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Final Fantasy Tactics: The Ivalice Chronicles logo next to Ramza and Delita
Product Reviews

Final Fantasy Tactics: The Ivalice Chronicles review: a revamped classic that’s a must-play for any tactical RPG fan

by admin September 25, 2025



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When Final Fantasy Tactics was released in 1997, it was lauded as a masterful tactical role-playing game (RPG), mixing impressive visual effects with depth-filled combat and a stellar narrative. But now, this beloved title has been reborn, affording longtime fans as well as new players the chance to experience it all. Enter Final Fantasy Tactics: The Ivalice Chronicles – Square Enix’s remaster of a true classic.

Review info

Platform reviewed: PS5
Available on: PS5, Nintendo Switch (physical and digital); Nintendo Switch 2, PS4, Xbox Series X and Series S, PC (digital only)
Release date: September 30, 2025

This expanded remaster brings plenty of shiny new stuff to the table. It’s fully voice-acted, has considerably upgraded visuals, and a fair few quality-of-life updates. All of these are available in the ‘Enhanced’ edition of the game, but you can also play through the original if you’d prefer, which uses the translation from War of the Lions – an updated version of the game which launched on the PlayStation Portable (PSP) back in 2007.

Anyway, I’ve played through the entirety of the Enhanced version of Final Fantasy Tactics: The Ivalice Chronicles, and I’ve got plenty of thoughts – most of which are positive, fans will be delighted to hear! Let’s take a closer look at this remaster, then, and find out if it can do justice to a real fan favorite.

An adventure like no other

(Image credit: SQUARE ENIX)

If you’re new to Final Fantasy Tactics, I’ll give you a quick rundown of the game’s premise. Ramza Beoulve is a highborn young man, who is thrust into a deeply political, brutal conflict – one that centers around two nobles vying for the throne of Ivalice.

Ramza – alongside his allies – will play a gigantic part in the war’s trajectory…though his actions will later be obscured in the history books. It is up to you, the player, to uncover the truth behind this conflict – and the importance of Ramza’s role within it.

You’ll control young Ramza and his allies across various battlefields, which use a tile configuration – something that fans of the Fire Emblem series, for example, will be well familiar with. You’ll have to level up your characters, recruit increasingly powerful units, and make use of the renowned job system – one of the best parts of the game, hands down.

You can switch between a number of jobs – spell casters like Black and White Mages, sword users like Squires and Knights, and a whole lot more. A key difference in the Enhanced version is that there’s a fully-fledged Job Tree, which makes it easy to understand how to unlock each class, and lets you track your progress in doing so.

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Best bit

(Image credit: SQUARE ENIX)

I had a huge amount of fun creating an army-crushing squad in The Ivalice Chronicles. Creating a monk, who could heal and hit-hard, while also using the Ninja’s dual wield skill for 2x the power, made for a truly devastating combination.

As had previously been the case, you earn job points in battle to increase a unit’s proficiency in a particular class, through which you can earn new abilities and passive skills. Mixing and matching skills from different jobs is great fun – and optimizing your skillset will be crucial if you want to make it through the main story, which is by no means a breeze…more on that later.

Some jobs do take ages to unlock – but it doesn’t always feel worth your time, given that some of the classes further along the tree have skills that seem a little situational. Still, you don’t have to make use of these jobs. One of my main units, for reference, was a monk – a melee fighter class you unlock pretty early. I just ensured that he had secondary skills from the Ninja class to keep him primed for late-game combat.

If your beloved monk unit dies in battle, for example, it may well be gone forever…devastating, I know. When a character faints, a display with three hearts will appear above it, and one heart will deplete for each turn a character remains unconscious. If you don’t revive it or complete the battle objective within this time, it will be gone forever.

New auto-save slots have made it easier to go back to before your unit dies – which is a very welcome inclusion. I used this a fair amount in my playthrough. After all, do you really want to spend hours on end re-training a new unit? Personally, I don’t have time for all that!

There’s one more thing I’d like to note about perma-death. In Fire Emblem titles, your units typically have a unique appearance and personality – something that can leave you feeling attached to them, and this causes deaths to feel that little bit more gutting.

