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Silksong will get DLC and "some of the plans for that stuff are kind of ambitious as well"
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Silksong will get DLC and “some of the plans for that stuff are kind of ambitious as well”

by admin August 23, 2025



Hollow Knight: Silksong began life as a DLC expansion, but then developers Team Cherry decided the concept was “too large and too unique”, and upgraded it into a full game. They spent six years working on the thing in almost total silence, while fulminating legions of the terminally online quietly drove themselves bonkers hunting for release date clues. We now have a Silksong release date – it’s just two weeks away – so in theory, the nightmare is over. Except, oh dear – Team Cherry are planning post-launch content for Silksong, and they’re already calling it “ambitious”.


All that’s from this week’s breakout interview with Press X To Jason Schreier, the person who considerately does all the investigative reporting in games journalism so that humbler souls like myself can spend our days taking the piss out of him. According to Schreier, “they’re already making big plans to add extra content to Silksong in the months and years to come.” Then there are some snippets from Team Cherry’s founders Ari Gibson and William Pellen.


“Launching it is obviously quite exciting,” Pellen said. “What comes after for us is equally as exciting.”


“The most interesting thing now is what can we add to it next,” interjected Gibson. “We got a plan. Admittedly, some of the plans for that stuff are kind of ambitious as well, but hopefully we can achieve some of it.”


Those monsters! I look forward to revisiting this post in 2030, assuming RPS hasn’t been turned into sausages by then, while writing up the latest rumours about Hollow Knight: Polyestertune or Satinmelody or whatever they end up calling the third one. In fairness, Hollow Knight did get actual DLC expansions before Silksong that launched at a regular rate.


In any case, the DLC tease is perhaps better interpreted as show of kindness. Earlier in the interview, Gibson and Pellen fret that by actually releasing Silksong, they’re spoiling things for players for whom the real Silksong is speculating endlessly about the release of Silksong.

“It’s nice that people are passionate about the game, and that they’ve obviously formed their own strange or very exciting communities around it,” said Gibson, diplomatically. Added Pellen: “Feels like we’re going to ruin their fun by releasing the game.” I guess their tantalising talk of “ambitious” post-launch material is a bid to keep the dream alive, then.



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August 23, 2025 0 comments
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Leaked footage of "paused" Dungeons & Dragons RPG shows the thing doing a thing with the stuff
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Leaked footage of “paused” Dungeons & Dragons RPG shows the thing doing a thing with the stuff

by admin June 20, 2025


Some footage from a reportedly cancelled Dungeons and Dragons RPG from Counter-Strike: Global Offensive co-developers Hidden Path Entertainment has surfaced online, alongside concept art.

All of it paints a vague picture of a work-in-progress game – which was being assembled under the watchful eye of a Wizards of the Coast that’s currently facing a post-Larian Baldur’s Gate conundrum – that looked a bit like a bunch of the big fantasy RPGs we’ve gotten in recent years.

If you need a quick refresher, this unannounnced Hidden Path D&D game was reported as having been cancelled alongside a bunch of other stuff at WoTC back in 2023, only for the studio to then refute that reporting. Then, last year, Hidden Path creative director Michael Austin posted on LinkedIn that they had made the call to “pause development on that project and reduce the company size until we have an opportunity to return to it”. 44 devs lost their jobs.

Now, this footage (via MP1st) has come out, and looks to have been put together by a music supervisor on the game, which was codenamed Project Dante. It shows off a party of three adventurers, made up of the player and two companions, putting a bunch of bandits to the sword in third person combat that looks quite Dragon Age: The Veilguardy to me.

They then do some puzzles to get the magical water flowing at a temple, explore a bit, and towards the end things get pretty cutsceney with a group of folks chilling in a tavern, before ending with the player sneakily watching a group of NPCs sing while crouching in some grass. I hope they at least tossed the crooning crew a coin as a tip after taking that last bit in.

Overall, not much sticks out to me as beyond what you might expect from a big fantasy RPG like this, though the concept art does have a very nice picture of a flying cat, or a Tressym to give the furry boi its proper name.

Well, I say that, but while the temple puzzling’s going on one of the companions – named Kavar – does say the line “The thing is starting to do a thing with the stuff”. It’s not really noteworthy, maybe a tiny bit eye-roll inducing, but I got a kick out of it.

If this D&D RPG had made it to release rather than that paused/cancelled limbo, I could see myself quoting it to mates in a fashion I’m sure they wouldn’t find irritating whatsoever.



