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Product Reviews

Way of the Sword might be a more forgiving kind of samurai epic

by admin August 20, 2025


Capcom’s Onimusha series has been on a long hiatus. Combining Resident Evil-style rendered backgrounds with more agile characters, adding in demons, magic and a feudal Japan setting, the series span multiple sequels — and consoles — til the fourth entry in 2006.

Roughly two decades (and console eras) later, Capcom has returned to the series, even getting the definitive samurai actor, Tom Cruise Mifune Toshiro, to play the hero, the legendary swordsman Miyamoto Musashi. At Gamescom, the company is now demoing an early slice of Way of the Sword, which covers most (but not all) of the game shown at SGF 2025 just a few months ago.

It’s an interesting time to return to the samurai-meets-demonic-threat universe of Onimusha, following a sudden boom in games tapping into feudal Japan. Most recently, the latest Assassin’s Creed was set there, while, Sony’s upcoming Ghost of Yotei (not to mention its predecessor) both tap bushido and swordplay in historical Japan.

While I played through the demo, I made a lot of mental comparisons to Sekiro – a game that’s now several years old and still unbeaten by me. Onimusha draws together similar themes of demon forces run amok, but has a more forgiving approach. Gameplay centers around blocks and parries, plus weak and strong attacks, all while pulling in orbs dropped by dying enemies that act as the game’s currency. (Health orbs are also dropped by certain foes.)

Onimusha Way of the Sword hands-on

(Capcom)

The Oni gauntlet that absorbs these souls can also be used to see invisible demons and unlock areas that are spiritually blocked. It’ll also act like a sort-of demonic movie projector, showing what happened during the demon invasion in the area.

Early enemies were predictably sluggish demon swordsmen and archers, getting me back up to speed with how Onimusha fights play out. Even if it predictably looks lightyears ahead of its predecessors, Way of the Sword doesn’t reinvent how you cut up these demon hordes.

In comparison to other action games, guarding seems very forgiving. You can hold the guard button down, and it’ll block basic projectiles and melee attacks from all directions I spent some time leaning into exhausting stamina gauges, timing parries for one-hit Issen critical attack and batting away arrows back where they came from.

Don’t get me wrong, it’s satisfying and fun, but I’m itching to see how the series will build on what’s pretty basic attack flow. Musashi had acccess to a dual-short sword special attack, Two Celestials, that barrages the enemy with attacks and tops up his health levels.

This suggests more special attacks and magical flourishes should open up later in the game. The preview during SGF 2025 also showed ways to utilize the environment for defensive attacks, holding up wooden boards to block arrows, for instance, although that didn’t trigger during my playthrough.

Onimusha Way of the Sword hands-on

(Capcom)

The highlight of the demo was a confrontation with Musashi’s rival, Ganryu Sasaki. He’s great villain fodder — and has also been somehow gifted his own Oni gauntlet. The duel was the only time I felt under threat during the demo, and even then, I didn’t die once. There’s enough of a health meter to test yourself against Sasaki’s lavish sword attacks and lunges. Once you wear down more powerful enemies, you can make a single, concentrated attack to either glean more orbs from them or hit for heavy-duty damage.

The early taste of Way of the Sword is a fun, easy romp, so I’m curious to see how Capcom evolves the formula of Onimusha — and where the true challenges might lie.

Onimusha: Way of the Sword is set to be released in 2026 on PS5, Xbox Series S|X, and PC.



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August 20, 2025 0 comments
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Onimusha: Way of the Sword is one of those rare game previews that made me think 'OK, yeah, I'm going to Platinum this one'
Game Reviews

Onimusha: Way of the Sword is one of those rare game previews that made me think ‘OK, yeah, I’m going to Platinum this one’

by admin August 20, 2025


Way back in 2016, I downloaded and played the first Nioh public alpha. Team Ninja, the veteran action game developers behind Ninja Gaiden and Dead or Alive, working on a game that took inspiration from Dark Souls, was too much of a perfect idea to ignore. Within 10 minutes of playing that alpha – which was so bastard hard the devs had to tune down the difficulty for the next demo, and consequently the full release – I knew something to be true: I would get the Platinum trophy in this game.

Onimusha: Way of the Sword

  • Developer: Capcom
  • Publisher: Capcom
  • Platform: Played on PS5 Pro
  • Availability: Out 2026 on PC (Steam), PS5, Xbox Series X/S

Fast-forward nine years, and here I am, sitting on a PSN account with two Platinums each for Nioh and Nioh 2 (thanks, PS5 versions). Those games struck a chord with me: the mythological fantasy setting of Sengoku-era Japan scratches an itch I didn’t even know I had, and the fighting-game inspired, stance-based combat that has grown and mutated into something deep and mechanically satisfying represents a high tide in the action-RPG genre only rivalled by FromSoft, in my humble opinion.


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I had that same sense of instant rapport with Onimusha: Way of the Sword. On paper, the Nioh games and Capcom’s reboot of its 10th best-selling franchise are very similar: linear, hardcore action-RPGs with an emphasis on combat and a deft use of horror elements to make the setting of Japan in the 1500s seem even more threatening. Onimusha – despite being packed with demons and supernatural elements – is slightly more grounded than Nioh has ever been, though: in playing as Miyamoto Musash, a legendary Japanese swordsman based on a real historical figure, your movements and reactions are more realistic than William Adams or Hideyoshi’s ever were in the Nioh games.

The result, in your hands, is a character that is lithe, responsive, and precise. In a hands-on preview at Capcom’s offices ahead of Gamescom, I got to play a 20-minute demo that pushed Mushashi through a dark, gloomy castle under the control of Musashi’s real world rival, Sasaki Ganryu. The demo culminates in a battle with the storied samurai, and it was in this encounter I thought ‘yep, I’m going to 100 percent this game’.

Image credit: Capcom

The fight itself is fast and brutal: in true Soulslike style, Ganryu gets a big health bar across the top of the screen, and – once more like Nioh – a stamina bar, too. The core mechanic in Onimusha: Way of the Blade is a light/heavy attack system, supplemented by dodge rolls and parries. Now, I’m the sort of player that basically never uses the guard button in Souls games (Dex builds for life), so the dodging/parrying system in Onimusha felt like coming home. As far as I could tell, you can parry every attack from the boss, though some (like his flying overhead stomp that looks like something out of Tekken) are often better dodged, since the ‘bullet time’ effect you get from ducking out of the way and the window it opens up are more reliable than the tight timing required to parry more effectively.

