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Metal Gear Solid Delta: Snake Eater Review - You're Pretty Good
Game Reviews

Metal Gear Solid Delta: Snake Eater Review – You’re Pretty Good

by admin August 22, 2025



There’s a good chance that, at some point in your life, you’ve been so enamored of a piece of media that you’ve considered what it’d be like to experience it for the first time again. Watching Terminator 2, hearing Enter the Wu-Tang, and reading The Dark Knight Returns shaped who I am and, as a result, I remember the moments I experienced them with crystal clarity. Over time, however, those memories have become divorced from the emotions they stirred and what’s left in their place is a longing for those lost feelings.

Video games are the only medium that I think are capable of making that first-time-again fantasy a reality–or as close to one as we’re going to get. Time puts distance between us and the emotionally significant moments we cherish, but it also brings us closer to exciting technologies that can make the old feel new. In the right hands, those technologies can create opportunities to stoke those profound emotions again, even if it’s just a little. Metal Gear Solid Delta: Snake Eater does exactly that.

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Now Playing: Metal Gear Solid Delta: Snake Eater Review

Before getting into what’s new, what can’t be overlooked in making Delta such a good game is the fact that Metal Gear Solid 3: Snake Eater remains a compelling, well-told story that has strong characterization and deals with some heavy subject matter. It approaches this with a strange mixture of self-seriousness and complete irreverence that is uniquely Metal Gear Solid and, for my money, balances both parts better than any other entry in the series. The stellar stealth is supported by systems that feed into the fantasy of surviving in the jungle and braving the elements, whether that be hunting for food or patching yourself up after sustaining injuries. Delta replicates it and, in my opinion, is better for it. The excellent work that the original Metal Gear Solid 3 dev team did remains the heart and soul of Delta, and it continues to shine.

Visual changes are the most noticeable contributor to elevating MGS3. While its fresh coat may have been painted on in the most clinical manner possible, that shouldn’t take away from the fact that it makes Metal Gear Solid 3–a third-person stealth-action game about sneaking through jungles, taking out soldiers, and uncovering vast, interlocking Cold War conspiracies–feel alive again.

What impressed me in the original PlayStation 2 release was how the jungle felt like it was teeming with life: numerous species of frogs hop about, snakes slither through grass, the distant sounds of birds, and the too-close buzz of agitated bees, not to mention thickets so dense that I felt like I was lost in an open-world as opposed to being deftly guided through a linear one. After years and countless playthroughs, the child-like wonder it initially inspired faded away, but Delta restores it using the brute force power of the Unreal Engine.

Delta looks absolutely stunning–jaw-dropping at times. In the jungle areas, the environments have the vibrancy and life that you’d expect to come from the naturality of green grass, towering trees, thick mud, decaying bricks, and worn wood, but it never feels artificial and, in fact, feels like it makes good on the Cold War-era, Soviet Union-set vibe in the same way the original did. I have no doubt that there will be discussions about the game’s visuals looking like a dispassionate implementation of Unreal Engine. Despite the fact that games like Fortnite prove it’s a misnomer at this point, Delta at times can look like it has the muted, greyish, brownish industrial footprint that people criticize the Unreal Engine for. But upon closer inspection of both individual details and how all of it coalesces, it becomes evident that skilled artists with a clear vision and direction have poured time and effort into elevating Delta above that.

The Unreal Engine sheen is replaced with touches that come together to give authenticity to the muddy floors, wet stone walls, and metal rusted-looking enough that you worry about Snake getting tetanus. And much of that is reflected on the character models too. Snake’s body–whether you’re wearing clothes or not–will pick up the dirt and grime of whatever he comes into contact with; sometimes even foliage in the environment will stick to him. In a similar fashion, damage is accurately represented on his body and can lead to scars or marks becoming visible. Counterintuitively, playing the game so that you rarely take damage robs you of the opportunity to see this impressive level of detail.

Nevertheless, the takeaway here is that there has undoubtedly been a great deal of work put into the character models. Every single character in the game, from key players like Snake, Eva, Ocelot, and Volgin to less present ones like Sokolov and Granin, or the rank-and-file GRU and Ocelot Unit soldiers, look intricately detailed and, I daresay, lifelike at times. Original MGS3 director Hideo Kojima’s flare for cinematic framing benefits from the new visuals since there are a number of up-close shots of faces or slow-motion movements to intensify action sequences. If you didn’t know that this is exactly how it was in the original, you’d think that Konami was doing all this to show off how good the graphics are in Delta.

