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Capcom wants Resident Evil Requiem boss battles to test your wits rather than your shooting skill
Game Updates

Capcom wants Resident Evil Requiem boss battles to test your wits rather than your shooting skill

by admin October 2, 2025


Capcom has said it’s looking more to the original Resident Evil games for ideas about how to challenge players with boss battles in the ninth Resident Evil game, Requiem.

Specifically, game director Koshi Nakanishi said he wants to test your wits rather than shooting ability.

“Of course there will be boss battles,” Nakanishi told Automaton. “However, rather than defeating enemies in a flashy manner as you progress through the game, like in games that emphasise gun shooting action, the style is more like Resident Evil and Resident Evil 2, where players expand their exploration area in a closed space and overcome obstacles using their wits.”

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The game’s new protagonist, Grace Ashcroft, is central to this. Unlike Leon Kennedy, she isn’t a veteran killer with hardened nerves, so she won’t immediately be capable of gunning down hordes of undead. Nakanishi has said before that Leon Kennedy is “actually quite a bad match for horror”. So unlike Kennedy, Ascroft will start the game as quite defenceless. But she will learn.

“One thing that’s so appealing about the Resident Evil series is that characters who are initially terrified grow stronger as they gain experience in extreme situations,” Nakanishi said. “Grace is scared at first, but the situation eventually causes her to snap, and she becomes able to fight her enemies.”

We had a chance to sit down with Nakanishi at Gamescom to talk about pacing. Alex thinks Resident Evil 7: Biohazard is one of the best-paced entries in the series, and Nakanishi directed that game as well. “My approach is the same this time…” Nakanishi said, before launching into a longer explanation.

Resident Evil Requiem launches at the beginning of next year, on 27th February.



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October 2, 2025 0 comments
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Zane, from Borderlands 4, pinches his fingertips expressively as he tries to communicate something so someone off screen.
Gaming Gear

Borderlands 4 dev clears up the difference between Skill Damage and Action Skill damage, and I feel like a combat log is in order so I didn’t have to find this out on a Reddit thread

by admin September 30, 2025



Borderlands 4 has a ton of possible builds to choose from—it’s one of the strengths I highlighted in my Borderlands 4 review—but I do have one teensy-tiny complaint, and it’s that I would like some of the tooltips to be a smidge more straightforward about what is what.

This feeling has returned full-force after seeing a developer kindly explaining the difference between Skill Damage and Action Skill damage on the game’s subreddit (thanks, TheGamer), which probably isn’t the place you should have to go for this sort of clarification.

Turns out, it’s a rectangles/squares situation. Except this is Borderlands, so lead character designer Nicholas Thurston uses guns and shotguns as the metaphor: “Skill Damage and Action Skill Damage is like Gun Damage and Shotgun Damage. All Skills are skills, but only some are Action Skills. Same as all Guns are Guns, but only some are Shotguns.” Simple, then.


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Thurston then explains that Skill Damage impacts basically everything involving the word “Skill”, including passive skills and traits and, you guessed it, Action Skills. However, Action Skill damage only boosts whatever’s on the Action Skill itself.

Other modifiers, like Melee Damage and Minion Damage, can apply to an Action Skill if it also does those things. For example: “Amon’s ‘Onslaughter’ does Melee Damage with his fist, this would get Skill Damage, Action Skill Damage, and Melee Damage … Forgedrones (as an example) only benefit from Skill Damage, as they come from Passive Skills, as well as Melee Damage.”

In a separate comment, Thurston also explains that there’s no real difference between “status chance” and “status application chance”, and that all instances of the former should be the latter: “if something doesn’t, that’s a goof on our part that we’ll need to investigate and correct.”

And hey, props to Thurston for coming in and clearing some of this up, but it does beg the question whether or not the series needs a little more transparency on just how everything works.

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Most ARPGs, a genre which Borderlands shares most of its DNA with, have combat logs that let you mouse over your damage and get a peek at the math going on underneath the hood, allowing you to test whether all those floating modifiers are actually being fed into the machine properly.

And while BL4 does have training dummies, not having any proper mouseovers for its various tooltips—or a way to check on your damage after the fact—does hamper the otherwise stellar buildcraft somewhat. I probably shouldn’t be having to do napkin math to figure out why a non-legendary gun is causing Total Existence Failure.



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

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

by admin August 18, 2025


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

Split-screen co-op returns

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

Switch 2 won’t have couch co-op

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

There are over 30 billion guns

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

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

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

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

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

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

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

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

Borderlands 4 is inspired by mergers, acquisitions, and fascism

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

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



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August 18, 2025 0 comments
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