In Final Fantasy Tactics: The Ivalice Chronicles, though, a lot of characters have identical appearances and no personality beyond their brief vocal soundbites. This meant I wasn’t particularly attached or interested in my standard units – I often replaced them with special ones that play a more direct role in the plot, have unique costumes, and join your party as you progress through the story. By the way, Cloud from Final Fantasy VII (one of my favorite games, and one of the best RPGs of all time) is one of these…how cool is that?!

Not for the faint of heart

(Image credit: SQUARE ENIX)

Speaking of special units, some of these are going to be extremely helpful – and sometimes almost feel necessary – to get through story battles. There’s one in particular who will join you late on, who is seriously powerful. I won’t spoil who it is for newcomers, but without them, I’d have been toast on a number of occasions.

Yes, I’ll be honest, I found The Ivalice Chronicles to be hard. At times, very hard. I’m an RPGs guy, and have finished some pretty punishing titles – yes, even Shin Megami Tensei III: Nocturne. But the thing that caught me off guard in this game was its severe difficulty spikes.

Some of these, especially early on, forced me to better my understanding of the title’s impressively deep battle mechanics – stuff like zodiac compatibility, faith, and bravery elements require close attention.

Difficulty spikes later on, though, could feel pretty frustrating. I went from reconsidering my team’s build and strategy early on to reconsidering whether my sanity was still intact by the end. These spikes can make progression feel a little uneven, it has to be said, although there are ways to push through the most challenging encounters.

For instance, you can hop into random battles on the world map to grind up your levels and earn job points to get better healing skills, spells, and combat abilities. And these are entirely at your own pace – don’t fancy a random encounter? Just press flee and you can skip it. Need some EXP? Run around for a bit and prepare for battle. I love that you’re not forced into fights – something that can make some RPGs feel repetitive and relentless.

In addition, you can complete errands, which give you gil (the game’s currency) to spend on better armor, weapons, headgear, and accessories. They can also give you experience points and job points. These are entirely optional and are a useful way to earn experience for any backup units you want to use in the event of a character dying, for example.

Anyway, after you’ve been struggling in a fight and you’ve taken some time to train up, you’ll likely find a route to victory. And when you do, you’re going to feel very satisfied – I know I did. The endgame especially was pretty rough for me, but I got there in the end. It’s worth noting that I played the whole game on Knight difficulty – the sort of ‘normal’ level. However, the Enhanced version adds an easy mode, Squire, and a hard mode, Tactician – that one’s for the show-offs.

A message more potent than ever, for a new generation

(Image credit: SQUARE ENIX)

Final Fantasy Tactics: The Ivalice Chronicles has a stellar narrative – one that plays to themes that are arguably even more timely now than they were almost 30 years ago.

The conflict I mentioned earlier takes place after a separate 50-year-long war, which has left much of the kingdom in economic turmoil. Distrust in the ruling class is at an all-time high, with the masses left to struggle in a ruined kingdom while nobles indulge in luxury. The world was, and remains, incredibly designed, with a new ‘state of the realm’ page that clarifies story details and can refresh your memory of character names, among other things.

State of the realm is one of many additions – most of which make for a much more refined experience. Personally, I love the revamped graphics – the game remains true to its roots, visually speaking. Battle animations are incredibly fluid, backdrops are beautifully composed, and colors really pop, injecting a ton of character into this complex world. The incredible score also adds so much texture to the world, and even random encounter tracks, like Apoplexy and Desert Land, had my head bopping mid-battle.

Functionally speaking, one of the best new features is fast-forward, which makes the pace of battle so much more palatable. A lot of movement and combat does feel pretty sluggish, so being able to speed through your enemy’s actions is most welcome. This also helps if you’re sitting through dialogue you’re already familiar with, and I made extensive use of it.

I already mentioned stuff like difficulty options, the job tree, and auto-save – and these all feel like considered, user-friendly inclusions – but despite that, there was some stuff I wasn’t loving about the Enhanced version.

