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EA promises largest ever post-launch content for Battlefield 6, teases naval combat, and maybe even the return of the Little Bird
Game Reviews

EA promises largest ever post-launch content for Battlefield 6, teases naval combat, and maybe even the return of the Little Bird

by admin October 7, 2025


We’re mere days away now from the launch of one of the most-anticipated games of 2025. Battlefield 6 arrives this Friday to (hopefully) satiate excitement from longtime series fans, and anyone who checked out its wildly successful beta.

And to offer prospective buyers some assurance that the game is going to have a long tail, EA has started talking about what players can expect in the months following launch.


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The game’s first season was recently revealed to much praise from fans, and it arrives pretty quickly, too, just 18 days after launch. But there’s a lot more beyond that, which Battlefield Studios has officially started teasing.

In the latest Community Update, the developer mainly touched on data from the beta, as well as the various Battlefield Labs tests held before and since. After over 30 sessions and over 92 million hours of beta gameplay, the developer found that class pick rates were varied and had a healthy spread.

Whichever class was more popular essentially depended on the map, with more close-quarters maps favouring Support, and maps with longer ranges going towards Recon. Interestingly, Open and Closed Weapons playlists had barely any difference on class pick rates between them.

Another thing that the two playlists didn’t affect is kills per hour, though they saw a small variance in match length, with Closed Weapons playlists having slightly higher match durations.

Image credit: Battlefield Studios, EA.

Closed Weapons playlists also saw a 3% higher revive rate in Breakthrough, and 2% for Conquest, meaning players stuck to their roles regardless of the weapons they were using. In terms of time spent in combat, both playlists had about the same percentage.

Perhaps the most unsurprising reveal from the blog post, however, is that most players picked the weapons they wanted in Open Weapon playlists, rather than sticking with their class’ Signature Weapons and benefiting from the bonus that comes with that. Except for Recon players, who favoured sniper rifles regardless of playlist.

That said, the developer revealed that there was no dominant weapon archetype, which is a little surprising considering the versatility of some over others. Indeed, that is one thing that will undoubtedly change as the game evolves at launch and beyond.

It also sounds like players didn’t see the value of Open vs Closed Weapons playlists, as “the vast majority of players” stuck with the former after trying the latter. This is misleading, as Closed playlists were buried deeper in the menus and you had to know they a) existed, and b) where to find them.

Regardless, both playlist options will be in the launch build, and Closed Weapons will itself remain a modifier in Portal for custom experiences.

Watch on YouTube

Looking to the future, the developer said that Battlefield 6’s seasons “will have more content than ever before in a Battlefield game,” which is quite the claim. More details will apparently be revealed soon.

Finally, the post teased the return of naval warfare, as well as the Little Bird helicopter – two highly-requested additions that are strangely missing from the launch package. Platoons, essentially Battlefield’s clans feature, was also teased.

You can check out the full blog post at the link at the top for a recap of what the game’s day one patch is going to change. The Battlefield 6 pre-load is now available across all platforms, with the game to go live on October 10 for PC, PS5, and Xbox Series X/S.



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October 7, 2025 0 comments
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Mrbeast hold up his product during a YouTube video.
Game Updates

MrBeast Promises Latest Grotesque YouTube Stunt Was Completely Safe

by admin September 29, 2025


The latest YouTube video stunt by one James “MrBeast” Donaldson has already wracked up over 46 million views in just one day and it’s not hard to imagine why. Titled “Would You Risk Dying For $500,000?” it shows a series of challenges in which people brave flame-engulfed obstacles in exchange for money. It’s kind of like David Blaine if, instead of doing absurd and wild stuff himself, he paid other people to do it while also explaining how it was all incredibly fake and just for grim lulz.