If you’re a Metal Gear Solid fan, you’ll be aware of the infamous pachinko machine that gave us a look at The Boss rendered with a level of detail we’d never seen her in before. That elicited a fan response that I’m willing to bet was a factor in getting this remake off the ground–Delta betters that by a considerable margin. The character models look improved and, in particular, the lighting is spectacular. The game takes Snake through a variety of different times of day and cycles through different types of weather, and it’s genuinely impressive how the terrain is impacted and how the overall atmosphere and feel changes. Stepping out into the open in broad daylight when the sun is bearing down left me feeling exposed and desperate to quickly throw myself into nearby grass or behind a wall to cut off sightlines. Sneaking through a jungle at night, with surroundings illuminated only by moonlight and the threat of soldiers suddenly popping up because of limited visibility, was tense, even though I had a good memory of enemy locations and patrol patterns. When the game moves to internal locations such as labs and enemy bases, things become a little less interesting, but still impressive in their visual fidelity. It’s just that, next to the jungle, the interior environments provide fewer opportunities to be wowed as they’re more uniform and predictable.

There are so many details that I want to talk about in Delta, but getting to see just how thorough Konami has been with the visual overhaul is genuinely one of the joys of playing the game. Seeing micromovements of The Fear’s eyes accentuated his reptilian, animalistic nature; Snake’s reflection in The Fury’s glass helmet as he begins his fiery climactic ascent gave me a new level of appreciation for a lot of the character work that Kojima and the team did on the PS2, and there are instances of these kinds of details in every scene. What the limitations of old hardware left to the imagination, the power of modern technology now depicts in glorious detail.

Visuals have taken up the vast majority of this review, and for good reason. Not just because it’s where the most work has been done, but also because, for longtime fans, they’re what is going to be most impactful–those are the people that I think will have the strongest response to what they’re seeing and playing. A great deal of appreciation for what Delta achieves comes from my intimate familiarity with Metal Gear Solid 3–I have played this game so many times that every screen of it is burned into my mind, so seeing what I’m so familiar with but with a level of detail that was simply impossible in the 2000s and, by modern standards, is best-in-class, was often arresting. I’m sure that almost everyone can objectively agree that Delta looks great, but for people like me, the effect of and appreciation for the new visuals goes far beyond. Metal Gear Solid has never looked this good.

What’s more uniformly appreciable for everyone, however, is the new control scheme and the gameplay tweaks implemented to accommodate them. A big part of modernizing MGS3 has been switching to smoother movement and aiming. For the former, Konami has implemented animations and transitions that bring the game closer to the fluidity of Metal Gear Solid 5. Instead of jarringly switching from standing to crouching and then crawling, Snake now naturally moves between the different states and can transition while in motion, which makes navigating environments while using obstacles and hiding opportunities frictionless. Similarly, the way Snake moves his body when laying down and aiming is smooth. It’s not quite as robust as what you can do in MGS5 and crawling can sometimes still feel a bit unwieldy, but it’s vastly improved to the point where it shouldn’t be a stumbling block for anyone new, as it would be if you fired up the original version.

Complementing the freer and more fluid movement is a tighter viewpoint that brings the camera close to Snake, adopting the familiar over-the-shoulder perspective for aiming in third-person. This means you can be far more precise with shots, since Snake, his aiming trajectory, and what you’re aiming at are always in view. Those who haven’t played it may be shocked to hear that wasn’t the case in the original, which had a restricted isometric viewpoint and then more of a controllable camera in the Subsistence version. In both cases, it made for some awkward gameplay moments.

The one trade-off with all this is the fact that this Snake’s newfound efficiency in movement and proficiency with firearms does trivialize a lot of the boss fights, which make up the bulk of the coolest parts of the game. If you’re new to the game, you’ll still find they present a good challenge since each one has quirks that need to be figured out. However, if you know what you’re doing, you can tear through them very quickly. It doesn’t feel like I was able to dispatch them considerably faster than I could if I tried on the PS2 today, but being able to see more, get around more easily, and shoot better means that members of The Cobra Unit feel even more like pushovers now. That is, except for The End; that old geezer is still a geriatric menace.

Delta isn’t completely free of issues. Alongside the new perspective, there is a cover system that has a certain stickiness to it that can be frustrating. It’s not quite the Gears of War glued-to-the-wall level, but more of a gravitational pull towards walls, particularly the corners. That meant that I would accidentally snap into cover when I didn’t intend to, particularly in smaller rooms where the camera is close and there are boxes around Snake. On the one hand, intentionally going into corner cover is appealing since it’s much easier to pop out and fire a shot off with the new over-the-shoulder aiming system, but on the other, I didn’t find myself using that method very much since I could now reliably shoot from the hip or quickly swap into first-person mode and fire off a shot, so all in all, the system ends up getting in the way for me.

