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Ananta promotional screenshot
Product Reviews

I played China’s ‘anime GTA’ Ananta and I wasn’t surprised to find Spider-Man swinging and Batman punching, but I wasn’t quite ready for the vampire who vomits rainbows

by admin September 27, 2025



I may be outing myself as a dullard, but I don’t think I have a mind that could combine a bunny girl doing odd delivery jobs for cash, a cute Japanese kei truck, and a sick vampire who barfs streams of rainbows into a single scene. Perhaps no single mind could, but that was the moment in Ananta, which has made headlines as “anime GTA” since its re-reveal this week, that really won me over.

Ananta is borrowing—or brazenly copying—a lot, but it might have some wild-ass ideas of its own, too.

The main impression I got from playing about half-an-hour of Ananta at this year’s Tokyo Game Show was: Wow it must have taken a lot of people to make this game! China is on the path to dominate the next decade of triple-A games, and there’s no flashier way to do it than to make (or at least appear to be making) the ur-game. Every mechanic from the top 10 or 20 or 50 most popular games in the world, combined, is surely better than any of those games individually, right?


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This maximalist approach to big budget game design has never really been great in practice, and a few minutes into Ananta reveal it is indeed doing things that you have done many times in a game before and probably are not foaming at the mouth to do again:

  • Punching guys with timing-based combos and counters reminiscent of the Batman Arkham games or Sleeping Dogs
  • Scripted quick-time events that feel right out of an Uncharted or other 2010s action game
  • On-rails car chases that give you unlimited ammo to shoot out the tires of your pursuers
  • Web-swinging around a giant city as Spide—er, the anime version of that guy from Prototype

Ananta | Gameplay Video – YouTube

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But then there’s the weird stuff—like hopping into the boots of Lykaia, a purple-haired getaway driver slash cop who has a totally different set of play mechanics to the intro protagonist, whose arms get all weird and stretchy to let him swing around.

In its free roam mode, Ananta let me pull up a phone interface to swap between characters, triggering a straight-outta-GTA-5 camera swoop up into the sky and back down into the part of the city where they’re currently hanging out. I only played as Lykaia for a couple minutes before my demo was up, but as a police officer she can scan NPCs against a database, frisk them for weapons, issue citations, and handcuff them, triggering reactions and dialogue you wouldn’t otherwise see.

Will this be fun? Will it produce any actually interesting systemic interactions or are these all paper thin mechanics that you’ll use three times and never see fit to use again? I have no idea, but it sure does seem like a hell of a lot of work if it’s the latter.

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You know the saying about Chekhov’s coffin: it better have a vampire in it who’s violently ill and leans over the side of the truck bed to puke a stream of rainbow sick into the night air.

I spent most of the game as Taffy, a bunny girl whose eagerness to make money sees her blindly accepting an odd job from a rando who texts her to meet at a sketchy warehouse. Turns out the warehouse is full of gang members who try to bludgeon her to death with baseball bats. Good thing she has telekinetic powers! I punched out most of the guys before I realized I could psychically rip a bat out of someone’s hands and thonk it into his skull.

Then a delivery driver crashed his truck into the warehouse and told me I needed to get the cargo across town ASAP. Soon-to-be Gen Z icon Taffy cheerily says “Gotta get that bag” as she takes on the job.

It took me a few seconds into the drive to notice that the cargo in the back of the truck was, in fact, a coffin, and you know the saying about Chekhov’s coffin: it better have a vampire in it who’s violently ill and leans over the side of the truck bed to puke a stream of rainbow sick into the night air.


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(Image credit: NetEase)

Taffy is less surprised by this than I am. Not in a “she’s used to vampires who throw up rainbows” kind of way, as Ananta does not use this mission to reveal some sort of in-universe lore about a race of vampires suffering some sort of sci-fi gut-melting virus. The vibe I get from Ananta is that none of these characters are going to be very surprised or upset or unduly threatened by anything: they’re all seemingly different strains of jovial bouncy superhero.

Anyway, I’m pretty sure my driving wasn’t the problem: I delivered the vampire to some sort of cult who played him up as a fearsome warrior as a gag before he continued puking into a rusty barrel.

It was just one baffling sidequest out of a game that promises unfathomable scope. I can’t say Ananta’s driving or punching or swinging felt exemplary—but none of them really felt that bad, either! This may be a game that does dozens of things acceptably well. And it made me laugh.

Maybe Ananta’s developers didn’t start from the cynical position of copying the most high-profile games in the world. Maybe they were just brainstorming and someone said yes to every single idea they came up with, even vampires barfing ROYGBIV? It’s done, love it, it’s in the game. Next?



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September 27, 2025 0 comments
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I played three missions of the Battlefield 6 campaign, and I wasn’t ready for how much Battlefield-y it is
Game Reviews

I played three missions of the Battlefield 6 campaign, and I wasn’t ready for how much Battlefield-y it is

by admin September 25, 2025


Battlefield 6 is one of the rare triple-A games whose developers were happy to let the public – some of them, at least – play the game well ahead of its release. This wasn’t as part of a beta/demo three weeks from launch; it was a conscious effort to get the community involved months in advance, and give the developers enough time to actually iterate and implement whatever feedback they felt would help make a better game.

Understandably, that experiment was strictly limited to the game’s multiplayer mode, which ends up making Battlefield 6’s campaign its most mysterious – and least seen – component. We’ve not been able to play the single-player mode, or really examine it in any way. Until now.

