Laughing Hyena
  • Home
  • Hyena Games
  • Esports
  • NFT Gaming
  • Crypto Trends
  • Game Reviews
  • Game Updates
  • GameFi Guides
  • Shop
Tag:

Rock

You wait all year for a quirky trolley game, then both The Trolley Solution and Troleu rock up in quick succession
Game Updates

You wait all year for a quirky trolley game, then both The Trolley Solution and Troleu rock up in quick succession

by admin September 15, 2025


By the great transport gods, trolleymageddon is upon us! It’s the end of the line as we know it, and I feel fine. All of that is to say that two wacky trolley-related games are releasing within days of each other, no doubt driving fans of the budding genre off the rails or road.

The Trolley Solution, a game about a famous philosophical quandary and also at least one tale of a girl falling deeply in love with a tram, pulled up at this stop on September 12th. Boarding costs £5.20/$6.49/€6.33 right now, or £5.40 if you want the deluxe edition the comes with a mysterious and possibly satirical DLC dubbed ‘the V.I.P. lever’. If you hurry, you can probably still catch it! Troleu, a game that tasks you with checking tickets and occasionally kicking the bottoms of troublemakers as a trolleybus conductor, is due to pull up on the opposite side of the stop later today, September 15th. Make sure you’ve got your ticket ready!

If you opt to get on The Trolley Solution’s tram, which is named Trolley-San, you’re in for a series of amusing scenarios/puzzles based around Phillipa Foot’s famous trolley problem. You know, the one with the unstoppable train speeding towards a point at which some tracks separate, with some unfortunate folks strapped to the rails of both forks, and a lever presenting the chance to save one group at the expense of the other.

As I discovered when I gave its demo a go back in June, The Trolley Solution takes that scenario in a whole bunch of wacky directions, including one which politely requests permission to tweet something highly controversial about footwear from your Twitter account. That’s probably less of a threat if you’re solely on BlueSky or have smartly given up the socials. Also, this happens:

Tameko falls, to a degree of your choosing, in love with a tram. He goes by Trolley-San and keep pulling up and saying “Ding Ding” in what I can only assume by Tameko’s reactions to be an incredibly suave and seductive fashion. This and all the rest of the game – and I can’t emphasise this enough – are a right hoot, a great laugh, and a throaty chuckle.

Given the updated Steam page images feature the likes of a person pushing a tram up an incline like Sisyphus, I can only assume the full version’s even wackier.

Image credit: andrground

Troleu, meanwhile, is a bus conductor sim with attitude. Lest you accuse me of falsifying its trolleyness, the Steam description insists on a couple of occasions that this is a “trolleybus”. I’ve no idea what the difference between the two is, but our Nic liked the demo when he gave it a go back in June. That said, while he enjoyed lobbing folks with fake passes out of the doors “at which point they fly off down the street like a crisp packet in a gale”, he was neutral about the child kicking you can do if you wish. Here’s his conclusion:

To keep you on your toes, there’s both a passenger annoyance meter and your own boss, the ticket inspector, to contend with, who makes sure you haven’t been letting on fare dodgers. I am as yet not fully convinced there is more than 15 minutes of fun here but it is a very good 15 minutes.

Right, now pick your transport and get on. Or, divide yourself in two somehow and board both. Or board neither and stay home to play something else. The choice, as when dealing with tram quandaries and ornery passengers, is yours.



Source link

September 15, 2025 0 comments
0 FacebookTwitterPinterestEmail
NBA 2K26 review | Rock Paper Shotgun
Game Reviews

NBA 2K26 review | Rock Paper Shotgun

by admin September 10, 2025


NBA 2K26 review

NBA 2K26 offers some on-court improvements over its predecessor, while its other new wrinkles are a bit hit and miss.

  • Developer: Visual Concepts
  • Publisher: 2K Games
  • Release: September 5th 2025
  • On: Windows
  • From: Steam
  • Price: $69.99/£59.99/€69.99
  • Reviewed on: Intel Core i7-12700F, 16GB RAM, NVIDIA RTX 3060 Ti, Windows 11

I regularly go against my best consumer instincts and check out the yearly iterations of sports games. It’s not something I’d likely be doing without some Steam press account magic letting me dodge the yearly cash sacrifice for a game that usually shares a huge chunk of DNA with its direct predecessor; a sense of deja vu is inevitable, unless you’ve been sensible enough to either let a few years pass or wait until you’ve spotted a new feature that piques your interest.

With NBA 2K26, there was one such addition in my mind. As someone who’s been keen to see 2K’s ball-to-basket series get rid of the invisible wall it’d put up between its simulations of men’s and women’s basketball for a good few years, the first-time addition of WNBA players to one of the marquee male-dominted modes caught my attention. Granted, it was MyTeam, the depressing pit in which you fork over either real money or fake money – acquired across hours of grinding – to buy trading cards that may or may not be dished out via something resembling a slot machine.

I wouldn’t be deterred from at least giving it a go, though. Given the nature of basketball, with its emphasis on height dictating different playstyles and requirement for close-knit teamwork, I figured mixing WNBA ballers in with NBA giants might make for a more unique contrast in experience than, say, playing with a mixed team in EA Sports FC.