When it comes to the other new additions, for the most part they make sense and don’t drastically alter the gameplay experience, instead enhancing it. One is the introduction of a specific button that can be held to enter into a stalking mode that slows Snake’s movements down and makes him much quieter. It can be used when walking, crouch-walking, or crawling. Think of it as the slow-walk that you’d get from tilting the analog stick on the PS2 slightly. Initially, I didn’t really understand why this was necessary and felt it wasn’t that useful since it was so slow. But then I realized it was crucial if you want to sneak up on an enemy to hold them up or get them in a CQC move. The enemies in Delta have better awareness and perception, so if you slow walk or crouch walk behind a soldier without holding the stalking button, they will hear Snake and chaos will quickly erupt. Truthfully, I never got comfortable with getting up close to the extent that I relied on it as a frequent method of engagement like I would in the original; it felt far more risky, which meant when I was attempting a grab or hold-up, I felt more stressed out than I expected. I haven’t felt my palms get sweaty while playing MGS3 in many years, but I was wiping my hands on my pants frequently while playing Delta.

Enemies can now see much farther and have better awareness of what is above or below them. I was surprised to find that I aroused suspicions from positions that I know for sure are safe in the original game, so veterans shouldn’t underestimate soldiers in Delta–they’ve got some new tricks up their sleeves. On top of that, some of the weapons behave a little differently. In particular, as someone who prefers the non-lethal play style and relies on the MK22 for it, physics come into play and bullet drop is more severe, so you can’t easily send tranq darts into heads from long distances. Even at close range, you need to account for changes in trajectory. I went in thinking I could carry on running rings around enemies and putting them to sleep quickly, but found myself burning through ammo reserves and silencers due to the changes in gun behavior. The same goes for recoil on assault rifles and sway on the RPG during the escape sequence–careful where you’re firing those rockets.

The remaining differences come largely as quality-of-life tweaks. A new compass that is accessed from the equipment menu will pop up in the corner and point the way to the next objective when equipped; the life, stamina, and camo index have been moved to the bottom middle of the screen, freeing up the rest of it so you can soak in the visuals; the camo and face paint swap feature can be accessed through a shortcut assigned to the D-pad but uses pre-determined combinations, so there’s still value in going into the full menu and individually selecting your desired outfits. The codec can also be accessed through a D-pad shortcut, which makes getting to the save screen much easier, and you can also tune the radio to specific frequencies from the shortcut too. Finally, when enemies become suspicious or are alerted, an on-screen indicator where the enemy with eyes on you is located. You don’t get the last-chance shot from MGS5, so it’s mainly just a good way to improve situational awareness for the player and, if you’re quick enough, get out of sight.

There are other aspects of Delta that didn’t land for me. For some reason, Konami felt the need to re-record the Snake Eater vocal theme. Admittedly, I don’t dislike it–in fact, Cynthia Harrell’s vocal performance remains top notch–but it just feels… wrong. Again, a lot of that is because of my familiarity with the original and how jarring it is hearing a different version of it. However, it does throw the timing of the iconic ladder climb off slightly. And while the visuals are high-quality, there are moments where blemishes become far more noticeable. At times, there is artifacting around strands of hair when they’re up against certain backgrounds. Eva and The Boss can sometimes look like they’ve got a jumble of pixels stuck to the sides of their heads. And occasionally, there are stutters during cinematic sequences when a lot is going on, as the game lurches to get all the visuals and effects going after a cut.

But these are small idiosyncrasies in a game that has otherwise been made with a clear reverence for the source material. There has been a lot of toxicity around the Metal Gear Solid franchise for a while now, and some of that no doubt lingers and will color the sentiment around Delta. After all, Kojima isn’t involved in Delta and fans of Metal Gear Solid have a longstanding animosity toward Konami because of the high-profile break-up between the two parties, as well as the reported impact the dissolution of the relationship had on Metal Gear Solid 5.

However, it can’t be denied that Konami has done right by Metal Gear Solid 3 with Delta. There’s love put into the project and, at times, it feels like an appeal to fans from likeminded fans at the studio. It’s evident in the details that only longtime Metal Gear obsessives will appreciate: the fact that the game can be played in its original form with the new visuals through the Legacy control options; the various new camos from post-MGS3 titles that are available (though admittedly as DLC); the inclusion of extras such as the new secret theater; the food, camo, and model viewer, as well as Snake Vs. Monkey; or that the Guy Savage minigame, which has been omitted from various HD collections, making its return. It’s legitimately awesome in the new version, which is unsurprising since Platinum Games developed it.