As part of a digital preview event, I got a chance to spend a few hours with Battlefield 6’s single-player. We had access to three full missions from the campaign, complete with cutscenes, a little bit of setup for the state of the world, and a brief introduction of the thrust of its events.

One of the first things that quickly became apparent was how much the structure of the Battlefield 6 campaign builds upon that of Battlefield 4’s. At almost every moment, you’re accompanied by at least one squad member. Most of the time, you have a full squad with you, which you can command to use smoke for cover, spot enemies, throw a grenade/use explosives, or simply engage the enemy.

These commands are easily accessible through a simplified commo rose (the wheel where you issue commands), and the game assigns each role to the class it would correspond to in multiplayer (Assault, Support etc.), which is a nice touch that definitely creates a sense of continuity with the bigger half of the game.

Image credit: Battlefield Studios, EA.

Much like it did in BF4, however, that squad play dynamic gets old pretty quickly. Even on Veteran difficulty (one below the highest), encounters were easily manageable if you take your time and pick your targets. My most used command was spotting, and occasionally smoke when crossing open areas.

These commands are useful, so I can see someone relying on them more often than I did. In the case of spotting, it’s downright broken, as it highlights every single enemy in the vicinity at the press of a button, which really robs some encounters from the stakes they could otherwise have if, for instance, you needed to find the sniper pinning down your squad. Even though my time with the campaign was limited, I intentionally stopped using spotting because of the advantage it offers.

It’s possible the main campaign has more traditional (read: linear) missions, like the sort that’s common in Call of Duty, where these elements wouldn’t be as present. Those elements shine, however, in the open missions that go the opposite direction. On such mission lets you loose in a large open space, and you get to pick which objective to tackle first, and how to approach them. These sandbox-y missions are starting to become more common in this space, but they belong in Battlefield more than any other game that uses them because of the series’ inbuilt focus on squad play.

Watch on YouTube

The narrative remains one of the campaign’s most intriguing aspects. Because the missions we got access to were picked from across the timeline, I couldn’t quite get a feel for how it’s going to flow, or the dynamics between its core characters.

The setup, key players and some of their actions, however, are incredibly believable. In this story, the world is on the brink of war as NATO begins to collapse; with some member states leaving the alliance to join forces with other nations and form an alliance of their own. This is not simply an East vs West affair, and it’s these complications that make things interesting.

I’m very intrigued to see whether the rest of the campaign will weave these events into the narrative or simply use it as a backdrop. Some of the dialogue leads me to believe it’s going to be more serious and relevant than you might expect.

Image credit: Battlefield Studios, EA.

The build we had access to was very clearly work-in-progress, but considering how close to launch we are, I’m a little concerned about how clunky and underbaked certain elements of it were. The moment-to-moment action remains sharp, but the way things flow into and out of scripted sequences is a little amateurish.

Cutscenes, for instance – even real-time ones – don’t show the weapon you’re using in gameplay. Regaining control after a cutscene ends takes a little too long, and there were multiple instances of enemies essentially waiting for the heroes to “activate” before they get on their marks. It made it look staged.

It’s unfair to compare this to the work of the – vastly more – experienced teams making Call of Duty campaigns year after year. Battlefield Studios simply doesn’t have institutional knowledge to be able to stand toe-to-toe with Modern Warfare or even Black Ops. Nevertheless, these sorts of production quality failings can make it harder to take its characters and world seriously.

What I played of the BF6 campaign has certainly been fun, if serviceable. There’s no Clean House moment – even if one mission clearly tries. Battlefield gameplay remains the draw, so if the narrative can hold its intrigue throughout and doesn’t fumble the bag, I can see this being a pretty good time.



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September 25, 2025 0 comments
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Blippo+ Review - I Promise You've Never Played Anything Like This
Game Reviews

Blippo+ Review – I Promise You’ve Never Played Anything Like This

by admin September 23, 2025



Blippo+ is certainly one of the strangest games you could play this year–or any year, really. Released on Steam, Switch, and Playdate (the small yellow handheld famous for its crank controls), it strains the fundamental definition of a video game. Instead, it’s more of a simulation of TV channel-surfing in the late ’80s or early ’90s, a kind of interaction younger generations actually have no experience with. It’s a game whose target audience would seem to be very few people at all. And yet, because I enjoy exceptionally weird experiences, it delivers.

Blippo+ is a collection of live-action skits meant to play like a cable television package from 30ish years ago. When you first start up the game, it “scans” for channels–a process I vaguely recalled interacting with as a kid when Blippo+ reminded me. Then, once its dozen or so channels are found, you simply… watch TV.

The TV schedule plays out in real time. These are not on-demand offerings a la Netflix or HBO Max. This is a perpetually cycling programming schedule. If you tune into the news channel, for example, you’ll miss what’s happening at the same time on the music, family or–yes–even the porn channel. Each program only lasts a few minutes, so it’s not as though you’re locked in for 30 or more minutes if you want to watch any single program in its entirety. This also makes it easy enough to eventually catch everything, either by channel-surfing routinely like a kid after school in 1996, or by sticking with one channel at a time until it has looped fully, then moving onto the next channel.

Every show becomes a micro-story you can follow for several in-game weeks at a time.

The story of Blippo+ is that you, the player, have tuned into TV signals from an alien world called Blip. Its inhabitants look like us, only with a fashion sense that colorfully combines Clinton-era garb with makeup and hairdos that feel noticeably extraterrestrial.

