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RGG Studio's Project Century Formally Unveiled As Stranger Than Heaven In New Trailer
Game Updates

RGG Studio’s Project Century Formally Unveiled As Stranger Than Heaven In New Trailer

by admin June 7, 2025


Ryu Ga Gotaku Studio has formally unveiled Stranger Than Heaven, the official title of its in-development game, Project Century. It revealed this during today’s Summer Games Fest showcase with a new gameplay trailer. 

Set in the years 1915 and 1943 (at least), this action game oozes the style and substance of RGG’s Like a Dragon series, but with some 20th-century noir flair, and it looks awesome. When we first saw Project Century last year, we saw a game set in 1915, but in today’s trailer, Stranger Than Heaven brings us to 1943, a different decade. Fortunately, all the fisticuff combat from 1915 remains in this 1943 look at the game, and if these two trailers together are any indication, it seems Stranger Than Heaven will jump between different time periods. 

Check out the Stranger Than Heaven reveal trailer for yourself below: 

 

There’s no release date or projected platforms for Stranger Than Heaven. While waiting to learn more about it, read Game Informer’s feature on the history and future of RGG Studio. 



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June 7, 2025 0 comments
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Yakuza studio's Project Century gets a proper name and a stylish new trailer
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Yakuza studio’s Project Century gets a proper name and a stylish new trailer

by admin June 7, 2025



Cast your mind back to the distant days of last December, and you might remember Sega unveiling Project Century, a curious new venture from Yakuza developer Ryu Ga Gotoku Studio. Well, it’s not been given a proper name alongside a new trailer.


Project Century’s initial showing was eye-catching but not entirely informative, revealing it to be a Yakuza-style third-person action game with real-time combat set in an open city located somewhere in 1915. And honestly, its latest appearance isn’t a whole lot more illuminating. But! We’ve shifted to 1943 this time around, perhaps suggesting the game – just like its codename implies – does indeed unfold across the course of 100 years.


Aside from that curiosity, we get an extremely evocative new trailer, featuring some era-appropriate music, a whole lot of fisticuffs, and more of that lovely warm art style. More crucially though, Sega has jettisoned the Project Century moniker in favour of its final title, Stranger Than Heaven.

Stranger Than Heaven title reveal trailer.Watch on YouTube


But, unfortunately, that’s your lot. There’s no hint of a release date, or even the platforms Stranger Than Heaven might be coming to, so for now about all we can do is soak up the ambience of its new trailer and patiently wait to learn more.



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June 7, 2025 0 comments
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Project Century: Stranger Than Heaven SGF 2025 trailer is Yakuza L.A. Noire
Game Updates

Project Century: Stranger Than Heaven SGF 2025 trailer is Yakuza L.A. Noire

by admin June 7, 2025


Following the reveal of Project Century during The Game Awards 2024, Sega and Like A Dragon developer Ryu Ga Gotoku Studio showed up to Summer Game Fest 2025 with a new trailer, a new era, and a new name: Stranger Than Heaven. Where the initial trailer looked like early-20th century Judgment, where a detective wandered around a rain-soaked, 1914’s Japanese city, Stranger Than Heaven’s latest trailer is more like RGG Studio’s take on L.A. Noire.

A detective named Mako Daito moodily searches for clues to an unknown mystery in a glitzy city filled with people lost in their pursuit of excess, glamorous nightclubs, rowdy street fights, seedy tenements, and neon-soaked high streets. It looks like RGG Studio is digging more into survival and simulation elements than usual as well. In one brief shot, Mako holds a cigarette as an on-screen tooltip pops up that reads “Draws immense hostility when smoking.” He has hunger and thirst meters, a first for the studio, and makes split-second decisions about what to do in fraught situations, like whether to show a dangerous opponent mercy.

The trailer ends as Mako meets up with an American who’s surprised to find that Mako is Japanese and ends with a dramatic declaration from the detective about how he’s lost sight of himself. The action and setting might be unusual for RGG Studio, but the Yakuza-like melodrama remains the same.

