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

RPG

The Seven Deadly Sins: Origin Is An Open World RPG Based On The Hit Anime
Game Updates

The Seven Deadly Sins: Origin Is An Open World RPG Based On The Hit Anime

by admin June 9, 2025


Developer Netmarble has unveiled The Seven Deadly Sins: Origin, an open-world RPG based on the hit manga and anime, and it’s coming to PlayStation 5, PC, and mobile. The team debuted the game during last week’s Summer Game Fest and Future Game Show: Summer Showcase 2025, and global pre-registration is available now.

Origin follows the release of 2019’s The Seven Deadly Sins: Grand Cross on PC and Mobile, which has surpassed 70 million downloads worldwide. The Netmarble team behind Grand Cross is returning for Origin, which will feature “a multiverse storyline original to the game and an expansive open world across the continent of Britannia, allowing players to collect heroes from The Seven Deadly Sins and Four Knights of the Apocalypse to customize their combat style and shape their own adventure,” according to a press release.

You can check out the latest Origin trailers below:

ADD TRAILERS WHEN AVAILABLE

Netmarble says those who pre-register for Origin will receive exclusive in-game rewards and opportunities to participate in upcoming closed beta tests.

Origin follows the journey of Tristan and Tioreh as they traverse Britannia on land and underwater while encountering familiar characters from The Seven Deadly Sins series, including Meliodas and more. Netmarble is developing the game in Unreal Engine 5, and it will launch on PlayStation 5, PC,  iOS, and Android sometime later this year. 

Here are some more screenshots from the game: 

 



Source link

June 9, 2025 0 comments
0 FacebookTwitterPinterestEmail
A character talking to a robotic policeman in Clockwork Revolution in an old victorian building
Gaming Gear

Steampunk RPG Clockwork Revolution has finally received another trailer after a basically 2 years of silence

by admin June 8, 2025



After two years of essentially silence, gritty steampunk RPG Clockwork Revolution has finally received another trailer at today’s Xbox Games Showcase, giving us a far more in-depth look at what to expect compared to its last announcement.

A handful of new characters have now been introduced, and the interactions featured have definitely helped set more of a cheeky tone for the game which the original reveal lacked. A lot of Avalon was shown off too, alongside brief looks at things like character customisation and weapon customisation, which even I felt a bit giddy about as someone who usually hates fiddling with gun parts. I expected to have to scrounge around looking for old firearms, but it looks like we’ll be able to blueprint our own together.

Clockwork Revolution Xbox Showcase 2025 Trailer – YouTube

Watch On

The most exciting aspect of the game, the ability to bend time and alter the storyline with the decisions you make while you play, was briefly given a spotlight, too, and it seems like this decision-making will play a very significant role in Clockwork Revolution. With that said, I’m left with more questions than I originally had now we’ve had yet another taste of what’s coming.


Related articles

We’re working with an “in due time” release at the moment, but now that we have a gameplay trailer, it definitely feels like we’re getting closer to a release window announcement. At least I’ve been reassured that the game does actually exist as I was starting to convince myself I’d imagined it.

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



Source link

June 8, 2025 0 comments
0 FacebookTwitterPinterestEmail
I defeated a bird by talking to it about the Bible in this lo-fi first-person RPG where you're a 19th century daemon summoner
Product Reviews

I defeated a bird by talking to it about the Bible in this lo-fi first-person RPG where you’re a 19th century daemon summoner

by admin June 8, 2025



Your Holy & Virtuous Heretic | Frosty Games Fest 2025 – YouTube

Watch On

Watching the trailer for Your Holy & Virtuous Heretic during the Frosty Games Fest, my first thought was of Dread Delusion, the indie micro-Morrowind. Then the combat started and I remembered Felvidek, the RPG seat in early modern Hungary. But overall, I was reminded of the psychedelic historical movie A Field in England. If it’s not clear, these are all top-notch things to bring to mind.

This is a first-person RPG where you play an occultist from the year “18XX” whose ritual to summon Asmodeus goes wrong, leaving you adrift in another plane of existence. This constantly shifting angular fleshscape is home to supernatural creatures and crystals that can be harvested for magic, but also computers? The last thing I expected to find in this game of rapiers and hooded robes was a talking computer called the “Statistics and Attributes Virtualization Engine” that offered to reload my save.

Another surprise came in the combat, where it switches from first-person roaming like you’re in the Elder Scrolls to first-person menu combat like you’re in Phantasy Star. And as well as the usual options to cast spells or attack, there’s an option to talk to the monsters. Maybe this daemon would like to chat about the weather, or about metal? Yeah, OK. Let’s see how the burning daemon Avnas feels about metal.


Related articles

Talking birds are another recurring feature in the first area of Your Holy & Virtuous Heretic, and when I talked one of them out of combat by bringing up the Bible, then collected my XP (ending a fight by chatting still nets you points), that was when I decided maybe I should put this demo aside. Not because I wasn’t enjoying it, but because I was enjoying it too much. This is a game I want to experience in full when it’s done (“coming soon”), rather than in thin prosciutto slices.

If you want to try the demo for Your Holy & Virtuous Heretic you can find it on Steam or itch.io. There are arm daemons you can ask about strength who talk like Renaissance gym bros. It’s great.

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



Source link

June 8, 2025 0 comments
0 FacebookTwitterPinterestEmail
Downhill is a fourth wall breaking action RPG whose protagonist knows you exist, and might not agree with your actions
Game Updates

Downhill is a fourth wall breaking action RPG whose protagonist knows you exist, and might not agree with your actions

by admin June 6, 2025



Probably one of the most appealing parts of an RPG is bonding with other characters, right? Building up your player character’s relationships with various companions, like in games like the Persona series for example. What I wouldn’t say is particularly common is you, the player, having a direct relationship with the character you’re playing as. This is where Downhill comes in, a fourth wall breaking action RPG whose main character knows you exist and controls them, all the while having to figure out a way to save the world.


“The idea of power and its abuse is what lies at the core of Downhill,” Sisterhood Games, the developer of Downhill, explain in the game’s Kickstarter page. “Each time we start a new RPG game, we take full control of a character, but what if that character had a will of their own? Moreover, what if it oftentimes clashed with your vision for your playthrough?”