Its TV shows are similarly out of this world. Cooking shows walk you through how to prepare vegetables that don’t exist on Earth. A woman with a literal third eye hosts a mystical, horoscope-focused show. Most interestingly, early news programs in the show’s many hours of programming discuss the revelation that some tens of thousands of PeeDees (the ubiquitous smartphone-like devices on planet Blip) have been activated elsewhere in the universe. Essentially, you play the role of interloper, rubber-necking at another world whose signals you’ve inadvertently picked up.

This concept would likely work best on the Playdate, the already-strange device that releases games on a weekly schedule, giving its players a schedule to opt into and discuss on Reddit, YouTube, and Discord. Canonically, the Playdate itself is the PeeDee device that everyone on Blip owns and lives by. I didn’t get to play it on that platform, but I found Blippo+ achieves its main goal on Steam too, especially since I played it with a controller and let myself feel like I really was channel-surfing, like maybe you did in the old days.

One of the coolest aspects of Blippo+ is its TV Guide-like channel. At the risk of sounding like an old man, back in my day, you’d watch the TV Guide channel to see what’s on now and what’s coming on later. You’d then have to make yourself available for whatever interested you. Blippo’s guide channel amusingly captures this defunct experience, with filler music and narration filling in the space as the programs unfold with or without you tuning into them. No matter what you’re watching, it’s also filtered with that peak drabness of the 1990s, pre-HD and noticeably drained of color.

The cooking shows had an oddly unsettling effect, as I watched these alien crops be prepared for dishes.

On Playdate, new content for Blippo+ has dropped every Thursday to flesh out the game’s overarching storyline, in which different programs call back to one another. Meanwhile, the residents of Blip grapple with the existence of otherworldly voyeurs such as yourself, which becomes appointment television, a meta-serial about other planets and the weirdos who live there.

On Steam and Switch, those content drops are instead unlocked as you watch more of the shows. Roughly every 30-40 minutes in my several hours with the game, I’d get a notification that more content was available. It’s handled this way because Playdate devotees have been unraveling the weekly Blippo+ drops for months now, whereas those on traditional PC and console are playing catch-up. This hinders the communal aspect of Blippo+, which I find appealing, but that’s not to say the project falls apart without this piece intact.

Blippo+ is a game by and for Theater Kids most of all, though I enjoyed my time with it despite not being one myself. Each skit has a dry humor and an undercurrent of adoration for acting and the arts that will absolutely be alienating–no pun intended–for some players. Even some of those who like the idea of simulating this quintessential ’90s experience of couch-potatoing away your Saturday with Blippo’s soap operas and music videos may find that these skits don’t quite fulfill the fantasy.

Scrolling the TV Guide-like channel is either going to be nostalgic… or appropriately alien.

That’s because, for as great a job as Blippo+ does at actually simulating the physical element of half-mindedly flipping channels like a kid procrastinating on their homework, the many shows developed for Blippo+ ultimately feel too similar in tone. They’re all going for a dry, silly weirdness. In my eight or so hours with Blippo+, I didn’t see anything that took itself too seriously. Maybe it wouldn’t have worked, or the creators just weren’t interested in that side of its imaginary people. Or maybe that’s their way of saying planet Blip really is just a bunch of one-note dweebs who never take things too seriously.

Still, I most appreciated Blippo+ for its indirect parodies of TV shows from our world. A Bill Nye-like scientist spent his shows interviewing guests like a brain in a jar, who was said to be one of Blip’s most famous philosophers. I could read reviews about a series called “Werf’s Tavern,” which spoofs something like a Doctor Who, right down to the poorly aged depictions of some would-be harmful stereotypes. The pornography channel, Zest, comically captures the formative ’90s experience of trying to de-scramble the imagery while saxophones cut through the static. One of my favorite series, Realms Beyond, tells spooky anthological stories a la The Twilight Zone, but does so via spoken word, making it more like a radio show than Serling’s seminal sci-fi series.

Blippo+ rarely parodies any specific series and is instead more interested in capturing certain vibes or subgeneres–stitchings of moments in time from yesteryear. Like on my home planet, Blip’s programming isn’t all worth watching, but there are some gems on rotation for those who care to make a lazy weekend out of it.

Like my older brother in 1996, you can try your best to de-scramble the porn channel.

Blippo+ feels like an art school project that broke containment and went international. What the team has done with a seemingly shoestring budget makes for a laudable DIY effort. Calling this a game could mislead some users, given it’s really more like a ’90s-colored cable TV package without any on-demand features. It’s interactive, yes, but only in the way one’s TV was in the mid-’90s. This sort of experience is sure to be unlike anything else you’ve ever played–and for younger players, anything they’ve even experienced in the first place–though a significant number of people will surely come out of it more confused than amused. Still, if you can match Blippo’s vibe, you may find yourself homesick for another world.



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September 23, 2025 0 comments
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A skeletal warrior stands holding a two-handed sword, wearing bulky black plate armour.
Gaming Gear

No MMO will ever have graphics as good as the text MUDs I played for years

by admin September 20, 2025



My friends, you’ve been had. You’ve been suckered. A cabal of sirens has made you stupefied and susceptible, bearing impressive names like Unreal Engine 5, Unity, Anvil, Snowdrop. These are distractions: dark paths to divert you from the true way. You don’t need nanite-rendered leaves or dappled evening sunlight rendered with lumen. Look away. Look away!