Given the Project Century codename and the fact that the new trailer jumped forward in time by three decades, it seems like a safe bet to assume the story unfolds across, well, the century. RGG had little else to say about Stranger Than Heaven and previously recommended that no one even try to figure out what the game is about.

Stranger Than Heaven is planned for launch in 2026.



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June 7, 2025 0 comments
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Sony unveils its own internally designed fight stick, Project Defiant
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Sony unveils its own internally designed fight stick, Project Defiant

by admin June 6, 2025


Sony is designing its own fight stick.

Revealed last night (June 4) at PlayStation’s State of Play showcase, Sony confirmed the “ultra-low latency” wireless stick, known internally as Project Defiant, is expected to be available in 2026. No price point has been set for the peripheral.

“Project Defiant features a high-quality digital stick that’s custom-designed by Sony Interactive Entertainment,” explained VP for product development, Edwin Foo.

“The controller features toolless interchangeable restrictor gates (square, circle, and octagon) for the stick, buttons with mechanical switches, and a touch pad like the one found on the DualSense wireless controller. It’s built in a sturdy, ergonomic design for a comfortable feel during intense fight sessions.

“For convenience and portability, the controller has a storage compartment for restrictor gates and PS Link USB adapter. Project Defiant also supports the ability to wirelessly wake up your PS5 by pressing and holding the PS button.”

The controller’s final name and launch date are expected “in the months ahead.”



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June 6, 2025 0 comments
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IO Interactive’s Project 007 has a new name: 007 First Light
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IO Interactive’s Project 007 has a new name: 007 First Light

by admin June 2, 2025


IO Interactive has finally announced that its long-awaited James Bond game, 007 First Light, will receive a full reveal “this week.” The developer, known for its work on Hitman, also shared mysterious art for the forthcoming game on X with a silhouette of what appears to be our newly designed James Bond.

An official press release for the announcement stated that “the reveal will give a world premiere look at 007 First Light, featuring never-before-seen footage, and start a new era for James Bond in video games.” While we don’t know exactly what “this week” entails, we know that the Xbox Games Showcase, Future Games Show, Summer Games Fest, and more are all going down later this week, so the new Bond adventure could show up at at least one of these events in some capacity.

007 First Light was announced in November 2020 and then donned the in-progress title, Project 007. The game’s premise was described in a news release as “featuring a wholly original Bond story exclusively as a video game,” where players “earn their 00 status.“ Not much information was released for the game, but the website stated that it would be released on “modern systems and platforms.” Players can expect to see the game on PlayStation 5 and Xbox Series X, but it is unclear if that also includes the newly released Nintendo Switch 2.

Stay tuned for more information about 007 First Light as we head into not-E3 week.



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June 2, 2025 0 comments
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Dandelion Void is a plant bastard survival horror from Project Zomboid modders
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Dandelion Void is a plant bastard survival horror from Project Zomboid modders

by admin May 31, 2025


A sci-fi horror trope I quite enjoy is arboretums that provide oxygen to ships or structures, both because it’s a nifty (if spurious?) idea, and because I like the concept of people who’ve only seen iron bulkheads for months staring wistfully at small trees. I think Alex Garland’s criminally underrated Sunshine did it. Kenny Lentil’s Biological Shock did it. Dead Space too. The derelict ark you’ll be scavenging and surviving in Dandelion Void also has plants, but the caveat is that the plants can move. The other caveat is that the plants are bastards.

Watch on YouTube

This one’s a single-player bad place explorer ’em up where you play as a stranded astronaut, squirreling away supplies and making shelters for periodic life support shorts, crafting weapons, and traversing dangerous junglefied environs, while also trying to keep your morale up. Among the game’s features is a novel ‘asphyxiation or treats’ system, where you’ll pry open sealed doors, not knowing if there’s valuable supplies or just a horrible bit of space on the other side. More features! More!

  • Cut through jungle corridors in search of crafting supplies, exotic weapons, and rare decorations.
  • Pry open long sealed bulkhead doors — just pray the void of interstellar space isn’t waiting for you on the other side.
  • Patch up rotted spacesuits, lead lined radiation gear, and other protective garments to traverse dangerous new areas.
  • Stockpile for the next cold snap; life support is on the fritz after centuries of neglect, and you can never be sure when it might fail… for days or even months at a time.
  • The jungle is alive, and extremely hostile. Will you chance a run through the serrated tendrils of crawling plant life, or barricade up and hide somewhere safe?