Watch on YouTube


A fourth wall break in an indie RPG is nothing new, that’s kind of Undertale’s whole deal to a degree (a game cited as an inspiration, alongside how OneShot communicates to the player directly). But what sells me on Downhill is the way in which you develop a relationship with its protagonist Fade. Do you want to help her in any way you can, or do you want to fight against her? You can talk to her at any point throughout the game, various dialogue options affecting how she thinks of you.


That might mean doing something simple as asking how she is, or forcing her to fight an enemy. I wouldn’t say subtlety is the name of the game here, it’s clearly going to be a game where you question your role in the way games play out. I just really like the presentation of it all. There’s a really unique dark fantasy aesthetic to it with some good, creepy-looking creatures to fight, and the twist on RPG dialogue options being that you’re conversing with your own character is a fun one.


You can revive Fade as many times as you want too without having to load your save data, but that comes with the cost of it causing her mental distress. Obviously you can’t tell everything from a game without playing it, but it certainly sounds like there’s a thoughtfulness as to how commonplace mechanics can affect the characters you play as. Good stuff!


As mentioned, the game is currently looking for funds on Kickstarter, so you can chuck a few quid your way if it takes your fancy. It’s also available to wishlist on Steam, and there’s a short demo for you to check out too if you’re not convinced enough to support the fundraiser just yet.



Source link

June 6, 2025 0 comments
0 FacebookTwitterPinterestEmail
Stray Children, the oddball RPG from the devs behind cult classic Moon, is coming to PC in English later this year
Game Updates

Stray Children, the oddball RPG from the devs behind cult classic Moon, is coming to PC in English later this year

by admin June 6, 2025



Back in 2023, Nintendo held one of those Direct thingies it likes to do, and as it often does the Japanese version of the stream had some games the western one didn’t. In particular, there was one game that drew my attention: Stray Children. It caught my eye in part because it has a really unique pixel art look to it, but also because Yoshiro Kimura was its director, one of the original designers of cult-classic Moon: Remix RPG Adventure. And now, after a bit of a wait, developer Onion Games have confirmed it’s getting its English release later this year, and it’ll even be doing so on PC.


If you haven’t heard of Stray Children before, here’s the lowdown of the oddball game: you play as a young, dog-like boy who gets whisked away to another world through a strange old console. In this new land, its inhabitants are all children, a wall set up around them keeping out The Olders, “monstrous adults, carrying the heavy load of their own inadequacies, self-doubt, and all of the grievances that grown-ups gather.”

Watch on YouTube


Much like Moon before it, it’s not a typical RPG adventure. Battles take place in small arenas with enemies sending out occasionally bullet-hell like attacks for you to dodge. You can either fight these messed up adults literally, or figuratively with your words, all of this adding up to something definitely reminiscent of Undertale, which is a bit ironic given how much of an influence Moon was on that game.


Stray Children actually released in Japan last year, but only on Nintendo Switch, and an English localisation was promised right from its announcement. The bad news is that there’s still no exact date in place just yet. It’ll arrive sometime in 2025, at least, and we’re basically halfway through the year already. No, you’re having a crisis about the passage of time, bog off, go and wishlist Stray Children on Steam or something.



Source link

June 6, 2025 0 comments
0 FacebookTwitterPinterestEmail
Ciri surveys a lush, mountainous vista.
Product Reviews

CDPR says the Kingdom Come style of systems-heavy RPG is ‘super great’ and, when it comes to The Witcher 4’s direction of travel, ‘these are our next steps for sure’

by admin June 4, 2025



Yesterday brought our first proper look at The Witcher 4, thanks to a highly impressive tech demo, and the Ciri-led sequel is now CDPR’s next big thing. PCG’s Josh Wolens recently sat down with several of the studio’s core figures to discuss the series’ past and future and, with this happening around The Witcher 3’s tenth anniversary, one prominent topic was how the gaming landscape has changed over that time.

The Witcher 4 will release in a very different world from The Witcher 3, and there are several high-profile examples of studios that don’t seem to have kept pace with the times. Bioware’s Dragon Age: Veilguard, for example, was a perfectly decent RPG, but the visuals aside it was almost like a game you could’ve been playing in 2015. But then there are those games that do feel like they’re pushing the RPG forward, like Kingdom Come Deliverance 2 and perhaps most prominently Baldur’s Gate 3. So where is CDPR and The Witcher 4 going to find itself?

“Bioware has changed for sure, but the industry has changed too,” says CDPR co-CEO Adam Badowski. “We have a different strategy for our company. We definitely would like to continue keeping and truly understanding our core rules, how we develop our games, and of course, on top of that, we need to find new things, especially in gameplay, because there’s not such a great progress when it comes to good stories.


Related articles

“So here we feel very strongly at the same time, so many great things happened in gameplay [since The Witcher 3]. What are players’ expectations here? And there are great games, great mechanics and plus UI [improvements]. So this is the idea for our development, and we are focusing on that, but at the same time we strongly believe in the core of what we are doing here.”

Badowski goes on to say that he thinks one of CDPR’s strengths is that, while The Witcher and Cyberpunk are very different worlds, at their heart are some pretty similar goals.

“So even if we have multiple games, it doesn’t mean that we are focusing on one big thing, because our games are similar when it comes to the core aspects,” says Badowski. “Of course, Cyberpunk is different from the Witcher, but different enough to feel that it’s something maybe more for me, less for you. But I think the core, the pillars, how we make games stay the same and we continue. Maybe that’s the difference, the difference between our strategy and Bioware’s strategy these days.”

(Image credit: CD Projekt Red)

To get down to brass tacks, then, what does CDPR see when it’s looking at the likes of KCD2 and BG3?

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

“I love Kingdom Come because of the realism and the feeling, the sense of humor,” says Badowski. Would he even say it’s a little Witcher-y?

“Thank you,” laughs Badowski, before going on to explain how some of the more simulation-y and systems-heavy aspects of KCD2 are the things CDPR watches with interest, because this is partly The Witcher 4’s direction of travel.