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June 20, 2025 0 comments
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The next set of Monster Hunter Wilds Event Quests actually has new stuff to do, but there are still no Challenge Quests
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The next set of Monster Hunter Wilds Event Quests actually has new stuff to do, but there are still no Challenge Quests

by admin June 18, 2025


If you don’t intend to jump into any of the new games coming out this week and for the rest of June, you might want to check in on the latest batch of Monster Hunter Wilds Event Quests. Capcom, right on schedule, has published the full stack for this week, next, and the one after that.

This is all pretty standard, of course, even if it does look like the lists are getting smaller and smaller.


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For instance, none of the three weeks have any Challenge Quests, meaning you’re looking at just Event Quests for all of them. Challenge Quests are often more difficult, and require certain equipment – but that’s the point.

Regardless, just like the last batch, and the one before that, the quests are rolled out together each week. You can play them as many times as you like, but make sure you finish your runs before the end of each week.

A good strategy is to prioritise quests with the rewards you want, because you’re not likely to get them on the first try. Once that’s over and done with, you can shift your focus to other quests.

Read on below for the latest Event Quest schedule:

Yes, it’s in this week, too. | Image credit: Capcom

June 18 to 24

  • Kut-Ku the Forest Conqueror – 5 Stars (HR 21 or higher) – Hunt the the Tempered Yian Kut-Ku to obtain materials for use in crafting the big cool Wudwud Guise α Palico equipment set and more.

  • Where You’d Least Expect – 5 Stars (HR 21 or higher) – Hunt the Xu Wu to obtain Sild Garlic that you can use as additional ingredients when cooking on the BBQ Grill.

  • Stalking Supper – 4 Stars (HR 9 or higher) – Hunt the Quematrice to obtain Kunafa Cheese that you can use as an additional ingredient when cooking on the BBQ Grill.

June 25 to July 1

  • Kut-Ku the Forest Conqueror – 5 Stars (HR 21 or higher) – Hunt the the Tempered Yian Kut-Ku to obtain materials for use in crafting the big cool Wudwud Guise α Palico equipment set and more.

  • King of a Faraway Sky – 6 Stars (HR 31 or higher) – Hunt the Tempered Guardian Rathalos to obtain Artian materials for use in crafting Artian weapons.

July 2 to 8

  • A Silent Flash – 8 Stars (HR 50 or higher) – Hunt the Arch-tempered Rey Dau to obtain special rewards and forge the Rey Dau γ armor set.

  • Tongue-Tied – 5 Stars (HR 21 or higher) – Hunt the the Tempered Chatacabra to obtain Hard Armor Spheres and Advanced Armor Spheres.

  • Anguish and Atrocity – 5 Stars (HR 21 or higher) – Hunt the Guardian Doshaguma to gain a lot of Hunter Rank Points.

As always, if you’re new to Monster Hunter Wilds, or simply haven’t played in a while, our mega Monster Hunter Wilds guide is full of crucial information that will help you regardless of your skill level. Definitely worth loading up before attempting the week’s Event Quests.



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June 18, 2025 0 comments
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FBC: Firebreak will keep you busy fending off a bunch of weird stuff right through to 2026 with multiple free updates
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FBC: Firebreak will keep you busy fending off a bunch of weird stuff right through to 2026 with multiple free updates

by admin June 14, 2025



There’s still a few days to go until Remedy Entertainment’s latest entry into their Connected Universe, FBC: Firebreak, is unleashed onto the world. Whether it’s any good or not in its entirety, we probably won’t know for a while yet given that online shooters of its ilk are always guaranteed to receive numerous patches to iron out some kinks. Our own Nic found a good bit to like about the game in his preview, ignoring the at the time rubbish guns, at the very least.


Whether those tweaks come or not, Remedy have guaranteed one thing: some big free updates with new things to do. Ain’t that nice! In the 2025 roadmap, there were a couple of updates outlined for the remainder of the year. The first one, coming in the fall/ autumn, is called Codename “Outbreak”. This one brings in a new jobsite, the Research Sector, alongside some new gameplay systems and enemies, and earnable rewards. There’ll also be a new paid Classified Requisition, which comes with some armour, skins, and character voice packs – the playable stuff in the update will be completely free though.

The launch of FBC: Firebreak is just the beginning. Have a look at what the post-launch roadmap will look like.

All playable post launch content in the game is free.