Dev team Manzanita Interactive have roots in the Project Zomboid modding community, and they say they’ve carried this spirit of customisation forward. As such, the game will ship with a custom map editor and its Lua API. “A game made by modders, for modders, from modders”. I might have added that last bit. Release date is still TBA. Here’s tipper-offer Ewan Wilson on plant horror in the meantime.



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May 31, 2025 0 comments
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Decrypt logo
GameFi Guides

This Project Lets You Send Bitcoin Without Internet Access

by admin May 27, 2025



In brief

  • Darkwire lets users send Bitcoin transactions over LoRa radio in regions without internet, power, or cellular networks.
  • Transactions hop node-to-node until reaching an internet-connected exit point that broadcasts to the Bitcoin network.
  • The system targets censored regions, disaster zones, and privacy-focused users seeking to bypass surveillance.

A new open-source project has created infrastructure that will enable users without Internet access to send Bitcoin transactions.

Named darkwire and submitted to the Bitcoin 2025 Official Hackathon, the open-source project makes use of long-range radio and is designed to enable off-grid communication.

It has been conceived and designed by pseudonymous programmer ‘cyber’ who is currently pursuing a degree in artificial intelligence and machine learning.

Talking to Decrypt, cyber explained that darkwire may be necessary or desirable in situations where traditional communication infrastructure, such as the Internet, power grid, or cellular networks, is “unavailable or controlled”.

Cyber gave the example of “censored or politically sensitive regions” such as the Rafah Crossing or Indo-Tibetan border, as well as disaster areas where infrastructure may have been destroyed or taken offline.

“[darkwire is for] individuals seeking privacy or wishing to bypass surveillance of their communications and transactions,” they said, adding that the framework isn’t for more casual Bitcoiners.

“Imagine it to be akin to Tor but for this specific use case,” they add. “While bitcoin is (somewhat) private, it fails when governments and regimes simply cut your internet supply off, darkwire aims to solve this specific issue.”

In terms of how darkwire actually works, cyber explains that the framework uses Long Range Radio (LoRa) to create a decentralized mesh network, allowing devices to send small packets of data, such as text messages or Bitcoin transactions, over distances of several kilometers without needing traditional Internet connections, cellular networks or satellites. 

“At least one node in the network needs to be connected to the internet, so that the transaction can be pushed to the blockchain for miners to verify it,” cyber said.

From node to node

Aside from long-range radio transceivers, darkwire also makes use of microcontrollers, such as Ardoino UNO, to form a mesh network—a decentralized network in which multiple nodes are connected to multiple other nodes, with no centralized access point.

“When a user wants to send a Bitcoin transaction using the darkwire GUI, they specify the recipient address and amount using a local wallet managed by bitcoinlib (a python library),” cyber said.

Once this has been done, the darkwire graphical user interface generates a signed raw Bitcoin transaction in hexadecimal format, with the raw transaction hex then being sent from the computer (via a serial connection such as USB), to a darkwire node (which is a combined microcontroller and LoRa device). 

They add, “the darkwire node takes this transaction data, fragments it into smaller packets if necessary, and transmits it wirelessly using LoRa.”

In ideal conditions, each darkwire node has a range of 10km with direct line of sight, although in more densely populated environments the range would be between 3km and 5km. 

“In the mesh network, other darkwire nodes receive these packets and relay them forward, hopping from node to node,” cyber continues, adding that this process goes on until the transaction data reaches a designated darkwire node that does have internet access. 

“This internet-connected node acts as an exit point, broadcasting the collected and verified raw Bitcoin transaction onto the global Bitcoin network, where it can then be included in a block,” they say.

Just the beginning

At the moment, darkwire remains an entry in the Bitcoin 2025 Official Hackathon, but cyber aims to develop the project further, refining it into a mature open-source platform and making it “the industry standard” in LoRa-based comms. 

