix, Capcom)(Image credit: Square Enix, Capcom)(Image credit: Square Enix, Capcom)(Image credit: Square Enix, Capcom)(Image credit: Square Enix, Capcom)

And for reference, here are the other Wilds-themed FF14 rewards:

  • Gear styled after the Hope set
  • Arkveld weapons
  • Seikret mount
  • Several housing items

Apparently, that’s not all there is to it, though I’m guessing Square’s “and more” tease means a full gallery of weapons plus the usual extras, like orchestrion rolls for player estates.

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

That’s fine, though. We could leave it at that, and I’m satisfied as long as I get a baby Seikret. You got the Poogie by completing The Great Hunt (Extreme) once with an RNG blessing, or five times if you had to grind for Ratholas’ scales. I’m the loser always trading 99 tokens for a reward anyway, so I’ll see y’all in party finder if that’s the case for this little guy.



Source link

September 20, 2025 0 comments
0 FacebookTwitterPinterestEmail
Top Trader Predicts 'Monster Candle' for Ethereum (ETH)
GameFi Guides

Top Trader Predicts ‘Monster Candle’ for Ethereum (ETH)

by admin September 13, 2025


Ethereum has caught the attention of one of the market’s most widely followed traders, known as Byzantine General, and the prediction is too hard to ignore: a “monster candle” may be just around the corner.

That is how a pseudonymous analyst with a strong record in the derivatives space captioned a chart of ETH/USDT futures on Binance, quickly sparking discussion across the crypto community and beyond.

You Might Also Like

The comment comes at a time when Ethereum continues to be a major driving force in the decentralized finance sector. With high open interest, funding neutral and price coiling near local highs, ETH might be gearing up for a move that will define the next leg of the market.

In this, the analyst is not alone in his opinion, as similar signals have been spotted by other traders who follow derivatives closely.

Numbers that matter for ETH

Ethereum is trading at around $4,552, holding strong after a rally that took it from below $3,000 earlier this year. In the same chart, one can notice the $5.08 billion total open interest, indicating that traders are keeping large positions open as volatility decreases.

Historically, this kind of market behavior has often been a sign that something big is about to happen sooner rather than later.

You Might Also Like

Funding rates across major exchanges, including Binance, Bybit and OKX, are stable, suggesting the market is balanced.

This supports the idea of a “monster candle,” as sudden shifts often follow balanced positioning. Volumes are steady and liquidations have calmed down too, leaving conditions open for a sharp breakout move.



Source link

September 13, 2025 0 comments
0 FacebookTwitterPinterestEmail
Is Nintendo's potentially industry-changing new monster battling patent enforceable? We asked some lawyers
Game Reviews

Is Nintendo’s potentially industry-changing new monster battling patent enforceable? We asked some lawyers

by admin September 11, 2025



Nintendo has been granted a new patent in the US, following its ongoing patent infringement lawsuit with Palworld developer Pocketpair.


The new patent, granted last week by the US Patent and Trademark Office, covers the gameplay mechanic of summoning a sub-character to let it fight another. The patent application was filed in March 2023 and has been granted without objection (thanks Games Fray).


Such a patent would not only implicate Palworld with its monster summoning and battling, but many similar games from long-standing rival Digimon, to the forthcoming Honkai: Nexus Anima and DokeV, as well as indies like Temtem and Cassette Beasts.


There are a number of steps in the patent pertaining to the gameplay mechanic, as follows:

  1. A non-transitory computer-readable storage medium having stored therein a game program, the game program causing a processor of an information processing apparatus to execute:
  2. performing control of moving a player character on a field in a virtual space, based on a movement operation input;
  3. performing control of causing a sub character to appear on the field, based on a first operation input, and
  4. when an enemy character is placed at a location where the sub character is caused to appear, controlling a battle between the sub character and the enemy character by a first mode in which the battle proceeds based on an operation input, and
  5. when the enemy character is not placed at the location where the sub character is caused to appear, starting automatic control of automatically moving the sub character that has appeared; and
  6. performing control of moving the sub character in a predetermined direction on the field, based on a second operation input, and, when the enemy character is placed at a location of a designation, controlling a battle between the sub character and the enemy character by a second mode in which the battle automatically proceeds.


All of these steps must be followed for Nintendo to have a case, but in theory it could launch an infringement lawsuit against a number of games with this patent now in place.