In practice, I wasn’t disappointed. I opted for a starter pack that gave me the entire lineup of the WNBA’s Seattle Storm, then built it out with some extra cards and short-term high overall loanees that leant more female than male, making sure I retained some lads to work into my lineup.

Over the course of some breakout and triple threat park matches, most of which have minimal margin for error despite their less formal trappings, I’ve found getting the right mix of baller genders to be satisfyingly difficult. Naturally, the average NBA squad has a height advantage in any matchup, which can make securing rebounds and scoring close to the basket a very tall order for an all-WNBA squad. So, you’ve got to lean into skill and speed, either by finding ways to quickly streak to the rim in transition (or after breaking a defender’s ankles), or relying on your shots from distance.

In terms of the former, I’ve had a lot of fun with Jordin Canada, whose relentless pace and great handles make her feel like a five foot six Allen Iverson. For threes, I’ve taken to relying on Kayla McBride, while the best all-round package I’ve found has been an 89-rated Kelsey Plum, who excels in both of those areas. In terms of a trios squad, teaming up Plum and McBride with the 85-rated Moses Malone (who you get in the tutorial) made for some fun wins, with the retro big man’s inside defensive presence and rebounding prowess helping balance out the areas that even taller WNBA players like Angel Reese tend to struggle in.

Image credit: 2K / Rock Paper Shotgun

Disappointingly, I’ve found that the teams I’ve gone up against – whether AI or player-controlled – tend to still be mainly blokes. With CPU-controlled opponents, I figure it might be down to a WNBA-heavy squad potentially being an easy win if someone’s decided to play with three forwards or centers, so that’s something devs Visual Concepts will need to address going forwards.

In terms of the on-court action, part of what made those games a blast are the tweaks 2K26 makes to the shooting, rebounding, and movement. I’ve got a more mixed view on the former, which is literally hit or miss. Getting a perfect release, which has been signified by the meter turning green for a good few years now, appears to be easier in a number of 2K26’s modes. Which is a good thing, because the chances of making the shot if you don’t release right on cue seem to have been drastically nerfed. The result is that you get to go on immensely satisfying runs when your shots are dropping, but being on the other side of that and trying to grind out points sometimes feels impossible. Get into a park match against someone who’s got their jumper timings down to a T and has players who aren’t easy to block? You might as well not try on defense.

Going up against the AI makes that less of a concern, and it’s in MyPlayer mode where the game really start to sing. I opted to play as a center, the tallest and slowest player on the court who generally spends most of their time getting physical near the basket. The lingering annoyance of your rookie player starting off as a useless lump that’s a bore to control is still there. They can only be upgraded using the virtual currency, which feels deliberately grindy, and can also be bought using real money because of course it can.

Image credit: 2K / Rock Paper Shotgun

Once I’d managed to get a decent baseline, though, I was flying through the air to catch rebounds, employing the new timing meter to ensure I lept at just the right moment. The jostling under the rim feels nice and weighty, and close-range scoring via layups and post moves now seems as effective if you’re keen to more than a pure slamdunk merchant. What Visual Concepts have dubbed their “MyPlayer Freelance Engine” has also vastly improved your AI teammates’ off-the-ball intelligence, making them much better at picking you out with passes at the right time – without you having to grind the offense to a halt every time via repeated calls for the ball.

This brings me to the narrative of this year’s MyPlayer mode, dubbed Out of Bounds. These are relatively simple, often cliche-heavy tales simply designed to put a bit of story meat on the bones of your created baller’s short journey from nobody to NBA hero. Out of Bounds certainly doesn’t disappoint in that regard. With college basketball now back on the map in terms of standalone games thanks to its athletes finally being paid for the use of their names, images, and likenesses, 2K’s NBA game has had to dip back into the bin of royalty-free routes to stardom. As such, after playing a couple of high school games in remote Vermont, 2K26’s MyPlayer jets off to Los Angeles to take part in a club league that’s treated like university ball’s more casual cousin.

To be fair, a single four-game season there isn’t the be-all-and-end-all, with a trip to Europe on the cards as you aim to up your draft stock. Ooh, thought I, 2K have included teams from real-world European basketball leagues in the past, are those back? Sadly not. Instead, you’re suiting up for mirror universe Real Madrid and rubbing shoulders with yet more created players. There are at least nice establishing shots of cities like Malaga and Madrid to make things feel a tiny bit more real. 80% of your player’s dialogue is boasting or pouting, to the point where they feel genuinely unlikeable at certain points, though that’s to be expected. Oh, and the Madrid season’s storyline is mostly based around you earning the approval of a Slovenian teammate whose personality and mannerisms have been shamelessly ripped from GTA IV.

Image credit: 2K / Rock Paper Shotgun

Having had enough of shooting guard Roman Bellic, you may well bolt for 2K26’s array of management modes. Understandable – I’ve spent much of my time with previous NBA games’ equivalents, if only for a reprieve from constantly being advertised at. This time, though, I’ll save you some trouble: don’t bother. Whether it’s MyGM, MyWNBA, or the MyNBA Eras mode that’s essentially been my only excuse for playing more than 30 hours of these games over the past half decade, you’ll be disappointed in how little they’ve progressed.