(Image credit: SQUARE ENIX)

This might be controversial, but I think the voice acting is, at best, just OK. Some characters are well represented. Ben Starr – who was phenomenal as Verso in Clair Obscur: Expedition 33 – does a good job with the cunning and crafty Dycedarg. The personalities of other characters, including Agrias, Cidolfus, and Ramza himself, are also communicated well – but the same can’t be said for others.

Some performances feel a little restrained, non-special characters occasionally have inconsistent accents or tones of voice, and some non-player characters (NPCs) have voices that don’t match their sprites whatsoever. I mean, am I really meant to believe this teenage-looking soldier sounds like a 50-year-old geezer from the east end of London?

Furthermore, I was frustrated by the game’s camera on numerous occasions. Sometimes, it would pan to a bizarre angle that prevented me from seeing the on-screen action. A new overhead tactical view did remedy this at times, but I would’ve liked some further improvements here. Otherwise, performance is fantastic on the PS5 version, no notes.

There’s one more thing that didn’t bother me too much, but will be a concern for others. Content from War of the Lions is largely missing in this remaster. That means that its side content and drawn cutscenes have been mostly left out – something that will upset fans of the well-regarded PSP version, I’m sure.

Still, though, I have to say that I had a great time with Final Fantasy Tactics: The Ivalice Chronicles. Yes, I have some minor gripes – severe difficulty spikes, a sometimes flawed camera, and imperfect voice acting, above all. But those things are certainly not enough to get in the way of an unforgettable adventure, packed with satisfyingly deep combat, a timely, well-written story, and a great score. The quality of life upgrades and enhanced visuals make this the ultimate way for new players to explore Ivalice, and if you’re a fan of tactical RPGs, this remains easy to recommend.

Should you play Final Fantasy Tactics: The Ivalice Chronicles?

(Image credit: SQUARE ENIX)

Play it if…

Don’t play it if…

Accessibility features

There are a few useful accessibility settings in Final Fantasy Tactics: The Ivalice Chronicles. For instance, there’s a sound visualization option, which displays in-game sounds on the edges of the screen, as well as the choice to show speaker names during spoken exchanges.

There are also sound effect subtitles, volume sliders, multiple text languages (Japanese, English, German, and French), and both English and Japanese voice language options. Unfortunately, there is no colorblind mode or similar.

How I reviewed Final Fantasy Tactics: The Ivalice Chronicles:

(Image credit: SQUARE ENIX)

OK, so I spent more than 50 hours playing Final Fantasy Tactics: The Ivalice Chronicles, battling through the entire main story, a healthy portion of side content, errands, and random encounters. I played the Enhanced version of the game in order to assess the remaster’s quality of life upgrades, graphical improvements, and voice acting.

I played the PS5 edition of the game, with my console connected up to the Sky Glass Gen 2 television and the Samsung HW-Q800D soundbar. When I was out and about, I’d also occasionally dip into the game via remote play on my Samsung Galaxy S24 FE, but this was pretty rare.

Personally, I’ve reviewed a variety of games here at TechRadar, including recent releases like Raidou Remastered: The Mystery of the Soulless Army and Drag x Drive. I’ve also played a number of tactical RPGs, such as Fire Emblem: The Blazing Blade, and a range of Final Fantasy titles.

First reviewed September 2025



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September 25, 2025 0 comments
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ASRock AI Quickset WSL
Product Reviews

ASRock’s revamped AI Quickset WSL virtualization tool makes it easy to run Linux AI apps on Windows

by admin September 15, 2025



ASRock released a special AI tool a few years back that gave users the ability to easily and quickly deploy AI applications on PCs with supported AMD or Intel GPUs. The board maker has announced its second iteration of the app, known as AI Quickset WSL, that further enhances the tool’s capabilities. Giving users an environment that can easily deploy AI apps made specifically for Linux on Windows machines without dealing with a complicated setup process.

The app takes advantage of Microsoft’s WSL virtual compatibility layer to achieve this. WSL is essentially a GUI-less virtual machine natively supported in the latest versions of Windows that allows users to run Linux apps in Windows through virtualization. AI Quickset WSL is built on AMD’s ROCm platform to provide all the necessary setup configuration to run Linux AI-based apps efficiently on AMD’s RX 7900 series GPUs or newer.