Other attacks, though, such as his more general sword slashes, are more telegraphed, and easier to time. A successful parry will see Mushashi either respond with a dedicated animation and attack that will inflict a decent amount of damage, and drain Ganryu’s poise, or set you up for a nice combo where you can risk heavy moves instead of the less-impactful flurry of light attacks you’ll be throwing his way in the general melee.

Rain on your parade. | Image credit: Capcom

Ganryu is no idiot, though. I need more time with the game to figure this out for certain, but it seemed that the samurai would get used to the strings of attacks – light, light, heavy – I’d use to poke at his defences, and respond by blocking and countering. This results in this tidal flow of back and forth that, when firing on all cylinders, looks like something straight out of a mid-career Kurosawa film.

I don’t want to say it reminds me of Sekiro (there isn’t quite the sense of choreographed ballet or scale, here) but the ebb and flow of combat certainly evokes the more volatile Soulslike encounters. Once again, I must invoke Nioh: the samurai-on-samurai elements of the battle make the playing field feel more level, and tense. I don’t doubt there will be massive oni to slay, too, but I reckon it’s in these more ‘mirror match’ encounters Onimusha is going to properly shine.

The highlights of the battle, in no particular order, were: getting an early parry in and landing a brutal overhead smash that broke Ganryu’s jingasa (big hat) which, I think, left him more vulnerable to damage taken on his upper body; breaking his poise and landing a devastating cut to the demon-powered gauntlet on his wrist with a Metal Gear Revengence-like focus attack, that I imagine will be an integral part of boss fights; and landing the killing blow by walking backwards in a wary circle and baiting the aforementioned overhead kick in order to dodge, and land one of the most satisfying finishers I’ve ever managed to pull off within 20 minutes of starting a game.

Off-guard. | Image credit: Capcom

Miyamoto Musashi is a famed swordsman. Perhaps one of the most influential folk heroes of Japanese history. His skill with a blade was unmatched, and his travels have inspired reams of lore and legend. Capcom chooses to enshrine his legacy in a different way, here, making you feel powerful, smart, and subtle in your footwork and swordplay. Nioh may have won my heart with its bombastic, jackhammer-like approach to its brutal combat, but there’s something in the precision and artistry of Onimusha’s mechanics that makes me sit here, days later, yearning for more.

I think Onimusha: Way of the Blade is going to be something quite special. I hope the full game, with its enemy variety and assumedly larger scale, can keep up such powerful momentum.



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August 20, 2025 0 comments
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Sword of the Sea Review - Beauty For The Sake Of Beauty
Game Reviews

Sword of the Sea Review – Beauty For The Sake Of Beauty

by admin August 18, 2025


Developer Giant Squid was born from members of the team that created 2012’s Journey. Giant Squid founder and Sword of the Sea’s director, Matt Nava, is credited as Journey’s art director, but frankly, you could have guessed that just from looking at the screenshots at the top of this page. This is Giant Squid’s third game, but it is arguably the one that feels the most indebted to Journey – and that’s a compliment. It certainly has its own distinct vibe, story, and, as you progress deeper in the game, art style, but in some ways, it feels like it picks up where that landmark 2012 video game left off.

 

Sword of the Sea is not a wordless story. Occasionally, you come across stone tablets that offer cryptic prose about what may or may not be happening in this world, but for the most part, your appreciation of the narrative comes strictly from the visuals. You are a swordsperson who prefers to ride your sword like a hoverboard rather than swing it on an adventure to bring aquatic life back to dried out world covered with rolling sand.

The star of the show is the feeling of riding your sword. Gaining speed and leaping from giant sand dunes is fluid and fast. New abilities unlocked over the course of the game only make movement feel better, and different surface types lead to slightly different approaches in how to gain speed and height to hit that next destination. Finding those rhythms on the hills is where Sword of the Sea sings, and the excellent pace of the experience means you are rarely slowing down. I finished my first playthrough in under three hours but immediately started its new game plus mode in order to unlock the final few abilities and see how quickly I could get to the game’s thrilling finale again.

While the ease and speed of movement is Sword of the Sea’s primary highlight, its visuals are a close second. I loved the loop of seeing what’s next and pausing to take in the gorgeous sights. Periodically, the game takes camera control from the player as they are careening down a hill to focus on the landscape in the distance, and I was always eager to hand it over just to make sure I could pay attention to what I was seeing without having to worry about jumping at the right time.

The ocean-themed art direction also leads to unexpected moments that are weird in just the right way. Sword of the Sea likes to play with your expectations, and I was frequently surprised by what I was doing and what was happening.

 

Perhaps the only shortcoming is that I didn’t find the narrative particularly emotional. It is difficult to create moving moments between characters who don’t speak and exist in an abstract world, and Sword of the Sea doesn’t quite stick the landing. I wouldn’t define my experience with that part of the game as disappointing, but rather that the implications of the narrative didn’t quite keep up with how good the game looks, feels, and sounds. I wanted more.

I appreciate Sword of the Sea’s brevity and visual goals. It never gets close to dragging or overstaying its welcome. It moves at the pace of a magical swordsperson speeding across sand dunes on a floating blade at 170 miles per hour (a speedometer unlocks after you beat the game), and it never gives you a reason to look away. I wanted to feel more from the story, perhaps only because every other element of the experience elevated it so high that my expectations were right up there with them.



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August 18, 2025 0 comments
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Sword of the Sea review - heaven really is a half-pipe
Game Reviews

Sword of the Sea review – heaven really is a half-pipe

by admin August 18, 2025


Movement, meaning and mindfulness combine in Giant Squid’s latest, a game of free-form expression and flow.