There are a couple of minor changes. Some new GM scenarios to start from and more of a structure to yearly owner goals. A new expansion team in the form of the Golden State Valkyries. The option to make your Eras sim run slower, but purportedly smarter, or to speed things up and sacrifice some depth of computer thought. The first two are ok, but hardly worthy headliners.

The last one, meanwhile, genuinely seems to have changed almost nothing. Teams with an abundance of players at one position will still trade for, draft, and sign more players at that position without offloading one of their established crop to get better elsewhere. Offseasons still end with very good players left unsigned because computer teams haven’t managed to manage their cap room effectively, making them very easy to pick up on cheap one-year deals once the season kicks off.

That seems particularly problematic when it comes to WNBA sims, with a lot of star players being on short-term deals, meaning plenty of talent can be left on the table amid the bidding wars – then signed for pennies. Computer-made trade proposals do seem a tad more logical this time around, but I still saw instances of teams pulling questionable moves, like trading multiple future first-round picks for one mid-round pick during drafts.

Oh, and you can still phase through your staff in MyGM mode. | Image credit: 2K / Rock Paper Shotgun

All in all, it’s the usual fridge full of good and bad ingredients, making for a soup that tastes slightly different to last year’s – but not noticeably superior. As such, unless there’s a specific change you like the sound of, 2K26 is probably a year to skip. It’s best summed up by its version of The City – the explorable hub where MyPlayers wander around and join impromptu street games. Rather than 2K25’s ridiculously extravagant urban sprawl, complete with pirate ship area, mech workshop and Michael Jordan-themed coliseum, this time, almost everything is tightly packed into a nondescript shopping centre and park.

Am I going against my instincts by preferring when this basketball game had a huge pirate ship, which was likely at least partially responsible for 2K25 taking up about 50GB more hard drive space than the still-almost-100GB 2K26? Almost certainly, yes, but that’s what reviewing yearly sportsathons can do to a guy.



Source link

September 10, 2025 0 comments
0 FacebookTwitterPinterestEmail
Hollow Knight: Silksong review | Rock Paper Shotgun
Game Reviews

Hollow Knight: Silksong review | Rock Paper Shotgun

by admin September 9, 2025


Hollow Knight: Silksong review

Hollow Knight: Silksong has a mean streak that sometimes tilts into vindictiveness, but its pin-sharp combat and wondrous exploration are too good to pass up.

  • Developer: Team Cherry
  • Publisher: Team Cherry
  • Release: September 4th 2025
  • On: Windows
  • From: Steam, Game Pass
  • Price: $20/£17/€20
  • Reviewed on: Steam Deck; Intel Core i9-10900K, 32GB RAM, Nvidia RTX 3090, Windows 10

I want to give Hollow Knight: Silksong a thrashing. A fully suited C-suite bollocking. I want to verbally repay unto it every cruel death, every pernickety jumping puzzle, every time-thieving runback it’s inflicted on me across the past five days.

But I can’t. For every moment of frustration, there are five of relief, of joy, of beauty even. As in Hollow Knight, Silksong stretches itself over a vast Metroidvania map, and yet its intricacies – its narrowest tunnels leading to grand new regions, its more acrobatic and tailorable combat movesets – make for constantly rewarding exploration, as well as some thrillingly free-flowing bugfights. There have been a couple times when I never wanted to play it again, and many more when I wish I never had to stop.

This time, as you traverse the deeply religious (and utterly bell-obsessed) kingdom of Pharloom, you’re playing as Hornet – a recurring Hollow Knight boss whose newly weakened state suggests she’s spent the last eight years eating Deliveroo and endlessly refreshing her own subreddit. Start reawakening abilities and unearthering upgrades, though, and some of that old power starts humming once more. Her heal is riskier than the Knight’s, using up an entire supply of silk/soul/energy/whatever, but much more potent, and equipping different crests will – similar to a stance system – significantly alter her base moveset of needle slashes. Even her dash power, gained relatively early, adds sprinting and long-jump abilities that the Knight’s equivalent never did.

Very quickly, then, Hornet becomes a more agile hero, albeit one that needs skillful application of her talents to avoid shunting into another bug’s blade. It’s also understandable that to counter this agility, she should face more powerful foes, though how Silksong goes about this is a bit blunt: it basically gives everyone outside of the humblest larvae an unexpectedly generous health pool and, for boss and grunt bugs alike, the strength to hit for two masks of health instead of the standard one.

Image credit: Rock Paper Shotgun/Team Cherry

This is harsh. The maths involved essentially make the first, hard-earned mask upgrade useless. You start with five, so upping to six won’t actually let you survive an extra hit, which together with the reduced availability of heals makes it feel like you need to play an even more pixel-perfect dodging game than in Hollow Knight.

Still, since all that falls under a fair and long-lasting tenet of Soulslikery – don’t get hit in the first place – I can’t get too cross about it. Yet Silksong does, sometimes, let slip a more recognisably callous side, one with – at best – antiquated views on punishing failure.