The infernal trap that’s been drawing the most attention is one in which a stuntman is tied to a chair inside a “burning house” and has to escape and save as much money as he can from inside the house in order to earn the highest cash prize possible. Donaldson bounces back and forth between urgent warnings about how real the flames are and mugging the camera with jokes about MrBeast product placement. The entertainment concept is more grotesquely mundane than anything Phillip K. Dick could have imagined and also, clearly, highly entertaining to millions of people.

This blew up, if you’re curious obviously we had ventilation for the smoke and a kill switch to cut off the fires. We had professionals test this extensively and the guy in the video as stated is a professional stunt man. I take safety more serious than you could ever imagine.

— MrBeast (@MrBeast) September 29, 2025

Donaldson defended his uniquely gifted intuition for creating the debased content people crave by promising the whole stunt was tested with professionals multiple times, responding to viral posts about the stunt with additional context. The last thing Donaldson needs after lawsuits last year over alleged safety violations on his Amazon Prime show is people thinking he doesn’t take the premise of potentially roasting another human being alive for less than the median home price after taxes seriously.

“We had professionals test this extensively and the guy in the video as stated is a professional stunt man,” he wrote on X over the weekend. “I take safety more serious than you could ever imagine.” He expanded on the setup in a comment on the YouTube video as well.

Content creators tend to think any spectacle is defensible if they can say health and safety concerns have been attended to behind the scenes, but that’s not really it imho. Mr. Beast’s whole thing is that his subjects’ desperation for cash allows him—a wealthier person—to indulge his sadism.

— southpaw (@nycsouthpaw.bsky.social) 2025-09-29T12:45:09.235Z

“In case there’s any concern about the safety of the stuntman contestant, I just wanted to mention that we take safety extremely seriously,” he added. “Every challenge was tested by multiple stuntmen, we have a full rescue team on standby with firefighters, EMTs and divers equipped with an ambulance and fire truck. We also had a pyro team controlling the fires and multiple fire suppression methods on every challenge to ensure we could essentially turn off the fire if there was ever an issue. But our stunt coordinator did an amazing job as always, and none of these systems were ever needed. Just wanted to be transparent with you all since I saw some concern!”

This is the Catch-22 at the heart of this entire genre of extremely watchable algorithm-bait. Either the entire thing is so real and authentic that it’s an absolutely monstrous thing for everyone involved to be associated with and signals the utter depravity of modern capitalism, or the stunt is all so fake and performative that none of it matters and you’ve been conned out of 25 minutes of your week just so some guy can hock candy bars.

Either way, it kinda sucks!





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September 29, 2025 0 comments
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"Here comes the feeling" promises Kojima in latest maddening tease for Metal Gear-like Physint
Game Updates

“Here comes the feeling” promises Kojima in latest maddening tease for Metal Gear-like Physint

by admin September 23, 2025



Dear Hideo Kojima, you’d better give us a proper update on your new Metal Gear-style action-espionage game-movie wotsit Physint soon, because for every hour that passes, I think of another unbearable title pun.

I’m not very Physinterested in Physint right now, a game defined by what it Physisn’t. Perhaps I’d be more Physinto it if Kojima Productions would share a proper outline and explore the Physintricacies. But this is Hideo Kojima, a man of *grunts, strains* Sphysint-like enigma. Still, at least we now know that Don Lee from Train To Busan is in the stealthy film-o-game, together with Charlee Fraser from Furiosa and Minami Hamabe from Godzilla Minus One.


In a livestream last night, Kojima discussed working with 3Lateral to model each performer’s face. He shared some early renders of Hamabe in-engine. Yep, sure looks like a face.

Image credit: Push Square / Kojima Productions


He also shared some concept art from Physint, which certainly underlines the Metal Gear connections. There is a man in a flapping coat with a high collar. Or half a flapping coat, anyway. I can’t work out where the coat ends and his utility belt ends. He’s got a lot of weird harness wrapped around his right shoulder. Doubtless, this is Tactical.

