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Jackery Power Station
Game Reviews

This Power Station (1500W, 7 Outlets) Is Going for Pennies, as Amazon Drops the Price for a Second Time

by admin October 6, 2025


This weekend, Amazon dropped the Jackery Explorer 1000 (v2) to $429 for early Prime Big Deal Days access. Now the retailer has taken things even further by lowering the displayed price to $399, plus an additional 10% off at checkout for eligible buyers, bringing the final cost down to potentially $359 (down from $799). This is an absolute record low price for this power station, and here’s what makes it remarkable: no competitor offering a 1500W portable power station has ever come close to this pricing.

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You’re looking at half off the usual $799 retail price on a product that solves one of the most frustrating problems for campers, RV owners and anyone preparing for emergencies. Running out of power during outdoor adventures or losing electricity during storms creates genuine hardship, and the Jackery Explorer 1000 provides enough capacity and output to keep essential devices running for extended periods.

Days of Power, Not Hours

The 1070 watt-hour capacity provides robust energy storage translating to real-world usage most users are familiar with. You’ll be able to charge a laptop around 10 times, run a mini-fridge for approximately 15 hours, support LED lights for a few days or run a CPAP unit for a number of evenings. The LiFePO4 battery chemistry is a step up from lithium-ion batteries employed for lower-end power stations: LiFePO4 batteries last for approximately 4,000 charge cycles until capacity dips at 80%, for reference, standard lithium-ion batteries last for around 500 to 1,000 cycles at the 80% level.

The majority of portable power stations have a peak output of between 300W and 500W which makes for charging small devices like cell phones or a mini portable fan at once. The 1500W of continuous output with a 3000W surge delivers sufficient power for actual household devices like microwaves, electric kettles, power tools, or a small air conditioner unit. The surge amount addresses the starting burst of power when starting motors which is relevant for devices like refrigerators that consume several multiples of their-rated wattage for a number of seconds at starting time. The unit contains everyday AC outlets which accept typical three-prong plugs, and a 100W USB-C Power Delivery outlet for quick charging a laptop or tablet without bulky AC adapters.

The fast charging for one hour allows you to go from zero to full battery in 60 minutes via a common wall outlet which is extremely fast for a battery of this size. Most rival power stations need 6-8 hours for a full recharge. This quick turnaround is priceless on multi-day camping trips when you may have shore power available for a few hours here or there, or when there are rolling blackouts when you have a quick top-off between outages. The unit also has solar charging capabilities with optional solar panels, allowing you to have power on tap indefinitely off-grid when you harness energy from the sun during the day.

The Jackery Explorer 1000 v2 currently the highest-rated best-seller on Amazon for generators for outdoors, with over 4,000 units sold this month alone and a 4.6-star overall rating out of nearly 3,000 reviews. At $359 using the checkout discount on Prime Big Deal Days, you pay less than some 500Wh power centers with half the capacity and a much lower lifespan.

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October 6, 2025 0 comments
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A love letter to Dead Rising 2: Case Zero, one of the best demos of all time (even if it isn't really a demo)
Game Reviews

A love letter to Dead Rising 2: Case Zero, one of the best demos of all time (even if it isn’t really a demo)

by admin October 5, 2025


Last week marked 15 years since Dead Rising 2 made its debut. For my money, Dead Rising 2 is one of the best unlikely success sequels going, but whenever I think of it, I can’t help but remember its prologue even more fondly.

The reason I consider Dead Rising 2 an unlikely success is that, on paper, the odds were stacked against it. For whatever reason Capcom made the decision that it wasn’t going to make a second Dead Rising title in Japan – which meant separating the team behind a break-out hit and creating a new one for a sequel. That was risky enough – but then Capcom also chose to place that team outside of Japan. Any scholar of Japanese publishers knows that such East-meets-West development arrangements are at great risk of unsteadiness. Plus, the first Dead Rising was characterized by a fabulously Japanese vision of an American town, plus US foreign policy and a very Yankee predilection for excess. Could that survive in the West, even being made north of the border, up in Canada?

Equally risky were the swings the game’s developers chose to take. Much of Dead Rising’s winning formula was retained – but the choice to build the game around a hard deadline involving vital doses of an anti-zombie medication, the in-your-face setting of a fake version of Vegas, and switching out beloved protagonist Frank West all stood as ballsy moves. But y’know what? It all works.