Terminally Online

This is Terminally Online: PC Gamer’s very own MMORPG column, and I am not Harvey Randall, your usual author. I’m Joshua Wolens, filling in for Harvey this week with a lot of wistful, misty-eyed old-man musings about the glory of the MUDs of yore.

Look away and look back to the last time anything was good: the ’90s, when the internet moved too slow to cook your brain and the absolute peak of graphical fidelity was translucent water and the PlayStation 1, whose vertices swam and staggered beneath their own raw aesthetic power. Back then, if you wanted a world—a real world—there was only one place to go: Multi-User Dungeons (MUDs).

And frankly, my contention is that for all our modern graphical horsepower, that’s still the case.


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Sacred texts

MUDs, if you’re not familiar, are large, shared, entirely text-based worlds where everything is conducted by the input and output of text. Massively multiplayer command lines, of a sort. Want to go somewhere? Prepare to type GO NORTH, GO NORTHWEST, GO NORTH, GO NORTHEAST ad nauseum until you reach your destination.

PvE might, in a generous game, consist of you typing KILL until the deed is done, pausing intermittently to input whatever the appropriate verb is for healing. A less generous game will have you type out the correct verb for every specific type of attack you want to do. As for PvP? Likely a terrifying arms race of custom-made combat scripts based on an ever-shifting sea of variables.

(Image credit: Mudlet Makers / Iron Realms Entertainment)

They’re complex, in other words. But despite that, it was a MUD—Achaea—that got its hooks into me at the tender age of 13. Not WoW, not EverQuest, not anything else. Achaea was my main game for years, but I moved on to others: Lusternia (no, it’s not a XXX game), Aardwolf, a brief flirtation with Discworld, and so on.

The ‘why’ of it is easy: more than any graphical MMO, these games captured the spirit of tabletop roleplaying—where the gaps in presentation left by dry stat sheets and dice rolls have to be filled by your imagination. MUDs were (and are) nothing but imagination, and their rudimentary presentation left enormous room for players to fill the gaps themselves.

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In my heyday, the meat of what I got up to in the MUDs I played didn’t consist of relentlessly grinding dev-authored quests (though there was plenty of that), it took place in all the interstices the designers had left and that players had moved to fill. The beauty of text is that there’s very little you can’t do with it and doing it takes very little time.

Being able to describe yourself any way you liked, to perform any action you could fit into a sentence meant that players I knew made their living as travelling performers, as essayists on in-game lore (this was often tedious), as politicians and diplomats. Also they would quite regularly retreat to somewhere secluded with one another and—sweaty fingers trembling—co-author the most specific smut you can imagine. The internet!

(Image credit: Iron Realms)

It is, in these circumstances, relatively easy to catch a dev’s attention and have them help you roleplay out some kind of in-game event. Perhaps you want to be an archaeologist making a momentous discovery: all you need is someone to type you up a new item, and maybe briefly inhabit a nearby NPC to act out the scene.


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And it really did look great, too. Not to turn into a kindergarten teacher, but your imagination is quite powerful, and good writing is timeless in a way no texture or lighting model ever will be.

Left on read

Alas, MUDs are on the downswing. In fairness, they’ve been that way since at least the late ’90s. They were dying even when I was first getting into them, slowly supplanted by MMOs which more closely resembled videogames and less resembled emacs. Where my favourites of yore once had playercounts in the hundreds, now they number in the tens. Some in the single-digits. Though some are doing quite well, I understand.

(Image credit: Iron Realms / Mudlet)

We’ll miss them if they ever go entirely, I think. As tech advances to fill more and more of those gaps which we used to have to fill ourselves, our scope for participation and mental investment in the worlds we spend thousands of hours in diminishes. Or mine does, anyway.

I’ve tried to get into the WoWs and SWTORs of the world (not FF14, which I believe I need some kind of catboy licence to enter legally), but none of the many characters I’ve made linger in my mind like the cadaverous freak I used to play in Achaea, and it’s Lusternia—not any MMO normal human beings play—that I habitually return to every holiday period. If I’m going to take part in a massive online world, I want to feel like I have the capacity to shape it, if nowhere else than in my own mind.



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September 20, 2025 0 comments
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90% of gamers have played a remake or remaster, finds new report
Esports

90% of gamers have played a remake or remaster, finds new report

by admin September 17, 2025


90% of PC and console gamers have played a remaster or remake in the last 12 months, a new report has found.

MTM, a specialist strategy and insights consultancy firm, published its findings in the ‘Remake vs Innovate: Is the past the future of gaming?’ report, published on September 15, 2025.

The report explored “the sentiment, tension, and economic impact of remakes and remastered video games on the market,” and saw MTM interviewing 1,500 monthly console/PC gamers in the US and UK (750 in each).

For this report, MTM specifically defined a remake as a “reimagining of an original game, built from scratch with updated graphics, gameplay mechanics, and sometimes story elements,” while the firm defines a remaster as “an enhanced version of the original game, improving visuals, sound, and performance without altering the core gameplay.”

MTM’s research found that 85% of those who played a remaster or remake in the last year did so despite not playing the original version of the game.

The research also found there’s a desire for remakes and remasters, with 76% of respondents saying they find them “appealing.”

In 2025 alone, we’ve seen several remakes and remasters, including Tomb Raider 4-6 Remastered, The Elder Scrolls 4: Oblivion Remastered, Metal Gear Solid Delta: Snake Eater, Tony Hawk’s Pro Skater 3 + 4, and the House of the Dead 2: Remake.