Image credit: Kojima Productions


Also, a rifle with a scope and a stock and a silencer. We can expect a mix of sneaky and open firefights, I expect. Behind the man there are tall forbidding buildings with a lonely bird visible against slate clouds. Hang on, the lonely bird is just a stray coffee grain on my laptop screen. Let me wipe it away. Ah, now I feel sad about the missing bird.


Is this sadness the Feeling referred to by the caption “Here Comes the Feeling”? Probably not. When will the Feeling actually arrive? In at least “another five or six years”, Kojima commented in May.

Physint is at least actually “in development”, now, following the release of Death Stranding 2 on console. Kojima decided to make a new game in the vein of Metal Gear following a recent illness. Here’s hoping the next trailer or livestream at least features more legible Tactical apparel. Physint, reveal thyself!



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September 23, 2025 0 comments
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Despite layoffs, Build a Rocket Boy releases MindsEye Update 4 and promises it's "committed" to enhancing the gameplay experience
Game Reviews

Despite layoffs, Build a Rocket Boy releases MindsEye Update 4 and promises it’s “committed” to enhancing the gameplay experience

by admin September 5, 2025



MindsEye has today received its fourth update since release, as developer Build A Rocket Boy attempts to turn around the game’s fortunes.


Available now across PS5, Xbox Series X/S, and PC, Update 4 brings improvements to the user interface, performance enhancements, and bug fixes. However, more is due in the fifth update, with the studio promising “a major performance, combat and Enemy AI system improvement”.


MindsEye was heavily criticised at launch for its poor performance, among other issues. At the time, Build A Rocket Boy acknowledged problems and stated it was “working around the clock to improve performance on mainstream hardware as well as consoles”. At the end of June, shortly after release, layoffs were confirmed.

MindsEye Review – Ridiculous, Inconsistent And Utterly AtrociousWatch on YouTube


Eurogamer reported yesterday publisher IO Interactive stated its future as a publisher “rermains to be seen” after being burned by the release of MindsEye.


Update 4 brings a tonne of fixes and improvements, listed out below. “We remain committed to refining MindsEye and enhancing the gameplay experience,” said the studio. “Ongoing updates will continue to be shared.”

Highlights

PC & Console

  • UI: Added the ability to Skip Cinematics story telling
  • Environment: several improvements have been made to architecture and assets to help improve Memory, CPU and GPU performance
  • Art: general performance improvements: shaders, assets, collisions
  • Gameplay: Aim assist will focus on enemies in vehicle turrets over the driver

Build.MindsEye (Currently PC Only)

  • Added a new “Player Content” Tile to the MindsEye Play Menu where all Builders published content will be immediately available to browse and play
  • Updated UGC Moderation flow from Pre-Moderation to Post-Moderation
  • Player created content will now be automatically accessible in the new “Player Content” Tile
  • A new Tile for “Curated Content” has been added, that will highlight player created content featured by our Studio

RELEASE SCHEDULE & PLATFORM INFO:

Time: September 5th, 2025 – 10:00 BST / 11:00 CEST / 02:00 PDT

Platforms: PC, PlayStation 5, Xbox Series X|S

Download size and version information:

Steam: 15 GB (Version #: 5302548)

Epic Games Store: 15 GB (Version #: 5302548)

Build A Rocket Boy Launcher: 15 GB (Version #: 5302548)

PlayStation 5: 7.2 GB (Version #: 01.010.00)

Xbox Series X|S: 12.1 GB (Version #: 1.0.25.5859)

MINDSEYE PATCH NOTES

IMPROVEMENTS

Environment

  • Trailer Tanks in Free Roam now explode when shot at
  • Several improvements have been made to architecture and assets to help with performance
  • Improved weather change when player leaves the Factory at the start of Robin Hood Mission
  • Improved traversal on A New Job and Loose Ends missions where player may get stuck in certain assets

Visual Effects

  • Cutscene VFX performance improvements
  • Cutscene VFX management changes and Niagara system updates to reduce CPU spikes and overall frame rate
  • Disabled ambient rubbish to improve performance