“The Kingdom Come kind of simulation, it’s great,” says Badowski. “There’s so many options, you can change the world, it’s super great. And we would like to keep that, we’d like to follow this trend as well. So these are our next steps for sure, and it’s kind of a similar challenge to what we have in The Witcher 3 because of the open world and storytelling here, freedom of choices. But at the same time, we would like to build very fleshy, very well-motivated characters. So it’s kind of in contradiction from time-to-time. That’s a great design challenge.”

With Larian the influence is less direct. “In Larian’s case it’s turn-based so it’s a different kind of game, and the way you interact with characters is totally different,” says Bakowski. “We like to fully build the characters, understand the past and the future of the character motivation. That’s why it takes so much time. [In BG3] there are great characters as well but sometimes your choices, because there’s freedom of choices in Larian’s work, it pushes you to use different tricks than ours. But I think we observe each other, and there are not that many games like that, so that’s natural, yeah, and we see how players react, how fans react to those tactics.”

The Witcher 4 – Official Cinematic Trailer | State Of Unreal 2025 – YouTube

Watch On

It’s a theme that joint CEO Michał Nowakowski echoes: Baldur’s Gate 3 has clearly impressed an awful lot of people at CDPR, even if they’re conscious that The Witcher is always going to be a different type of RPG.

“I think we’re still more in the, you know, we’re a big open world,” says Nowakowski. “But a lot of what Baldur’s Gate 3 showed was an inspiration, and to be honest there’s no shame in that. I think everybody who launches games nowadays is looking back on what was done before, and is looking at what worked and what was great and how and if they can fit it into whatever they are doing.

“So for sure there was a lot of inspiration and what BG3 did, but I think we’re still more sticking to what was The Witcher 3 and Cyberpunk, even if we don’t want to just make another game like that, just with better graphics. We do want to innovate in terms of what’s available in terms of gameplay and so on. I hope when the time comes, that’s going to become clear for the fans as well.”

If that’s all sounding a little fuzzy, Nowakowski circles back to make it clear what CDPR is not doing:

“It’s a bit of an unclear answer, but to make it more clear, we definitely are not going to make a game like Larian did,” says Nowakowski. “That’s the kind of game they can make. But a lot of stuff with how the characters can interact with the world and what it does was for sure some inspiration to us.”



Source link

June 4, 2025 0 comments
0 FacebookTwitterPinterestEmail
Screenshots of Final Fantasy characters on TikTok screen
Esports

89-year-old Skyrim Grandma switches to another RPG after 9 years

by admin June 2, 2025



Viral YouTuber and grandmother Shirley Curry, better known as ‘Skyrim Grandma’ is finally playing another Bethesda RPG after nine years.

Curry has grown her channel to an impressive 1.3M subscribers in her years on the platform following her adventures playing The Elder Scrolls V: Skyrim.

While Curry has tried a few other games here and there, such as ‘Call of Cthulhu,’ she has continued to go back to Skyrim even after announcing her gaming retirement in 2024.

Article continues after ad

With The Elder Scrolls VI still nowhere in sight, Skyrim Grandma has ventured to a different game and she’s already found some issues with it.

Skyrim Grandma has big issues with Oblivion Remastered

On May 31, Skyrim Grandma uploaded her first video playing Oblivion Remastered and voiced some criticisms with the RPG.

“What I’m having a fit with is that I don’t know how to show my character and turn the camera in front of me and show me to you,” she told viewers. “I’ve punched every key and nothing happens that way.”

Article continues after ad

Article continues after ad

(segment begins at 8:15)

“Ugly movement, just absolutely ugly movement,” she slammed the game’s controls, adding that she wished studios would keep the same button layout they had in previous releases.

Despite some concerns, Shirley did take time to praise the game’s graphics and was eager to explore the open world.

Jumping into a different game like Oblivion is certainly a big shift for the 89-year-old, but her viewers have been jumping into the comments to help her by suggesting a few setting changes and gameplay tips.

Article continues after ad

Plus, some fans have just been anxiously waiting for her to try out Oblivion. “I have been wating for this more than the release of the remaster itself!” one viewer commented.

Hopefully, Shirley can adapt to the changes in controls and the game can tide her over until Elder Scrolls 6 – something she had previously urged Bethesda to release “before she dies.”



Source link

June 2, 2025 0 comments
0 FacebookTwitterPinterestEmail
Everything We Know About Judas, The Upcoming RPG From The Director Of BioShock
Game Updates

Everything We Know About Judas, The Upcoming RPG From The Director Of BioShock

by admin June 2, 2025



First revealed at 2022’s The Game Awards, BioShock writer-director Ken Levine’s upcoming narrative-driven RPG, Judas, is still shrouded in mystery. Developed by Levine’s new studio, Ghost Story Games, Judas was almost immediately labeled as “BioShock in space” by fans. But as the game’s launch draws closer, it’s become clear that although Judas certainly draws inspiration from the series that made Levine a household name, it’s not just BioShock with a futuristic coat of paint. Judas has its own identity.

While the details are still relatively sparse, trailers, preview events, and developer interviews have painted a much clearer picture of what players can expect from Levine’s latest creation. If you’re interested in decoding this enigmatic RPG, keep scrolling for a breakdown of everything we know about Judas, from plot details to gameplay features and everything in between.

When does Judas launch?

Judas was originally slated for a March 2025 launch, but March came and went without a peep from Levine and the developers at Ghost Story Games.

Currently, there is no official release date for Judas. The game’s Steam page lists its release date as “coming soon.” In a recent earnings report, Take-Two listed the game’s launch date as “to be announced.”

What platforms is Judas releasing on?

Judas will launch on PC, PlayStation 5, and Xbox Series X|S.

What is Judas about?

The game’s description on Steam reads, “A disintegrating starship. A desperate escape plan. You are the mysterious and troubled Judas. Your only hope for survival is to make or break alliances with your worst enemies. Will you work together to fix what you broke–or will you leave it to burn?”

Players will be stepping into the shoes of the aforementioned troubled protagonist, Judas. Judas is a woman who appears to live and work on a spaceship called The Mayflower. The Mayflower has recently suffered some sort of disaster, one that–based on the game’s description–Judas herself is at least partially responsible for. Many areas of the ship have broken off, depressurized, or caught on fire, and the goal is clear: Survive, no matter the cost.