Delta isn’t the first instance of Hideo Kojima’s beloved classic being updated and re-released, but it is the first complete rebuild of MGS3. It successfully modernizes visuals, tweaks game design, and updates controls so that the game sits comfortably alongside its action game contemporaries. From a content perspective, Konami has played it incredibly safe, using the same voice work and music, and leaving the story completely unaltered–effectively making Delta a one-to-one remake. But I can’t fault that, especially when I found myself once again enraptured by Snake’s tortuous mission to pull the world out of nuclear danger and fight for survival in a dangerous jungle. The impact of Konami’s efforts was such that, for eight hours, I wasn’t an adult yearning for the lost feelings that made me love Metal Gear Solid 3; I was the teenager living them for the first time again.



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August 22, 2025 0 comments
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Fortnite key art
Product Reviews

Fortnite Nintendo Switch 2 Edition review: by far the best way to play on a handheld, and a pretty solid TV experience too

by admin June 17, 2025



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Launching alongside the Nintendo Switch 2, Fortnite Nintendo Switch 2 Edition is quite simply the same game, but better. Bless developer and publisher Epic Games for trying, but Fortnite on the original Nintendo Switch is hardly the most elegant way to play and feels like you’re at a significant disadvantage thanks to the decreased graphical fidelity, framerate, and draw distance. It’s forgivable on handheld, but with TV mode, it looks rough and feels rougher. But I’m glad to say the Nintendo Switch 2 edition is a great way to play, no matter where you are.

Review info

Platform reviewed: Nintendo Switch 2
Available on:
Nintendo Switch 2; Non-Switch 2 version available on Nintendo Switch, Xbox One, Xbox Series X|S, PS4, PS5, PC, Android, iOS (in some regions)
Release date:
June 5, 2025

I mean, what can you even say about Fortnite at this point? Epic Games’ 100-person Battle Royale game has taken over the world over the last eight years, and it’s only grown larger in the time since. In the vein of something like Roblox, Fortnite is both a battle royale and a user-generated game platform where you can find an endless amount of custom maps to play with your friends on.

But let’s get into why the Fortnite Nintendo Switch 2 Edition is such a great way to play.


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Chug jug with you

(Image credit: Epic Games)

To really hammer that “you can play Fortnite without even touching its main mode” point home, I don’t like Battle Royale – the marquee mode – thanks to the game’s building mechanics. However, when it comes to the Zero Build mode, it’s undoubtedly the best Battle Royale game on the market right now. Over the years, Epic has augmented the core mechanics of the game with a host of new movement options like wall kicking and roll landing that keep things fluid in what used to be the jankiest of movement systems.

Of course, the problem with any ‘evolving game’ is that it’s tough to give a review of the main mode because of how it changes. Fortnite Chapter 5 Season 1 was peak, while Chapter 4 and Chapter 5’s third seasons were two of the absolute worst seasons of a live service game I’ve played. This means there could be three-month stretches where you just simply don’t like the game. And considering Epic Games has been experimenting with seasons based around media franchises like Marvel, Star Wars, and a rumored upcoming Simpsons season, if you don’t like those, that’s all you get for months.

Thanks to the use of the Nintendo Switch 2’s feature set and specs, it’s one of the best ways to play the game on console and by far the best handheld version.

Outside of that, there are the Epic Games-created modes. There’s Fortnite OG, which brings back the original Chapter 1 map (which can also be played in Zero Build, thankfully); Reload, which is a faster-paced 40-player battle; and Ballistic, a first-person mode that is a take on Counter-Strike. While none of these stand up to the core mode, they offer different ways to take on the mechanics of Fortnite and are solid games in their own right.

Then there are non-shooting modes like the Minecraft-inspired Lego Fortnite, Rocket Racing, and the best side mode, Fortnite Festival, which is a rhythm game mode and the closest thing we’ll get to a new Rock Band game, considering it was developed by Guitar Hero and Rock Band creator Harmonix. This mode gets constantly updated with songs and artists, with a new singer taking center stage with a skin and big song drop every few months or so (with the likes of Sabrina Carpenter, Metallica, and Hatsune Miku showing up).