This is most apparent in some of the platforming challenges, specifically those that rely heavily on pogoing. For the uninitiated, that’s performing a downwards strike on an enemy or environmental prop to bounce back up off it. These bits are uniformly horrible, because unlike so much of Silksong’s combat – and indeed, the majority of its running/jumping/grappling moves – pogoing doesn’t feel consistent.

Sometimes I’ll boing into the sky, nearby insects holding up little ‘10.0’ signs (in my mind). Others, I’ll get about three millimetres of air from the same manoeuvre and tumble fatally into some spikes. Because there are always spikes. It gets marginally more forgiving with a particular crest that swaps Hornet’s default diagonal thrusts for a straight downward sweep, but the uneven reactions to successful hits remains a source of lost health and swear words throughout.

Image credit: Rock Paper Shotgun/Team Cherry

It doesn’t need to be like this, and the worst part is that Silksong knows it. There’s one region that’s basically one super-extended platforming run, and despite it being diamond-hard in its own right, I relished fresh attempts because I was only ever being held back my own timing and movements – not the whims of a bouncy flower.

Also, frankly, at least that region had reasonable access to benches. Silksong typically subscribes to the Dark Souls 2 school of thought on respawn points: not many, and none in useful places, especially not near bosses or midway through lengthy pogo gauntlets. If I squint I can almost, sort of, vaguely, kind of see the point to these runbacks: something about penalising your carelessness, combined with the added tension of having to fight or parkour your way back to your dropped loot without another death erasing it forever.

Except the tension thing doesn’t work because you can just dash over or under every non-boss enemy, and losing to a boss themselves already carries the punishment of not allowing you to play the game any further. In other words, they’re boring busywork, a fact that modern Souls and Soulslikes have increasingly got wise to. Even FromSoftware, developers to whom the Hollow Knight games partially owe their existence, knew to put Stakes of Marika in Elden Ring.

Image credit: Rock Paper Shotgun/Team Cherry

So yes, Silksong is hard, and not always in ways that are fun to overcome. There is, however, a touch of give and take here. In exchange for tougher battles and platforming, exploration and navigation get some concessions – none of which amount to full-on handholding, but should let you enjoy wandering without needing a pad full of notes on the side. Objectives and sidequests, for example, are now tracked in your journal. Metroidvania heresy? Not quite – quest descriptions are still light enough on details that you’ll still need to listen to NPC chatter for meaningful pointers. It’s just a little help with keeping count of which errands you’ve agreed to, or how many collectibles you’ve gathered for certain tasks.

Background signage highlighting benches, shops, and fast travel points also seem more frequent and much harder to miss than in Hollow Knight. Again, this is hardly the game playing itself, but as long as I’m being battered around by double-damaging megafauna, I think I deserve the likes of bigger signs. New players, who are otherwise afforded nothing but pain, should find these help them avoid getting lost as well.

Still, sometimes it’s nice to get lost on purpose. Pharloom is, as previously discussed, an absolute looker, and half the pleasure of navigating its caves, crypts, and palaces is looking for its next chunk of lavishly drawn, beautifully lit fantasyscape. It’s still a broken vestige of a once-prosperous realm, as is custom, but it’s a bit more diverse than Hallownest, enticing you into magma-pooled factories and snow-capped mountains. Where there’s more of a crossover between games, the qualities of each biome seem heightened and intensified: its leafy areas are slightly more verdant, its royal towers slightly more opulent. It’s a darkly wonderful place to be, hardship or no.

Image credit: Rock Paper Shotgun/Team Cherry

It’s also another, enormous example of how well Team Cherry can effectively beckon you to danger. Almost every tunnel or silo is littered with offshoots and ledges, just begging for a quick look, which often turns into a long look, which might just turn into two hours poking around a completely different area that you may have never discovered if you didn’t take that one turn.

These paths won’t always lead to something grand, or even something you can attend to immediately – this is still the M-V word – but going off-track becomes second nature when so many do lead to something interesting, or valuable, or indeed, something you just know you’ll come back to later. Also, that tingly sense of danger invoked by runback apologists? You get something just like that every time you enter a new area, creeping forward into the unknown with a watchful eye out for ambushes.

There is some backtracking, especially if you’re doing sidequests, though the sprint and those well-marked fast travel spots shave off most of the tedium. Besides, revisiting settlements makes for good opportunities to check in with Silksong’s likeable cast of NPCs, who very often have something new to say on repeat visits – about the world, about its story, about you – even if they’ve nothing new to ask in return.

Silksong’s simplest pleasure, mind, is its greatest one: hitting nasties with a sharp piece of metal. The hefty, percussive thwack of Hornet’s needle is even more of a satisfying sense-tickler than Hollow Knight’s nail, and the extra mobility – compounded by the meatiness and higher damage output of enemies – ensures that fights, big or small, routinely become dynamic back-and-forths where victory or death balance on a pin’s edge. Silksong’s combat has had the better of me dozens of times, and yet it’s so electric and frenetic that writing this paragraph still makes me wish I was back in the midst of it.