What do we actually mean, when we call a game rewarding? I reckon typically it’s one of two things. First you have games that reward you for playing them well: rewards are given in return for achievement or superlative skill – a new outfit, a Legendary Cuirass, a skill point or two. Then you have the ones where you’re awarded simply for playing the game at all, that kind of external stimulus for engagement. The Skinner box method, basically, where you get daily bonuses for everything from simply logging in to maxing out your battle pass. What Sword of the Sea reminded me, as I lanced my way through desert dunes, 720’d my way across cliff edges, nosedived off a mountain face, or just awkwardly bunny hopped my way along a ledge I wasn’t sure I was actually meant to climb, is that there’s a third way. A game that rewards you neither for just playing nor for playing well, but for playing it right.

Sword of the Sea review

  • Developer: Giant Squid
  • Publisher: Giant Squid
  • Platform: Played on PS5
  • Availability: Out 19th August on PC (Steam, Epic), PS5

In reality this is really a bit of good old Game Design 101 – and Sword of the Sea feels like such a game designer’s game. What I mean is it’s instructional. Sword of the Sea uses rewards to teach, elegantly and (almost) wordlessly. But before I give you an example I should probably take a beat to explain exactly what it is.

Sword of the Sea is a skateboarding game. It’s also a surfing game. And a snowboarding game. It’s also not really like any of those kinds of games, at least not in the way you might have them in your head. And it’s also, kind of, just Zelda.

In the beginning, like in all good games of exploration and beautiful worlds, you start in a cave. A few quick lessons later – jump, skate a half-pipe, pay the mysterious vendor their toll – and you’re out. Rolling dunes – really waves of sand – invite you onwards, to the archetypal opening-credits cliff edge and a view over all there is to be conquered. And then, yes, a big old ramp. Your goal in Sword of the Sea is to return water to this dried out, ruined world. You carve through it looking for simple clues and following them to logical conclusion, and between those two points, the time between A and B, is all the magic. You jump, flip, grind, skid, spin, and trick your way across the world, a needle with a searing blue thread, weaving life back into the seams of nature.

Here’s a Sword of the Sea trailer to show it in motion.Watch on YouTube

Where Sword of the Sea differs from so many skate-surf-board games before it is in its forgivingness. Typically these kinds of games are hard. Or if not hard, at least a challenge, often with that sense of challenge baked right into it, in fact, delivered via imperative. Get a high score. Chase a combo. Survive. Extreme sports like these are extreme, after all, much of their thrill coming from the closeness with which you can get yourself to death. So it goes in, say, Lonely Mountains: Downhill, a game that tangles mindfulness with downhill sports with supreme skill, but which places great big emphasis on the crunch of failure (which if you’re anything like me happens quite often). With Tony Hawk there’s always a stumble waiting for you if your timing’s off, a trip hazard lurking either side of the beat. SSX Tricky pits you against others as well as yourself, always at the edge of chaos, and where the timer is god.

None of these are complaints! It’s just that Sword of the Sea opts for a different route. What’ll strike you, as you glide across that opening desert, is how forgiving it is. Miss a jump and there’s always a way back, a minor detour to make at most. Fail to land a trick and, well, so what? You keep riding, rhythm effectively unbroken. And those jumps are pretty hard to miss anyway: the sense with Sword of the Sea is that it doesn’t want you to fail. And so jellyfish, which might awaken as makeshift floating jump pads after you release water over a certain area, will actually just slightly drift towards you as you fling yourself towards them. Certain ledges feel almost a little magnetised. Little golden prisms, your only currency for spending with the mysterious vendor, hoover themselves up as you get nearby. The clusters of lamps that you light by surfing over them will trigger when you light up most of them. Imprecision, ultimately, is fine. There’s a minor challenge in just plotting a path and pulling it off, but Sword of the Sea is never truly exacting. It’s about feeling good more than being good. Good vibes and serenity triumph over all.

The simple premise: complete fairly simple platforming puzzles in a given area to restore it to life. | Image credit: Giant Squid / Eurogamer

Where does Zelda come in? Well, there’s the lone, wandering hero, the ruined land, the prophesied sword. There’s pots to be smashed, chests to be opened, a world to be healed, with only a series of vast pseudo dungeons filled with gentle environmental puzzles in the way. The question’s not so much where you find Zelda in Sword of the Sea, as it is where Sword of the Sea would be without it. And from Zelda flows so much of the other inspiration here, of course. There’s a faint whiff of Shadow of the Colossus, for instance, with the game’s wordlessness and its vast, mysterious antagonist.

I want to say there’s a smidge of Sayonara Wild Hearts in here too – nothing to do with Zelda now – if only in the way your occasionally tunnelled movement is carried on a bit of signature score from Austin Wintory, developer Giant Squid’s long-time collaborator on Abzû, The Pathless, and before that with studio head Matt Nava on Journey. It’s tempting to say the whimsy and wonder of a soaring choir and twinkling piano in this type of deeply pretty, makes-you-feel-things indie is a little played out. But it isn’t. Wintory is rarely in the way here; the music lifts and floats, and also subtly drives you on. (As an aside, Sword of the Sea also makes maybe the best use of the DualSense’s speaker and rumble combo that I can remember, at least since Returnal, as it plays the role of dedicated sword-board microphone, playing out all the shimmers, flicks and carves – I’d actually recommend playing without headphones so you can enjoy it.)

Image credit: Giant Squid / Eurogamer

Now, where’s all this instruction-and-reward business, then? Well, imagine you’re approaching a big door, the point very much being that you need to walk through it now to get to the next area. But what if you’re one of those people who, maybe a little compulsively, likes to check they haven’t missed anything, that some ledge way over there, which has just a little more light on it, seems just a little more prominent than the rest of the background wall, might be something you could hop on? What if, next to that big door in the otherwise solid, semi-unremarkable mountainside, there was a miniscule bit of path off to one side – the amount that might seem totally innocuous, accidental even. And what if that path actually went somewhere?

This is the lesson Sword of the Sea has for you, and it almost feels wrong to spoil it: every time you think something might be somewhere, or something might be worth just quickly checking out, quickly trying, the answer is a resounding yes. Sword of the Sea loves hiding things – often these things are very small, borderline pointless beyond the fact they’re hidden, and you’ve found them – and it hides them exactly where you want them to be hidden. And that’s where the lesson comes in. The first time your curiosity strikes, inevitably you’re rewarded, just with a little hat tip, a kind of silent designer’s nod. And so therefore every single time it strikes again, you know it’s worth a look. If you’ve ever had that urge, when you were a kid, to try and leap over the edge of a map, to break the confines of the game, to get on top of the unscalable wall, round the back of the walled-off castle, Sword of the Sea quietly, subtly encourages you to do it.