And despite having so many options, the player base for each main mode is really healthy, meaning you’ll never wait too long to find a game of anything, with some custom games even having dedicated player bases. A few of these Epic-made modes have their own seasons and battle passes, too, which does add up if you don’t subscribe to the Fortnite Crew. However, Epic recently changed it so XP earned in any mode goes towards every single pass, which is a massive step up.

Mouse trap

(Image credit: Epic Games)

Fortnite Nintendo Switch 2 Edition is the same game as it is everywhere else; there are no exclusive modes or anything of the sort. However, thanks to the use of the Nintendo Switch 2’s feature set and specs, it’s one of the best ways to play the game on console and by far the best handheld version of Fortnite.

Compared to the Nintendo Switch version, which ran at 880p docked and 660p in handheld mode, Fortnite Nintendo Switch 2 Edition runs at 1224p docked and 900p in handheld, so it still isn’t 4K / 1080p, but it is a significant boost. However, the resolution isn’t where the upgrade matters; the improved textures as well as a far greater draw distance, which was one of the original console’s biggest hindrances – especially with how big the Fortnite map is. Most importantly, Fortnite Nintendo Switch 2 Edition runs at a solid 60fps as opposed to the 30fps of the Nintendo Switch – which in an online shooter that has cross-play with more powerful platforms – makes a world of difference.

Gyro aiming returns from the Nintendo Switch edition of Fortnite, but new to the Switch 2 version is support for mouse controls via the Joy-Con 2 controllers. Effectively, this allows you to use a mouse setup for aiming with the movement capabilities of an analogue stick, and is a wonderful combination.

Best bit

(Image credit: Epic Games)

As I was writing this review, Epic released a Hank Hill skin alongside an emote recreating the King of the Hill intro: my best bit can only be that and even how it looked on the Switch 2, which was excellent.

However, the mouse implementation is a touch awkward. Due to the lack of buttons available, you’ll still need to access the face buttons on your Joy-Con to jump and reload, which creates some uncomfortable moments as you crane your hand. Plus, the mouse controls need to be activated from the in-game menu, as opposed to just sticking the Joy-Con in mouse position like in other games. This isn’t the biggest pain in the world, but it doesn’t revert back once you use a controller that doesn’t support mouse controls (such as attaching your Joy-Con 2 to the Switch 2 itself), which means you’ll need to get the controller off and go through the menu with the mouse to deactivate it.

Fortnite is a phenomenon for a reason; if you let yourself get by the “popular game bad” noise that you often see with this and the likes of Call of Duty, you’ll find what is probably the best Battle Royale game in the genre. And even outside of that, it’s a massive game platform that has an endless supply of whatever you like, from racing, rhythm games, and even custom Fall Guys games.

However, the risks of an ongoing game persist because you’ll occasionally be hit with a season that makes the game bad for months, and there’s not much you can do to help it.

Having said that, Fortnite Nintendo Switch 2 Edition is easily the best way to play on the go or on a handheld device, and while it’s outclassed in power by the PS5 and Xbox versions when it comes to TV mode, it’s still solid to look at, and the mouse controls give it an edge that those consoles don’t have.

Should you play Fortnite Nintendo Switch 2 Edition?

Play it if…

Don’t play it if…

Accessibility

Fortnite has a ton of accessibility options, including multiple color blindness filters, the ability to remap controls however you like, alongside multiple control options like gyro aiming and mouse controls.

A standout feature is the visual sound effects toggle, which displays a ring around your character to indicate the source of sound effects and their corresponding representations (footsteps, loot, gunfire, etc.). This is particularly beneficial for those with hearing difficulties or when playing the game with the sound muted.

How I reviewed Fortnite Nintendo Switch 2 Edition

I played around eight hours of Fortnite Nintendo Switch 2 Edition on top of a good 300-400 hours played across PlayStation, PC, and Nintendo Switch. During my time with the Nintendo Switch 2 edition, I tested Zero Build mode, Fortnite Festival and a number of custom games.

I played this in a mixture of handheld mode on the Nintendo Switch 2 itself and on a Samsung Q60D TV and a Samsung HW-T450 soundbar using the Nintendo Switch 2 Pro Controller and the Joy-Con 2 controllers when using mouse mode.

First reviewed June 2025

Fortnite Nintendo Switch 2 Edition: Price Comparison



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June 17, 2025 0 comments
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Product Reviews

I’ve played 2 hours of MindsEye and it’s pretty bad so far, I’m afraid

by admin June 11, 2025



Tyler Wilde, US EIC

(Image credit: Future)

This week: Aside from not really enjoying two hours of MindsEye, I’ve been working on a preview of another notable upcoming shooter in between Summer Game Fest showcases.