And there’s more to come, with Croc: Legend of the Gobbos, Gothic, Prince of Persia: The Sands of Time, and Splinter Cell among the games set for revivals in 2025 and beyond.

According to MTM, many respondents said that they find remakes and remasters “help them reconnect with positive, comforting feelings and memories that they had when they first played the game.”

However, the firm noted that others raised concerns about studios “taking an easy, repetitive route to market” and that these remakes come at the cost of “sacrificing innovative, new experiences that could redefine the industry.”

“Our report shows that there is a strong appeal for remakes and remasters, but it’s a tight balancing act for studios to get right,” said Martin Bradley, head of gaming at MTM.”Many of these games are far out-selling their original release.

“Commercially, across games and other media, nostalgia is a trend set to continue well into 2026 and beyond, but gamers understand that remakes and remasters can come at the cost of creativity – potentially missing out on fresh narratives and experiences.”



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September 17, 2025 0 comments
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Borderlands 4 elevator clearance: Claptrap moving towards the camera while holding an empty box out with his left hand.
Product Reviews

Conan O’Brien played Borderlands 4 for charity, but somebody should have told him about the Claptrap mute button: ‘He’s my least favorite trash can’

by admin September 14, 2025



Ahead of the release of Borderlands 4 last week, Conan O’Brien returned for a new episode of Clueless Gamer to try out the game in support of the non-profit Next for Autism.

Right out of the gate, O’Brien’s eyes seemed to glaze over while listening to the lore behind the game, joking, “Can you just say to people ‘these are robots’ and they go ‘PEW PEW PEW’?”

Clueless Gamer: “Borderlands 4” | Team Coco – YouTube

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After getting through an opening cutscene he compared to a Russian novel, O’Brien met the infamous Claptrap and immediately joined the legions of gamers who hate the peppy little rolling box.


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“You know what’s great about this little Claptrap guy? He’ll never get annoying,” O’Brien quipped. After mimicking the robot’s voice, he added, “He’s my least favorite trash can, and that’s really saying something.”

The great tragedy is that O’Brien could have muted the memetically hated robot companion thanks to a new option in Borderlands 4’s sound menu⁠—you really gotta hand it to Gearbox on that one, it’s a great bit. But perhaps for the sake of good content, O’Brien was forced to endure.

O’Brien then managed to take out some kratches and fought for his life during a trip to the Lambent Mines⁠—at least until the game crashed on him after co-host Aaron Bleyaert attempted to change a setting to make the game easier for O’Brien. After getting things back up and running, O’Brien spent a few minutes trying to figure out how to get through a forcefield (including just shooting at it, we’ve all been there) and took a stab at fighting the boss, “Vile Lictor.”

O’Brien managed a victory on the unfortunately-named honcho and closed things out by giving another shoutout to Next for Autism, which builds and runs programs to support people with autism. Of course, he also gives a shoutout to Borderlands 4, which is available now on Steam.

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September 14, 2025 0 comments
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Resident Evil 1 zombie
Gaming Gear

The next Resident Evil movie is being directed by Zach Cregger of Weapons fame, who played ‘thousands and thousands of hours of Resident Evil’ but hasn’t seen any of the movies

by admin September 7, 2025



The sketch-comedian-to-horror-movie-director pipeline is real. Jordan Peele went from Mad TV and Key & Peele to Get Out, Nope, and Us. Josh Ruben went from CollegeHumor to Werewolves Within, Heart Eyes, and Scare Me. And now Zach Cregger of The Whitest Kids U’ Know has become a horror-movie name to watch with Barbarian, Weapons, and an upcoming Resident Evil movie.

Weapons was great, a twisty Stephen King-adjacent story of missing kids in the suburbs, but a zombie action-horror movie will be a whole different kettle of fish. I just hope Cregger doesn’t leave his sense of humor behind, because the worst thing you could do with the camp tone of Resi is try to pretend it’s Serious Business.

Speaking to Double Toasted, Cregger said he’s “played I don’t know how many thousands and thousands of hours of Resident Evil” and is planning to make a movie that “probably lives more in the world of 2 and 3, but I’d say it adheres more to the tone of 4.”


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He couldn’t say which of the existing movies it’ll resemble, however, because he hasn’t watched them. “I’ve never seen a Resident Evil movie,” he said, “and so, you know, I imagine that if there are people out there that are just rabid fans of the movie franchise, they’re probably not really prepared for what I’m going to be doing. But I think the people that are fans of the games are probably going to be stoked.”

Vocal haters of the movies will be pleased, but I am a little disappointed that 2021’s Welcome to Raccoon City isn’t going to be followed up on. Sure, it had some awkward dialogue that felt like it had been inserted to explain things from scenes that were cut when its budget was slashed, but setting it in 1998 and giving Wesker a PalmPilot was inspired.

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September 7, 2025 0 comments
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Xrp Army Played Key Role In Ripple’s Sec Legal Victory, Says Deaton
Crypto Trends

XRP Army Played Key Role in Ripple’s SEC Legal Victory, Says Deaton

by admin September 4, 2025



Ripple’s long-running battle with the U.S. Securities and Exchange Commission (SEC) ended last month, and crypto lawyer John Deaton says the “XRP Army” deserves credit for tipping the scales in Ripple’s favor.

In 2020, the SEC filed charges against Ripple, claiming that it was selling XRP as an unregistered security. In July 2023, Judge Analisa Torres decided that XRP sales on exchanges were not a security, but certain institutional sales were in fact a securities violation.