ASRock’s tool is designed to automate all of the complicated parts of running AI applications on Windows. Depending on the method, installing and running AI models on a PC can be tough. You need to account for what hardware you have and what runtime(s) that hardware supports. You might also need to manually tweak the LLM’s optimizations under the hood so it runs well on your hardware, if you’re going with a manual setup.


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Making matters worse, most “cutting-edge” AI applications are typically optimized for Linux, making it even harder for Windows users to get these apps up and running in Windows (if at all). AI QuickSet WSL essentially turns the process of running AI apps into a simplified wizard, with a GUI that provides a step-by-step process for whatever model you want to run (so long as it’s also supported by AI QuickSet WSL). ASRock’s app also includes several AI models ready to be used, such as audio, image, text, and object translators and detectors.

The original version of AI Quickset was only capable of configuring AI applications that were designed with either Windows or Linux in mind. AI Quickset WSL expands upon this and again allows users the freedom to run Linux-based AI apps on Windows, which is a huge deal if you dabble in AI models that are mostly regulated to the Linux space. But, just like most AI software, AI Quickset’s minimum hardware requirements are high, requiring either Intel 12th Gen or newer or AMD Ryzen 5000 or newer CPUs, 64GB of memory, and ASRock’s RX 7900 series or later graphics cards.

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Is Congestion Pricing Working? The MTA’s Revamped Data Team Is Figuring It Out
Gaming Gear

Is Congestion Pricing Working? The MTA’s Revamped Data Team Is Figuring It Out

by admin September 4, 2025


For the New York City Metropolitan Transportation Authority’s data and analytics team, January 5, 2025, felt a lot like kismet.

Three and a half years earlier, New York state legislators had passed a law requiring the MTA to release “easily accessible, understandable, and usable” data to the public; by January 2022, MTA chair and CEO Janno Lieber officially announced the new team’s formation. Meanwhile, New York City’s controversial congestion pricing program, which tolls cars entering Manhattan’s busiest streets, officially kicked off in 2019 but was chugging through a lengthy setup process, with the transit agency and state fighting lawsuits, politicians, and vocal naysayers along the way.

So when the program finally started in January, the MTA’s data and analytics team had prepared. They could see the moment the tolling started right in the spreadsheets. “The day that it turned on, one field changed from ‘no revenue collection’ to ‘revenue,’” says Andy Kuziemko, the deputy chief of the data and analytics team.

A few days later, the team was pumping out data on vehicle entries into the zone in 10-minute increments, and posting the data on its website, so that New Yorkers themselves could decide whether the congestion program was actually reducing traffic on city streets. The agency has been doing it since. You—yes, you—can view and download the MTA’s data right here.

The online web pages aren’t flashy, but they represent a rare and comprehensive public transit win for open-data advocates, who argue that access to well-maintained public datasets is crucial to government transparency and efficiency.

Since 2022, the MTA’s data and analytics team has grown to 26 full-time employees, who spend their workdays centralizing information that was once scattered through the entire MTA. The agency, to be clear, is big. The nation’s largest, it carries some 5.9 million riders on subways, buses, commuter railways, and through tunnels and bridges every day. That’s a lot of numbers to track.

Really a lot; MTA now publishes more than 180 datasets. Recent additions include more than a decade’s worth of data on the time MTA employees spend on “productive tasks,” a new dataset on subway-delay-causing incidents; and bus speeds on Manhattan’s most crowded downtown roads. Kuziemko says 30 more datasets are becoming publicly available “in the near future.”

Counter Intelligence

In an interview, Kuziemko and MTA chief of strategic initiatives Jon Kaufman credited a new culture of intra-agency data sharing for the renewed program. In 2023, leadership encouraged managers across the agency to allow their data to be ingested into the MTA’s “data lake,” which can be refined, stripped of identifying information, and eventually published openly. (Some of the MTA’s data contains the personally identifiable information of commuters; the agency says this specific data is not published for the public.) The agency has also started using new in-house software and tools, which give them technical capabilities they didn’t have before. “We have paid for zero hours of consulting time, which is a thing we’re really proud of—that we actually built in-house expertise in the public sector,” says Kuziemko. “It’s really cool.”