A bit Greene around the gills? | Image credit: Capcom

Dead Rising 2 is brilliant. If Capcom’s brass is looking at the performance of Dead Rising Deluxe Remaster and thinking about how to continue the series, they’d be well-minded to simply ignore the third and fourth entries. The second, though? That deserves to not only remain canon, but also deserves a remaster of its own.

A great part of the game’s success is in its design, of course. It’s tightly made, and even those riskier decisions land well. The item-combining ‘combo weapon’ mechanic is exactly the sort of thing that could’ve ended up hamfisted but threads the needle perfectly. With those dues given, one further thing has to be acknowledged: a great deal of Dead Rising’s 2 success must be chalked up to how its prologue carefully primed its most vocal audience, plus a slate of newcomers, for what it was actually set to be.

That prologue, Dead Rising 2: Case Zero, probably wouldn’t exist in today’s market. It also isn’t exactly widely available today – exclusive to Xbox 360 Live Arcade, it can today only be played via Xbox backwards compatibility, while the core DR2 is available more widely. Case Zero is a demo, a prologue, and a stand-alone game all in one – and it’s exactly the sort of thing I wouldn’t necessarily mind seeing more of today.

You can view this game one of two ways. Uncharitably, it is a demo that Capcom made the decision to charge a fiver for. Through a more friendly lens, it’s a brilliant-value stand-alone experience. It tells an original story separate to the main game, making use of mechanics, systems, and weapons from the main game but across a new area with a new storyline that tees up the characters, relationships, and world of the main game. For fans of the original Dead Rising, it was the perfect primer, detailing how both the Dead Rising universe and game itself were changing in a post-Frank world.

Part of the madding crowd. | Image credit: Capcom

By this measure, Case Zero may very well be one of the greatest demos of all time. Yes, it was a demo that you had to pay for – but it had all-original content, and ultimately cost about the same as a Big Mac. It was the perfect way for players to see if Dead Rising was for them – and for returning zombie-slayers to see if the new direction and team was going to work for them without shelling out new-release prices.

Being a Dead Rising product it was also eminently replayable, with multiple endings, many weapons to discover, and even a handful of optional survivors to rescue and side missions to explore. It was cannily released a little under a month before the final game, giving players plenty of time to experience its depth before jumping into the full-blown adventure. The value was there, but the price point was able to remain low because its costs were clearly amortised within those of DR2 proper (plus whatever bag of cash came from Microsoft that secured Case Zero’s Xbox exclusivity).

These days, there’s a lot of talk about us all wanting shorter games at reasonable price-points. We’ve got big publishers experimenting with titles like Mafia: The Old Country, cutting back on blat to get something out quicker that is hopefully no less satisfying. Remembering Case Zero, though, I’d also take more things like this – economically made ‘demo-plus’ setups that are cheap enough for an impulse buy, and original enough to justify one’s wallet opening. I remember it fondly.

I’d also take a Dead Rising 2 Deluxe Remaster. 15 years on, this is the other half of the Dead Rising narrative still worth exploring. After Capcom’s excellent remaster of the first game, it feels a no-brainer – and naturally, Case Zero should be included.



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October 5, 2025 0 comments
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All Digimon Story Time Stranger evolution lines
Game Reviews

All Digimon Story Time Stranger evolution lines

by admin October 5, 2025


Digimon Story Time Stranger has plenty of Digimons, and you can evolve them to make your party much more powerful.

Every Digimon in the game has a specific evolution line for you to learn and master. However, the lines are locked in the beginning. This guide will help you learn more about all the evolution lines, aka digivolutions, present in the game.

Disclaimer: Work in progress.

Complete Digimon Story Time Stranger Digivolution options

The table below has all the information about the Digivolutions for every creature in Digimon Story Time Stranger.