It seems that most (if not all) of the Mayflower’s inhabitants are robotically augmented.

Based on the protagonist’s biblical name, it’s likely that betrayal is a major theme in the game’s narrative, though it’s not entirely clear if Judas herself is the betrayer or the one who has been betrayed. Interestingly, the game’s trailers feature several shots of injured androids who look identical to humans with the exception of a glowing green circle on the back of their hands.

“The ship is… dying,” a visibly injured Judas declares in the game’s announcement trailer. “And my only way out of here is with one of them.”

Judas herself may, in fact, be an android, as gameplay footage shows her sporting the glowing green circle on the back of one hand and shooting Plasmid-like powers out of it. It’s also possible Judas is actually a human who has been robotically augmented, a la Cyberpunk 2077’s protagonist, V. But if that’s the case, Judas has been very heavily augmented–another trailer clip shows her finishing off an enemy while floating around outside the damaged Mayflower … without any sort of suit to protect her body from the vacuum of open space.

A calendar reveals the year is 1979, while text on the left side of the screen suggests Judas herself may be an AI-controlled robot.

Time travel may also be a theme in the game’s narrative, as another trailer features a quick jump-cut in which Judas can be seen near a wall calendar indicating that the year is 1979. This could also be an illusion, however, as some of Judas’s statements in the trailer suggest that the game takes place in a world where thoughts are recorded by a Big Brother-esque entity, and false memories can be implanted into the station’s robotically augmented inhabitants, Westworld-style.

Other shots in the game’s trailers reference “The Big Three,” a trio of characters who once controlled The Mayflower. The Big Three is made up of Hope, a young woman with pink hair and a childlike aesthetic; Nefertiti, a woman with strange mechanical abilities and an affinity for fashion; and Tom, a middle-aged man in a cowboy hat. It appears that these three characters are Judas’s enemies, and players may have to choose which one Judas escapes the ship with.

“I’m here to set you free,” Judas states in one trailer as she presses a button, ignoring the computer terminal’s warnings that doing so will cause a catastrophic failure. “Whether you like it or not.”

Prior to the disaster, The Big Three seemed to be quite popular with The Mayflower’s inhabitants.

The game’s trailers indicate it’s expected to receive an M rating. According to the ESRB, M-rated games are “generally suitable for ages 17 and up,” but “may contain intense violence, blood and gore, sexual content and/or strong language.”

Judas gameplay details

While “BioShock in space” is a great elevator pitch, what we’ve seen from the game so far suggests that Judas is far from a BioShock clone. Yes, it’s a narrative-driven first-person shooter RPG from the guy who made BioShock, and thus bears some resemblance to the BioShock series. But Judas also differs from Levine’s previous work in many ways.

One notable difference between Judas and the BioShock series is the fact that Judas is a procedurally generated roguelite.

“We call it pseudo-procedural because it’s not like Minecraft where everything’s being generated off a set of pure mathematical heuristics,” Levine explained in an interview. “You build all these smaller piece elements in the game and then you teach the game how to make good levels essentially, and [a] good story, and most importantly, [make it] reactive to what you do.”

The Big Three appear to Judas as holograms, and her relationship with each of them will play a major role in the game’s narrative. Doing a favor for one member of The Big Three will increase their affinity for Judas, but is likely to displease at least one of the other two members, and anger comes with consequences. If Judas upsets one member, they may get back at her by ratting her out to another member by revealing her plans or current location. It’s clear that Judas’ story design–especially when it comes to player choices–goes much deeper than BioShock’s very binary “Will you save the Little Sisters, or are you a complete sociopath?” narrative choice.

Judas can open the strange implant on her left hand to swap out abilities. When the hatch closes, it glows green.

As for the game’s “roguelite” elements, Levine says that death is an integral part of the game. Items that allow Judas to regain health are scarce, and enemies are everywhere.

“You do have the opportunity when you die to go change yourself,” Levine says. “Improve yourself, change your tool chest–which is a pretty broad and variable tool chest–and change the Mayflower itself.”

For more information on Judas’s gameplay, check out GameSpot senior producer Lucy James’ breakdown of the game, which she played for five hours at a preview event in 2024.

Judas trailers

Check out all the trailers for Judas below.

Judas reveal trailer:

Judas story trailer:

Though Judas is far from a BioShock clone, it still proudly bears the hallmarks of Levine’s previous work: a dystopian setting, Plasmid-esque powers, and off-the-wall set pieces like a gigantic robotic dog that Judas boards like a Bathysphere.

What do you think of Judas’s gameplay elements and narrative premise? Are there any specific features you’re hoping to see in the game? Let us know in the comments!



Source link

June 2, 2025 0 comments
0 FacebookTwitterPinterestEmail
What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red
Game Reviews

What worked in The Witcher 3 and what didn’t: looking back on a landmark RPG with CD Projekt Red

by admin May 31, 2025


Do you remember what you were doing when The Witcher 3: Wild Hunt was released? It came out on 19th May 2015. I remember because I was inside CD Projekt Red at the time, trying to capture the moment for you – a moment I’m unlikely to replicate there or anywhere else. I recall sitting in the studio’s canteen in the small hours of the morning, after a midnight launch event in a mall in Warsaw, chewing on a piece of cold pizza and wondering out loud what would come next for the studio, because at the time, who could know? One era was ending and another was about to begin. Would it bring the fame and fortune CD Projekt Red desired?

Today, more than 60 million sales of The Witcher 3 later, we know the answer is yes. The Witcher 3 became a role-playing classic. It delivered one of the most touchable medieval worlds we’ve explored, a rough place of craggy rocks and craggier faces, of wonky morales and grim realities, of mud and dirtiness. And monsters, though not all were monstrous to look at. It was a world of grey, of superstition and folklore, and in it stood we, a legendary monster hunter, facing seemingly impossible odds. The Witcher 3 took fantasy seriously.