Image credit: Rock Paper Shotgun/Team Cherry

After getting past the initial couple of basic bigbugs, there’s a good mixture of boss concepts in here as well. My favourites are the ones that simply have you one-on-one with direct fighters – straight duels serve as the best showcases for all your combined talents – but there’s a respectable variety across the board, ranging from giants that mess with the safety of the terrain to bullet-hell hazard spewers and, in one particularly memorable battle, twin automatons that make Silksong’s oft-balletic fighting a literal dance. They’re fun to fight, even if they’re not at all fun to lose to.

Happily, Silksong also gives you much more scope to tweak your offensive and defensive options than the original’s charm system afforded. On top of Hornet’s thread skills, replacing the Knight’s spells and Nail Arts, an unlockable array of tools provide heaps of new melee, ranged, or protective gadgets. These all plug into your selected crest, which determines base attack patterns – I ended up settling on the long, loping swings of the Reaper crest, with shorter, faster stabs or more powerful charged-up strikes emerging as alternatives. Ultimately, it all amounts to a welcome degree of flexibility, especially where bosses are concerned. As much as these fights are decided by dodging skills, I’ve definitely had some clashes go smoother after mixing up my tools.

I’m still not convinced that counterbalancing your own strengths requires a mean streak that’s quite as mean as Silksong’s. And I didn’t even have space to complain much about the trade economy, which bleeds you dry for rosary beads (Pharloom’s chosen currency) despite only half the game’s enemies dropping them. Still, when I look at Silksong in my Steam library – a strange thing in itself, given how long it took to get there – I don’t think about counting beads. I don’t even think about boss runbacks. I think about the little branches on my map, representing territory unexplored and adventures yet to be had. I think about how I can shine my needle to a keener edge, and what would happen if I thrust it into that lanky bug I couldn’t get part earlier.

In short: Silksong, I can and will get mad at you. But I can’t stay mad at you. You brilliant, beautiful bastard of a game.



Source link

September 9, 2025 0 comments
0 FacebookTwitterPinterestEmail
NASA to Make Major Announcement About Martian Rock Sample on Wednesday. Here's How to Watch
Product Reviews

NASA to Make Major Announcement About Martian Rock Sample on Wednesday. Here’s How to Watch

by admin September 9, 2025


In July 2024, NASA’s Perseverance rover extracted a rock core from the edge of Neretva Vallis, a river valley cut into the Martian surface by water rushing into the Jezero Crater billions of years ago. This mysterious rock caught the attention of scientists on Earth, as its features may reveal clues about possible ancient life on the Red Planet.

At 11 a.m. ET on Wednesday, September 10, NASA will host a press conference to discuss the analysis of the sample, dubbed “Sapphire Canyon,” and the subject of a forthcoming study. Participants include Sean Duffy, acting NASA administrator; Nicky Fox, associate administrator for the Science Mission Directorate; Lindsay Hays, senior scientist for Mars Exploration; Katie Stack Morgan, Perseverance project scientist; and Joel Hurowitz, a planetary scientist at Stony Brook University.

NASA will livestream the event on its YouTube channel, and you can watch it right here at the stream provided below. You can also watch the livestream through the NASA app, available for both iOS and Android.

What is “Sapphire Canyon”?

NASA believes the ancient lake delta in Jezero Crater is the best place for Perseverance to hunt for signs of past microbial life. Since arriving in this 28-mile-wide (45-kilometer-wide) impact crater in February 2021, the rover has gathered 30 samples of rock and regolith for a potential return to Earth.

The Sapphire Canyon sample was the 25th collected by Perseverance. The arrowhead-shaped specimen, extracted from a vein-filled rock named “Cheyava Falls,” features a striking pattern. Tiny black spots that NASA scientists call “poppy seeds” are interspersed among larger “leopard” spots, potentially indicating past chemical reactions that could have provided an energy source for microbes.

Perseverance captured this image of a rock called Cheyava Falls on July 18, 2024. © Image: NASA/JPL-Caltech/MSSS, Labels: Gizmodo

Perseverance also took multiple scans of Cheyava Falls with its SHERLOC (Scanning Habitable Environments with Raman & Luminescence for Organics & Chemicals) instrument. This indicated that the rock contains organic compounds—the building blocks of life. While it’s possible that these compounds formed through non-biological processes, their presence alongside Cheyava’s spots suggests this rock contains a potential biosignature.

What to expect from tomorrow’s event

NASA has not revealed any details about the forthcoming study’s findings, but the fact that the agency is holding a press conference to announce them suggests they’re a big deal.

Perseverance is equipped with a suite of instruments capable of detailed chemical, mineralogical, and imaging analysis. It’s possible that analyzing the rover’s data on Cheyava Falls and the Sapphire Canyon sample revealed more evidence for potential biosignatures. It’s also possible that the analysis pointed to alternative, geological explanations for the rock’s strange features.

Whatever NASA reveals at the press conference will be just the tip of the iceberg compared with what Sapphire Canyon could teach us if it returns to Earth. Researchers are already investigating the best ways to study Sapphire Canyon once they can get their hands on it.