“This obviously cannot be done by me alone, so I’d appreciate open-source contributions as well,” cyber said.

The programmer also noted that they’ve yet to implement several darkwire features, such as the UTXO retrieval for messages, encryption for messages, and also uploading to Nostr (an open-source protocol for transmitting messages). 

And given that darkwire is still very much a work in progress, cyber acknowledged that it currently has a few limitations that may be resolved over time.

This includes the relatively low bandwidth of LoRa radio and LoRa’s sensitivity to terrain obstacles, as well as the dependence of darkwire nodes on Internet exit nodes that could become points of failure. 

But over time, as darkwire networks grow, such limitations should be significantly improved, providing Bitcoin users in less favorable environments with the means to send transactions to Bitcoin validators elsewhere in the world.

And at a time when the world is becoming increasingly authoritarian and undemocratic, darkwire may end up becoming a vital tool in the ongoing use and growth of Bitcoin.

“I do hope people living in any kind of authoritarian regimes and states do get to use darkwire and put the truth out there,” cyber said.

Edited by Sebastian Sinclair

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May 27, 2025 0 comments
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New James Bond Game Project 007: Everything We Know So Far
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New James Bond Game Project 007: Everything We Know So Far

by admin May 26, 2025



Hitman developer IO Interactive is keeping busy. In addition to a fantasy new IP, the studio is developing Project 007, which is the working title for its new James Bond game.

Announced in November 2020, Project 007 tells an origin story for James Bond. We haven’t seen any footage yet, but we’ve still learned a fair amount about the upcoming game. Read on to learn everything we know so far about Project 007, including plans for it to potentially kick off a new trilogy.

When will Project 007 be released?

There is no word yet on when Project 007 will be released. It was announced in November 2020, and many took the reveal to be a specific strategy to encourage people to come work at IO on the IP. Announcing games early in development for the purpose of attracting talent is a comment practice in video games.

One of the big new hires for Project 007 is Rodrigo Santoro, a former Ubisoft veteran who joined IO in 2024 to become missions director for the James Bond game. Santoro said he was happy to join IO to work on the James Bond game, saying most companies are making sequels, so he’s excited for a new challenge.

Preorder Project 007

Preorders for Project 007 are not available yet, but whenever that happens, we’ll report back with a preorder guide.

Project 007 trailer information

So far, the only video for Project 007 was the announcement sizzle clip that was released when the game was announced in 2020. It showed very little, but does borrow the popular styling and official music for the James Bond series.

Project 007 – IO Interactive Teaser Trailer

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Project 007 platforms

The only confirmed platform for Project 007 so far is the Nintendo Switch 2. However, it’s assumed the game will also come to PlayStation and Xbox consoles. IO said the game is being developed for “modern systems and platforms.”

Project 007 story, setting, and characters

The Project 007 teaser video doesn’t show Bond himself, so it’s unclear if the character’s likeness will be based on any of the actors who have played him over the years.

What is confirmed is that Project 007 tells an origin story for James Bond–the first time ever for any form of James Bond entertainment–and it will be a “wholly original Bond story.” Players will “earn their 00 status” in the course of the game’s story.

However, that’s all we know so far about the plot. James Bond movies are known to be globe-trotting affairs, as Bond hunts down villains across the world. The series is also known for its action, and it’s expected Project 007 will include some of this. Bond also sometimes needs to be stealthy, and IO’s experience with the Hitman series would seemingly help in this department.

IO intends for the game to kick off a new trilogy. CEO Hakan Abrak told IGN that Project 007 won’t be based on any of the existing Bond movies. Instead, the developer is being allowed to create its own version of James Bond for the game.

“What’s exciting about that project is that we actually got to do an original story,” Abrak said. “So it’s not a gamification of a movie. It’s completely beginning and becoming a story, hopefully for a big trilogy out there in the future. And equally important and exciting, it’s a new Bond. It’s a Bond we built from the ground up for gamers. It’s extremely exciting with all the tradition and all the history there is there together to work on this together with the family of creating a young Bond for gamers; a Bond that the gamers can call their own and grow with.”