NPC

  • Small performance improvement on Robots
  • NPCs that are aiming and in-cover now look more natural

Art

  • General performance improvements: shaders, assets, collisions

UI

  • Resolved inconsistent dropdown menu behaviour in graphics settings, ensuring reliable input response
  • Added the ability to skip cinematics

Audio

  • Audio Optimisation regarding Mass Vehicles
  • Music adjustments throughout MindsEye missions
  • Added Destruction SFX on Glass Bottle Props

Missions

  • Conditional dialogue now triggers with more natural pacing
  • The companion drone torch is now automatically enabled when entering or starting in dark areas

Animation

  • Optimised the ambient and civilian animations
  • Exit/entry animations no longer play for driverless vehicles

Gameplay

  • Aim assist will focus on enemies in vehicle turrets over the driver

BUG FIXES

  • Various Mission flow bug fixes
  • Fixed pixelated reflection in Rocket Transporter window
  • Fixed Industrial vent asset to help with performance
  • Resolved an issue where players transitioning from Meeting Marco Silva to Executive Paranoia could drive through objects and fall through the map
  • Fixed ambient animation glitches in Welcome to Redrock City
  • Fixed an issue where camera rotation was lost after cutscenes
  • Several lighting LOD pop issues fixed in cutscenes
  • Fixed a bug where burning vehicles wouldn’t transition to destroyed state
  • Fixed several traversal issues in world where the player may get stuck
  • Fixed an issue in The Ziggurat where a hole in wall allowed players to climb through and trap themselves
  • Fixed an issue in Oh Lily! where players could get stuck in Morrison’s Silo without a way to get back out
  • Fixed collision on glass roof of Silva Factory
  • Fixed a number of Character Model issues in cutscenes that made them look deformed and stretched for a few frames
  • Resolved Silva’s teeth looking too bright on medium/ lower settings on PC
  • NPCs no longer freeze when interacting with certain objects
  • Weapon Wheel hover SFX is now triggered correctly, without delays

PC only

  • The character Red Sand Male 25 is now available for use in Build.MindsEye
  • Fixed a UI issue where backing out of a submenu in ‘Build’ caused the second-last selected tile to remain highlighted
  • Fixed a bug where the ‘effects’ tile would remain highlighted after returning to Build mode from Play mode
  • Fixed an issue where the placement header text overlapped UI elements in the asset settings menu when playing in French
  • Fixed a bug causing specific Korean characters to appear invisible in vehicle spawner labels
  • Fixed a localization issue where the French translation of “Total PI” overlapped with the performance impact number in the top toolbar
  • Replaced the incorrect icon used for the MindsEye menu button in Play/ Build with a proper menu icon
  • [Min Spec Performance Improvement]: Disabled Nanite compute materials as it has a negative effect on GPU rendering time in our game, especially on older Nvidia Graphics Cards.
  • [Min Spec Performance Improvement]: Fixed an issue where our Nanite render pipeline always used the Hardware Rasterizer path rather than correctly splitting between Hardware Rasterizer and Software Rasterizer

Console only – PlayStation and Xbox

  • Fixed a UI focus issue where the graphics settings tab failed to auto-focus on the first option when accessed on PS5 and Xbox

BUILD.MINDSEYE PATCH NOTES – PC ONLY

IMPROVEMENTS

Publishing UGC Content

  • Added a toggle to enable or disable Logic Nodes from being captured in the thumbnail capture of UGC Content

Logic Nodes

  • Timer Nodes improved; you can update or refresh their value at any time through multiple other logic nodes, and can now be refreshed infinitely
  • Timer Logic Nodes now support decimal places up to .000
  • Custom UI Nodes updated to always be set to “Node Active” = True, by default