But the decade since the game’s release has been turbulent for CD Projekt Red. The studio launched its big new sci-fi series in 2020 with Cyberpunk 2077, and though the game has now sold more than 30 million copies, making it monetarily a success, it had a nightmarish launch. The PS4 version had to be removed from sale. It brought enormous pressure, growing pains and intense scrutiny to the studio, and CD Projekt Red would spend a further three years patching and updating – and eventually releasing an expansion – before public opinion would mostly turn around.

Today the studio returns to safer ground, back to The Witcher world with the new game The Witcher 4, and as we look forward to it we should also look back, to the game that catapulted the studio to fame, and see what has been learnt.

The Witcher 3 is at version 4.04 today, a number that represents an enormously long period of post-release support.Watch on YouTube

It all began with naivety, as perhaps any ambitious project should. It’s easy to forget that 14 years ago, when The Witcher 3 was being conceived, CD Projekt Red had never made an open-world game before. The Witcher 1 and The Witcher 2 were linear in their approaches. It’s also easy to forget that the people making the game were 14 years younger and less experienced. Back then, this was the studio’s chance at recognition, so it aimed high in order to be seen. “The Witcher 3 was supposed to be this game that will end all other games,” Marcin Blacha, the lead writer of the game, tells me. Simply make an open-world game that’s also a story-driven game and release it on all platforms at the same time. How hard could it be?

“When I’m thinking about our state of mind back in those days, the only word that comes to my mind is enthusiastic,” Blacha says. “It was fantastic because we were so enthusiastic that we were full of courage. We were trying to experiment with stuff and we were not afraid. We were convinced that when we work with passion and love, it will pay off eventually.”

Every project has to begin somewhere and for Blacha, the person tasked with imagining the story, The Witcher 3 could only begin with Ciri, the daughter-of-sorts to The Witcher’s central monster hunter character Geralt. As Blacha says, “The most important thing about Geralt and the most important thing about the books is the relationship between Geralt, Ciri and Yennefer. I already did two games with no sign of Ciri, no sign of Yennefer, and then we finally had a budget and proper time for pre-production, so for me, it was time to introduce both characters.”

It’s a decision that would have major repercussions for the rest of The Witcher series at CD Projekt Red. Blacha didn’t know it then, but Ciri would go on to become the protagonist of The Witcher 4. Had she not been the co-protagonist of The Witcher 3 – for you play as her in several sections during the game – who knows if things would have worked out the same way. It’s an understandable progression as it is, though there is still some uncertainty among the audience about Ciri’s starring role.

But Ciri’s inclusion came with complications, because the character we see in the game is not the character described in the books – not exactly. That book Ciri is much closer to the Ciri we’ve seen in the Netflix Witcher TV show: younger, more rebellious, and more teenager in a stereotypical kind of way. She might be an important part of the fiction, then, but that doesn’t mean she was especially well liked. “People were thinking that she’s annoying,” says Blacha, who grew up reading The Witcher books. CD Projekt Red, then, decided to make a Ciri of its own, aging her and making her more “flesh and bone”, as Blacha puts it. He fondly recalls a moment in the game’s development when reviewing the Ciri sections of the game, and saying aloud to studio director Adam Badowski how much he liked her. “I didn’t know that she’s going to be the protagonist of the next game,” he says, “but I said to Adam Badowski, she’s going to be very popular.”

Once Ciri had been earmarked for inclusion in The Witcher 3, the idea to have her pursued by the phantom-like force of the Wild Hunt – the members of which literally ride horses in the night sky, like Santa Claus’ cursed reindeer – came shortly after. CD Projekt Red had introduced the Wild Hunt in The Witcher 2 so it made sense. The outline of the main story was then laid down as a one-page narrative treatment. Then it was expanded to a two-page treatment, a four page treatment, an eight page treatment and so on. At around 10 pages, it already had the White Orchard prologue, almost the entirety of the No Man’s Land zone, and a hint of what would happen on Skellige and in Novigrad. When it was around 40 pages long, the quest design team was invited in.

CD Projekt Red made their Ciri older than she is in the books. | Image credit: CD Projekt Red

The quest design team’s job is to turn a story into a game, and this was a newly created department for The Witcher 3, created because the old way of writers designing the quests wasn’t working any more. “We were struggling a bit with making sure that every written story that we have prepared is also a story that we can play well,” Paweł Sasko says. He joined CD Projekt Red to be a part of that quest design team.

The quest design team carves up a narrative treatment, paragraph by paragraph, and expands those into playable questlines for the game. “It’s basically something between game design and a movie scenario,” Sasko says. There’s no dialogue, just a description of what will happen, and even a one-paragraph prompt can balloon into a 20-30 page design. Among the paragraphs Sasko was given to adapt was a storyline in No Man’s Land concerning a character known as the Bloody Baron.

The Bloody Baron storyline is widely acclaimed and has become synonymous with everything Sasko and CD Projekt Red were trying to do with the game. It’s a storyline that probes into mature themes like domestic abuse, fatherhood, and love and loss and grief. More importantly, it presents us with a flawed character and allows us time and space to perhaps change our opinion of them. It gives us layers many other games don’t go anywhere near.

When Sasko first encountered the storyline, there was only an outline. “It said that Geralt meets the Bloody Baron who asks Geralt to hunt a monster and look for his wife and daughter, and for that, he is going to share information about Ciri and tell Geralt where she went. That was pretty much it.” And Sasko already knew a few things about what he wanted to do. He knew he wanted to show No Man’s Land as a Slavic region bathed in superstitions and complex religious beliefs, one that had been ravaged by famine and war. He also knew the tone of the area was horror because this had been outlined by Blacha and the leaders of The Witcher 3 team.

Says Blacha: “My opinion is that a successful Witcher game is a mix of everything, so you have a horror line, you have a romance, you have adventure, you have exploration. When we started to think about our hubs, we thought about them in terms of a show, so No Man’s Land, the hub with the Bloody Baron, was horror; Skellige was supposed to be an adventure; and Novigrad was supposed to be a big city investigation.”

But there were key missing pieces then from the Bloody Baron sequence we know today. The botchling, for instance – the monstrous baby the quest revolves around. It didn’t exist. It was an idea that came from Sasko after he read a Slavic bestiary. “Yes,” he says, “the botchling idea came from me.”