Project 007 game engine

Project 007 is being developed using IO’s proprietary Glacier engine. The company is hiring a multiplayer programmer, and a previously spotted job ad called for someone with multiplayer experience to work on Project 007. This suggests, but doesn’t confirm, that the new James Bond game will have multiplayer.

Who’s developing Project 007?

Project 007 is in “active development” at IO’s offices in Copenhagen, Denmark and Malmo, Sweden.

“Creating an original Bond game is a monumental undertaking and I truly believe that IO Interactive, working closely with our creative partners at EON and MGM, can deliver something extremely special for our players and communities,” Abrak said. “Our passionate team is excited to unleash their creativity into the iconic James Bond universe and craft the most ambitious game in the history of our studio.”

Former MGM boss Robert Marick, meanwhile, said, “We plan to bring a new take on this legendary franchise to gamers and Bond fans around the world. IO Interactive are masters of crafting living, breathing worlds of immersive storytelling.” Marick left MGM after the game was announced.

A James Bond shakeup

A major unanswered question about Project 007 is whether or not anything about the project changed due to James Bond stewards Barbara Broccoli and Michael G. Wilson getting bought out of their ownership, with Amazon MGM Studios taking over all creative decisions.

Broccoli and Wilson had managed the James Bond franchise for almost 60 years, following it being passed down from their father, Cubby Broccoli. The pair have been the driving force behind the entire Bond franchise during that period, including selecting the actors who would play the iconic spy. Their work has extended beyond just the movies, as Broccoli at least has been involved in decision-making for the games; it recently came to light that Broccoli raised a number of concerns about the GoldenEye game for Wii.

What impact the new leadership at Amazon MGM Studios could have on IO’s game is unknown, but GameSpot has contacted the studio in an attempt to get more details. We’ve also reached out to Amazon MGM Studios.

History of James Bond games

A number of companies have made James Bond video games over the years. One of the most memorable and iconic James Bond games was Rare’s 1997 GoldenEye 007 for Nintendo 64. Electronic Arts made James Bond games, too, including Agent Under Fire, Nightfire, and Rogue Agent. Activison took over for a period of time, publishing titles like Quantum of Solace and Blood Stone. There hasn’t been a new James Bond game for console since 2012’s 007 Legends, though Cypher 007 came out for mobile in 2023.

The next James Bond movie

The 26th Bond movie is now in the works, with Harry Potter’s David Heyman and Spider-Man’s Amy Pascal signed on as producers. Amazon MGM Studios will produce the film, but there is no word yet on any of the key details about it, including the biggest question of all: who will play James Bond? Aaron Taylor-Johnson was said to be the front-runner at some point. Also unknown is who may direct the new Bond movie or when it could release.

A Wall Street Journal report from December 2024 said Broccoli and Wilson were sparring with Amazon executives over the future of the series, causing important developments on the project to be delayed. Now that Broccoli and Wilson are out, some are theorizing that Amazon might try to get the ball rolling quickly for Bond 26.



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May 26, 2025 0 comments
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NetherRealm ends Mortal Kombat 1 support as focus shifts to "the next project"
Game Updates

NetherRealm ends Mortal Kombat 1 support as focus shifts to “the next project”

by admin May 25, 2025


NetherRealm has confirmed there will be no more additional story chapters or characters “from this point on”.

In a statement posted to X/Twitter, the studio said that despite “hearing players’ requests for continued game support of Mortal Kombat 1”, “there will not be additional DLC characters or story chapters released”. It will, however, “continue to support Mortal Kombat 1 through balance adjustments and fixes”.

A trailer for Mortal Kombat 1’s Definitive Edition.Watch on YouTube

“We understand this will be disappointing for fans, but our team at NetherRealm needs to shift focus to the next project in order to make it as great as we possibly can,” the team added.

We understand this will be disappointing for fans, but our team at NetherRealm needs to shift focus to the next project in order to make it as great as we possibly can.

— Mortal Kombat 1 (@MortalKombat) May 23, 2025

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“It’s disappointing because there’s no thorough QoL, no online lobbies, & locked away skins….you truly gave us an unfinished $140 game,” replied one player. “An extreme low from WB/NRS. What changed over there???”