MindsEye doesn’t really look like the kind of game that’d be highly anticipated in 2025—the trailers make me think of 2010s Call of Duty campaigns more than anything—so at first I felt confused by what seemed to be some buzz around it.

I then learned that it has a notable director giving it cachet: Leslie Benzies, who was president of Rockstar North before an unhappy split with the GTA developer in 2016.

Benzies’ big comeback could be going better: MindsEye launched on Steam today and its user reviews are presently “mixed” after starting in “mostly negative” territory. We don’t have a full review yet because we didn’t get an early copy, but I jumped in to play for a couple hours today to get some first impressions.


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This is a gut reaction since I’ve only just started the game, but I think the Steam collective had it right back when the reviews were “mostly negative.”

Performance and design

I’ll give MindsEye this: It runs OK on my six-year-old RTX 2070 Super. I was a bit worried that my stubborn refusal to upgrade would finally defeat me, because early negative Steam reviews often come from players who have technical problems, but it’s stable for me, if frequently ugly on the settings I’m using. It’s gone all slideshowy a couple times, but only in narrative moments where it didn’t screw me up. The faces look nice, at least.

As for how it plays, put the GTA connection out of your head, if it’s in there. MindsEye isn’t really an open world game. It does feature a city that seems pretty big, and there’s driving and third-person shooting, but it’s a linear action game: cutscene, action, cutscene, action.

A ‘follow the car with the drone but don’t get too close’ mission. (Image credit: Build A Rocket Boy)

You can drive around the city, but at least at the start, your boss is always yelling at you to get to your next objective, pronto.

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At the point I stopped playing, MindsEye introduced me to side missions that appear in portals—there are races and other challenges—which seem to be its version of ‘open world activities.’ There’s also a level building tool that lets you design your own missions and share them, which Benzies recently talked to IGN about.

I’m all for mod tools and level editors, but if the example mission I played is any indication of what these user-created missions will be like, the kids are better off in Fortnite. I was told to place some robots outside of a motel to stop robbers, and then watched through cameras as the robots killed the robbers. They did it. I won. Weird.

Above: I am a master of stealth?

The shooting, when it’s me shooting, is kind of fun, though. Despite having a few guns to choose from in my early encounters, I’ve mostly just used the protagonist’s sidearm. Headshots kill, which I like, and the enemies politely stand still and look confused so that I can pick them off. There’s nothing special about the enemy AI or guns so far, though. Later in the game you can hack robots. Maybe it gets cooler?

The story so far

The action would be passable if it were buoyed by a compelling story, but I ain’t gripped so far.

Everyone in the game feels like they started existing the moment the game started and no sooner.

After a traumatizing spec-ops career that left him with a mysterious brain implant, protagonist Jacob Diaz shows up at an old friend’s house in a desert city called Redrock to get a fresh start. His friend has gotten him a gig at the local evil robot factory where he also works, and they immediately head there to start the day.

It’s obvious that there’s more than meets the eye here—him getting the job is surely all part of a big conspiracy, or it’s all a memory, or a simulation, I dunno—but it’s still funny when the head of security greets Diaz and instantly starts sending him out to battle berserk robots and take out mercenary squads as if he’s the only security employee in the entire, giant factory.

Everyone in the game feels like they started existing the moment the game started and no sooner.

Jacob Diaz and his new boss, who seems to only be in charge of him. (Image credit: Build A Rocket Boy)

Diaz doesn’t seem to care much about the unusually warm welcome he’s received from his new boss. He’s only really concerned about the brain implant, and that’s fair, but the fixation is affecting his concentration. At one point he’s surprised to discover that Redrock is surrounded by desert despite having arrived in the city by bus that same day.

Diaz’s friend is also unfazed when he comes home covered in blood after killing multiple carloads of mercenaries. I know videogames can be like that and you’ve got to try to suspend disbelief—and again, there is obviously some conspiracy afoot here and maybe his friend is in on it—but it’s just too much dream logic to accept.

I might be more willing to give MindsEye the benefit of the doubt if there were something cool to latch onto so far, but the characters are dull and the deep thoughts are things like this loading screen quote: “In his research Dr. Morrison identified a paradox. A moment where machine learning would evolve past our capabilities of control and spread like a virus.”

Is that a paradox? I don’t see what the contradiction is, but I’m not a doctor.

We’ll have a proper review of MindsEye once one of us has played through it, but I have not so far been convinced that I’m going to find its story about profit-hungry technologists as thought-provoking as promised.