FBC: Firebreak launches June 17. #FBCFirebreak pic.twitter.com/bZdliHaOil

— Remedy Entertainment (@remedygames) June 11, 2025

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Then in the winter there’s the Codename “Blackout” update. The jobsite for this one hasn’t been named, but there’ll be even more enemies and rewards, alongside some new equipment. You’ll also be able to pick up another paid Classified Requisition.


Remedy’s communications director shared in a separate post that there are plans for more updates in 2026 too, but the teams wants to “launch the game first, see what the reception is and what the community wants to see, what you might gravitate to before we make more decisions on what kind of content we’ll be releasing, for free, in 2026 for FBC: Firebreak.” Lots to come it sounds like then!


FBC: Firebreak is due out next week, June 17th.





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June 14, 2025 0 comments
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Oblivion Remastered just got a full Skyrim-style smithing system thanks to a modder, in case you've missed making stuff by getting very good at banging hot things
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Oblivion Remastered just got a full Skyrim-style smithing system thanks to a modder, in case you’ve missed making stuff by getting very good at banging hot things

by admin May 31, 2025


Right, so. Oblivion Remastered modders continue to find ways to pull off really cool stuff despite not having any official tools. The latest interesting new mod to drop adds a whole Skyrim-style smithing system and skill to the game, and it’s by someone who’d already blown us away with their faction overhauls.

Yep, modder ColdTyrant’s back at it again, clearly not having been content with all of the interesting Oblivion Remastered modding efforts we recently chatted to them about. During that convo, they teased “a secret project” they thought everyone would dig – I’m not sure if this is that, but it’d certainly qualify in my book.


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Their latest work is ‘Skill Line – Smithing’, and as you’d expect from the name, it adds the ability to make gear at a forge to Oblivion as a totally separate thing to the established armourer skill that revolves around bashing your sword with a hammer to stop it breaking.

You’ll find new interactable forges – each made up of a “smithing chest” where you store any materials you want to use for crafting, plus an anvil and leather rack you can then interact with to turn that stored stuff into new gear or the usual processed animal bits you’ll need to forge certain stuff. There’s also an “equipment smelter” you can use to melt down existing unenchanted gear into raw materials for crafting – though in a wonderful lore-based twist, you can’t melt down Imperial Legion armour without a special permit.

The mod adds one of these forging stations to each of Cyrodiil’s major cities – you can find their exact locations by looking through the mod page’s images – as well as the Shivering Isles. In order to find out which materials are required to craft certain weapons and armour, you’ll need to consult a special smithing workbook ColdTyrant’s left a free copy of atop every anvil he’s added.

That said, you’ll also have to make sure your character’s got the smithing skills to craft what they want to, with the mod adding in a book you can use to track how good you’re getting as you craft more and more stuff. “Because it is currently impossible to integrate brand new skills into the User Interface properly,” ColdTyrant explains, “once the mod is initialized the player will be given a book in their Miscellaneous inventory category, which they can use to check not only their current Smithing level, but the percent progress toward their next level.”

As you’d expect, the further towards the level 100 cap this new skill has you get, the more stuff you’ll need to craft to keep increasing your smithing level. Oh, and if you fancy, the Shivering Isles forges will let you make Dark Seducer and Golden Saint gear, because why not?

If you fancy giving the mod a go, as with most of ColdTyrant’s other mods you’ll need to grab Oblivion Remastered’s UE4SS and UE4SS TesSyncMapInjector.

Make sure to check out all the interviews we’ve been doing with Oblivion Remastered modders who’ve been pushing the boundaries and working on interesting stuff, including that aforementioned chat with ColdTyrant.



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May 31, 2025 0 comments
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“What if I was the bad guy?” Oblivion Remastered’s best new faction quests so far exist because a modder was doing evil stuff, and they’re now teasing “a secret project”
Game Reviews

“What if I was the bad guy?” Oblivion Remastered’s best new faction quests so far exist because a modder was doing evil stuff, and they’re now teasing “a secret project”

by admin May 23, 2025


If there’s one thing us folks who love a good RPG can never have enough of, it’s quests. Oblivion Remastered has plenty in its base form – The Elder Scrolls 4 not being short on stuff to do – but of course modders were always going to add to that.

We’re still at a pretty early stage in terms of folks digging underneath the Unreal Engine second skin Virtuos has cocooned the classic game in and seeing what they can accomplish by pushing the boundaries. However, there’ve been plenty of mods that have already come out and had everyone going full Uriel Septim ‘I’ve seen you in my dreams’ mode.