But is this patent enforceable through further lawsuits from Nintendo?


Don McGowan, former chief legal officer at The Pokémon Company, believes the patent will likely be ignored. “I wish Nintendo and Pokémon good luck when the first other developer just entirely ignores this patent and, if those companies sue that developer, the developer shows decades of prior art,” he told Eurogamer, adding: “This isn’t Bandai Namco with the loading screen patent”.

“The filing for such patent protection indicates that Nintendo does intend to pursue a legal strategy in defending itself against entrants in the pocket monster genre,” games industry lawyer Richard Hoeg told Eurogamer. “But that strategy may or may not involve lawsuits, as the ‘muddying of the waters’ effected by the patents existence may be enough to deter investment in and creation of competitors. That is, if Nintendo looks like it could pounce, that may be enough. No actual pouncing required.”

What’s more, the patent is broad and Nintendo won’t want to jeopardise seeing it narrowed in the context of a legal challenge, Hoeg explained.

“So yes, it’s enforceable in so far as it has been granted,” said Hoeg, “but Nintendo likely knows it ‘got away with one’ here and would prefer not to make a court actually sign off.”

What’s more worrying for Hoeg is whether the USPTO is “up to the task” when it comes to games patents. “Law and technology are often strange bedfellows, and in my opinion the patent office has appeared out of its depth on evaluating video games for quite some time,” said Hoeg. “It may be time for reform there.”


At the least, the patent is certainly worrying for the games industry in the face of creativity and developer freedom.


Already Pocketpair has altered gameplay in Palworld as part of its ongoing lawsuit with Nintendo, despite disputing the claims of copyright infringement.

The patent is also well-timed ahead of Nintendo’s forthcoming Pokémon Legends: Z-A, due out on 16th October.



Source link

September 11, 2025 0 comments
0 FacebookTwitterPinterestEmail
Interview with John Goodenough from Monster Fight Club
Esports

Interview with John Goodenough from Monster Fight Club

by admin September 8, 2025


*Audio interview, edited for clarity and length*

A couple of weeks ago, Gaming Trend sat down with John Goodenough, Game Designer with Monster Fight Club, publisher and developer of Cyberpunk: Combat Zone and Borderlands: Mister Torgue’s Arena of Badassery. John’s journey didn’t begin there, however, and for over 20 years John has been the wearer of many hats, with his creative thumbprint on many, many games. John shared his journey from humble beginnings and talked about what he’s working on now. 

Gaming Trend (GT)

So, John, you’ve been in the industry for like 20 plus years, right?

John

I think when I started getting a paycheck from my first game company, it was like 2000 or so, and I’ve worn a lot of hats. I’ve worked as an artist, as a developer, and as a designer. I actually got my start working in the warehouse [at Fantasy Flight Games]. It was one of those opportunities where I actually feel like I’ve been a part of just about every single step in the game design, creation, and marketing process. I even know what it’s like to hand assemble games and throw bits into a box and go to the shrink wrapper. It’s been a wild ride.

GT

We were checking out your equivalent game IMDB page on Board Game Geek, and my goodness, it has quite the list of credits for games. We’ve played many of them! Tide of Iron, Runebound, Talisman, Relic, and now Borderlands. For these games, did you design them and also do art? Were you moving around to wherever you were needed?

John

It was art first. I started off making illustrations for Rune Bound, and then continued when Fantasy Flight started getting into the CCGs. Because I was a local, I could go into the office and play test the game that I would then be working on illustrations for. I was maybe one of the few artists that they’ve ever had in the office that actually worked on the game and then played the game before they did art. It was an amazing process to me because I wanted to make sure that every illustration didn’t just look pretty but it also actually represented what was functioning in the game. 

The thing that really piqued my interest for development was playtesting those games. I got to see the developer side of things because a lot of the projects and games that they were working on were primarily about world building. Fantasy Flight ultimately created worlds and created game engines for you to run around and play in. So that world building process is really what piqued my interest in getting into game design. I had designed Monopoly variants back in the day but I didn’t really have any ambition on being a game designer. I love games, and I love playing them, but I believed “you stick to the rules.” But that process of building a playground, a world for people to play in offered me more creative space to operate in than just illustrating cards or pages or card illustrations. As an artist, you really only get to take a couple of snapshots in a world being a game designer, but being able to wear this hat as a game designer gave me something to experiment with.