As for that “next project” NetherRealm refers to? Well, no-one’s entirely sure as it’s not been formally confirmed as yet, but that’s widely thought to be Injustice 3. Let’s watch this space.

Some fans aren’t surprised by the announcement, however. NetherRealm Studios released its surprise Mortal Kombat 1: Definitive Edition on Switch, Xbox Series X/S, PS5, and PC earlier this month with minimal fanfare, bundling together the main game, its Khaos Reigns story expansion, Shang Tsung, two Kombat Packs featuring additional fighters and Kameo characters, some in-game currency, and a selection of skins. Animality finishing moves have also been added in a free update for all players.

“The arrival of the definitive edition meant it was over with the previous games, so… I guess that was it,” noted one poster on the Mortal Kombat subreddit at the time, a sentiment largely shared across the playerbase.

Mortal Kombat 1: Definitive Edition costs £55/$70 on PS5, Xbox Series X/S, and PC, while Switch players can pick it up for $60. There’s also a £50/$60 Definitive Edition Upgrade ($50 on Switch) for Mortal Kombat 1 owners wanting to get everything in the new version without purchasing each bit of DLC separately.





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May 25, 2025 0 comments
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“What if I was the bad guy?” Oblivion Remastered’s best new faction quests so far exist because a modder was doing evil stuff, and they’re now teasing “a secret project”
Game Reviews

“What if I was the bad guy?” Oblivion Remastered’s best new faction quests so far exist because a modder was doing evil stuff, and they’re now teasing “a secret project”

by admin May 23, 2025


If there’s one thing us folks who love a good RPG can never have enough of, it’s quests. Oblivion Remastered has plenty in its base form – The Elder Scrolls 4 not being short on stuff to do – but of course modders were always going to add to that.

We’re still at a pretty early stage in terms of folks digging underneath the Unreal Engine second skin Virtuos has cocooned the classic game in and seeing what they can accomplish by pushing the boundaries. However, there’ve been plenty of mods that have already come out and had everyone going full Uriel Septim ‘I’ve seen you in my dreams’ mode.


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The latest of these, in my case, had been modder ColdTyrant’s “Infinitum” series, a bunch of mods released in rapid succession that overhaul Oblivion’s already pretty stellar faction questlines by adding in new infinitely accessible radiant quests and systems. They offer nice rewards in return for your character doing more of the job they signed up for – be it assassin, warrior, thief, gladiator, or mage – in a way that’s perfect for roleplaying.

So, having also been intrigued by his earliest works that made it possible to join the Mythic Dawn and become a necromancer in Oblivion Remastered, I decided earlier this week to reach out to ColdTyrant. We chatted about how the quest mods he’s created so far came together, what the next steps in Oblivion Remastered modding might require, and what his future modding plans are. Here’s that conversation:

VG247: What drew you to modding Oblivion Remastered, and has your previous modding experience come in handy when getting up to speed with it?

ColdTyrant: I’ve been playing Oblivion since I was a kid, in 2007 on the PS3. At that age I was absolutely astounded that I could do whatever I wanted, go wherever I wanted, fight, kill, or help whoever I wanted – the game absolutely blew me away and had a fundamental effect on myself and my creativity. I’ve been modding Bethesda games ever since my dad first let me play on his PC, and I was able to download the Construction Set for Oblivion and start poking around to see how things work and what I could make.

I had been following the rumors of an ‘Oblivion Remake’ since January of this year leading up to its eventual shadow drop, and was absolutely floored by the incredible visuals and gameplay overhauls made by the extremely talented team at Virtuos. They breathed new life into one of my all-time favorite video games, and it’s been so exciting to see everyone playing and talking about Oblivion again just like when I was a kid.

Naturally, after I’d already sunken about 100 or so hours into Remaster, I started feeling that itch to get back into the Construction Set. People were (and still are) pumping out mods, tweaks, and tools for Oblivion Remastered like crazy, and I really wanted to sort of get on that wave and see if I could contribute my own content to help enrich players’ experiences further.