After years of appeals and legal wrangling, both sides finally dropped their challenges in August 2025, officially closing the case.

XRP Holders Stepped Up for Ripple

Deaton, who represented XRP tokenholders, said thousands of investors helped shape the outcome. “No credible person can argue that the XRP Army didn’t make a difference in the Ripple case,” he wrote on X.

No credible person can argue that the XRP Army didn’t make a difference in the Ripple case. If they do they’re either ignorant to the facts and truth or intentionally lying. We have conclusive evidence that we made a difference. There were over 2K exhibits filed in the case. In… https://t.co/WK2MfOb6wS

— John E Deaton (@JohnEDeaton1) September 3, 2025

He explained that over 2,000 exhibits, including affidavits from XRP holders, were filed in court, and Judge Torres even cited them in her ruling.

Ripple executives agree. Deborah McCrimmon, Ripple’s deputy general counsel, praised the XRP community for providing crucial research. “I could have paid lawyers thousands of dollars, literally thousands of dollars,” to do what the XRP Army did for free, she said on The Penta Podcast.

Their work supported Ripple’s fair notice defense, which argued the SEC never gave clear guidance on crypto regulation.

From Courtroom to Market Impact 

The case not only made legal history but also shook the markets. After the July 2023 ruling, XRP surged 72%, climbing from $0.47 to $0.81. Ahead of the final settlement in August 2025, it rallied again, hitting a record high of $3.64 before cooling. Currently, XRP trades around $2.85, up about 0.43% in the last 24 hours, according to CoinMarketCap.

For Deaton, the lesson is simple, “One person can inspire many people, and together, they can make a difference.”

Also Read: XRP ETF Approval Odds Surge to 87% as Price Consolidates at $2.80





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September 4, 2025 0 comments
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"He's the real deal" - Chatty, energetic, unpolished, but still the same man: Meet gaming’s exclusive James Bond, played by Dexter’s Patrick Gibson
Game Reviews

“He’s the real deal” – Chatty, energetic, unpolished, but still the same man: Meet gaming’s exclusive James Bond, played by Dexter’s Patrick Gibson

by admin September 3, 2025


While it admittedly was plainly obvious to anyone who has seen his face on TV or in film, Danish developer IO Interactive has now made it official: their video game exclusive iteration of the world famous Agent 007 is to be played by Irish actor Patrick Gibson.

Let’s get the obvious facts and figures out of the way first. Gibson is the seventh actor to portray Bond in a visual medium product endorsed by MGM and EON, the stewards of the cinematic franchise. Gibson has a range of impressive credits, but his most high-profile is arguably his most recent, playing a young Dexter Morgan in Dexter: Original Sin. Gibson is the second Irish actor to take on the mantle of Bond, and will go into the record books as the second youngest Bond – he’ll be 30 when he makes his debut in 007: First Light.

“What he brings is energy,” explains Martin Emborg, First Light’s cinematic and narrative director, who naturally played a key role in casting and then directing Gibson.

“A lot of the time the cinematic artists will start with a long lens shot, and he’s always moving. He’s so dynamic. He has this impatience to him. He’s not someone who can sit in a chair and be extremely calm. Which is great, because that’s a key part of his personality.”

Gibson’s casting is central to the single most important decision IO Interactive made, in tandem with MGM, for First Light. This is a young Bond, and though Gibson himself is not that different in age to Connery or Lazenby in their debuts (32 and 29, respectively), he does present a different image of Bond. First Light sees players follow the agent as a true rookie, following a modern version of author Ian Fleming’s origin of the character: orphaned, a challenging career in the Royal Navy, and then recruitment to MI6’s Double-0 program.

Image credit: IO Interactive / MGM

Like the literary versions of the character, in an early look at First Light during a tour of IO Interactive’s Copenhagen development headquarters, Gibson’s Bond appears to be a jumble of delightful contradictions. He is something of a loner, for instance – the late-joining outcast among a crop of young Double-0 candidates tasked with training and working together. But he’s also already partly the Bond we know – slick, instinctive, and socially suave. He’s still witty and funny, obviously, though in a more wry way rather than eyebrow-quirking seventies stuff. Gibson’s performance will be tasked with carrying much of this.

“You could probably find a lot of impatient, energy-filled people,” Emborg admits. “But Patrick balances that out with a gravity and a great kind of… he has a beyond-his-years quality to him.

“I remember we saw, obviously, we saw a lot of tapes, we did a lot of test tapes and stuff like that. The first time I got in a room with him… I’d seen him on video, but being in the room with him I was just like – yeah, he’s the real deal. And that’s not super quantifiable. It’s just a feeling that you get.”

This I believe whole-heartedly. Bond is one of those unique media characters – in British literature probably among only three – who in many ways transcend what is on the page across multiple interpretations, specifically to embrace the nature of the person playing them. James Bond, Sherlock Holmes, The Doctor – you don’t just cast an actor as these characters – you cast these characters as the actor, and the actor’s personality and predilections then become indelibly mixed with the character on the page, who is part blank-slate by design. You only need to see the difference between the Cumberbatch and Downey Jr. versions of Sherlock Holmes to sense this. Or Tennant and Capaldi in the TARDIS. Or the crooked eyebrows and gleeful smirks of Moore to the brutal nihilism of Craig’s Bond.

Gibson now joins that list with his own interpretation that’ll doubtless be very ‘him’ – so it’s no surprise that the casting flew partially on vibes. His Bond differs on age, but there’s more to him than that, of course. He’s chattier than his filmic peers, for a start – but not by too much.