GT

Which artists’ work did you learn from and get inspired by?

John

John Howe has been the biggest inspiration. We got a chance to work together on The Lord of the Rings: Battlefields expansion and I tried my best not to be a gushing fanboy. The original graphic design for the boards were not delivering a cohesive aesthetic so he went above and beyond the call of duty to create art frames at the last minute. My admiration for his artistic vision was equally matched by his integrity and dedication. TSR legends like Easley, Elmore, and Parkinson unlocked amazing worlds to explore. This list goes on and on.

GT

What experience(s) help prepare you the most and become ok with coming up with new rules to games and being part of that design “behind-the-scenes” process? 

John

Well, I think the best thing that prepared me for working on games was actually working in the warehouse. We played test games during the day, then took breaks and came back and chitchat. You got a pretty good insight into the behind the scenes. I think the biggest, most valuable lesson that I got out of that experience was watching the emotional journey. When people think of game design they think it’s very intellectual. People tend to think everything is happening in your head, but in reality, when you’re the creator, it’s a big emotional journey because you have to be passionate enough to work on it every day and carry it through.

It’s a hard job before you even get the game out there. Once you create the product and put it out in the world, you also have to learn how to step back and just let it be received. There are always gonna be people who love it, people who hate it, and people somewhere in between. These groups of fans are especially more prevalent on the Internet – it’s not 2000 anymore. The real truth is that, after you put a game out there, it’s not your game anymore; it’s not your baby now it’s theirs. You have to have a thick skin about response, too.

GT

What kind of emotional journeys have you had or seen?

John

One of the first big projects I was involved with was an “all hands on deck” game. It ended up being the whole company at Fantasy Flight putting all of their love, and resources into this game that was supposed to be “the next big thing.” Instead of the launch even coming close to their hopes and expectations, it completely flopped. It was one of the biggest flops and bombs that they’ve ever had. To watch that emotional journey of it all, the excitement of launch, the disappointment and the heartbreak with the reception, it was a lot. I was playtesting and getting insight to the development but I was far enough removed from the core group where I didn’t have as strong of an emotional attachment as the others. Witnessing all that happened was eye opening. 

The one other lesson you learn too is that this is all a marathon. If you’re gonna last in this business, you can’t do anything as a sprint. You burn out your energy quickly like that so everything you do, every step you take within any project, has to be with the mindset of it’s a marathon. If you’re in it for the long haul, you have conserved some of that creative energy and passion that will carry you forward. 

The one other lesson you learn too is that this is all a marathon. If you’re gonna last in this business, you can’t do anything as a sprint.

GT

When you’re working with intellectual properties and established fantasy worlds, like Warhammer, Borderlands, and World of Warcraft, and you’re doing world building developing, knowing passionate fans (on both ends) are there, how difficult of a dance is it for you to juggle that? The game has got to work mechanically, but then you also kind of have to have it be marketable and also something that fits within the established rules of whatever universe it is. How challenging is that from a design and art perspective?

John

Everything in design is all about balance. You also have to be a big enough fan and know the world and know the IP. However, being too big of a fan is a drawback, too, because if you try to make the game too realistic, and take the stance of “this is exactly how it works in the video games or books or movies,” then you end up starting to create things that only those super fans are going to enjoy and kind of turn all of the casual fans. 

There is a lot of it that depends on the licensor. I have been extraordinarily lucky to work with many exceptional licensors, like Games Workshop and Blizzard. Every game company has its quirks, but when you’re working with the right licenser it makes all the difference in the world. When you have somebody that understands everything about the property, like they’re a walking encyclopedia on every single detail, it makes a big difference. Having people respect the rules and the board game design process makes a big difference, too. So everything has to be balanced and work for everything behind the scenes and also for the fans.

GT

So you have this juggling between the hardcore fans, the casual fans, the board gamers, the video gamers, the licensor, etc. etc. and you, as the designer and developer, have to act as like a translator, right? How do you gauge when something is working, or not?

John

It’s actually kind of a measuring stick that I use. When I get all excited and I design something that works just like the video game, or that’s just like the scene in the movie, that’s actually a red flag. It’s usually a symptom that you’re dialing in to that aspect too much. You want the game to feel like the moment or action you’re trying to create; you want to give the impression of the thing, not the actual thing itself. In many ways, being a designer is more like being an impressionistic painter. You’re not just creating these little micro moments of doing exactly the thing that happened in the movie or game; you’re giving the feeling of it. Ultimately, what you’re doing is you’re creating a whole series of those little micro interactions so that at the end of the game, people walk away with the feeling that they were a living character in that world.