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The latest of these, in my case, had been modder ColdTyrant’s “Infinitum” series, a bunch of mods released in rapid succession that overhaul Oblivion’s already pretty stellar faction questlines by adding in new infinitely accessible radiant quests and systems. They offer nice rewards in return for your character doing more of the job they signed up for – be it assassin, warrior, thief, gladiator, or mage – in a way that’s perfect for roleplaying.

So, having also been intrigued by his earliest works that made it possible to join the Mythic Dawn and become a necromancer in Oblivion Remastered, I decided earlier this week to reach out to ColdTyrant. We chatted about how the quest mods he’s created so far came together, what the next steps in Oblivion Remastered modding might require, and what his future modding plans are. Here’s that conversation:

VG247: What drew you to modding Oblivion Remastered, and has your previous modding experience come in handy when getting up to speed with it?

ColdTyrant: I’ve been playing Oblivion since I was a kid, in 2007 on the PS3. At that age I was absolutely astounded that I could do whatever I wanted, go wherever I wanted, fight, kill, or help whoever I wanted – the game absolutely blew me away and had a fundamental effect on myself and my creativity. I’ve been modding Bethesda games ever since my dad first let me play on his PC, and I was able to download the Construction Set for Oblivion and start poking around to see how things work and what I could make.

I had been following the rumors of an ‘Oblivion Remake’ since January of this year leading up to its eventual shadow drop, and was absolutely floored by the incredible visuals and gameplay overhauls made by the extremely talented team at Virtuos. They breathed new life into one of my all-time favorite video games, and it’s been so exciting to see everyone playing and talking about Oblivion again just like when I was a kid.

Naturally, after I’d already sunken about 100 or so hours into Remaster, I started feeling that itch to get back into the Construction Set. People were (and still are) pumping out mods, tweaks, and tools for Oblivion Remastered like crazy, and I really wanted to sort of get on that wave and see if I could contribute my own content to help enrich players’ experiences further.

Being back in Cyrodiil can do that to a guy. | Image credit: Bethesda/VG247

VG247: How did you go about creating your first couple of quest/faction expansion mods, Mythic Dawn Rising and Dark Path of The Necromancer? Was it a case of wanting more evil options and finding out what was possible, or did you go in with a set vision?

ColdTyrant: When I decided it was time to start modding Remastered, I really wasn’t sure where to start. I’ve always been fascinated with the villains Bethesda has created, and I know many players (including myself) have a desire to explore the idea – what if *I* was the bad guy?

I started re-learning Oblivion’s scripting and quest system, and ultimately decided I wanted to create an alternate path to the Main Quest, where the player could decide to explore what it would be like to actually be a member of Mehrunes Dagon’s Mythic Dawn cult. This mod was sort of a test of what I could get away with mechanically – a proof of concept to myself, and it’s a bit light on content and needs a big update (I’m working on this!).

After I released Mythic Dawn Rising, I just kept playing around with scripts and variables and seeing what could be done. When I discovered the different types of systems I’d be able to create with what I’d discovered, my ideas really began to run wild.

Dark Path of the Necromancer started as just a mod that would add an alternative way for players to create Black Soul Gems, but as I’d finish one feature I’d think of another, then get to work on it – then another, then another. It quickly sort of snowballed into this big project with multiple necromantic-centered systems, and I really love how it turned out. Sort of accidentally, I’d wound up creating another mod that allowed the player to explore membership with another previously forbidden faction.

Who wouldn’t want to join a group of folks who can cast armour illusions this cool? | Image credit: Bethesda/VG247

VG247: I’ve noticed that in both of those mods’ descriptions you note that you’re hoping to add more to them once more advanced Oblivion Remastered modding tools are out there. What kinds of tools are you most keen to see emerge going forwards and can you paint me a picture of what the ‘ideal versions’ of those mods might look like?

ColdTyrant: So, with modding the original Oblivion, it’s a lot simpler – anything you put into the game world will just be there when you load up the mod. No requirements, no difficult installation instructions, just plug and play. If I dropped a new NPC named Bob the Mage into Anvil, he’d just be there!

Oblivion Remastered is a bit more complicated. Virtuos has created an incredibly remarkable hybrid engine that combines both Gamebryo (an earlier version of Creation Engine) and Unreal Engine 5. Gamebryo handles the scripts, quests, and gameplay mechanics, while Unreal Engine 5 handles all rendering – meshes, textures, menus, lighting, shadows, effects, lines of text, pretty much anything and everything the player sees on their screen.