DigimonDigivolutions1KuramonPagumon
Tsumemon2ChoromonKapurimon3DodomonWanyamon
Dorimon4PabumonMotimon
Yokomon
Tanemon5PunimonTsunomon
Nyaromon6BotamonKoromon7PoyomonBukamon
Tokomon8KapurimonHagurumon
Kokuwamon
ToyAgumon
Solarmon9KoromonAgumon
Guilmon
Dracomon
Kotemon
Betamon
Shoutmon10TanemonFunBeemon
Lalamon
Palmon
Mushroomon
Floramon11TsunomonGoblimon
Veemon
Gabumon
Ryudamon
Elecmon
Zubamon12TsumemonDracmon
Shamamon
Keramon13TokomonPatamon
Coronamon
Terriermon
Armadillomon14DorimonDorumon
Monodramon
SnowGoblimon
Lopmon15NyaromonLunamon
Kudamon
Salamon
Huckmon16PagumonImpmon
DemiDevimon
Gazimon
Otamamon17YokomonBiyomon
Penmon
Falcomon
Hawkmon
Hyokomon
Muchomon18BukamonKamemon
Crabmon
Gomamon
Gizamon
Syakomon19MotimonChuumon
Tentomon
Wormmon
Gotsumon20WanyamonGaomon
Tapirmon
Bearmon
Renamon21AgumonRaptordramon
GeoGreymon
Numemon
Greymon
Coredramon (Green)22KudamonAirdramon
Reppamon
Angemon
Ginryumon
Sorcermon23GomamonMojyamon
Ikkakumon
Frigimon
Hyogamon
IceDevimon24CoronamonFiramon
Meramon
Growlmon
BaoHuckmon
Birdramon25ZubamonMusyamon
Buraimon
Tankmon
ZubaEagermon
Ankylomon
Guardromon (Gold)26SolarmonStarmon
GoldNumemon
Meramon
Guardromon (Gold)27TerriermonMojyamon
Lekismon
Gawappamon
Gargomon28TentomonKabuterimon
Sunflowmon
Kuwagamon
Waspmon
Snimon29ToyAgumonBlimpmon
Deputymon
Raremon
Tankmon
Gargomon30TapirmonMeramon
Garurumon
Bakemon
Unimon
Kyubimon31HyokomonPeckmon
Birdramon
Dinohyumon
Buraimon32BiyomonAquilamon
Birdramon
Unimon
Wizardmon33FalcomonPeckmon
Ginryumon
Kiwimon34SalamonGatomon
Sangloupmon
Dobermon
Ikkakumon
Veedramon
Drimogemon35BearmonGrizzlymon
Gaogamon
Mojyamon
Leomon36PenmonPeckmon
Buraimon
Kiwimon
Aquilamon37MonodramonStrikedramon
Raptordramon
Deltamon
Kurisarimon
Cyclonemon38RyudamonReppamon
Coelamon
Ginryumon
Greymon
Monochromon40ElecmonAegiomon
Seadramon
Unimon
Kuwagamon
Gekomon41GaomonStrikedramon
Gaogamon
Leomon
Nanimon
Turuiemon42CrabmonGawappamon
Octomon
Shellmon
Raremon
Snimon
Coelamon43GabumonGarurumon
Ikkakumon
Drimogemon
Kyubimon
Geremon44KamemomGawappamon
Octomon
Shellmon
ShellNumemon
Dinohyumon
Sorcermon45KokuwamonCentarumon
Kuwagamon
Clockmon
Waspmon
Mekanorimon46GotsumonStarmon
Guardromon
Golemon
Monochromon
Icemon
MudFrigimon47KotemonTuruiemon
Musyamon
Deputymon
Dinohyumon
Coredramon (Blue)48ShoutmonZubaEagermon
Gargomon
Guardromon (Gold)49DracomonCoredramon (Green)
Coredramon (Blue)
Deltamon
Veedramon
Seadramon
Tyrannomon50DorrumonRaptordramon
Airdramon
Sangloupmon
ExVeemon
Drimogemon
Dorugamon51PatamonAngemon
Unimon
Centarumon52HuckmonGatomon
GeoGreymon
Growlmon
BaoHuckmon
Greymon53PalmonMojyamon
Vegiemon
Togemon
Woodmon
Kurisarimon
PlatinumSukamon54FloramonVegiemon
Togemon
Woodmon
Sunflowmon
Kiwimon55MuchomonAirdramon
Peckmon
Birdramon
Fugamon56LalamonSunflowmon
Togemon
Deputymon
MudFrigimon
Turuiemon57LunamonLekismon
Garurumon
Frigimon
Hyogamon
Sorcermon
Icemon58RenamonLekismon
Sunflowmon
Reppamon
Kyubimon59LopmonGrizzlymon
Minotarumon
Leomon
Turuiemon
Wendigomon
MudFrigimon60ImpmonBakemon
Wizardmon
Clockmon
Sangloupmon
Devimon
Witchmon61OtamammonSeadramon
Numemon
Gekomon
ShellNumemon
PlatinumSukamon62GazimonSangloupmon
BlackGatomon
Gaogamon
Dobermon
Dorugamon63GizamonCyclonemon
Flymon
ZubaEagermon
Ankylomon
Geremon64GuilmonGeoGreymon
ExVeemon
Tyrannomon65GoblimonGolemon
Wendigomon
Deltamon
Tuskmon
Ogremon66ShamamonMinotarumon
Musyamon
Fugamon
Witchmon67SyakomonCoelamon
Shellmon
ShellNumemon
Octomon
Raremon68SnowGoblimonGatomon
Monochromon
Frigimon
Hyogamon
IceDevimon
Icemon69ChuumonBlackGatomon
Sukamon
Gatomon
Gekomon
Geremon
PlatinumSukamon70DracmonSangloupmon
Sukamon
Wizardmon
Starmon71HagurumonClockmon
Mekanorimon
Tankmon
Guardromon
Blimpmon72DemiDevimonBakemon
IceDevimon
Devimon
Ogremon73FunBeemonWaspmon
Flymon
Dokugumon
Stingmon
GoldNumemon
Kabuterimon74BetamonSeadramon
Coelamon
Devimon
Numemon
Vegiemon
Tuskmon75MushroomonSukamon
Nanimon
Woodmon
Flymon76ArmadillomonGolemon
Ankylomon77VeemonExVeemon
Veedramon78HawkmonFiramon
Aquilamon79WormmonStingmon
Dokugumon
Snimon80KeramonDokugumon
Wendigomon
Mekanorimon