GT

After all these years of Randy and I going to cons, we think our enjoyment comes from getting that impression, getting that ‘aha moment’ that occurs within the game, like “That was super cool!” You know, whatever happened, win or lose, we got a feeling from the game that leaves an impression. Do you get a similar ‘aha moment’ during that design process where you say to yourself “OK, this is going to work and this is going to be awesome”?

John

I’ve worked on a ton of expansions and so designing an expansion is quite different than designing a brand new game totally from scratch. I will say one of the more interesting processes was working with Rune Bound with Christian Peterson, the CEO. One of the very first things he’d want us to do is make the box art, so we would end up having the fully finished illustration pop to look at and for him to say “OK, go make the thing.” So I would print it out as a movie poster size, put it on the wall by my desk as a movie poster, and I would stare at this thing and imagine all these scenes happening in it as a movie. Then I would translate that into the mechanics and see how that would actually work in the game. These expansions I made were based off of a movie poster. 

When you’re working with an intellectual property, like we’re working on Borderlands games at Monster Fight Club right now, it’s kind of the opposite because you go through the video games, go through the content, and get that impression. Merging everything in together to create its own identity is its own experience. There isn’t an ‘aha moment’ so much as there are small little ones along the way.

GT

With your journey thus far, how did you get involved with Monster Fight Club? 

John

I worked at Fantasy Flight Games for a little over a decade. When I started there were like 10 people at the company and by the time I left it was close to 100. The company was growing rapidly, and it felt like the company was hitting the pinnacle of success. While the growth was good, I realize I’m more of a small town guy than a big city slicker. I like to work at smaller companies where everybody knows their name and it feels more cohesive with departments being down the hall, not down the street. If you’re working in a creative process, I just like that type of environment more. And so I moved on and wanted to work for a smaller company, like the good ol’ days. After FFG, I worked for Alderac Entertainment Group (AEG) for about 10 years until the company went through a restructuring. 

Ten years in a creative position is a lot of work. There is a tremendous value in working at a company long enough to where you learn you know all the systems and processes people use, which gives you different perspectives on different ways of doing things. But moving every ten years into a different environment just kind of opens other doors and unlocks other potential. Being at AEG was more about production, and you really couldn’t design much in house like when I was at FFG. When you’re continuing production, all you’re doing is kind of giving a game a window dressing pushing it out the door to sales. So that is the nice thing about working at Monster Fight Club is I got to go back full time as a designer. There’s a buddy that I knew at AEG and so he brought me over. I guess I could mostly thank him for the gig!

GT

How tough was it for you to leave these positions, not knowing what was coming down the road for you or the companies? 

John

Fantasy Flight was a bit of a tough call because I left right when they were starting to do Star Wars. And so when I left, people were like “Well, why? Why would you leave?” But it wasn’t just one thing. One of the big things that happened goes back to balance, and this was a balance between designing and sales. Every creative company needs the ratio of the creative people and the corporate business suits. It’s not that one is good and the other is bad, you just need a balance. The only time when it gets bad is when there is an upset to that balance. Too much business, and there is not much space for creative endeavors and the games go flat. But if all you have are creative people and you don’t have any business and people, you’re gonna be wondering if you’re gonna have a job tomorrow. So this is what I saw at FFG; the company hit a tipping point where the business side just took over and we’re running the show and the creatives didn’t really have any influence anymore. Not like when I started. So I do feel a bit lucky that I kind of saw the writing on the wall and left when I did.

I left while I still loved being there. That was the hardest part because it’s not just the place, it’s the people. Bearing in mind that all of this is coming from the perspective of me, the passionate creator guy, so I’m a little biased.

GT

So now that you’re back to world building within Borderlands, with things like the campaign and Raid bosses, how are you approaching this design with this whole balancing act?

John

The Combat Zone system is so simple and universal that just having such a good system and engine makes our jobs a million times easier. Super simple, super intuitive. It’s very easy to just kind of work out probabilities, you know, right in your head. Borderlands: Mr. Torgue’s Arena of Badassery is a cooperative game on a grid map with four Vault hunters running around fighting these waves of enemies and completing objectives. The Raid Boss fights are an interesting departure because you get to use the same system, but the new rules make the game feel radically different because  you just have one big enemy on a map. So it simplifies things a lot. It makes setup really quick and easy; you can build the map with these two big tiles and just start playing. It gives you the feeling of an epic fight. 