For now, I’ll leave you with this alternative recommendation: The Mind’s I, a 1981 anthology book that I recall being pretty thought-provoking. And if you want to watch a dopey guy have war flashbacks, I’ll also suggest Jacob’s Ladder. Tim Robbins rules in that.



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June 11, 2025 0 comments
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Desktop Survivors 98 is an action roguelike that moves at the speed of your mouse, which is to say pretty fast
Gaming Gear

Desktop Survivors 98 is an action roguelike that moves at the speed of your mouse, which is to say pretty fast

by admin May 25, 2025



Desktop Survivors 98 – Official Announcement Trailer – YouTube

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I quite like the whole action roguelike genre that built up around games like Binding of Isaac and Nuclear Throne and metamorphosed into a whole new thing with the explosive birth of Vampire Survivors.

The latest one to catch my attention is Desktop Survivors 98, a retro explosion of lookalike Windows 98 assets and motifs that has you spraying arcs of solitaire cards and blasting stuff out of the recycling bin and making your cursor shoot more, other cursors.

It’s basically the game you imagined the desktop was when you were younger and more bored and clicking around because this particular computer at school or work or grandma’s doesn’t have any games on it and it certainly isn’t going to survive you trying to install/download/run/browse any.


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It is, basically, an oddly adorable combination of Vampire Survivors and Rusty’s Retirement. Except it is controlled directly with your mouse and, for that reason, pretty challenging. Like, your little guy moves at mouse speed, right? You dodge at mouse speed, enemies move at a speed to catch your ultra-high-DPI gaming mouse wrist-flicks. It gets kind of hardcore and I kind of love it for that.

I also love it for the many, many references to what operating systems and casual PC games in general were like in the lo-fi days of the mid-to-late ’90s. Weird little pixelated dungeon crawlers. Animated assistants. Desktop pets. The good stuff.

You can find Desktop Survivors 98 on Steam for $5.

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



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May 25, 2025 0 comments
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Following the breakout success of Metaphor Refantazio, Atlus’ only action-RPG gets a second lease of life on Switch 2 (and it’s pretty good, too)
Game Reviews

Following the breakout success of Metaphor Refantazio, Atlus’ only action-RPG gets a second lease of life on Switch 2 (and it’s pretty good, too)

by admin May 22, 2025


By now, you should know what to expect from an Atlus game. Whether you’re wading into the Boschian fever dream of Metaphor Refantazio or winding your way down the seven circles of hell in Shin Megami Tensei, Atlus likes it dark. Dark and weird. Unconstrained by the trappings of normalcy. A bit edgy and a bit juvenile, but all provocative and goth.

Raidou Kuzonha vs. The Soulless Army is no exception. The curious PS2 game (which enjoyed a 2006 release in Japan and North America, and 2007 in PAL regions) carries on Atlus’ fascination with the occult and the Satanic, but with one major variation from all the developer’s other titles: this one is an action-RPG.


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Now, you need to immediately get your brain away from the idea it’s a Soulslike, or anything similar. It’s more of a hack-and-slash, peppered with the need for strategic flourish. Unlike previous MegaTen games (and their use of the phenomenal Press Turn system), your protagonist, Raidou Kuzunoha, can attack with either his close range sword or his long range gun. But this wouldn’t be a MegaTen game without demons, so of course Kuzunoha can also summon two demons at a time to help in battle.

At launch, this game was fine. I’m a MegaTen sicko, so of course I played this as soon as it hit the PAL market (I also played the sequel, later, which is better in almost every way). It wasn’t anything to write home about, really, and the combat was grating more than it was inventive. But, oh my, how all that has changed now – nearly two decades later.

Coming to the Switch 2 at launch, Devil Summoner: Raidou Kuzunoha vs. the Soulless Army Remastered is a bit of a misnomer. What we’re getting here is more of an enhanced version, and one that actually feels like a natural and intentional growth of the original game. And do you know why that is? Because, somehow, many of the same developers that worked on Raidou and its sequel during the PS2 era are still at the studio.

This is Tsuchigumo, and I don’t think he likes you very much. | Image credit: Atlus

Yeah, I know, right? What’s effectively happened here is that Atlus has been able to say to its staff: “hey, remember that game you very nearly got right at launch in 2006? Have another swing at it. Load it with all those cool combat ideas you wanted, improve the systems, take what we’ve learned in the last 19 years and go wild”. And the result is an enhanced piece of niche role-playing history that plays better than ever.