NASA has partnered with the European Space Agency to plan a multi-mission campaign to retrieve Perseverance’s samples, but progress has stalled due to escalating costs and complexity. President Trump’s fiscal year 2026 budget proposal threatened to kill the Mars Sample Return (MSR) mission, but Congress moved to reinstate its funding in July.

With the future of MSR uncertain, it’s encouraging that NASA scientists still have exciting new findings to share about Perseverance’s samples, even from 140 million miles (225 million kilometers) away. As the search for ancient life on Mars continues, tomorrow’s event is one you won’t want to miss.



Source link

September 9, 2025 0 comments
0 FacebookTwitterPinterestEmail
Silksong has murdered Steam | Rock Paper Shotgun
Game Updates

Silksong has murdered Steam | Rock Paper Shotgun

by admin September 5, 2025


Well, who could have seen this coming: Hollow Knight: Silksong has taken Steam offline, or at least, laid waste to large swathes of it. Within seconds of its release this afternoon, Team Cherry’s Hollow Knight sequel brought Valve’s servers to a halt, cue endlessly loading pages when trying to access the checkout, browse the store or do much of anything.

I can’t even sign in. I’m currently staring into the void of an infinite “loading user data” loop. I can’t get the “Most Played” chart to load in a web browser, either, but according to SteamDB, there are 101,828 people playing already. Smash cut to live footage of Gabe Newell ejected screaming from his exploding yacht, hotly pursued by a cloud of burning hornets.

If you’re hoping to play on Steam in the next hour or so, you may encounter the following dread message: “Error Code: 2811-7429. Couldn’t connect to the server. The network may be busy, or there may be a problem with the server. Please try again later.” There are already thousands of reports of a Steam outage on Downdetector. Valve have yet to comment. The game is also available on GOG, who have a much smaller audience, but I hear they’re having similar difficulties.

May the good gods save our engineers in this time of Silksinging. May the good gods save them, at least, from wrathful emails. Having to wait an hour or two for demand to die back so you can play Silksong is no great burden. Still, as ever with Steam overloads, you do have to wonder whether Valve as a whole could have prepared better for this.

Silksong has been Steam’s most-wishlisted game since forever. I’m not clear on what Valve do when they know something is going to be mega-popular – I assume it involves buying more servers, but perhaps they just pour energy drinks over the existing ones while uttering the Optimiser’s Prayer. Perhaps they just stick a bike pump in the outer wall of the server farm and have an intern crank the handle for 24 hours.

If you’re trying to play, best of luck. James claims he’s already got it downloading, but then he’s always trying to be the popular one.



Source link

September 5, 2025 0 comments
0 FacebookTwitterPinterestEmail
Herdling review | Rock Paper Shotgun
Game Reviews

Herdling review | Rock Paper Shotgun

by admin August 21, 2025


Herdling review
Another soaring piece of apocalyptic tourism from the makers of Far: Lone Sail, built around a novel set of herding mechanics the developers could have explored further.

  • Developer: Okomotive
  • Publisher: Panic
  • Release: August 8th 2025
  • On: Windows
  • From: Steam, Epic Games Store
  • Price: $20/£16/€19
  • Reviewed on: Intel Core-i7 12700F, 16GB RAM, Nvidia RTX 3060, Windows 11


Switzerland-based Okomotive are here to escape from dystopia once again. In their previous Far: Lone Sails and its sequel, you played a child operating a cutaway landship that often resembled a rampaging beast – the last surviving specimen of a race of monstrous engines, carrying you rightward through empty cities and petrified industry towards some kind of new beginning. Okomotive’s latest game Herdling flips the poles of the metaphor somewhat, even as it shifts to 3D movement: rather than a bestial machine, you’re driving a herd of intriguingly robotic “Calicorn” beasts to a promised land beyond the peaks.


The game starts with your character – another tenacious, faceless kid in red – waking up beneath a flyover and discovering the first of the Calicorns in an alleyway. You usher your hairy charges through desolate streets haunted by the roar of traffic, coming to a tourist billboard that shows some Calicorns gazing up at a mountain – this being your unspoken final destination.

The very end of the game and that billboard are basically the same thing, in that both seek to capitalise upon yearnings for a rustic, unpolluted Elsewhere. As a story about ‘getting back to nature’, I don’t think Herdling has much to say. It feels less sophisticated than Lone Sails, more straightforwardly utopian in its tale of an impoverished sprog and companion creatures retreating from the woebegone scrapyard of modernity. But as a study of human/animal relations and how they can be performed by game design, it’s sort of engrossing. Also, it has Okomotive’s usual captivating soundscape, and those mountains are certainly easy on the eyes.

Image credit: Panic / Rock Paper Shotgun


Sometimes when analysing a game, it’s helpful to start by forgetting all context. What is a herd, according to Herdling alone? It’s a single shape – a blob that stretches into a wedge during motion, and congeals into a rough oval when at rest. You stand behind the blob and wave your sorcerous shepherd’s staff to send a conduit of flowers through its heart, as though tracing a compass needle. The herd then moves in the direction of the line.


Scramble around the outside of the blob and wave your staff again to whistle it onto a different trajectory. Hold a button to make it move slower, when you’re navigating dangerous terrain. Slash it back and forth to have the blob power through denser undergrowth. Double-tap another button to stop the blob in place. Hammer and hold that button to have the blob knuckle down against gale-force winds – a brief challenge towards the end of the game.