GT

Do you have a favorite Vault hunter that you tend to gravitate towards when you’re working on and testing these games?

John

Oh that’s like a “who’s in your favorite child” question, right? I mean, we’ve covered all of the Vault hunters and then we’ve taken some characters and turned them into Vault hunters. If I had to pick a favorite, I think it would be Zero. He might be the most fun to at least play test and design for because he’s such a min-maxing character. And game designers and players both love the min-maxing. Most characters do either range or melee, or sometimes mid, but only one. Zero gives you tons of options where he can do both. You just have to time it right, plan it and execute it perfectly, using exactly the right actions and get the right dice rolls, you can do these amazingly epic moves.

GT

Within the game design space, are you finding yourself playing the video game alongside it for inspiration? Are you mostly focused on just the board game? Is it both?

John

The expansions are a little mix of everything: you know a dash of Borderlands 1 there and then a scoop of Borderlands 3 there. The main reason why I do enjoy playing video games is mostly that it’s kind of a break. You spend all day crunching numbers, trying to get balance to work, and you just need to recharge, like that feeling of going into Gunzerker mode. Playing the games also helps to dial in the feeling and get inspiration. It’s almost like when people take a shower and they get this brilliant idea and it’s a shower. You know, there’s like ‘eureka’ moments where something just pops into your head.

GT

So while you’re blasting away at bandits and looting and shooting, that’s your shower thought moment.

John

Yeah! When you’re in the mindless explosions and just carnage. You can come up with some of the most creative ideas doing the mindless things. Like slaughtering bandits.

GT

That’s fantastic.

Do you find yourself recharging your creative batteries by playing other board games? Are there any go-to board games that you’ll always play, or recommend to aspiring designers to play?

John

Absolutely. I would say the best advice I could give to anybody wanting to design games is not only play a diversity of games, but play the games you hate. A lot of designers just play what they want, and you can get inspiration from that. However, actually playing the type of games that you don’t like gives you another language. Every language you learn just allows you to look at things differently and solve problems in different ways. 

I had a really good buddy back in Minnesota, Richard, who had thousands of games. I mean literally like 5000 games in his house. They were on all of the shelves, walls, cabinets. I mean, he cleaned out his chimney after he ran out of room and was stuffing games in his chimney. It was a smorgasbord. Of course, like I said before, everyone has different tastes and eventually you’re going to find stuff that doesn’t resonate. It was one of those games that didn’t resonate that I played at his house that really kind of gave me inspiration. Playing it allowed me to articulate what I did like about other games better. When you create a contrast with a basis of comparison, it allows you to look at things with a sharper level of detail. There aren’t any games that I hate to play, but there are a lot I enjoy and a lot that I get inspiration from.

The best advice I could give to anybody wanting to design games is not only play a diversity of games, but play the games you hate…actually playing the type of games that you don’t like gives you another language. – John Goodenough

GT

Do you have a ‘gold standard’ for games? Regardless of the game mechanic, is there just one you’d recommend to anyone trying to get into game design?

John

I’m not saying this is the best game or the end-all, be-all of games, but if I had to think of an example of what makes the perfect game, the one that comes to mind is Carcassonne. It’s not even my favorite game, or the one I want to play every day all day, but it is close to what I would call a ‘perfect game.’ It balances out reward patterns, where you can get quick rewards by closing off roads or you can do long term investments by building up your farms. The castles are kind of in-between. It has this wonderful pattern of bouncing between short term investments versus long term investments in rewards and it’s super simple. All you can do is draw a tile, but your decision power comes from where it and your meeples, if any, are placed. It sounds like it would get boring so quickly and so why would you want to play that game more than once? The replay value is you’re putting tiles down and scoring on three different things that can occur in a nearly-unlimited arrangement. So the game is about the pattern of flow of having these little constant rewards, but also building up to the big, big reward at the end. 

That is probably the game cause I played that a lot in real life, and then on apps, because it plays really quickly. I have probably played that more than any other game in existence.

GT

So did you play all 5000 games?