Attributes Menu, Catalogue & Versioning

  • Minor QoL & screen position improvements to the Creator HUD, Attributes Menu & Tools
  • Minor QoL improvements to naming, duplicated items, missing thumbnails or icons in the Assets Catalogue
  • Updated the search functionality in Assets Catalogue to take into account both object name and the tags
  • Added a warning when the player reaches the maximum number of allowed versions when creating new versions
  • Added missing hotkeys to the Controls Panel for Inserting Path Points

Featured Stamps Updates

  • Multiple fixes and QoL improvements to existing set of Featured Stamps
  • Added more Stamps to the Featured Stamps tile

BUG FIXES

  • Removed EVERYWHERE vehicles from Build.MindsEye – those vehicles were made accessible unofficially, and we will bring them to MindsEye when they are ready
  • Fixed an issue where the AI Spawner Spawn limits and Performance Scores of spawners were not correctly calculated
  • New Performance Score applied to AI Spawners as follows:
  • AI Spawner – Performance Score: 10 / Max Quantity Allowed: 10
  • Individual AI NPC – Performance Score: 6 / Max Quantity Allowed: 100
  • Fixed an incorrect controls description for Build Collision Control List Keys; now correctly displayed as (B) instead of (P)
  • Improved camera behaviour in Build.MindsEye: your last position is now saved more frequently for a more reliable creation experience
  • Fixed an issue with erratic camera behaviour when using the Group Macro Node
  • Fixed an issue where players were unable to like Stamps with long names
  • Fixed an issue that prevented players from editing Stamp Descriptions that exceed the 220 character limit
  • Fixed an issue that caused vehicles to move very slowly, or not at all, when using Custom Speed on the Drive To Node
  • Grid snapping is now enabled on the XY Plane by default
  • Fixed an issue with Destructible Assets not being selectable
  • Fixed issues with Filtering in the Assets Catalogue
  • Fixed various issues with the Vehicle Selection UI Node
  • Fixed multiple issues with the Transform Variable Node and Advanced Transform Node parsing incorrect values into the Location and Scale Overrides
  • Stamp Attributes now display the correct Thumbnail based on the current Version selected
  • Fixed various issues with spawn-points and spawning in Build.MindsEye
  • Fixed various issues with the Physics Force Node causing objects to disappear
  • Fixed an issue where Foliage Assets were not searchable in the Catalogue
  • Fixed a crash caused when attempting to ungroup a group within a group
  • Fixed a crash caused by undoing creation and deletion of large Stamps
  • Fixed an issue with some deprecated assets being displayed in the library – which were discernible by having “DONOTUSE” in their name
  • Fixed texture issues on a number of assets in the Build.MindsEye Catalogue
  • Fixed an issue with missing Localisations for the Light Effects in Build.MindsEye

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



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September 5, 2025 0 comments
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Lost Soul Aside Dev Promises Fixes Are On The Way For Glitchy Cutscenes And More
Game Updates

Lost Soul Aside Dev Promises Fixes Are On The Way For Glitchy Cutscenes And More

by admin September 1, 2025



After an 11-year journey and a transition from solo development to an entire team, Lost Soul Aside is finally here and it’s … not doing so hot. It only launched today and it’s already sitting at a Mixed rating on Steam, with even positive reviews having their fair share of complaints. These include poor audio mixing and English dubbing, a bland story, and an odd checkpoint system, but also some annoying performance issues in certain places. While the official Lost Soul Aside X account hasn’t addressed all of those complaints, it did share a statement on the matter.

As it stands, some cutscenes in the prologue are pre-rendered as 4K, 30-frames-per-second videos, which in some cases are causing stuttering during playback. The Lost Soul Team apologised for this, noting that it is “actively working on optimizations, and future updates will address this to deliver a smoother gameplay experience. Thank you for your continued support and patience!”

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Now Playing: Lost Soul Aside – Gameplay Trailer

Lost Soul Aside initially started development as a project inspired by Final Fantasy–namely Final Fantasy 15–from solo developer Yang Bing, but in 2017 he formed Ultizero Games with support from Sony. The action game was delayed multiple times over the years, and was even supposed to launch in May of this year, before eventually arriving today.