Image credit: Giant Squid / Eurogamer

There’s a minor snag or two, albeit only minor. A couple of moments where you change what you’re riding, which I won’t spoil, are maybe the only times where Sword of the Sea’s controls feel a tad skew-whiff, an attempt at temporary hyper-responsiveness actually coming back a little too responsive. And its final moments, while stunning and necessary to conclude its story of ageless conflict, maybe don’t hit quite as hard as the sheer joy of open-world movement itself.

But then, ta-da! A final flourish. If you’re wondering if you can just free-roam around this game, go express yourself, play out with a little flair, the answer is yes. The answer to so many questions you might have in Sword of the Sea – will I get to…? Will this eventually…? Is this detour worth it? – is yes, in fact. Where once the world was a place to explore with a bit of pazzazz, sure, it eventually becomes sheer playground, a domain with which you have new means to master, your perspective shifted through a neat mechanical tweak.

Sword of the Sea accessibility options

Remappable controller and controller presets. Invert vertical/horizontal options. Separate Audio toggles for general, music, sound effects, and controller sounds. Settings for camera follow, sensitivity, shake, motion blur and persistent dot.

And gosh is it pretty. As well as that ocean of desert you’ll float through nautical, abandoned city rooftops; scorch a line through ice; xylophone your way up giant, skeletal spines; scream across mountainsides. Sword of the Sea knows the power of putting you at the top of a steep hill and showing you the world. As it does the power of cause and effect. Of the instructional nature of play and the expressive, free-form nature of it too. It’s a game, like all of those others, about the deep, personal connection we’re able to form with the natural world by using it, being in perpetual contact with it, or simply flying through it at speed. The mindfulness of giving over a bit of control to the waves, the powder, the half-pipe’s immaculate curve and letting the world move you for once, instead of you fighting to move it. “It’s really about how movement is a way for you to connect with the world,” as Nava put it to me earlier this year. “You’re going fast down the mountain; you get to see all of the mountain very quickly. It’s the closest you can be to being everywhere at once.” Just how good do you reckon that feels?

A copy of Sword of the Sea was provided for this review by Giant Squid.



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August 18, 2025 0 comments
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How real life swordsmen and a search for realism has changed the face of Onimusha in Way of the Sword
Game Updates

How real life swordsmen and a search for realism has changed the face of Onimusha in Way of the Sword

by admin June 20, 2025


It’s arguably the perfect time for the return of Onimusha. If we’re discounting remasters and strange Japan-exclusive spin-offs, it’s been almost twenty years since the last entry in the series – and it does feel a lot like that time has seen the ground prepared for the return of Capcom’s demon-slaying samurai series.

For one, there has been a huge surge in the popularity of media set in and around feudal Japanese history. We’ve got the likes of Ghost of Tsushima and Nioh, and elsewhere Shōgun is the most gripping and moving TV drama in recent memory. In mechanical terms, Onimusha’s absence has encompassed the entirety of the crunchy melee action game revolution that’s been primarily led by FromSoftware.


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Basically, it feels like it’s the best possible time to revive Onimusha as a heavy action game with sword-to-sword and sword-to-demonic-beast combat. But predictably, the team at Capcom behind the game is coy about how much of that they’ve really paid attention to.

“The hardware capabilities,” replies Onimusha: Way of the Sword director Satoru Nihei when asked about what of the last twenty years has been most influential over the new vision of Onimusha. Which, fair enough: in the world of hardware, a hell of a lot has changed.

“There are things we couldn’t have possibly implemented, such as quite detailed sword clashing and physical animations. Things like that conceptually can let us drive the action in directions that are new.”

No mention, then, of other recent games in similar settings, or of the soulsy shadow that no doubt loomed large and was probably mentioned in a hundred development meetings. But some developers, especially from Japan, are reluctant to have the names of other company’s games in their mouths – even those behind a series that has always been about absorbing enemy souls that now is recontextualised by that which has come since. I get that – and we don’t really need their admission to see that influence.

The new face of Onimusha. | Image credit: Capcom

In a hands-off demo of live gameplay, you can see the distinct contours of the modern age grafted to systems lifted from the Onimusha series right back to the 2001 original. There’s also a greater heft to combat, and gamers’ embracing of parry systems now means that there’s the ability to focus down more on that with impeccably stylish and beautifully animated results.

In other ways, Way of the Sword’s developers lightly rebuke some trends. “We knew from the start that we don’t want to make a mega tough game where you’re just dying constantly,” says producer Akihito Kadowaki. “That wasn’t our goal. We want to build a level of challenge that’s satisfying to overcome, but also can appeal to a broader range of players than the absolute highest end of difficulty level.”

Perhaps this is not Onimusha reimagined for 2025, but rather Onimusha filtered through 2025. That’s a canny way to strike a soft reboot, for sure. At the same time, some things have changed. This is a more realistic game, with a photo-realistic art style powered by Capcom’s RE Engine – and realism, even in a game choc full of snarling demons, was clearly a development watchword.

“It’s important to strike a balance, but we want it to be believable,” says Kadowaki. “Whether it’s the more plausible swordplay action or the more dark, fantastical, demonic elements.”

A key element of this harks back to something I saw extensively back when I visited Capcom’s Osaka offices for Monster Hunter Wilds back in November of last year, which is a huge investment in motion capture technology. Capcom has several enormous mocap studios now, and the technology is impressively meshed with RE Engine to the point where you can review mocap actions fully in-engine, in-environment, textured and all, in real time. With this technology at hand, the answer for Onimusha’s realism was obvious: real swordsmen.

A battle on multiple fronts. | Image credit: Capcom

“These professional swordsmen would be trying moves on our motion capture setup and letting us bring a sense of believability to the sword elements,” explains Nihei. “That helps you really accept the more fantastical parts as they come into the game, because it’s otherwise grounded in such a plausible basis. We’re able to merge those two things into a dark fantasy setting in a way that doesn’t feel out of place. It’s a careful balance.”