“To some extent, these are smart characters where there’s an economy to the way that they talk,” Emborg notes, which to me suggests writing that will channel Fleming’s economical and spartan prose of the books.

“So, they’re not chatterboxes. But he talks more than Bond usually does. Bond usually has, like, a single line and then punches someone,” Emborg laughs. Gibson will be doing a little more than that, but “there’s still an economy to it. And I just think Patrick is someone who can take the text, internalise it, and figure out how to say the things we’re saying. It was very inspiring.”

Gibson will have faced a similar audition process to recent screen Bonds, in a sense. Bond production studio EON has a set template, where candidates for the role record the iconic casino scene from GoldenEye which ticks a lot of boxes – glib needling of a villain, flirting, ordering a vodka martini, saying ‘Bond, James Bond’, cool detachment. Recently some tapes leaked showing the likes of buff one-of-us nerd Henry Cavill and The Boys’ Anthony Starr performing this scene in 2005, competing with Daniel Craig. The top candidates went on to more specific sides for the project in question – in this case, scenes depicting a younger Bond and testing chemistry with the actors up for parts as reimagined versions of Bond’s key allies.

Image credit: IO Interactive / MGM

Joining Gibson is Priyanga Burford as M, the head of MI6. British TV fans will know Burford from an impressive string of dramas. Burford’s M is intended to somewhat mirror Bond as a younger take on the character who is new to her job. “She enters the role expected to be a temp,” Emborg reveals, “But she turned out to be really efficient and very good at her job. She has this easy authority, but there’s a kind of kindred spirit relationship with Bond being a young man that enters this training program while not necessarily the one everyone expects to succeed.”

MI6’s gadget-toting Quartermaster is played by Alastair Mackenzie, another staple actor in British TV, stage, and film. His closest brush to gaming was a role in a 2013 movie version of Company of Heroes – but many in the nerd sphere will now know him as Perrin, Mon Mothma’s inutile husband in Star Wars’ Andor. Q has been reimagined this time not just as the guy who gives Bond gear, but as an impeccably-dressed key influence on this younger Bond in the matters of style. “Our Q is very sartorial,” Emborg says. “There’s a reason that the Q watch is an Omega and the Q car is an Aston – you know, you have to have standards.”

Moneypenny is yet another familiar face on British TV in Kiera Lester. Moneypenny is a field analyst this time, rather than just M’s secretary. This means she’s the voice you’ll hear most often – delivering pre-mission briefs and always in Bond’s ear mid-assignment, a vital source of information, an ally, and a friend. IO clearly channels its experience of the relationship between Agent 47 and handler Diana Burnwood here. “The friendship and easy chemistry they have is really what transports you through the story,” Emborg adds.

Further, we have confirmation that John Greenway is played by Lennie James, perhaps best known for The Walking Dead and Line of Duty, and to gamers as Destiny’s Lord Shaxx. Greenway is a vital new character, the last remaining Double-0 agent in MI6 after the program was shut down a decade or so before the events of First Light. He’s now tasked with rebooting the section with young recruits. “He’s the stern mentor who will put Bond through his paces,” reveals Emborg. “But he’s a great spy in a traditional sense. There’s more of a Cold War air about him.”

Finally, at least for now, is the reveal of Ms. Roth, aka ‘Isola’ – the female lead. Noémie Nakai is bringing this French intelligence agent to life – and she has a string of TV and film credits to her name, both in French and English productions. Many will know her from a turn in Tokyo Vice – and some gamers might recognize her voice from Grid Legends, where she was an announcer.

Image credit: IO Interactive / MGM

The idea, various developers explain, is that these key characters around Bond will help form who he is – sculpting this young Royal Navy lad into the suave, sophisticated, and unstoppable agent we know him as. The most obvious example is Q, of course – this is a man who wears a cravat under his labcoat, and he’s going to smarten up this lad by hook or by crook. But each of the core cast of the game will have a role to play in helping to shape Gibson’s Bond, including those above plus a mysterious mask-wearing villain who IO hasn’t yet confirmed the actor of. That villain’s mask, in particular, sure feels like it’s hiding some sort of shocking casting secret.

The need for a new Bond and a new world for IO to play in was obvious. Daniel Craig’s era was hurtling towards its close as IO began work on this game, for a start. But also, being free of whatever the film franchise decides to do is a creative liberation. IO wants to be true to Bond, but also leave its fingerprints on the franchise. Plus, there is a market opportunity too.

“Part of the challenge is like, does a 17, 19, 21-year-old… do they know Bond?” asks IO co-owner and First Light director Hakan Abrak. “They’ve heard about it, right. But do they have that same experience – that I saw that with my dad, I grew up with this experience? Maybe not to the same degree, right?”

It’s a fair point. When I was growing up, there was a Bond film every two to three years. The character was everywhere in my formative years. With less frequent films, today’s young likely know the character less well. So the concept with this new version is a version of Bond for those people, even if some existing fans are left wrinkling their nose in distaste at the choice. Abrak recalls Daniel Craig’s casting, where fans raised petitions and designed websites screaming that he was a terrible choice.

“That’s the beauty of it. It’s an IP that invites discussion, that invites sharing your story or what you like,” Abrak says. Gibson is a new Bond for a new generation, though IOI of course hopes that existing fans also come along for the ride. “Ultimately, we hope this is a way for a new audience to get acquainted with this fantasy. That’s what we’re trying to do.”