A demo for the game is also available to try out on both PS5 and PC, offering up a portion of the story, a combat arena to try out some moves in, and a boss-rush mode.

Lost Soul Aside is out now on PS5 and PC.



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September 1, 2025 0 comments
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GameFi Guides

Strategy Investors Drop Lawsuit Over Bitcoin Profitability Promises

by admin August 30, 2025



In brief

  • Investors have dropped a class-action lawsuit against Bitcoin giant Strategy, which accused the company of misleading shareholders about how new accounting rules would affect its profitability.
  • The case centered on Strategy’s switch to fair value accounting, which let it mark Bitcoin’s price swings on its balance sheet.
  • Critics said the firm overstated how much this change would boost earnings. Despite Bitcoin’s recent surge, Strategy reported a $4.22 billion loss in early 2025, sparking backlash.

Investors in Bitcoin behemoth Strategy have dismissed a class-action lawsuit against the company for allegedly making false and misleading statements about its profitability. 

The suit was initially filed in May, accusing the company—famous for pivoting from software development into a full-time strategy of Bitcoin accumulation—of misleading investors about the impact new crypto accounting practices would have on its profitability. 

This year, Strategy, which currently owns over $68 billion worth of BTC, switched to a fair value accounting standard that allowed it to record quarter-to-quarter swings in the price of held Bitcoin on its balance sheets. 



Previously, the firm recorded its Bitcoin at original purchase cost; while it could write down drops in the token’s value as “impairment charges,” it could not mark up price increases unless tokens were sold off. 

Investors who filed suits against Strategy and its leadership earlier this year argued the company misled them by overstating the positive impact this new accounting strategy would have on the firm’s profitability.

When Strategy announced a net loss of $4.22 billion in the first quarter of 2025—despite Bitcoin’s historic surge over the prior six months—shareholders began revolting.

But on Thursday, plaintiffs in one of the most prominent lawsuits against the company opted to voluntarily dismiss their claims. The jointly stipulated dismissal, filed in a federal court in eastern Virginia, where Strategy is based, was made with prejudice—meaning the claims cannot be made in court again.

Decrypt reached out to the plaintiffs’ attorneys asking why they had dropped their claims, or if any settlement had been reached with Strategy, but did not immediately receive a response. 

In recent weeks, Strategy has faced other criticisms about how it presents its unorthodox business model to shareholders.Earlier this month, a prominent Wall Street advisor slammed the company for comparing its price-to-earnings ratio to the likes of Apple and Nvidia—a move that was “100% fraudulent,” the advisor said, because the company’s recent performance was driven by a “one-off” increase in Bitcoin’s price, not business fundamentals likely to recur.

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August 30, 2025 0 comments
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First Hollow Knight Kickstarter Update In 6 Years Promises Backers Silksong Codes
Game Updates

First Hollow Knight Kickstarter Update In 6 Years Promises Backers Silksong Codes

by admin August 24, 2025



If you backed Hollow Knight on Kickstarter in late 2014, developer Team Cherry has confirmed that you will receive a download code for Hollow Knight: Silksong. This promise also marks the first Kickstarter update in six years for the upcoming metroidvania game.

The only caveat is that keys for Hollow Knight: Silksong will only be available on PC, Switch, and Switch 2. The game will also launch September 4 on PS4, PS5, Xbox One, Xbox Series X|S, and Game Pass. “We’ll be reaching out in the (very) near future to find out your platforms of choice and the best email addresses to send your copy/s. Keys will be provided as either PC (Steam and DRM free) or Nintendo Switch (Nintendo Switch and Nintendo Switch 2),” Team Cherry said in the Kickstarter update.