The swordmen came in, and Onimusha’s developers would let them take the lead. Rather than direct them closely, the game developers would broadly explain what they wanted and then let the experts guide them on how that might be best achieved. Then comes a back-and-forth between the two groups as gameplay considerations are meshed with what the real-life fighters think best.

“It’s very much a collaborative process,” says Nihei. “It’s important for us to respect the mastery that the sword experts had.”

That mastery ended up with unintended consequences, however. Perhaps when we look at how Onimusha: Way of the Sword has been changed by the march of time, technology is indeed the most important – because of how Capcom’s evolving motion capture capabilities had a knock-on effect on the rest of the game – and its protagonist, Musashi Miyamoto.

“One of the interesting things that came to us was – you know, we all have this image of Samurai as having a strict code of conduct and rules that they follow,” Nihei muses. “Certain things aren’t allowed, there’s a certain way you’ll hold and use your sword and so on.

“It might be seen as fighting dirty or whatever, but the experts we spoke to said: look, ultimately, when you’re about to die in a sword fight you’ll break the rules. You’ll do what you have to do to stay alive.

“It was an interesting realisation for us that, maybe, as outsiders, we were taking it too much as a given that – oh no, even when he’s about to die, he wouldn’t possibly be able to do this kind of thing. It’s like – no! Let him do it! Let him try to live!”

Will Capcom’s latest knock you off your feet? | Image credit: Capcom

With that revelation came careful thought about Musashi Miyamoto himself, a character who has after careful licensing negotiations been bequeathed the likeness of the legendary late Japanese actor Toshiro Mifune, star of many classic samurai movies including the seminal Seven Samurai. Mifune’s face is one way Onimusha reaches for legitimacy – the advice of swordplay experts, right down to characterisation, is another.

“It’s something that made us think about Musashi Miyamoto as a character,” Nihei continues. “Because there are scenes where he will use weapons that aren’t a traditional samurai sword, or as you mentioned earlier he might use environmental gimmicks. Like, is that to the rules of the samurai, to push someone into a flaming torch or whatever?

“Plus, there will be dialogue scenes where it’s like, ‘Oh, you call yourself a samurai doing this kind of thing?!’ It made us reflect on his characterisations. Someone who isn’t just that one side of the super strict samurai bushi code – but actually a human who has to make moment-to-moment decisions on how he’s going to approach every situation to stay alive.”

This Onimusha is familiar but different, then. In that hands-off demo, one can see shades of the 2001 original and its successors, but also of much that has come since – and lessons learned and technology iterated right across Capcom’s soaring portfolio of the last decade or so.

It certainly seems set to be a triumphant return – though as with any well-honed blade, the test will come in battle – which will be when we all can have the game in our hands at some point in 2026.



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June 20, 2025 0 comments
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Suda51 just announced a delightfully bizarre action game about a cyborg man with a chainsaw sword
Gaming Gear

Suda51 just announced a delightfully bizarre action game about a cyborg man with a chainsaw sword

by admin June 4, 2025



Romeo is a Dead Man – Announce Trailer | PS5 Games – YouTube

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It’s almost hard to make out what’s even happening in the trailer for Romeo is a Dead Man, a new action game from Suda 51’s studio Grasshopper Manufacture, with all the gore covering the screen. The main guy’s head explodes 20 seconds into the trailer and then he’s turns into a cyborg who tears apart monsters in a shopping mall.

Yep, it’s definitely another bizarre game from the developers behind No More Heroes and Lollipop Chainsaw.

Every clip of gameplay is bursting with bloody particle effects and absurd weaponry, like laser claws and a chainsaw sword. One weapon freezes an enemy solid and then breaks it apart into chunks. This is the kind of over-the-top gore games in the Xbox 360 era were sold on. The urban environments also give off a ton of Dead Rising vibes.

Romeo is a Dead Man also seems to be mixing in some anime and 16-bit videogame references, too—if it wasn’t clear enough it’s a Grasshopper game.


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There’s no sense of what’s actually going on in the story other than the fact that Romeo is a cop who is turned into a killing machine and seems to be trying to save the world one explosive headshot at a time.

The trailer was shown at Sony’s State of Play so there’s no PC confirmation yet. Grasshopper games tend to launch on everything, though, so I doubt we’ll be left out when it drops sometime in 2026.

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



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June 4, 2025 0 comments
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The big Leslie Benzies interview: MindsEye, Everywhere, and the double-edged sword of GTA
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The big Leslie Benzies interview: MindsEye, Everywhere, and the double-edged sword of GTA

by admin May 30, 2025


As the producer behind the Grand Theft Auto games from GTA 3 through to GTA 5, as well as Red Dead Redemption and LA Noire, any project with Leslie Benzies’ name on it is going to be a lightning rod for attention.

MindsEye, the first game from Benzies’ studio Build A Rocket Boy, is getting plenty of it – even if some of that attention has been less positive.

MindsEye is a single-player third-person shooter with vehicle gameplay, set in a Las Vegas-style city called Redrock. It’s a techno-thriller story about a former soldier called Jacob Diaz – but it’s clear from visiting BARB in Edinburgh this week that the game is envisioned as a gateway into something much larger, both in the fiction of MindsEye, and for players who pick the game up.

That includes a user-generated content platform called Build.MindsEye, where players on PC can create levels using relatively straightforward tools that incorporate any object in the game.

When asked if third-person shooter levels or driving sections were the limits of the build side of MindsEye, the developers showed other examples of how they can be used, like massively increasing the proportions of a basketball, dropping it into the world, and functionally making an in-game version of Rocket League.

Still, while MindsEye launches on June 10, 2025, for PC and consoles, many questions remain unanswered, including the future of its long-gestating Everywhere project.

Benzies sat down with GamesIndustry.biz earlier this week to talk us through his vision for the game.

This interview has been edited for brevity and clarity.

Image credit: Austin Hargrave

What’s your grand vision for MindsEye? What will it be at launch, and where is it going in the future?

MindsEye is one story in an epic universe. The other stories take place at different time periods, and [at] different locations in the universe. This story is Jacob Diaz’s story. There are also other stories within MindsEye, so we tell the backstories of other characters Jacob will meet.

That’s the way we’re going to fill out the universe over time – so when you travel around, all the stories will be connected by one overarching theme, and each story will have different mechanics. And we’ll give these mechanics to players within the creator tools.