What this means in layman’s terms is that if I dropped Bob the Mage into Anvil in Remastered using the Gamebryo Oblivion Construction Set, well… that’s not enough to make him show up. At best, a visit to Anvil will result in him being completely invisible, and at worst, a game crash. This is because Gamebryo no longer handles rendering.

Unreal Engine needs to be told by Gamebryo via strings what actually exists and what to render into the game. Everything needs a table string entry that connects back to Unreal, or you’ll have problems.

Fortunately, some incredibly talented modders (I like referring to them as engineers) have created tools like TesSyncMapInjector or the Fix & Port Script for xEdit that do this job for us – so Bob the Mage can exist in Oblivion Remastered.

Ok, so this particular mage isn’t called Bob, but you get the picture. | Image credit: Bethesda/VG247

However, this means players will be required to install these tools on their end to experience mods that add new items and systems to Oblivion Remastered, and it can be frustrating for new people that want to get into modding their games, but feel intimidated by all these requirements and specific installation instructions.

So ideally, we’ll get to a point where either Bethesda/Virtuos release official modding tools for the remaster or talented mod engineers are able to create tool(s) that make mods fully compatible with Unreal, without the end user needing to install extra requirements. For the ‘Oldblivion’ versions of my mods, they are all plug and play – no requirements. But for Remastered – for now – you’ll always need UE4SS and TesSyncMapInjector.

VG247: What inspired you to take on your Infinitum series, how was it putting together each of the radiant quest systems and deciding on the unique twists you were going to give each faction’s system? One of the things I found most interesting about the Dark Brotherhood one was the gacha-style Dark Token reward system, so how did the idea for that specifically come about?

ColdTyrant: The ‘radiant quest system’ I’ve designed was actually initially a side feature in another currently unnamed mod project regarding the Blackwood Company, as my original intention was to continue the ‘join and play evil factions’ genre of mods I’d released so far.

When I discovered during testing how much fun I was having just doing infinite quests, I thought to myself – I need to adapt this to the main factions. From there, once again, my ideas started to kind of run wild.

I ‘extracted’ the radiant quest system from my Blackwood project, ported it into a new project, and reworked it for the Dark Brotherhood. I think a lot of people feel this way, but Oblivion’s Dark Brotherhood is by far my favorite questline in the game, and I say that while really loving all of the major factions. I wanted to be able to take contracts to assassinate people forever, and I hoped others would too. In the end, Dark Brotherhood – Infinitum was born, and the series kicked off.

Creeper, gacha master of the Dark Brotherhood. | Image credit: Bethesda/ColdTyrant

As far as the ‘gacha reward system’, I wanted to create a unique way for the player to get random rewards, but also be able to choose what type of reward they’re interested in. Creating a gacha that may or may not give the player something good for their Dark Tokens I thought would be a fantastic way to motivate the player to keep doing infinite contracts besides just the fun of sneak killing and gold.

If the popularity of certain gacha games is any indicator, people really love being able to take their chances and roll for rewards, even if the odds are stacked against them. Fortunately, however, Creeper does NOT charge the player any real-world money!

Some players complained that Creeper being in the Cheydinhal Sanctuary is not immersive (hence my ‘No Creeper’ optional version), and I totally get it – but I love Morrowind just as much as Oblivion and Skyrim, and I’m sure any Morrowind player is aware of the “meme” of selling Creeper hundreds of sets of Dark Brotherhood armor. Why wouldn’t he show up? He wants more of that stuff! It was just a fun reference in the end, and I was hoping people would get a kick out of it!

VG247: What are your personal plans and general hopes for Oblivion Remastered modding going forwards, especially when it comes to quest mods – are there any complex ideas you’ve not tried yet that you’re keen to give a go once the tech’s there and do you think there’s a high ceiling in terms of what people might eventually pull off?

ColdTyrant: Similar to what I mentioned earlier, the ideal situation for Oblivion Remastered modding will be the release of official modding tools to ‘grease the wheels’ on the mod development process – but given the complexity of the hybrid engine, I’m not sure if this will happen. It would be really nice, though, so our friends playing on console can hop on the hype wave of Remastered modding too.

As far as my plans – the next (and final, for the major factions) mod in the Infinitum series will be Mages Guild – Infinitum. This mod will feature an endless Creature Research system, a brand new Elixir-crafting system separate from regular Alchemy, and radiant quests to deliver those Elixirs to the various Mages Guild Halls. Additionally there will be an endlessly-available staff-crafting system.