Usefully, you do not shape and steer the blob in first-person. You’re given a third-person camera that gently pulls back into panorama when there’s something spectacular on the horizon. Without the convenience of that drone camera – so subtle in its shifts, so easy to take for granted – Herdling would be a much harder experience, and possibly a more intriguing one. You’d be part of the blob, down there in the stink and heave of bovine musculature, unable to scry the routes and obstacles.

Your Calicorns are branded blue, yellow and red, and these colours also suffuse the world and highlight its sparse spread of collectibles. Blue flowers fill up a gauge that allows you to channel the wind and initiate a stampede – whether for the sheer glee of it, or to force the herd up a slippery glacier. Red flowers initiate or prolong a stampede automatically: they’re Mario Kart speed pads. Yellow flowers pollinate fur with a painterly energy that can be vented to restore old murals, unlocking the path through certain ruins that plug into backstory dream visions of primordial Calicorns and their shepherds. The three primary colours repeat obsessively throughout those ruins, as though the geography itself were the hide of a Calicorn.

Image credit: Panic / Rock Paper Shotgun


Beyond the urban prologue, you’ll rescue a dozen other Calicorns along the route to that promised mountain. The “taming” process is necessarily streamlined: you might have to fetch a wounded Calicorn a health-restoring fruit to earn its trust, but mostly, you just walk up and do a QTE, as in the rather less cuddly Far Cry Primal. Then you get to name them. I named all mine after colleagues, which was very amusing until I ran out of colleagues and had to tunnel into Rock Paper Shotgun’s recent history of departures and layoffs.


The Calicorns come in all shapes and sizes. Some are built like Yorkshire terriers, bobbling along adorably on stumpy legs. Others are ponderous emperor penguins in cassocks. Some of the Calicorns have or acquire traits, such as “Brave” (that would be hardware editor James) and “Rascal” (that would be our old editor in chief Graham – RPS in peace).


Detailed in the pause menus, these behaviours didn’t make a huge impression on me during my review playthrough, even at periodic campfire intervals where the herd spreads out in a stagey way, and you can do things like hoik a ball to play fetch. You can also pet Calicorns, pull twigs and branches from their hides, and adorn them with the baubles and harnesses that litter the landscape. These last three actions don’t have any functional impact that I noticed: they’re simply an opportunity to express affection, a chance to bond with individual Calicorns.

Image credit: Panic / Rock Paper Shotgun


I can’t say I ever really bonded with my Calicorns. Partly, this was because I decorated them at random, according to my gamerbrain understanding that Thou Shalt Leave No Collectible Behind. By the end of Herdling – my playthrough lasted four hours – it was like leading a battalion of bellowing Christmas trees.


The wider complexity is that the game’s efforts to sell you on the individuality of Calicorns are at odds with the practical need to treat them as a blob, a tension I’d have loved Okomotive to do a lot more with. The major consequence of taming Calicorns is that the blob becomes harder to wield. Calicorns may bumble about a little, snagging on spiked scenery or breakable objects, even falling off cliffs at scripted intervals if you’re not watchful. It’s fiddly enough that you start to think twice about later additions. When I was deep in the woods, trying to navigate a labyrinth of smashable alarm totems and evade the fury of massive demon owls, I found myself regretting the addition of Ollie (our guides editor) to my herd, “Affectionate” though he may be.

The owls are Herdling’s antagonists, a predator population who, if I’m deciphering the wordless backstory correctly, have driven the Calicorn from their old stomping grounds. They are harrowing presences, their ivory masks glimmering in the mists, but they’re also, surely, stand-ins for the real villains of the piece: all those bloody humans who built the awful urban junk you’re journeying away from.

That last observation falls flat, of course, because in Herdling you are playing a human, presiding over nonhuman animal lives in what is at least partly a self-serving fashion. Caretaking responsibilities aside, you periodically require the Calicorns to shove boulders and trunks out of the path. They also willingly serve as platforms when you need to scale a ledge and complete a very simple terrain puzzle – handy, given that you don’t have a jump button. In this way, Herdling explores a desire to be intimate with other creatures while also using them.

Watch on YouTube

The game’s real shepherd could be its score, another surging collection of heart-inflating orchestral tracks from composer Joel Schoch. As in Far: Lone Sails, this as much an album as a videogame, which explains the tight running length: the snow-blown hills and escarpments often feel secondary, structured around the peaks and troughs of the music.

The invisible orchestra is another kind of herd that mirrors the one you drive before you – sometimes devolving to individual performers when your beasts are scattered, only to gather itself furiously when the Calicorns are in full flight. It’s a lovely audible modelling of a disorderly group of beings in motion. It’s also an audible expression of your power over those beings and the limits of their simulated autonomy.