What will happen with the game after launch?

[The studio] will support the game through Play.MindsEye, with continuous new content. Some of the content, like races, are made just for fun. But [with] most of the content, we’ll try and incorporate it into the story. So once you’ve played the big overarching ten-year plan, you’ll have a very good idea of what this universe looks like.

We have plans to add multiplayer, [and] we have plans to make a full open world. And of course, we’ve also got to look at what players are creating, and incorporate that into our plans. Given the ease of the tools, we think there’s going to be a high percentage of players who will jump in and give it a pop, see how it feels. Hopefully some will create compelling content we can then promote and make that part of our plans to push to other players.

Is it best to think of MindsEye as the first game in a series of games? Or one game as part of a larger experience?

MindsEye sits bang in the middle of our story. So, we’re going to go back 10,000 years, then we’re going to go forward a certain amount of time. It’s the relevant piece of the puzzle that will have players asking questions of what the bigger story is.

We’ve intentionally not released footage of huge parts of the game, because we don’t want to spoil anything for players. But this story does take some unusual twists.

What’s your vision for the multiplayer component of the game?

I guess there’s two sides to the answer. The dream from the building side is to allow players the opportunity to create their own multiplayer open world games with ease. So anyone could pick up the game, jump in, drive around, stop at a point where they see something of interest, build a little mission, jump back in the car, drive again, build another mission. Once you’ve built a couple of hundred of these, you’ve built your own open world game. So, that’s the build side.

From our side, we want to [create] a place where people can socialise, play together, and engage in the stories that we build. So, we do have plans next year to launch an open world multiplayer game that takes place a year after MindsEye finishes. In the interim, we also have an open world free roam game that spans from when MindsEye finishes to the launch of the open world multiplayer game.

All of these stories interconnect in a fairly unique and original way, which I think players like these days. They like the complexity of deeper stories.

You’re selling the base game at launch, with a pass for upcoming content additions. Do you have a vision for how you’re going to package future stories in the overarching MindsEye experience?

It depends on the scale of the story. Some will be free, and some will be paid.

After you left Rockstar Games, what came next? What led to you building the studio?

I spent a few years looking into some other things: going [into] some property development. Using some of the games experience, we made a thing called VR-Chitect, which allowed you to build houses and view them in VR.

I spent a lot of time in Los Angeles at this point, and this is when the droughts were very bad. I got into [making] these machines that would suck water out of the air. Still sitting in my back garden in Los Angeles is this big clunky machine, it works like an air-conditioning unit. It could suck up one thousand litres of water. So I got involved with that.

But there’s really nothing like making games. The different types of people – the lawyers, the accountants, the programmers, the artists, the dancers, the singers – that bunch of people in one big pot, all working together, and turning something from a piece of paper into [something on the] screen – that’s where I get my excitement.

Since I was a kid, that’s what I’ve wanted to do. I thought, ‘I better get back into making games’ because nothing else was as much fun.

What was the journey towards creating MindsEye as your first standalone release?

Your first game’s always your hardest. You have to build systems, you have to build the team. Everything is new. You don’t really see a lot on the screen until way down the line, because you’re building underlying systems, physics systems, the gameplay systems.

It’s a slow start, but what you end up with is an engine, and obviously we use Unreal, which provides a certain level of support and building. On top of that, we’ve got to build our own stuff.

[Plus], we have to pack up everything we build and present it nicely for the creator tools. So it adds this extra layer of complexity to everything. But now, given where we are, the speed that we can iterate, we can very quickly place enemies, place vehicles, place puzzles, whatever, and get a feel for a game.

We’ve now got a great, experienced team – a lot of talented guys in there. In the old days, you’d get a game, stick it on the shelf, and you’d wave goodbye. It’s not like that anymore. You’re continually fixing things.

When you release a game, you’ve suddenly got, not a hundred testers, but hopefully millions of testers. You’ve got to continually fix, continually optimise, and especially with the tools that we’ve got, we want to continually create new content.

So MindsEye is a standalone game, and Everywhere is not mentioned anywhere on the Steam page. But obviously there’s a strong ‘build’ component to this game, which was part of the Everywhere pitch. What does this mean for Everywhere, and what was behind the decision to package the game this way?

This is all part of a bigger story and ecosystem that we’ve got planned.

Everywhere is going to show up again pretty soon. Everything we’re working on, there’s a story behind it – a big overarching story. So Everywhere will come back, and it fits into this story somewhere. I can’t tell you [where], because it would be a spoiler. But that’s going to reappear soon, and it will all be a part of the same product.

“I’m not sure it would’ve been smart as a company to say, ‘we are going to compete with the biggest game on the planet'”

Leslie Benzies, Build A Rocket Boy

In terms of the tools, the tool doesn’t really care what world you’re building in. It sits separately. So any game we create, it will naturally work on top of it. But we’re big fans of keeping everything thematically connected, or connected through a narrative, and you’ll see it.

The bigger story will become obvious, once you’ve played through all of MindsEye. Then you might start to see how it all connects together, to the Everywhere world.

Has the landscape for something like Everywhere, or the build component to MindsEye, changed as platforms like UEFN have taken off or Roblox has become so huge?

It’s great to see these tools being used by people. I build a lot with my son, and when he builds, I see the excitement he gets. It reminds me of when I was a kid with my Dragon 32 computer, managing to get a little character moving on the screen – that excitement of, ‘wow, I did that’. Giving that to other people is massive.

It’s still very difficult to build in Roblox. For example, when my son wants to do it, I have to jump in. I used to be a programmer, and I struggle to build in there.

When he wants to run around and scream with his friends he’s in Roblox; when he wants to build he’ll jump into Minecraft, because Minecraft is a much easier system to build within. And I think we sit somewhere in the middle: you can get very high quality, fun games, but they’re very easy to build.

I think we’re at the infancy of this in video games. We’re at the very beginning of it, and we’re going to see way, way more of it. It doesn’t necessarily have to be presenting it to your friends, or to an audience. I think the process of creating for a human being is fun in itself.

MindsEye has been positioned as a linear game. You are best known for creating open world games. What was behind the decision to make MindsEye a more linear, narrative-driven experience?