As in any good Bond story, the agent is the sun around which everything else orbits. In a video game there’s more than just an actor to worry about – animation, sound design, even how the blend of motion capture and hand animation catches the character’s unique ambulation. First Light is very different to IO’s work on Hitman in many ways, but one key way is in how the protagonist moves – where 47 is stiff and deliberate, 007 flows like a surging river. Only part of that is from Gibson, of course – but the team at IO seems convinced they’ve nailed finding their man.

“It’s impossible to overstate what he brings,” says Emborg. “What they do – when you have Lenny James and Patty together on stage… it’s that energy. You go, wow. Why do I have goosebumps right now? They’re not even saying anything, but they’re doing something.”

I consider myself a pretty discerning Bond fan. It wasn’t until I actually saw Casino Royale that Craig won me over, even (though I was never enough of a moron to sign a petition on sight alone). But I can say that even having just seen a few glimpses of him, this new 007 has me largely convinced. By going younger, shifting away from the known parameters of the character, IO has created space within which to operate – and thrillingly, Gibson seems to be the right man to fill in those gaps.

Disclaimer: IO Interactive provided Eurogamer travel, accommodation, and sustenance for a one-day visit to their studio HQ in Copenhagen.



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September 3, 2025 0 comments
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Crypto Trends

Trump-Backed World Liberty Ethereum Token Debut: Here’s How It Played Out

by admin September 1, 2025



In brief

  • President Trump-backed World Liberty Financial debuted its Ethereum token for trading on Monday, and it’s already one of the most valuable coins by market cap.
  • At $7.6 billion, WLFI is the 30th largest token by market cap on CoinGecko.
  • Some early buyers of the token could today realize a gain of more than 1,700%.

The President Trump-backed DeFi project World Liberty Financial unlocked its Ethereum token for trading today, debuting as already one of the largest cryptocurrencies by market capitalization.

Just over two hours after the token became tradable, CoinGecko placed WLFI as the 30th largest cryptocurrency at an $7.6 billion market cap and $26.7 billion fully diluted valuation. The numbers on CoinMarketCap are slightly different, with the index currently placing WLFI as the 24th largest while having a $6.48 billion market cap and a $26.28 billion fully diluted valuation.

The WLFI token is currently trading for around $0.265, already marking a significant return for early whitelisted buyers of the token who initially purchased the coin at a price of $0.015 per token. That’s a gain of more than 1,700%.



Nevertheless, over $8.51 million worth of long positions on WLFI have been liquidated so far today, according to CoinGlass, as well as $3.85 million worth of shorts—totalling $12.36 million in liquidations over its slightly over four-hour lifespan. To put that in perspective, $6.77 million in leveraged Bitcoin positions were rekt in the past four hours.

“Big day—World Liberty Financial just launched the WLFI token,” Donald Trump Jr., World Liberty Financial co-founder, said on X. “This isn’t some meme coin, it’s the governance backbone of a real ecosystem changing how money moves. Freedom + finance + America FIRST. Home Team.”

On unlocks: Only a portion of tokens purchased from the public sale that were bought at $0.015 & $0.05 will unlock initially – this directly rewards our early retail believers and no one else. Plus, treasury tokens purely to seed liquidity. This keeps the community the main focus…

— WLFI (@worldlibertyfi) July 19, 2025

The debut follows a July vote in which WLFI governance token holders decided to allow for the token to become transferable and tradable. The token was originally sold as a non-transferable governance token and raised $550 million via two sets of sales, finalizing in March. Following the sale, there was a “strong demand” from early adopters to make the token tradeable, according to World Liberty Financial.

WLFI began trading on several major centralized exchanges—including Gate, Bybit, and Binance—on Monday, which happens to be Labor Day for those Americans who celebrate it.

On Myriad, a prediction market developed by Decrypt’s parent company Dastan, predictors are now debating how many green hourly candles the token will have within its first 69 hours of life. WLFI’s first candle was green and followed by a red candle. It appears that Myriad users currently believe a downward trend is likely, placing odds at 66% that there will be more red than green.

“Our team has always believed in American strength and leadership,” World Liberty Financial co-founder Eric Trump wrote on X. “We’re setting a new standard for financial freedom; built on trust, speed, and U.S. values. This is a huge moment for the future of money!”

We are now live!!!! Our team has always believed in American strength and leadership. With today’s @WorldLibertyFi’s $WLFI 🦅 token launch, we’re setting a new standard for financial freedom; built on trust, speed, and U.S. values. This is a huge moment for the future of money! pic.twitter.com/40yUOZkG5Q

— Eric Trump (@EricTrump) September 1, 2025

World Liberty Financial is a decentralized finance project—the sort that allows for the non-custodial trading of crypto assets without third-party intermediaries. The project brands itself as a crypto lending and borrowing service, but has yet to launch. 

The Trump-backed project has, however, already rolled out its dollar-pegged stablecoin USD1, which is the sixth largest stablecoin by market cap, according to CoinGecko. It was co-founded by nine individuals, according to its site, including President Trump, his three sons, and U.S. special envoy to the Middle East Steven Witkoff. 

President Trump disclosed in July that he has pocketed a handsome $57.3 million from the crypto venture. Combined with his meme coin dealings, Trump’s crypto ventures have led to uproar within U.S. politics as some lawmakers have loudly criticized the apparent conflicts of interest.

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September 1, 2025 0 comments
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