John

It was insane because I actually had a goal where I was like “there’s no way we’re gonna be able to play all these games, so I will try and play half of them.” In reality, we ended up playing several hundred games. This was during my research phase, too, where I said “I just wanna learn. Every game I play I wanna learn something new and play a different type of game that I experienced before.” So, I was learning about five games per session, which was like a drop in the bucket when you compared it to what was out there at the time in the early 2000s. Nowadays, there are 5000 new game releases every year! 

GT

I mean, to learn five games in a session… that’s exhausting. When we try to learn one game now it takes like 90 minutes… and we’re not even playing it fully. What you’re talking about is that marathon-style approach to gaming. 

John

I mean, I can’t do that anymore. It was mostly the passion about wanting to game design. Like back in those days, they didn’t have education around it. You just had to go out and play games and just learn by playing. Now, they actually have game design colleges and schools where they go into game theory. I think I was just in the right place at the right time. And was lucky enough to have a friend with practically an endless supply of games.

GT

Other than board games, what else resets the creativity? Do you like to surf? Hang out at the beach? Go hunting for treasure with a metal detector? 

John

The dogs I have become the main focus of my life now. They just follow me home or kind of show up on my doorstep now. So I’m surrounded by dogs and there are more than a handful. But I love them. Another hobby is pinball, actually. It is one of those things where it’s all in the reflexes, and is quite different from video games and board games. Actually, from a designer point of view, pinball is close to board games, like Carcassonne, because it’s all about patterns. Once you hit the skill level where pinball isn’t so random anymore, it’s all about pattern development and that’s ultimately what Carcassonne. You play it, you learn it, and you master it. So once you ‘see the Matrix,’ you can predict the patterns and get into the flow. Whenever I get writers blocked or stuck on something, there is something about engaging in a game that has a really good flow of patterns that helps me. Whether it’s pinball, or Carcassonne, or Borderlands you can play it almost in a Zen-like state and just watch the patterns reveal themselves. I think it’s soothing to the brain and it just gets you into that designer mindset where you start coming up with ideas that you never would have thought of otherwise.

GT

You know, they say that if you stare at  the waves for like 30 minutes, it can help reset that brain rhythm. Do you find yourself doing that out on the beach?

John

I mean that’s an amazing example, so. When I was a kid in Minnesota, I used to go out to the water – there was something really captivating about watching the waves roll in. Something about that is like a pattern. So now when I go to the beach, I do exactly that same thing. I just watch the pattern of the waves. There is something really wired into the ways that our brains work is we just love that pattern recognition. It’s very soothing and I think it quiets and resets the brain to the point where it can then start exploding with ideas and create connections and synapses in different ways.

GT

You’ve got all this stuff coming down the pipe and on your plate, like with the Borderlands: MTAOB 2 Kickstarter that’s coming up, so what conventions are planning on attending?

John

You know, I’ve had conventions kind of off my radar for so long, what with the mover and COVID and everything, but I’m really hoping next year that I’ll be able to hit at least some of the big ones, like GenCon and Origins. I don’t know exactly which ones, but GenCon is probably a do or die. 

GT

John, it’s been an absolute pleasure chatting with you and getting to learn more about your background and creative process. It’s refreshing to hear there are some core elements to life and gaming that are just universal. Especially from an industry professional who’s made a career out of designing games and still loves what they do after all these years. You’re still running that marathon! Thank you so much for taking the time today to chat with us and share some of your stories and your insights. 

John

Thank you! Looking forward to playing games with you guys soon!


Share this article








The link has been copied!


Affiliate Links





Source link

September 8, 2025 0 comments
0 FacebookTwitterPinterestEmail
Capcom's president says high price of PS5 has contributed to low sales of Monster Hunter Wilds
Esports

Capcom’s president says high price of PS5 has contributed to low sales of Monster Hunter Wilds

by admin September 2, 2025


Capcom president Haruhiro Tsujimoto has attributed the high price of the PlayStation 5 as a reason for low sales of Monster Hunter Wilds.

During an interview with Nikkei Gaming (translated by ResetEra), Tsujimoto discussed the immediate success of the title, which sold eight million copies in three days making it the fastest-selling title in Capcom’s history.

However, in its most recent financial results Capcom described sales of Monster Hunter Wilds as “soft” having moved 477,000 units in Q1 2025, bringing its total sales to 10.6 million units.