I think certain stories are more difficult to present to players in an open world setting. Open world gives you freedom – you don’t necessarily want freedom to portray a story. For MindsEye, it’s a very set time in a character, Jacob Diaz’s, life. You pick up as Jacob when he arrives in Redrock, and then you leave Jacob at a certain point in the future.

And so, it’d be very difficult for us to have an open world in there. It’s horses for courses: it depends what you’re doing. But for Jacob’s story, it had to be a linear game.

Having said that, there are open world experiences in there, and we can build them through Build.MindsEye. There is a free roam open world mode, where you play [as] a different character and you see his time, from the end of MindsEye, to the point of our next big planned launch.

Again, they’re all connected through a narrative, and we really want to show the universe, show the stories that have taken place in the universe, the characters in that universe, and see how they’ve experienced the same experience but from different viewpoints.

“The dream from the building side is to allow players the opportunity to create their own multiplayer open world games with ease”

Leslie Benzies, Build A Rocket Boy

Was there ever a discussion about creating a more traditional GTA competitor?

In design, you look at a lot of different options.

I’m not sure it would’ve been smart as a company to say, ‘we are going to compete with the biggest game on the planet’. I’m not sure that would be the best business decision to make. We went through a bunch of different designs, and to tell our story, this is what we landed on.

MindsEye is priced more like a game from a decade ago at $60, and it’ll take around 20 hours to finish. Can you talk about how you settled on the game’s length and scope, and how you made that decision around price?

So you’ve got the MindsEye campaign, and yes, it’ll be about 20ish hours. But you do have all this other side content: there’s going to be this continuous stream of content.

These days, there are so many different options for people. It’s not just games: there’s streaming TV, so many good shows out there. I don’t think you can have filler content in games. I think people want the meat, and they want the potatoes. We’ve tried to make as much meat as we can, if that makes sense.

I think that’s a good length for a game. What you also find through data, is that [with] big games, people don’t play them all. The majority of people – 60% or 70% of people – don’t actually play games to the end.

So when you’re making something, I would prefer – I’m sure the team would say the same – [that] you had the whole experience from start to finish, and not create this 200-hour game. Create something that is finishable, but have some side things that will fill out the universe. A lot of the side missions on the play side of MindsEye do fill out the characters’ back stories, or do fill out what was happening in the world.

On price: the world’s in a funny place. People are worried about the price of eggs. So value for money, I think people appreciate that when times are difficult.

I was curious why you waited until quite late in the day to reveal the build element of the game, only because it seemed you were being quite church and state with how MindsEye is releasing versus what Everywhere is.

So in general, we believe – and again, it goes back to the amount of information, the amount of options people have these days – I don’t think you can have extended marketing times. It’s very expensive, we’re a start-up. I think you lose interest from people.

There are so many things for people to do, that if you extend it, you’re not punching through to the place you need to be.

I’ve seen other games, nine years before launch, it’s getting talked about. I’m not sure that’s the way of the world these days. You’ll see there are games that never go to market: the day of launch was the marketing campaign, and it worked very well. So I think we tried to compress ours down for that reason.

On the MindsEye.Play [continuous content] part of it, yeah, maybe we should’ve got that out there sooner, but it is a nice little surprise to give players.

That’s the thing with marketing – you never know what’s the right or wrong way to do it, you’ve got to go with your gut, your senses, and test it.

Being who you are, it brings a certain level of expectation and attention. Do you find it a double-edged sword, launching a new studio and launching a new game, with your background?

Yes. There’s always comparisons, and I think that’s how humans work.

As kids, we’re taught to put a triangle into a triangular hole, and a square into a square hole. I think we do that for the rest of our lives, and we like to describe something new as ‘it’s X plus Y, with a bit of Z in there’. It makes things easy for us. It’s maybe humans optimising the way we communicate.

So there are comparisons. It serves us well in some ways, it doesn’t serve us well in others. Dave Grohl said it well when he formed the Foo Fighters: nobody’s interested in the Foo Fighters, all they were interested in was Nirvana.

The guys have built something very cool, and I just hope people can see it for what it’s trying to be.



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May 30, 2025 0 comments
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Crypto Trends

This Week in Crypto Games: ‘Off the Grid’ Coming to Steam, Ethereum’s ‘Ember Sword’ Shuts Down

by admin May 25, 2025



It’s tough to keep tabs on the ever-changing crypto gaming space, thanks to the constant flow of news: everything from big game launches and fun degen experiments to token price swings and occasional project collapses. It’s a lot to follow.

Luckily, we’re plugged in at Decrypt’s GG. We cover the biggest happenings throughout the week, and then this weekly roundup provides a quick way to catch up, as well as find a bunch of other little bits of news from throughout the week.

Top stories

Off the Grid NFT sales, Steam plans: Avalanche-powered battle royale shooter game Off the Grid is gradually transitioning its players from testnet to the GUNZ mainnet, enabling real cryptocurrency trading of in-game items for GUN tokens. Currently, only about 0.13% of the game’s 16.5 million players can access the mainnet marketplace, yet high-value trades are already occurring.

Notable recent sales include a Prankster tactical vest for $2,393, a ZipperMouth mask for $1,100, and various other rare items fetching hundreds to thousands of dollars. The most coveted items are ultra-rare Pioneer and Legacy weapons, which collectors are holding onto expecting future updates that could drive five-figure sales.

Off the Grid plans to expand to Steam in June, despite Steam’s 2021 ban on blockchain games. Gunzilla Games has yet to explain how this will work, though the game is also available on PlayStation and Xbox, which similarly restrict crypto features.

Ember Sword ends: Ember Sword, an Ethereum-based MMORPG, has shut down due to lack of funding. Developer Bright Star Studios, despite attracting prominent investors and gaming industry veterans as advisors, said it couldn’t secure continued financing in the current market climate.

The game launched during the 2021 metaverse boom, attracting nearly 35,000 players that pledged $203 million for its land sale, though the actual amount raised was apparently far less than that eye-popping figure. The game faced disappointing reception when it entered closed beta in July 2024, and its EMBER token has now crashed over 99% from peak levels.

This closure reflects a broader trend of crypto game shutdowns, with recent casualties including Nyan Heroes, Blast Royale, and Tatsumeeko all closing within the same period, plus other prominent 2025 closures including Deadrop and The Mystery Society. The wave of closures highlights the funding challenges facing blockchain gaming projects in the current market environment.