The Bloody Baron. | Image credit: Eurogamer / CD Projekt Red

He wanted the botchling to be the conduit through which more mature themes of the story could be approached – something overt to keep you busy while deeper themes sunk in. It’s an approach Sasko says he pinched from Witcher author Andrzej Sapkowski, after deconstructing his work. “What he’s doing is he’s trying to find universal truths about human beings and struggles, but he doesn’t tell those stories directly,” Sasko says. “So for instance racism: he doesn’t talk about that directly but he finds an interesting way how, in his world, he can package that and talk about it. I followed his method and mimicked it.”

This way the botchling becomes your focus in the quest, as the Baron carries it back to the manor house and you defend him from wraiths, but while you’re doing that, you’re also talking and learning more about who the Bloody Baron – who Phillip Strenger – is. “I wanted you to feel almost like you’re in the shoes of that Bloody Baron,” Sasko says. “Peregrination is this path in Christianity you go through when you want to remove your sins, and that’s what this is meant to be. He’s just trying to do it, and he’s going through all of those things to do something good. And I wanted the player to start feeling like, ‘Wow, maybe this dude is not so bad.'”

It’s a quest that leaves a big impression. An email was forwarded to Sasko after the game’s release, written by a player who had lost their wife and child as the Baron once had. “And for him,” he says, “that moment when Baron was carrying the child was almost like a catharsis, when he was trying so badly to walk that path. And the moment he managed to: he wrote in his letter that he broke down in tears.”

There’s one other very significant moment in The Witcher 3 that Sasko had a large hand in, and it’s the Battle of Kaer Morhern, where the ‘goodies’ – the witchers and the sorceresses, and Ciri – make a stand against the titular menace of the Wild Hunt. Sasko designed this section specifically to emotionally tenderise you, through a series of fast-paced and fraught battles, so that by the time the climactic moment came, you were aptly primed to receive it. The moment being Vesemir’s death – the leader of the wolf school of witchers and father figure to Geralt. This, too, was Sasko’s idea. “We needed to transition Ciri from being a hunted animal to becoming a hunter,” he tells me, and the only event big enough and with enough inherent propulsion was Vesemir’s death.

Eredin, the leader of the Wild Hunt, breaks Vesemir’s neck. | Image credit: Eurogamer / CD Projekt Red

But for all of the successful moments in the game there are those that didn’t work. To the team that made the game, and to the players, there are things that clearly stand out. Such as Geralt’s witcher senses, which allow him to see scent trails and footsteps and clues in the world around him. Geralt’s detective mode, in other words. Sasko laughs as he cringes about it now. “We’ve overdone the witcher senses so much, oh my god,” he says. “At the time when we were starting this, we were like, ‘We don’t have it in the game; we have to use it to make you feel like a witcher.’ But then at the end, especially in the expansions, we tried to decrease it so it doesn’t feel so overloaded.” He’d even turn it down by a further 10 to 20 per cent, he says.

There were all of the question marks dotted across the map, luring us to places to find meagre hidden treasure rewards. “I think we all scratch our heads about what we were thinking when trying to build this,” Sasko tells me. “I guess it just came from fear – from fear that the player will feel that the world is empty.” This was the first time CD Projekt Red had really the player’s hand go, remember, and not controlled where in the world you would be.

Shallow gameplay is a criticism many people have, especially in the game’s repetitive combat, and again, this is something Sasko and the team are well aware of. “We don’t feel that the gameplay in Witcher 3 was deep enough,” he says. “It was for the times okay, but nowadays when you play it, even though the story still holds really well, you can see that the gameplay is a bit rusty.” Also, the cutscenes could have been paced better and had less exposition in them, and the game in general could have dumped fewer concepts on you at once. Cognitive overload, Sasko calls it. “In every second sentence you have a new concept introduced, a new country mentioned, a new politician…” It was too much.

More broadly, he would also have liked the open-world to be more closely connected to the game’s story, rather than be, mostly, a pretty backdrop. “It’s like in the theatre when you have beautiful decorations at the back made of cardboard and paper, and not much happens to them except an actor pulls a rope and it starts to rain or something.” he says. It’s to do with how the main story influences the world and vice versa, and he thinks the studio can be better at it.

Ciri and Geralt look at a coin purse in The Witcher 3. This is, coincidentally, the same tavern you begin the game in, with Vesemir, and the same tavern you meet Master Mirror in. | Image credit: Eurogamer / CD Projekt Red

One conversation that surprises me, when looking back on The Witcher 3, is a conversation about popularity, because it’s easy to forget now – with the intense scrutiny the studio seems always to be under – that when development began, not many people knew about CD Projekt Red. The combined sales of both Witcher games in 2013 were only 5 million. Poland knew about it – the Witcher fiction originated there and CD Projekt Red is Polish – and Germany knew about it, and some of the rest of Europe knew about it. But in North America, it was relatively unknown. That’s a large part of the reason why the Xbox 360 version of The Witcher 2 was made at all, to begin knocking on that door. And The Witcher 3, CD Projekt Red hoped, would kick that door open. “We knew that we wanted to play in the major league,” says Michał Platkow-Gilewski, vice president of communications and PR, stealing a quote from Cyberpunk character Jackie.

That’s why The Witcher 3 was revealed via a Game Informer cover story in early 2013, because that was deemed the way to do things there – the way to win US hearts, Platkow-Gilewski tells me. And it didn’t take long for interest to swell. When Platkow-Gilewski joined CD Projekt Red to help launch the Xbox 360 version of The Witcher 2 in 2012, he was handing out flyers at Gamescom with company co-founder Michał Kicinski, just to fill presentations for the game. By the time The Witcher 3 was being shown at Gamescom, a few years later, queues were three to four hours long. People would wait all day to play. “We had to learn how to deal with popularity during the campaign,” Platkow-Gilewski says.

Those game shows were crucial for spreading the word about The Witcher 3 and seeing first-hand the impact the game was having on players and press. “Nothing can beat a good show where you meet with people who are there to see their favourite games just slightly before the rest of the world,” he says. “They’re investing their time, money, effort, and you feel this support, sometimes love, to the IP you’re working on, and it boosts energy the way which you can’t compare with anything else. These human to human interactions are unique.” He says the studio’s leader Adam Badowski would refer to these showings as fuel that would propel development for the next year or so, which is why CD Projekt Red always tried to gather as many developers as possible for them, to feel the energy.