Since we had our chat, ColdTyrant’s released his Mages Guild mod, so you can try it right after you’re done reading. | Image credit: Bethesda/ColdTyrant

Since the Mages Guild is a bit different, and focused more on scholarly endeavors and magical power, I’m hoping people really enjoy it!

Once the main Infinitum Series is complete, I’ll likely shift my focus to a big Mythic Dawn Rising update, and a secret project I’ve been writing up, that I think people will really love!

As far as whether or not I’ve tried certain ideas due to current limitations (I consider Remastered modding to currently be in its infancy), there are certainly a few. I try not to lean *too* heavily into NPC dialogue, for example, since we can’t use custom voice files yet, or have an elegant solution like ‘Elys Universal Silent Voice’ which exists for Oldblivion.

I think there is a high ceiling for learning and getting into more complex scripting if you’ve never done it before, but really, the sky is the limit when it comes to Bethesda modding – there are hundreds and hundreds of mod authors far more talented than myself that have created incredible content for all of Bethesda’s single-player masterpieces.

As time marches on, I’m really excited to see the things people continue to pump out for Oblivion Remastered. It’s really exciting to see what people can come up with!



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May 23, 2025 0 comments
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Miyamoto Just Wants To Make More Pikmin Stuff
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Miyamoto Just Wants To Make More Pikmin Stuff

by admin May 21, 2025


Shigeru Miyamoto, Nintendo’s legendary game designer and the creator of Mario, Zelda, and more, is a busy guy these days. He’s helping Nintendo make movies while also being involved in the construction of Mario theme parks at Universal Studios. But really, it seems like Miyamoto just wants to make more Pikmin games, movies, and other stuff.

The Week In Games: What’s Releasing Beyond Pikmin 4

In a recent and lengthy interview with IGN, Miyamoto talked about his work on the upcoming Super Nintendo World and Donkey Kong Country areas of Universal Studios Orlando. But when the interviewer mentioned spotting some hidden Pikmin in the theme park, Miyamoto couldn’t stop talking about how great the little creatures are and how he wants more people to love his odd creations which first appeared in 2001’s Pikmin on the GameCube. The latest main game in the series was released in 2023 for Switch.

“I spent a lot of time the past five, six years really wanting to grow Pikmin,” said Miyamoto. “Obviously a lot of that is focused around Pikmin Bloom and there was also new Pikmin titles that released. But I wanted to see if there’s other ways that we can have people engage and get to know Pikmin that’s outside of the population that plays video games, for example.”

Miyamoto continued, apparently having waited years to unleash all his Pikmin thoughts on the first person lucky enough to ask him about the strange franchise featuring a tiny alien man controlling an army of small, cute critters.

“And it really stems back to 20 years ago when we did a presentation where it starts off with, there’s a Pikmin next to you,” said Miyamoto. “And so in Nintendo there’s sort of like an unwritten rule. Mario needs to stay in the Mario universe, or Splatoon needs to stay in Splatoon, and we don’t use different characters in the same place. But Pikmin has this kind of unwritten rule where they’re okay to appear with other characters.”

When asked if Pikmin could ever appear in movies or TV shows, Miyamoto couldn’t say yes or no, of course, but explained that he would love for that to happen one day.

“I really see Nintendo as sort of like a talent agency and we have within our roster a lot of talented characters,” said Miyamoto. “So we create a game with a certain gameplay concept, gameplay experience, and then we look at the roster and see who would best fit this gameplay concept or experience.”

“So looking at things from that perspective, I think Pikmin has a lot of potential to be used in many different occasions. When you’re looking at small kids, they have a certain appeal for things that are cute and when they grow older, maybe in their twenties, they start to lose appeal for that. But I think Pikmin has this unique ability to have appeal across a broad range in that it’s still appealing for both younger audiences and older audiences and in Japan. And so I’m hoping that we can expand that globally. So whether it’s some kind of a movie or show, things like that would be really fun.”

Look, Nintendo, Miyamoto has done so much for you and your company. I say you give the man a few million dollars and a team and let him make all the weird Pikmin crap he wants to make while he’s still able to do so. It’s the least you can do. And the world would be a better place if we had more Pikmin stuff in it.

.



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May 21, 2025 0 comments
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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

  • Crypto Lawyer Deaton Backs Ethereum To Reach $10,000 Target

    August 24, 2025
  • FOCIL can reaffirm Ethereum impartiality

    August 24, 2025

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