ICYMI

  • Ubisoft has relaunched Champions Tactics on Steam as Champions Tactics: Reforged, which lacks the NFT marketplace and benefits for holders. Decrypt is seeking further clarification on the changes.
  • Yield Guild Games launched LOL Land, a board game-inspired experience from its new publishing division, on Ethereum layer-2 network Abstract.
  • Mythical Games’ upcoming mobile blockchain soccer game FIFA Rivals has opened pre-registrations on Google’s Android Play Store.

The @ParallelTCG Prime League Season 2 Open III is the first Post-Shotgun Patch competition, kicking off May 30th at 10pm ET / May 31st at 2am UTC!

We’re keeping the two Swiss bracket qualifiers for our global playerbase, with the Top 16 competing for $2500 in prizes and league… pic.twitter.com/F5Um9Qhlko

— Parallel League (@Parallel_League) May 23, 2025

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May 25, 2025 0 comments
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Ethereum-based game Ember Sword shuts down due to lack of funding
GameFi Guides

Ethereum-based game Ember Sword shuts down due to lack of funding

by admin May 23, 2025



Only a few months after it launched its early access, the team behind the blockchain-based game Ember Sword announced that the project is shutting down to due to lack of funding.

On the game’s official website, the developer team behind the Ethereum (ETH)-based massively multiplayer online role-playing game or MMORPG posted a statement to players and supporters of the game that it is shutting down the project after it was “unable to secure the funding” needed to develop the game further.

“We explored every possible way forward. But in today’s market — where even some of the most promising projects are shutting down — we couldn’t find a path to keep building,” wrote the team in a statement.

Ember Sword is the latest in a series of web3 games that have shut down operations this year, joining the ranks of Deadrop, Nyan Heroes, Tatsumeeko and many more.

Last December, the game had just launched its public early access after moving to the layer-2 network Mantle. It had previously jumped ship from the Polygon (POL) ecosystem to Immutable X. However, it will no longer continue with an official launch following its latest announcement.

Price chart for Ember Sword’s native token, EMBER, in the past few days, May 23, 2025 | Source: CoinGecko

“This isn’t the ending any of us wanted. But we wanted to sincerely thank you for being here, for believing in this vision, and for helping make Ember Sword something we’ll never forget,” the team stated.

At press time, the game’s native token EMBER has seen minimal price action, plummeting by 3% in the past 24 hours. Its current price stands at $0.00047. The token has plummeted more than 99% from its initial peak of $0.068. EMBER’s market cap sits at $80,657 market cap.

Back in 2021, the game generated social media buzz after it managed to attract $203 million in NFT land sales through 35,000 players.

The developer team consisted of prominent gaming veterans as advisors, including Rob Pardo, former chief creative officer at Blizzard Entertainment and lead designer of major gaming franchise World of Warcraft, as well as retired esports player Dennis “Thresh” Fong.



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May 23, 2025 0 comments
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Crypto Trends

Ethereum’s ‘Ember Sword’ Is the Latest in a Growing Wave of Crypto Game Shutdowns

by admin May 23, 2025



In brief

  • Ethereum-based game Ember Sword generated $203 million in metaverse land sales in 2021.
  • Four years later, the game has been discontinued due to a lack of funding.
  • Numerous crypto games have already shut down this year, including Nyan Heroes and Deadrop.

Four years after attracting $203 million in NFT land sales, Ethereum game Ember Sword has shut down, with developer Bright Star Studios citing a lack of funding required to continue its operations. It’s the latest example of a growing trend of crypto games closing up shop.

“We were ultimately unable to secure the funding needed to continue,” the game’s official site now reads. “We explored every possible way forward. But in today’s market—where even some of the most promising projects are shutting down—we couldn’t find a path to keep building.”

Massively multiplayer online role-playing game (MMORPG) Ember Sword rose to prominence in 2021 amid the metaverse boom—around the time that Facebook rebranded to Meta. It had completed a number of funding rounds, with one disclosed to total $2 million, attracting investment from the likes of video game streamer Dr. Disrespect, The Sandbox co-founder Sebastien Borget, and Twitch co-founder Kevin Lin.

The project also attracted prominent gaming veterans as advisors, including Rob Pardo, former chief creative officer at Blizzard Entertainment and lead designer of the enormously popular World of Warcraft, as well as retired esports player Dennis “Thresh” Fong.

As metaverse mania hit its peak in 2021, there was a virtual land grab, prompting high-value NFT sales in games like The Sandbox and Decentraland. Amid this explosion of interest, Ember Sword itself attracted $203 million worth of NFT land purchases via 35,000 players.

Ember Sword eventually entered closed beta in July 2024, but the gameplay footage was met with a slew of commenters disappointed with the product.

Late in the year, the game entered public early access after moving to Ethereum layer-2 network Mantle—its second move after previously jumping from Polygon to Immutable X.

Now, the game is shutting down for good, with its servers going offline and Discord access being limited. The EMBER token has meanwhile plunged to near-worthlessness, with a market cap of just $82,000 and a price down more than 99% from peak.

“This isn’t the ending any of us wanted,” the site reads. “But we wanted to sincerely thank you for being here, for believing in this vision, and for helping make Ember Sword something we’ll never forget.”



Unfortunately, this isn’t an isolated incident, but rather part of a much broader trend of crypto games closing this month.

Last week, cat-themed Solana shooter Nyan Heroes shut down, with developer 9 Lives Interactive also citing an inability to secure funding as the reason it had to close shop. The hero shooter had just completed its fourth play test via the Epic Games Store, with the studio claiming more than one million players across the four periods. A full version of the game was planned to launch next winter.

That same day, it was announced via Discord that mobile game Blast Royale’s development is set to be discontinued, although the game will become open-source for other developers to pick up. On Monday, Ronin role-playing game Tatsumeeko was also discontinued as its creators said they were shifting focus onto their Discord-based fantasy life simulator called Project: Wander.

Other notable game closures in recent months include Deadrop and The Mystery Society, with Gala Games’ The Walking Dead: Empires also announced to shut down at the end of July.

Edited by Andrew Hayward

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May 23, 2025 0 comments
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