It was precisely these in-person events that Platkow-Gilewski says CD Projekt Red lacked in the lead up to Cyberpunk’s launch, after Covid shut the world down. The company did what it could by pivoting to online events instead – the world-first playtest of Cyberpunk was done online via stream-play software called Parsec; I was a part of it – and talked to fans through trailers, but it was much harder to gauge feedback this way. “It’s easy to just go with the flow and way harder to manage expectations,” Platkow-Gilewski says, so expectations spiralled. “For me the biggest lesson learned is to always check reality versus expectations, and with Cyberpunk, it was really hard to control and we didn’t know how to do it.”

It makes me wonder what the studio will do now with The Witcher 4, because the game show sector of the industry still hasn’t bounced back, and I doubt – having seen the effect Covid has had on shows from the inside of an events company – whether it ever will. “Gamescom is growing,” Platkow-Gilewski says somewhat optimistically. “Gamescom is back on track.” But I don’t know if it really is.

Michał Platkow-Gilewski cites this moment as one of his favourite from the Witcher 3 journey. The crew were at the game show PAX in front of a huge live audience and the dialogue audio wouldn’t play. Thankfully, they had Doug Cockle, the English language voice actor of Geralt, with them on the panel, so he live improvised the lines. Watch on YouTube

Something else I’m surprised to hear from him is mention of The Witcher 3’s rocky launch, because 10 years later – and in comparison to Cyberpunk’s – that’s not how I remember it. But Platkow-Gilewski remembers it differently. “When we released Witcher 3, the reception was not great,” he says. “Reviews were amazing but there was, at least in my memories, no common consensus that this is a huge game which will maybe define some, to some extent, the genre.”

I do remember the strain on some faces around the studio at launch, though. I also remember a tense conversation about the perceived graphics downgrade in the game, where people unfavourably compared footage of Witcher 3 at launch, with footage from a marketing gameplay trailer released years before it. There were also a number of bugs in the game’s code and its performance was unoptimised. “We knew things were far from being perfect,” Platkow-Gilewski says. But the studio worked hard in the years after launch to patch and update the game – The Witcher 3 is now on version 4.04, which is extraordinary for a single-player game – and they released showcase expansions for it.

Some of Marcin Blacha’s favourite work is in those expansions, he tells me, especially the horror storylines of Hearts of Stone, many of which he wrote. That expansion’s villain, Master Mirror, is also widely regarded as one of the best in the game, disguised as he is as a plain-looking and unassuming person who happens to have incredible and undefinable power. It’s not until deep into the expansion you begin to uncover his devilish identity, and it’s this subtle way of presenting a villain, and never over explaining his threat, that makes Master Mirror so memorable. He’s gathered such a following that some people have concocted elaborate theories about him.

Lead character artist Pawel Mielniczuk tells me about one theory whereby someone discovered you can see Master Mirror’s face on many other background characters in the game, which you can, and that they believed it was a deliberate tactic used by CD Projekt Red to underline Master Mirror’s devilish power. Remember, there was a neat trick with Master Mirror in that you had already met him at the beginning of The Witcher 3 base game, long before the expansion was ever developed, in a tavern in White Orchard. If CD Projekt Red could foreshadow him as far back as that, the theory went, then it could easily put his face on other characters in the game to achieve a similar ‘did you see it?’ effect.

The real villain in the Hearts of Stone expansion, Gaunter O’Dimm. Better known to many as Master Mirror. There’s a reason why he has such a plain-looking face… | Image credit: CD Projekt Red

The truth is far more mundane. Other characters in the game do have Master Mirror’s face, but only because his face is duplicated across the game in order to fill it out. CD Projekt Red didn’t know when it made the original Witcher 3 game that this villager would turn into anyone special. There was a tentative plan but it was very tentative, so this villager got a very villager face. “We just got a request for a tertiary unimportant character,” says Mileniczuk. “We had like 30-40 faces for the entire game so we just slapped a random face on him.” He laughs. And by the time Hearts of Stone development came around, the face – the identity – had stuck.

Expansions were an important part of cementing public opinion around The Witcher 3, then, as they were for cementing public opinion around Cyberpunk. They’ve become something of a golden bullet for the studio, a way to creatively unleash an already trained team and leave a much more positive memory in our heads.

Exactly what went wrong with Cyberpunk and how CD Projekt Red set about correcting it is a whole other story Chris Tapsell told recently on the site, so I don’t want to delve into specifics here. Suffice to say it was a hard time for the studio and many hard lessons had to be learned. “The pressure was huge,” Platkow-Gilewski says, “because from underdogs we went to a company which will, for sure, deliver the best experience in the world.”

But while much of the rhetoric around Cyberpunk concerns the launch, there’s a lot about the game itself that highlights how much progress the studio made, in terms of making open-world role-playing games. One of my favourite examples is how characters in Cyberpunk walk and talk rather than speak to you while rooted to the spot. It might seem like a small thing but it has a transformative and freeing effect on conversations, allowing the game to walk you places while you talk, and stage dialogue in a variety of cool ways. There’s a lot to admire about the density of detail in the world, too, and in the greater variety of body shapes and diversity. Plus let’s not forget, this is an actual open world rather than a segmented one as The Witcher 3 was. In many ways, the game was a huge step forward for the studio.

Cyberpunk wasn’t the only very notable thing to happen to the Witcher studio in those 10 years, either. During that time, The Witcher brand changed. Netflix piggybacked the game’s popularity and developed a TV series starring Henry Cavill, and with it propelled The Witcher to the wider world.

Curiously, CD Projekt Red wasn’t invited to help, which was odd given executive producer Tomek Baginski was well known to CD Projekt Red, having directed the intro cinematics for all three Witcher video games. But beyond minor pieces of crossover content, no meaningful collaboration ever occurred. “We had no part in the shows,” Pawel Mileniczuk says. “But it’s Hollywood: different words. I know how hard it was for Tomek to get in there, to convince them to do the show, and then how limited influence is when the production house sits on something. It’s many people, many decision makers, high stakes, big money. Nobody there was thinking about, Hey, let’s talk to those dudes from Poland making games. It’s a missed opportunity to me but what can I say?”