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Now Playing: Hollow Knight: Silksong Gameplay (Over The Shoulder Filmed) | gamescom 2025

For those curious, the previous Kickstarter update was a post right after E3 2019 talking about a demo for Hollow Knight: Silksong. Funnily enough, the Gamescom demo playable this week seems to be nearly identical to the experience from E3 2019 (an event that no longer exists). GameSpot did get hands-on time with Hollow Knight: Silksong at Gamescom.

Kickstarter backers receiving Hollow Knight: Silksong codes was foreshadowed yesterday when Bloomberg’s Jason Schreier posted on social media that reviews probably wouldn’t be ready before the game’s launch. That’s reportedly because Team Cherry would find it unfair for critics to play the game earlier than original backers.

The anticipation for Hollow Knight: Silksong’s upcoming launch feels pretty tangible. For instance, Hollow Knight just hit an all-time concurrent-players peak on Steam with over 22,000 people. In addition, at least three indie games are pushing back their release dates now to avoid coming out near Hollow Knight: Silksong.



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August 24, 2025 0 comments
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Michael Saylor Will Never Give up on Bitcoin, His New X Post Promises
NFT Gaming

Michael Saylor Will Never Give up on Bitcoin, His New X Post Promises

by admin August 19, 2025


  • Michael Saylor’s Bitcoin message to community
  • Strategy buys additional 430 BTC

Michael Saylor, a vocal Bitcoin evangelist and Strategy’s executive chairman, has published a new X post dedicated to BTC, as the world’s largest digital currency has fallen back to the $115,000 price level.

Saylor’s message may hint that he is never going to give up on Bitcoin. This aligns with Saylor’s earlier statements that Strategy intends to always buy Bitcoin and hold “Bitcoin forever” too.

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Michael Saylor’s Bitcoin message to community

Saylor published an AI-generated image of himself depicted as an ancient warrior from a fantasy saga, wearing armor and holding a shield to cover his chest. The caption contains only two words, but they reflect Saylor’s attitude to holding and supporting the world’s pioneer cryptocurrency: “Bitcoin Forever.”

This bullish message was issued after Saylor announced yet another BTC accumulation made by the company.

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Strategy buys additional 430 BTC

On Monday, Saylor addressed his millions of X followers with a tweet, announcing that Strategy had spent roughly $51.4 million to acquire an additional 430 Bitcoins. This crypto was bought at approximately $119,666 per BTC, and it propelled the company’s total holdings to 629,376 Bitcoin, valued at $72,293,274,240 at the current BTC/USD exchange rate.

Besides, according to the X post, Strategy has achieved a Bitcoin yield of 25.1% year-to-date for its shareholders. The only company that holds a larger amount of BTC is BlackRock iShares spot Bitcoin ETF IBIT.

Strategy remains the largest Bitcoin treasury company on the market, releasing various types of securities to fund its regular BTC purchases. By now, the range of its BTC tools includes MSTR, STRC, STRK, STRF and STRD, offering various types of Bitcoin-based investments.



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August 19, 2025 0 comments
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Borderlands 4 Promises 30 Billion Guns, Giant Skill Trees, And More
Game Reviews

Borderlands 4 Promises 30 Billion Guns, Giant Skill Trees, And More

by admin August 18, 2025


The overwhelming consensus among the first hands-on demos with Borderlands 4 earlier this summer was that it’s more of the same. If you already like Borderlands, the sequel is likely to provide everything fans usually show up for. If not, well, TBD on how many nonbelievers Gearbox Entertainment manages to win over with its most ambitious looter shooter yet. Much of that will come down to the details, and the studio has been sharing a lot of them recently. Here’s a bunch of stuff we learned about Borderlands 4 this week.

Split-screen co-op returns

Senior project producer Anthony Nicholson wrote on Xbox Wire this week that in addition to supporting local co-op, Borderlands 4 will also let you play with another pair of people in split-screen mode. Two TVs, four-player sessions, tons of chaos. Teaming up has also apparently been streamlined with a better lobby system and improved dynamic level scaling, including the option for each player to set their own difficulty.