As mentioned above, there are more Digimons in the game. Once we figure out their Digivolutions, we will add them to the table.

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The post All Digimon Story Time Stranger evolution lines appeared first on Destructoid.



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October 5, 2025 0 comments
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After the Xbox Game Pass price hike, is it time to cancel and start buying games again?
Game Reviews

After the Xbox Game Pass price hike, is it time to cancel and start buying games again?

by admin October 5, 2025


Hello and welcome to another entry in our “The Big Question” series, in which we present an argument to you, the Eurogamer community, for further interrogation. This week: After the Xbox Game Pass price hike, is it time to cancel and start buying games again?

What’s all this about? Well, if you didn’t see the news from earlier in the week, Xbox has increased the price of its Game Pass offerings. The top-tier, Game Pass Ultimate now costs a not-insignificant £22.99 a month or about £276 a year! I’ve already commented on how an eventual Game Pass demise might be bad for game discovery, for those who use the service that way, and today we’re asking if it’s time to wave bye bye to Game Pass and start buying games again. Of course, there might also be a middle ground, if anyone is able to see nuance in a topic (unlikely, this is the internet!).

Today, I’m confused as I struggle to weigh up the true value proposition of Game Pass.

No one can tell you what value is, but there’s no denying Game Pass Ultimate is now more expensive than the competition

£23 is a lot of money. Of course, this is somewhat relative, and you might argue that if you are someone with a £500 a month car lease, a £60 phone contract, and £40 a month sub to an artisanal cake delivery company, that actually it’s not much, really – but it is. In the world of entertainment subscriptions it’s a lot.

Netflix Premium, the most expensive tier offered by any streaming TV/Film streaming service, is £18.99 a month. Game Pass Ultimate is more expensive. PlayStation Plus Premium, the high-end option for PlayStation users, is £13.49 a month or £120 a year, which is a lot cheaper than Game Pass Ultimate. So, then you must look at the value, which is almost impossible to say anything definitive on as everyone is different – where I might see a smart addition to the service, others will see a way to charge more for something they don’t want.

For me, I do use the EA Play games as they get added to the catalogue, and I was subscribed to this separately before it was added to Game Pass Ultimate. I also will absolutely get my money’s worth from the Fortnite Crew perk that my son has been desperate for since Epic introduced it. Do I also want Day One Xbox published games? Yes, I do, and it’s probably my number one reason for preferring Game Pass to rival services. Better streaming quality for games playing via the Cloud? Maybe – the jury is still out on how good streaming has become.

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Is this enough to pay more than double the £11 for Game Pass Premium or eat the cost of a Burger King meal deal on top of the £13.49 for Sony’s best offering? Incidentally, GP Premium currently lists 373 games, PS Plus Premium (including classic games) is at about 550, and GP Ultimate offers 838. Quality counts for more, here, I’d argue, but there’s certainly some more value on display.