The debut trailer for The Witcher 4.Watch on YouTube

Nevertheless, the Netflix show had a surprisingly positive effect on the studio, with sales of The Witcher 3 spiking in 2019 and 2020 when the first season aired. “It was a really amazing year for us sales wise,” Platkow-Gilewski says. This not only means more revenue for the studio but also wider understanding; more people are more familiar with The Witcher world now than ever before, which bodes very well for The Witcher 4. Not that it influenced or affected the studio’s plans to return to that world, by the way. “We knew already that we wanted to come back to The Witcher,” Platkow-Gilewski says. “Some knew that they wanted to tell a Ciri story while we were still working on Witcher 3.”

But, again, with popularity also comes pressure. “We’ll have hopefully millions of people already hooked in from the get-go but with some expectations and visions and dreams which we have to, or may not be able to, fulfil,” Platkow-Gilewski adds. You can already sense this pressure in comments threads about the new game. Many people already have their ideas about what a new Witcher game should be. The Witcher 4 might seem like a return to safer ground, then, but the relationship with the audience has changed in the intervening 10 years.

“I think people are again with us,” Platkow-Gilewski says. “There are some who are way more careful than they used to be; I don’t see the hype train. We also learned how to talk about our game, what to show, when to show. But I think people believe again. Not everyone, and maybe it’s slightly harder to talk with the whole internet. It’s impossible now. It’s way more polarised than it used to be. But I believe that we’ll have something special for those who love The Witcher.”

Here we are a decade later, then, looking forward to another Witcher game by CD Projekt Red. But many things have changed. The studio has grown and shuffled people around and the roles of the people I speak to have changed. Marcin Blacha and Pawel Mielniczuk aren’t working on The Witcher 4, but on new IP Project Hadar, in addition to their managerial responsibilities, and Pawel Sasko is full-time on Cyberpunk 2. It’s only really Michał Platkow-Gilewski who’ll do a similar job for The Witcher 4 as on The Witcher 3, although this time with dozens more people to help. But they will all still consult and they’re confident in the abilities of The Witcher 4 team. “They really know what they’re doing,” says Sasko, “they are a very seasoned team.”

“We learned a lot of lessons down the road,” Platkow-Gilewski says, in closing. “I started this interview saying that we had this bliss of ignorance; now we know more, but hopefully we can still be brave. Before, we were launching a rocket and figuring out how to land on the moon. Now, we know the dangers but we are way more experienced, so we’ll find a way to navigate through these uncharted territories. We have a map already so hopefully it won’t be such a hard trip.”



Source link

May 31, 2025 0 comments
0 FacebookTwitterPinterestEmail
Consume Me, a life-sim RPG that'll remind you that you hated being a teenager, actually, has a demo out now
Game Updates

Consume Me, a life-sim RPG that’ll remind you that you hated being a teenager, actually, has a demo out now

by admin May 29, 2025



“BEING A TEENAGER SUCKS. So we made a videogame about it.” These are the opening words on the Steam page for Jenny Jiao Hsia’s Consume Me, a “life-simulation RPG” about feeling “stupid, fat, lazy, and ugly in high school.” Now, I’m going to go out on a limb and say many of you that are of a post-high-school age probably don’t want to re-experience it anytime soon, but Consume Me looks like such a good time I’m going to suggest you do so anyway, especially because it just got a demo.


That self-described genre of life-simulation RPG certainly seems apt as the game sees you do things like performing Tetris-esque puzzles to make a well-balanced breakfast, putting make-up on, and walking your dog. It almost looks like an RPG by way of the mundane sections in any of the modern Persona games, said mundanity amped up and sillified to 11.

Watch on YouTube


Rather than an RPG mechanically though, there’s two things it reminds me of first and foremost. One is the WarioWare series, there’s a real oddball minigame feel to a lot of what Consume Me appears to offer, even if it’s a bit occasionally a bit slower paced than what the greedy yellow-capped… Wario is. It also reminds me of old Flash games – think Newgrounds, Miniclip, Nitrome, that sort of thing, the kinds of games you’d play during IT classes when you were meant to be putting an Excel sheet about the price of eggs together.


I’d actually seen a much, much earlier version of the game at the V&A’s Design/Play/Disrupt exhibition way back in, cripes, 2019, and was enamoured by it then. It’s great to see how far it’s come – it even won the IGF Grand-Prize earlier this year! No release date for this one just yet, but you can go ahead and wishlist it on Steam and check out that demo anyway.



Source link

May 29, 2025 0 comments
0 FacebookTwitterPinterestEmail
  • 1
  • 2
  • 3
  • 4

Categories

  • Crypto Trends (920)
  • Esports (698)
  • Game Reviews (648)
  • Game Updates (814)
  • GameFi Guides (913)
  • Gaming Gear (878)
  • NFT Gaming (896)
  • Product Reviews (868)
  • Uncategorized (1)

Recent Posts

  • Bitcoin Hyper Speeds Past $11M in Explosive Presale
  • Hong Kong Firm Stock Jumps On $483M Bitcoin Acquisition Plan
  • Guillermo del Toro Explains Why His Frankenstein’s Monster Looks So Unique
  • Almost No One Cares About Alt Season Anymore
  • Xbox PC Gaming Handheld Gets October Release Date But No Price

Recent Posts

  • Bitcoin Hyper Speeds Past $11M in Explosive Presale

    August 21, 2025
  • Hong Kong Firm Stock Jumps On $483M Bitcoin Acquisition Plan

    August 21, 2025
  • Guillermo del Toro Explains Why His Frankenstein’s Monster Looks So Unique

    August 21, 2025
  • Almost No One Cares About Alt Season Anymore

    August 21, 2025
  • Xbox PC Gaming Handheld Gets October Release Date But No Price

    August 21, 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

  • Bitcoin Hyper Speeds Past $11M in Explosive Presale

    August 21, 2025
  • Hong Kong Firm Stock Jumps On $483M Bitcoin Acquisition Plan

    August 21, 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