Tsujimoto attributed this drop to the high price of the PlayStation 5 and subscriptions, along with the $70 game price tag, as a barrier for most consumers.

“The console costs about ¥80,000 ($538),” he noted. “When you factor in the cost of software and monthly subscriptions, it comes to about ¥100,000 ($672) at the time of purchase.

“This is not an amount that can be easily reached, especially for younger generations. This situation is not limited to Japan, but is similar overseas as well.”

Capcom’s president said it is “currently formulating a strategy” to “boost sales” of Monster Hunter Wilds throughout the rest of the year.

Elsewhere in the interview, Tsujimoto also highlighted the success of the Switch 2 and its price tag ¥48,980 ($329). “The response was better than we had expected,” he said.

“While prices vary by country, this reaffirmed the high level of cost-consciousness among ordinary consumers.”



Source link

September 2, 2025 0 comments
0 FacebookTwitterPinterestEmail
Guillermo del Toro Explains Why His Frankenstein's Monster Looks So Unique
Gaming Gear

Guillermo del Toro Explains Why His Frankenstein’s Monster Looks So Unique

by admin August 21, 2025


Clearly, we’re all very, very excited about Guillermo del Toro’s Frankenstein, which is coming to theaters on October 17 before arriving on Netflix on November 7. That’s because it’s del Toro, one of our most beloved filmmakers; his cast is incredible; and there has rarely been a better pairing of filmmaker and subject matter. One other thing has us hyped up too, and that’s Frankenstein’s monster. Del Toro loves a monster and, in a new interview, he talks about how he approached his monster differently, both visually and in his on-screen creation.

“Ever since I started drawing the creature in the late ’70s and early ’80s, I knew I didn’t want symmetric scars and I didn’t want sutures or clamps,” del Toro said to Variety. “What I thought was very interesting was to make him like a jigsaw puzzle. I wanted him to look beautiful, like a newborn thing, because a lot of times, Frankenstein steps into the frame and he looks like an accident victim. But Victor is as much an artist as he is a surgeon, so the cuts had to make aesthetic sense. I always thought about him as made of alabaster. I never understood something about the other versions: why does Victor use so many pieces from so many bodies? Why doesn’t he just resurrect a guy who had a heart attack? And the answer for me was, what if the bodies come from a battlefield? Then he needs to find a way to bring the corpses together in a harmonious way.”

What does that all mean? We aren’t quite sure, but it sounds absolutely fascinating. Equally fascinating is del Toro talking about his choice to actually show Dr. Frankenstein make the creature. “Almost nobody shows the creation of the monster,” he said. “Everybody shows thunder, and the monster is already put together. And I thought, if you are following a rock star, you want to shoot the concert. So instead of making it horrible that he is putting all these things together from bodies, I made it into a waltz. I made it into a joyous fun, sort of crazy concert. He’s running around the lab, putting this body together, grabbing this part and placing it together here or there.”

Look, if the image of Oscar Isaac in posh Victorian-era clothes dancing around a lab creating an alabaster monster out of dead bodies doesn’t do it for you, why are you reading this website?

Frankenstein will have “the biggest theatrical release that Netflix gives its films,” according to del Toro, starting on October 17. It’ll be in theaters for at least three weeks and, eventually, will even get a physical media release. But, for most people, they’ll see it on Netflix starting November 7. Read more from the filmmaker about his love of the source material, his alternate plans for the movie, and more over at Variety.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



Source link

August 21, 2025 0 comments
0 FacebookTwitterPinterestEmail
Gemma fixes some weapons.
Game Reviews

Monster Hunter Wilds Tells Fans To Wait Until Winter For Fixes

by admin August 19, 2025


Monster Hunter Wilds latest update has given players plenty of new things to do, from grinding for new talismans to trying not to die to the new 9-star boss fights. But players on PC are still struggling with poor performance optimization, and Capcom now says no major fixes will be ready until the winter.

“To our hunters playing Monster Hunter Wilds on PC, we’re committed to listening to your feedback and improving both performance and stability of the game,” an update posted on X on August 18 reads. “Although we will continue to implement gradual improvements in the weeks ahead, we are targeting Free Title Update 4 this winter to implement a multifaceted plan, including CPU and GPU related optimizations, followed by a second stage of mitigation measures afterwards. We’ll share more information on the specifics in the future.”