First up, Atlus has remade the game’s pre-rendered backgrounds into actual 3D. Everything looked fine before, but now there’s more interactivity, more impetus to get off the beaten path (and, potentially, more to actually do – negating some criticism of the game’s short length from its release). Atlus has crammed more demons into the roster, too, meaning you’ve got more freedom in how you approach battles, as well as more options for summoning and fusing. Again, this feels like a direct reply to criticisms of the game’s small offering at launch in 2006. If you’re a MegaTen sicko, you’ll appreciate the additions of demons like Idun, Hayataro, and more from SMT:5.

The combat upgrades themselves – more status effects, a more streamlined menu, more movement for Raidou in battle, more control over your demons – all seem to have been retroactively added into the game from the second in the series. No complaints, here; Devil Summoner 2: Raidou Kuzunoha vs. King Abaddon improved upon the first game in nearly every way. It makes for a far better experience than the original game, and one that actually stands up pretty well in 2025. It’s not exactly going to blow newcomers away, but it’s novel – and a perfect ‘on the go’ kinda game to show off on the Switch 2’s fancy hardware.

I’ll defeat you with the power of friendship and this gun I found. | Image credit: Atlus

Another small quality-of-life thing that’s worth mentioning is the encounter rate. It’s been fixed. No more random encounters. Instead, demons are visible on-screen and you (sort of) get to choose when to engage. To make things even more engaging, we’ve got English voice acting, too… And you know what? It’s pretty good!

And that may be what makes this re-release so appealing to me, actually. The original Raidou games contain some of the most enjoyable, and memorable, narrative moments from any title Atlus has ever made. Yes, that includes Persona. There is a humour to these games that really works – and the interactions between Raidou himself and his familiar cat Gouto is a great example of good games writing: tutorializing whilst delivering story.

Your demons have all those powers outside battle (so you can reveal the hidden thoughts of NPCs – often vulgar, always funny – or roleplay as a detective to see more in a given scene). The weird, occult-leaning setting of 1920s Japan is fairly unique, and Atlus does well to dive into how curious it is, understanding that it’s a time of change, a time of anxiety, but also of excitement and growth. Having this coloured in with competent and fun voice-acting is something I didn’t know I needed.

Batles are a bit complicated, but once you nail the rhythm, they work well. | Image credit: Atlus

This is a far better product than I was expecting, honestly. The Shin Megami Tensei 3 remaster was fairly basic and barebones, but this… this is a shining example of how you can re-release a game some 19 years later and have it actually offer something new, and fix things that the original version lacked. After a brief preview, this has gone from ‘hm, that’s interesting’ to ‘oh, well I’m going to buy that, then.’ Your mileage may vary, of course, but I think this is a fascinating example of what Atlus can cook up with its legacy titles.

Now, where’s my Digital Devil Saga 1 + 2 HD Remaster, ey?



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May 22, 2025 0 comments
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It's pretty clear Monster Hunter Wilds' first Capcom collab will be with Street Fighter
Game Reviews

It’s pretty clear Monster Hunter Wilds’ first Capcom collab will be with Street Fighter

by admin May 20, 2025


Capcom dropped a nice and easy-to-parse teaser earlier today for the first collaboration event in Monster Hunter Wilds. We’ve known for a while that the company is working on one such event, and we’ve also known it’s going to be with another Capcom brand.

Naturally, people have been guessing, but today’s teaser makes it pretty clear which other Capcom series the first collaboration will be with.


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Over on Twitter, the official Monster Hunter account shared a single image of a claw mark that has a very distinct Street Fighter art style, which inarguably means the first cross-over event will be with the iconic fighting game series.

The tweet doesn’t contain any other information besides, but it’s pretty clear we’re getting closer to a proper announcement. Street Fighter has, of course, crossed over with Monster Hunter games in the past. Monster Hunter World had its fair share of Capcom collaborations, including with Street Fighter.

Pretty clear. | Image credit: Capcom

This would be Wilds’ first, and judging by how Capcom has been known to run these in the past, the new content will very likely be available as part of a limited-time Event Quest. Though we can only guess, it’ll also likely include various pieces of armour that make your Hunter look like a Street Fighter character – such as Ryu.

Usually, Capcom also likes to release other cosmetics for purchase around the same time, too, for those who want some extra bling. Typically, Event Quests are little more grindy than normal quests, especially if you want to get the entire set.

However, considering how much more player-friendly Wilds has been compared to past games, the game’s iteration of this collaboration might end up being more accessible. We’ll also have to wait and see whether this event will only include costumes, or if there’s going to be a little more to it.



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May 20, 2025 0 comments
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