Being back in Cyrodiil can do that to a guy. | Image credit: Bethesda/VG247

VG247: How did you go about creating your first couple of quest/faction expansion mods, Mythic Dawn Rising and Dark Path of The Necromancer? Was it a case of wanting more evil options and finding out what was possible, or did you go in with a set vision?

ColdTyrant: When I decided it was time to start modding Remastered, I really wasn’t sure where to start. I’ve always been fascinated with the villains Bethesda has created, and I know many players (including myself) have a desire to explore the idea – what if *I* was the bad guy?

I started re-learning Oblivion’s scripting and quest system, and ultimately decided I wanted to create an alternate path to the Main Quest, where the player could decide to explore what it would be like to actually be a member of Mehrunes Dagon’s Mythic Dawn cult. This mod was sort of a test of what I could get away with mechanically – a proof of concept to myself, and it’s a bit light on content and needs a big update (I’m working on this!).

After I released Mythic Dawn Rising, I just kept playing around with scripts and variables and seeing what could be done. When I discovered the different types of systems I’d be able to create with what I’d discovered, my ideas really began to run wild.

Dark Path of the Necromancer started as just a mod that would add an alternative way for players to create Black Soul Gems, but as I’d finish one feature I’d think of another, then get to work on it – then another, then another. It quickly sort of snowballed into this big project with multiple necromantic-centered systems, and I really love how it turned out. Sort of accidentally, I’d wound up creating another mod that allowed the player to explore membership with another previously forbidden faction.

Who wouldn’t want to join a group of folks who can cast armour illusions this cool? | Image credit: Bethesda/VG247

VG247: I’ve noticed that in both of those mods’ descriptions you note that you’re hoping to add more to them once more advanced Oblivion Remastered modding tools are out there. What kinds of tools are you most keen to see emerge going forwards and can you paint me a picture of what the ‘ideal versions’ of those mods might look like?

ColdTyrant: So, with modding the original Oblivion, it’s a lot simpler – anything you put into the game world will just be there when you load up the mod. No requirements, no difficult installation instructions, just plug and play. If I dropped a new NPC named Bob the Mage into Anvil, he’d just be there!

Oblivion Remastered is a bit more complicated. Virtuos has created an incredibly remarkable hybrid engine that combines both Gamebryo (an earlier version of Creation Engine) and Unreal Engine 5. Gamebryo handles the scripts, quests, and gameplay mechanics, while Unreal Engine 5 handles all rendering – meshes, textures, menus, lighting, shadows, effects, lines of text, pretty much anything and everything the player sees on their screen.

What this means in layman’s terms is that if I dropped Bob the Mage into Anvil in Remastered using the Gamebryo Oblivion Construction Set, well… that’s not enough to make him show up. At best, a visit to Anvil will result in him being completely invisible, and at worst, a game crash. This is because Gamebryo no longer handles rendering.

Unreal Engine needs to be told by Gamebryo via strings what actually exists and what to render into the game. Everything needs a table string entry that connects back to Unreal, or you’ll have problems.

Fortunately, some incredibly talented modders (I like referring to them as engineers) have created tools like TesSyncMapInjector or the Fix & Port Script for xEdit that do this job for us – so Bob the Mage can exist in Oblivion Remastered.

Ok, so this particular mage isn’t called Bob, but you get the picture. | Image credit: Bethesda/VG247

However, this means players will be required to install these tools on their end to experience mods that add new items and systems to Oblivion Remastered, and it can be frustrating for new people that want to get into modding their games, but feel intimidated by all these requirements and specific installation instructions.

So ideally, we’ll get to a point where either Bethesda/Virtuos release official modding tools for the remaster or talented mod engineers are able to create tool(s) that make mods fully compatible with Unreal, without the end user needing to install extra requirements. For the ‘Oldblivion’ versions of my mods, they are all plug and play – no requirements. But for Remastered – for now – you’ll always need UE4SS and TesSyncMapInjector.

VG247: What inspired you to take on your Infinitum series, how was it putting together each of the radiant quest systems and deciding on the unique twists you were going to give each faction’s system? One of the things I found most interesting about the Dark Brotherhood one was the gacha-style Dark Token reward system, so how did the idea for that specifically come about?