The response from fans so far has been less than stellar. “It’s not normal to wait one year to get at least a small optimization for PC players,” wrote one. “We are paying for stability and performance as the same time free updates. I have a war machine and i have to play everything on LOW hoping it’s going well.” Another posted, “Love MHWilds I really do, but waiting almost a year for the game to run at least a little better is a bit crazy.”

Similar sentiments have been echoed across the game’s subreddit and recent Steam reviews where Monster Hunter Wilds still sits at just 25 percent, up from an all-time low earlier in the summer, but still far from where the overwhelmingly positive ratings other recent entries in the series sit. While not everyone’s facing issues, people on a range of machines are still reporting crashes, ugly textures, and unstable framerates even at 30fps.

There’s currently a new Title Update 3 scheduled for September to add a new monster and more balance adjustments to combat and progression, followed by Title Update 4 in the winter. There’s also the game’s first expansion, which new Monster Hunter entries tend to get 12-18 months after they ship. It’ll be a make-or-break moment for the players on PC who feel like the last six months have been closer to an Early Access experience.



Source link

August 19, 2025 0 comments
0 FacebookTwitterPinterestEmail
Capcom asks PC Monster Hunter Wilds players to wait until Title Update 4 this winter for "CPU and GPU related optimizations"
Game Updates

Capcom asks PC Monster Hunter Wilds players to wait until Title Update 4 this winter for “CPU and GPU related optimizations”

by admin August 19, 2025


PC gamers who are hoping Capcom updates Monster Hunter Wilds to improve performance will have to wait a little longer. A statement made on X.com via the official Monster Hunter account has told players that improvements are coming, but not until this winter.

To our hunters playing #MHWilds on PC, we’re committed to listening to your feedback and improving both performance and stability of the game.

Although we will continue to implement gradual improvements in the weeks ahead, we are targeting Free Title Update 4 this winter to implement a multifaceted plan, including CPU and GPU related optimizations, followed by a second stage of mitigation measures afterwards.

We’ll share more information on the specifics in the future.

The news comes alongside the release of Hotfix patch Ver.1.021.02.00, which has dropped on PS5, Xbox, and PC.

Hotfix patch Ver.1.021.02.00 details:

Bug Fixes and Balance Adjustments

  • Fixed an issue that reduced the invulnerability window upon successfully performing the long sword’s Iai Spirit Slash against monster attacks that have long hit detection durations.
  • Fixed an issue where, when the Item Bar Display option is set to Type 1, if you select an item using the Item Bar while in Aim/Focus Mode and then release Aim/Focus Mode, the selected item would revert to an empty slot.

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



Source link

August 19, 2025 0 comments
0 FacebookTwitterPinterestEmail

Categories

  • Crypto Trends (1,098)
  • Esports (800)
  • Game Reviews (772)
  • Game Updates (906)
  • GameFi Guides (1,058)
  • Gaming Gear (960)
  • NFT Gaming (1,079)
  • Product Reviews (960)

Recent Posts

  • This 5-Star Dell Laptop Bundle (64GB RAM, 2TB SSD) Sees 72% Cut, From Above MacBook Pricing to Practically a Steal
  • Blue Protocol: Star Resonance is finally out in the west and off to a strong start on Steam, but was the MMORPG worth the wait?
  • How to Unblock OpenAI’s Sora 2 If You’re Outside the US and Canada
  • Final Fantasy 7 Remake and Rebirth finally available as physical double pack on PS5
  • The 10 Most Valuable Cards

Recent Posts

  • This 5-Star Dell Laptop Bundle (64GB RAM, 2TB SSD) Sees 72% Cut, From Above MacBook Pricing to Practically a Steal

    October 10, 2025
  • Blue Protocol: Star Resonance is finally out in the west and off to a strong start on Steam, but was the MMORPG worth the wait?

    October 10, 2025
  • How to Unblock OpenAI’s Sora 2 If You’re Outside the US and Canada

    October 10, 2025
  • Final Fantasy 7 Remake and Rebirth finally available as physical double pack on PS5

    October 10, 2025
  • The 10 Most Valuable Cards

    October 10, 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

  • This 5-Star Dell Laptop Bundle (64GB RAM, 2TB SSD) Sees 72% Cut, From Above MacBook Pricing to Practically a Steal

    October 10, 2025
  • Blue Protocol: Star Resonance is finally out in the west and off to a strong start on Steam, but was the MMORPG worth the wait?

    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