That’s a whole lot of talk without actually making any statements about my future with Game Pass. The recurring billing elephant in the room, and let’s lower our voices a little, is the fact that you don’t have to pay £22.99 a month for Game Pass Ultimate. Just yesterday I added a year to my membership for £135 via a proper UK games retailer that is widely used. No doubt this will increase somewhat in the near future, but I very much doubt I’ll ever pay the full price.

Do I think I’ll cancel Game Pass, then, and switch to buying games? It might shock you to hear it, but I already buy plenty of games. Not many Xbox games, but 10+ a year across Switch, PS5, and PC. I don’t think I’m going to cancel Game Pass and start buying Xbox games again as the service gives me and my family comparatively cheap access to a wide variety of games. It’s also just easy. The games in Game Pass are the games we have on Xbox – play all that take our fancy, and don’t worry about all the rest. I’ve always been quite tight (careful, is perhaps a better term) with money, and I’m not averse to making spreadsheets or performing some scrap paper maths, and £20 I can just file away – that’s my spending on Xbox, done, nice and neat.

-Tom O

The big question, then: After the Xbox Game Pass price hike, is it time to cancel and start buying games again?



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October 5, 2025 0 comments
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Inside the astonishing development of 1999's The Wheel of Time FPS: 'The fact that we shipped anything at all is kind of a miracle'
Product Reviews

Inside the astonishing development of 1999’s The Wheel of Time FPS: ‘The fact that we shipped anything at all is kind of a miracle’

by admin October 4, 2025



Weird Weekend

Weird Weekend is our regular Saturday column where we celebrate PC gaming oddities: peculiar games, strange bits of trivia, forgotten history. Pop back every weekend to find out what Jeremy, Josh and Rick have become obsessed with this time, whether it’s the canon height of Thief’s Garrett or that time someone in the Vatican pirated Football Manager.

There’s a good chance you haven’t heard of The Wheel of Time. No, not the beloved series of fantasy novels penned by Robert Jordan, or the less beloved but still pretty good TV show cancelled by Amazon, or the recently announced and preposterously ambitious RPG. I am of course referring to the other Wheel of Time, the first-person spell-slinger developed by Legend Entertainment and released in 1999.

The Wheel of Time was praised by critics when it launched, partly due to its association with the popular series of fantasy novels, but equally due to its decent singleplayer campaign and innovative multiplayer mode. Despite this, it sold poorly, fading quickly amid the torrent of first-person shooters that rushed across shelves in the late nineties.

(Image credit: Legend Entertainment)

But if The Wheel of Time has slipped from your memory, it’ll stick like a Heron-marked blade in a Trolloc’s chest once you hear the tale of how it was made. Even in the notoriously difficult world of game development, where projects shift and change more often than the dreamscapes of Tel’aran’rhiod, the story of The Wheel of Time is a wild ride.


Related articles

Indeed, the reason it exists at all is largely down to the determination of one man. Glen Dahlgren is a game developer and, in more recent years, novelist, whose other projects include Unreal 2: The Awakening and Star Trek: Online. But The Wheel of Time remains his favourite, despite the fact that guiding it from conception to birth seems, from the outside, like a five-year long ordeal. “The fact that we shipped anything at all is kind of a miracle,” Dahlgren tells me halfway through our chat. “My old boss at Legend used to say every game you ship is a miracle, and I didn’t really understand that until this game.”

New Spring

(Image credit: Legend Entertainment)

The story of The Wheel of Time’s creation is convoluted to say the least, and Dahlgren gives his own intricate account of it on his website that’s well worth reading. But it starts with a concept that Dahlgren dreamed up after Legend released the 1994 adventure game Death Gate, one which had nothing to do with The Wheel of Time.

His idea was for a fantasy, multiplayer FPS that combined the fast-paced action of Doom with the move/counter-move play of Magic: The Gathering, along with roleplaying elements from the boardgame WizWar. The result would have been a four-way mixture of combat and espionage, straddling the line between a fantasy MMO and something vaguely reminiscent of the Half-Life mod Science and Industry.

Players would control networks of spies from their own customisable fortresses, and engage in complex, reactive spell-based combat. “I’m choosing to do something to you, and you can do something about that if you want … and the more powerful it is, the slower it’s going to be,” Dahlgren says. “I love the idea that it was a strategic choice, not a tactical choice … the interplay of those offensive and defensive artifacts [was] really fun.”