Source link

August 21, 2025 0 comments
0 FacebookTwitterPinterestEmail
bitcoin ethereum eth ethusd (1)
Crypto Trends

$500M Liquidations Rock Ethereum and Bitcoin: Is the Crash Fueling Whale Accumulation?

by admin August 18, 2025


Trusted Editorial content, reviewed by leading industry experts and seasoned editors. Ad Disclosure

The crypto market faced a brutal correction on Monday, with nearly $500 million in liquidations rattling traders across Bitcoin (BTC) and Ethereum (ETH).

According to CoinGlass data, over 115,000 traders were liquidated as Bitcoin slipped to $115,000 and Ethereum plunged toward the $4,200 danger zone. The cascade was fueled by high leverage exposure, creating a domino effect of forced selling across exchanges.

Bitcoin’s sharp drop erased more than $3,000 in value within hours, pulling major altcoins into the red. ETH fell nearly 5%, while Solana (SOL) and Dogecoin (DOGE) each dropped 4–5%.

XRP tested the critical $3 support level, underscoring the market-wide fragility. Interestingly, Chainlink (LINK) bucked the trend, posting a daily 5% gain despite the turmoil.

Ethereum Faces a Liquidation Cliff

Ethereum appears particularly vulnerable if its price breaks below $4,200. Data from Hyperdash shows that more than 56,000 ETH long positions, worth about $236 million, sit at risk of liquidation near $4,170.

Additional liquidation clusters are positioned around $3,940 and $2,150–$2,160, levels that could amplify volatility if triggered.

Andrew Kang, founder of Mechanism Capital, warned that ETH could fall as low as $3,600 if the liquidation cascade continues. He added that overall ETH liquidations across exchanges could reach $5 billion, potentially driving prices even lower before stabilizing.

ETH’s price losing momentum on the daily chart. Source: ETHUSD on Tradingview 

Bitcoin Whale Accumulation or General Market Breakdown?

Despite the sell-off, some analysts argue the crash may be setting up a whale accumulation phase.

Crypto analyst CrypNuevo noted that Bitcoin recently printed a new all-time high before a sudden $1 billion liquidation event, a move he believes was engineered to flush out retail traders. He suggested that one whale absorbed much of the forced selling, signaling that institutional players may be scooping up BTC at discounted prices.

If whales are indeed accumulating, the dip could serve as a springboard for the next rally once leveraged positions reset and selling pressure eases. However, with geopolitical uncertainty and fragile support levels, traders should remain cautious.

The coming days will determine whether Bitcoin stabilizes above $115,000 and Ethereum holds $4,200, or if another wave of liquidations drags the market deeper into correction.

Cover image from ChatGPT, ETHUSD chart from Tradingview

Editorial Process for bitcoinist is centered on delivering thoroughly researched, accurate, and unbiased content. We uphold strict sourcing standards, and each page undergoes diligent review by our team of top technology experts and seasoned editors. This process ensures the integrity, relevance, and value of our content for our readers.



Source link

August 18, 2025 0 comments
0 FacebookTwitterPinterestEmail
  • 1
  • 2

Categories

  • Crypto Trends (1,098)
  • Esports (800)
  • Game Reviews (740)
  • Game Updates (906)
  • GameFi Guides (1,058)
  • Gaming Gear (960)
  • NFT Gaming (1,079)
  • Product Reviews (960)

Recent Posts

  • Little Nightmares III Review – A Familiar Dream
  • Clair Obscur: Expedition 33 will receive new update with “a bit of whee and a bit of whoo”, as studio celebrates new sales milestone
  • LEGO’s Final Prime Day Generosity, Star Wars Ahsoka Ghost and Phantom II Spaceship Hits Lowest Price
  • Broken Sword sequel gets Reforged treatment after last year’s “reimagining”, out next year
  • Samsung Offloads Its Old T7 External SSDs, Now Selling for Pennies on the Dollar at Amazon

Recent Posts

  • Little Nightmares III Review – A Familiar Dream

    October 8, 2025
  • Clair Obscur: Expedition 33 will receive new update with “a bit of whee and a bit of whoo”, as studio celebrates new sales milestone

    October 8, 2025
  • LEGO’s Final Prime Day Generosity, Star Wars Ahsoka Ghost and Phantom II Spaceship Hits Lowest Price

    October 8, 2025
  • Broken Sword sequel gets Reforged treatment after last year’s “reimagining”, out next year

    October 8, 2025
  • Samsung Offloads Its Old T7 External SSDs, Now Selling for Pennies on the Dollar at Amazon

    October 8, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

About me

Welcome to Laughinghyena.io, your ultimate destination for the latest in blockchain gaming and gaming products. We’re passionate about the future of gaming, where decentralized technology empowers players to own, trade, and thrive in virtual worlds.

Recent Posts

  • Little Nightmares III Review – A Familiar Dream

    October 8, 2025
  • Clair Obscur: Expedition 33 will receive new update with “a bit of whee and a bit of whoo”, as studio celebrates new sales milestone

    October 8, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

@2025 laughinghyena- All Right Reserved. Designed and Developed by Pro


Back To Top
Laughing Hyena
  • Home
  • Hyena Games
  • Esports
  • NFT Gaming
  • Crypto Trends
  • Game Reviews
  • Game Updates
  • GameFi Guides
  • Shop

Shopping Cart

Close

No products in the cart.

Close