Switch 2 won’t have couch co-op

“Switch 2 players will have the same exciting Borderlands 4 experience as other platforms minus the split-screen option, and yes, it will have full cross-play with Epic, Steam, PlayStation 5, and Xbox X|S,” reads the Nintendo version’s support page. The port targets 30fps and arrives on October 3, roughly three weeks after the platforms.

There are over 30 billion guns

Yes, that’s a real stat Gearbox is pushing. One of the reasons for that big number is that Borderlands 4 lets you mix-and-match elements from different in-universe weapons manufacturers. Then there are all of the RNG stat and perk drops you can get. According to Nicholson, the studio created a Matrix-like gun rack to help conceptualize all the possibilities and prevent the game from spitting out combinations that wouldn’t work.

“It was this really large gun map where you could see all of the individual parts for all the individual guns, for all the individual manufacturers,” he told the Epic Games Store blog. “It made it so you could see how each of those things were and how we could have those combinations roll together and how they would work—the slides, the animators, the actions, the art all fitting together. Because a certain gun, if it pumps one way, but there’s a long barrel that goes on the bottom, obviously those parts can’t go together.”

Borderlands 4 has “more passive perks than all the previous Borderlands combined”

Size matters, at least for Gearbox’s marketing guys. The Borderlands 4 map is bigger than the last two numbered entries combined. The guns have four times as many polygons as Borderlands 3. All those billions of guns. You get the idea. The skill tree follows a similar pattern. It sounds more advanced, and potentially overwhelming, than any game prior—more Diablo 4 or Path of Exile than your traditional RPG shooter.

“The Augment and the Capstone system that we have forces you to make a choice and all of them drastically change the ability that each player has,” character designer Nick Thurston told Polygon. “That alone would create more build diversity than we’ve ever had. But then we also have more passives than all the previous Borderlands combined. I think Amon alone has 87 passives, and most Vault Hunters have about 80.”

Techno Viking Amon is Borderland‘s “most complicated” Vault Hunter yet

Amon is the guy with the big fire and ice axes you see in all the Borderlands 4 trailers. But looks can be deceiving. He’s not just a tanky melee character. He’s apparently the poster child for the new game’s build variety. Everyone in a squad could play as Amon, but the styles might all be different, Gearbox claims. Melee, ranged, support, he can do it all. Unlike most of the franchise’s Vault Hunters that pop abilities and then just shoot stuff, Amon’s skills can be deployed in more ways.

“He just has more abilities than any other Vault Hunter numerically because of his trait, which allows him to have forge skills,” Thurston told GameSpot. “I wouldn’t say he’s super complicated, but he has a lot more going on in the middle of combat, and he’s a lot more active than I think a lot of people historically expect from Vault Hunters.” He sounds like a more advanced archetype than some of the others, though Gearbox says he’s still approachable to new players.

Borderlands 4 is inspired by mergers, acquisitions, and fascism

The game takes place on a prison planet called Kairos. Gearbox CEO Randy Pitchford suggests that’s a not-so-subtle illusion to the studio’s rocky period during which it was sold to the poorly conceived Embracer holding company, before trying to escape again. The studio group is now owned by longtime publishing partner 2K Games, part of the broader Take-Two portfolio that includes Grand Theft Auto VI maker Rockstar Games and mobile maker Zynga.

“There’s this cultural and emotional shift in me, personally, and at the studio. What does it mean to trade some autonomy for organization?” he told the Epic Games Store blog: “What does it feel like to move up and down the scale between autonomy and being organized or even being controlled? On one end of a spectrum you have anarchy, and on the other end of the spectrum you have fascism, totalitarianism, zero freedom. It’s not just about societies—that’s all of us as individuals, to imagine where we want to be on that spectrum and how comfortable we are. And we were going through that as a company.”



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