“It’s rare for a government agency to share this level of data granularity,” says Sarah Kaufman, who directs the NYU Rudin Center for Transportation and once led the agency’s open-data program. In fact, it’s something like an about-face for the MTA, which before 2009 made a habit of legally pursuing developers who scraped system timetable and route data to build rider-friendly apps.



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Skyblivion project lead says release date reveal's finally getting "closer", as Oblivion remake mod shows off revamped intro
Game Updates

Skyblivion project lead says release date reveal’s finally getting “closer”, as Oblivion remake mod shows off revamped intro

by admin August 31, 2025


Watch out, there’s a goblin over there! Have you dispatched him with a deceased Blade’s rusty blade? Good, we can now keep trekking through the revamped Imperial sewers dungeon that unofficial Oblivion remake Skyblivion’s devs have just shown off.

The massive Skyrim mod’s getting ever closer to the release its creators have pencilled in for later this year. Despite that looming, they’ve not opted to skip what’s become an annual cameo at fan-run Skyrim modding showcase Creation Mod Con, alongside a bunch of other in-the-works Elder Scrolls remake projects and add-ons.

I spoke to Skyblivion project lead Kyle ‘Rebelzize’ Rebel ahead of Creation Mod Con about where the modders are at in terms of announcing the mod’s full release date. “Progress is generally good, volunteer based projects are always a challenge due to people sometimes dropping out or not having as much time to contribute as in the past,” he told me. “To work around that we try as much as possible to keep the project a bit flexible and change our MVP (minimum viable product) according to the team’s capability. I’d say recent developments made us come closer to a potential date announcement, but we will be able to share more about that at a later date.”

The team also revealed that in addition to the GOG release they announced back in June, a release via Nexus Mods is also locked in and there are plans to offer the mod for free via Steam too. I’m intrigued to see how that last one might differ from the other two.

Watch on YouTube

Anyway, the modders showed off the opening 15 minutes of Skyblivion in this latest showcase. Big spoiler alert – the sequence sees some youths in hoodies harass Patrick Stewart into freeing Nirn’s ugliest prisoner before departing to go and voice a sentient poo in the Emoji Movie several years down the line.

I’m not joking about it being Patrick Stewart that does this, as shown a recent dev diary, Skyblivion’s Uriel Septim is his regal spitting image. As for the iconic series of corridors in which he’s shanked up while you decide whether you’re going to default to a sneak build for the hundredth time, Skyblivion’s devs said they’ve opted to keep things “closer to the original experience” at the start so players can get up to speed with the mod’s combo of Skyrim and Oblivion mechanics.

Though, lest you forget this is remake rather than a remaster, something the modders have understandably been keen to stress since the official Oblivion remaster rocked up through a flaming gate earlier this year, there are plenty of the sort of tweaks and touches that’ve left me generally more curious to play this interpretation than Bethesda and Virtuos’ efforts.

As you battle through the caves, there are goblin cave paintings and brief glimpses of the White-Gold Tower to ensure the background’s more than a plain brown mush. They’re subtle elements, designed by modders Anna Khudorenko and Penrutet respectively, but I’m hoping they’ll keep the experience feeling a bit fresher than the remaster’s intentionally minimalistic reskinning.

That said, the fresh addition I dug most from what the modders showed off here is the first look at the Imperial Mausoleum, a hall in the Arboretum where Emperor Stewart’s body will now be interred once he meets his demise. The Skyblivion crew tell RPS this was designed by Gabriele Floris, aka Kazuhide. They’ve lent their two architecture degrees to shaping the mod’s version of Cyrodiil’s capital, with real life mock-ups for a restoration of the Roman Emperor Augustus’ mausoleum being cited as the inspiration for Uriel’s resting place.

This Septim tomb’s just one aspect of what you can expect from the mod’s total revamp of the city. “We’ve really set out to entirely remake the Imperial City to be the grand cosmopolitan city it is known as in lore – that means every district is substantially larger and more detailed,” Rebel tells me.

Skyblivion’s still looking for volunteers with the skills to help get it over the line.



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