ColdTyrant: The ‘radiant quest system’ I’ve designed was actually initially a side feature in another currently unnamed mod project regarding the Blackwood Company, as my original intention was to continue the ‘join and play evil factions’ genre of mods I’d released so far.

When I discovered during testing how much fun I was having just doing infinite quests, I thought to myself – I need to adapt this to the main factions. From there, once again, my ideas started to kind of run wild.

I ‘extracted’ the radiant quest system from my Blackwood project, ported it into a new project, and reworked it for the Dark Brotherhood. I think a lot of people feel this way, but Oblivion’s Dark Brotherhood is by far my favorite questline in the game, and I say that while really loving all of the major factions. I wanted to be able to take contracts to assassinate people forever, and I hoped others would too. In the end, Dark Brotherhood – Infinitum was born, and the series kicked off.

Creeper, gacha master of the Dark Brotherhood. | Image credit: Bethesda/ColdTyrant

As far as the ‘gacha reward system’, I wanted to create a unique way for the player to get random rewards, but also be able to choose what type of reward they’re interested in. Creating a gacha that may or may not give the player something good for their Dark Tokens I thought would be a fantastic way to motivate the player to keep doing infinite contracts besides just the fun of sneak killing and gold.

If the popularity of certain gacha games is any indicator, people really love being able to take their chances and roll for rewards, even if the odds are stacked against them. Fortunately, however, Creeper does NOT charge the player any real-world money!

Some players complained that Creeper being in the Cheydinhal Sanctuary is not immersive (hence my ‘No Creeper’ optional version), and I totally get it – but I love Morrowind just as much as Oblivion and Skyrim, and I’m sure any Morrowind player is aware of the “meme” of selling Creeper hundreds of sets of Dark Brotherhood armor. Why wouldn’t he show up? He wants more of that stuff! It was just a fun reference in the end, and I was hoping people would get a kick out of it!

VG247: What are your personal plans and general hopes for Oblivion Remastered modding going forwards, especially when it comes to quest mods – are there any complex ideas you’ve not tried yet that you’re keen to give a go once the tech’s there and do you think there’s a high ceiling in terms of what people might eventually pull off?

ColdTyrant: Similar to what I mentioned earlier, the ideal situation for Oblivion Remastered modding will be the release of official modding tools to ‘grease the wheels’ on the mod development process – but given the complexity of the hybrid engine, I’m not sure if this will happen. It would be really nice, though, so our friends playing on console can hop on the hype wave of Remastered modding too.

As far as my plans – the next (and final, for the major factions) mod in the Infinitum series will be Mages Guild – Infinitum. This mod will feature an endless Creature Research system, a brand new Elixir-crafting system separate from regular Alchemy, and radiant quests to deliver those Elixirs to the various Mages Guild Halls. Additionally there will be an endlessly-available staff-crafting system.

Since we had our chat, ColdTyrant’s released his Mages Guild mod, so you can try it right after you’re done reading. | Image credit: Bethesda/ColdTyrant

Since the Mages Guild is a bit different, and focused more on scholarly endeavors and magical power, I’m hoping people really enjoy it!

Once the main Infinitum Series is complete, I’ll likely shift my focus to a big Mythic Dawn Rising update, and a secret project I’ve been writing up, that I think people will really love!

As far as whether or not I’ve tried certain ideas due to current limitations (I consider Remastered modding to currently be in its infancy), there are certainly a few. I try not to lean *too* heavily into NPC dialogue, for example, since we can’t use custom voice files yet, or have an elegant solution like ‘Elys Universal Silent Voice’ which exists for Oldblivion.

I think there is a high ceiling for learning and getting into more complex scripting if you’ve never done it before, but really, the sky is the limit when it comes to Bethesda modding – there are hundreds and hundreds of mod authors far more talented than myself that have created incredible content for all of Bethesda’s single-player masterpieces.

As time marches on, I’m really excited to see the things people continue to pump out for Oblivion Remastered. It’s really exciting to see what people can come up with!



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