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

(Image credit: Legend Entertainment)

The idea stretched far beyond Legend’s experience making low-budget adventure games, seemingly doomed to obscurity following Legend’s acquisition by the publishing giant Random House, which wanted to exploit Legend’s particular talents for its own suite of books licenses. Unsatisfied with the licenses offered to him by the publisher, Dahlgren made a curious gambit. He suggested that Legend make a game based on The Wheel of Time by Robert Jordan—an author who had no existing relationship with Random House.

“I really wanted to play with that world,” Dahlgren says. More than that, he wanted to ensure the videogame rights for The Wheel of Time ended up in safe hands. “I wanted to save him from Byron Preiss, because that was the other organisation that was after his license, and they made horrible games,” Dahlgren says.

Dahlgren was happy to abandon his multiplayer concept and continue making adventure games provided the stories excited him. Since Dahlgren’s idea gave Random House an excuse to approach Robert Jordan and possibly convince him to sign a book deal with them, the publisher agreed.


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The Great Hunt

(Image credit: Legend Entertainment)

Reenergised, Dahlgren wrote a design doc for an adventure game set in The Wheel of Time—one that took place in a 3D world, featured real-time puzzles, and included an inventive real-time with pause combat system that let players select blade techniques (known as sword-forms) from a list. Dahlgren sent this to Jordan, elaborating upon the design while waiting for Jordan to reply.

Jordan did reply, but it was less than enthusiastic. Desperate to salvage the idea, Dahlgren flew out to meet Jordan along with Legend’s then-president Bob Bates. Together, they had what Dahlgren believed was a jovial, productive meeting. “He showed us around his house. There were weapons in places, which was really cool. I got to ask him where he likes to work, and he said he does his thinking all over the house,” he says.

Dahlgren returned to work feeling confident the project was saved. Then he received what he calls “The Fax of Doom”. This reiterated all of Jordan’s original concerns in even more definitive fashion, seemingly putting an end to the whole project.

(Image credit: Legend Entertainment)

According to Dahlgren, Jordan’s doubts centred around a general reservation about the marketability of adventure games. “He understood the limitations of the genre,” Dahlgren says. “The genre itself was not doing very well. It was on its way out, and he didn’t want a game that didn’t have a chance to be big.”

But there was a lifeline. During the meeting at Jordan’s house, Dahlgren had wheeled out an alternative game concept that he’d cobbled together on the flight to meet the author, one that took place in a parallel dimension to The Wheel of Time. “One of the ways I convinced Jordan that I can make this game is ‘I’m not going to stomp on his storyline. I’m not going to kill his main character,'” he says.

Jordan expressed interest in this concept, but there wasn’t much else to it. In a mixture of inspiration and desperation, Dahlgren retrofitted his idea for the Doom/Magic/Wizwar FPS onto this concept, with players assuming the roles of various Wheel of Time factions which attempt to steal the magical seals which keep The Dark One (the story’s godlike villain) at bay.

The Gathering Storm

(Image credit: Legend Entertainment)

Dahlgren drew up a design document and an accompanying experience document, and sent them off to Jordan, who approved it. Random House, however, did not, and as part of a growing ambivalence toward gaming in general, pulled its financial support for Legend (while keeping its stake in the company).

Now, Dahlgren had the go ahead from Jordan, but no publisher to fund the game he had just received the nod to make. On top of that, Dahlgren also had no technology to make the game. To solve this problem, he hired an eclectic team of artists, architects and character designers to create detailed concept art and went pitching.

Eventually, the team secured the interest of Epic Games. Mark Rein, Epic’s Vice President, was receptive, and following a meeting with Rein and Tim Sweeney, Dahlgren received a copy of Unreal engine and its level editor to mock up a prototype. Dahlgren produced this himself, then showed them to Epic.

(Image credit: Legend Entertainment)

According to Dahlgren, these prototypes are what convinced Tim Sweeney of the potential of licensing Unreal Engine to third-party developers. It also provided Dahlgren with the opportunity to do something he’d wanted from the start—to shift Legend from being a developer of niche adventure games to a creator of blockbuster first-person shooters.

“What I wanted to be was a version of Raven [Software],” he says. “We would be that for Epic. We would be the one to come in and say ‘Listen, we can make something different than what you’re making, something that has a different soul … even though it’s using your technology.'” This is also why Dahlgren didn’t do what seems so obvious today—make a Wheel of Time CRPG. “Everybody asked me ‘Why don’t you just do an RPG?'” he says. “That’s not what I wanted to do. What I wanted to do was a first-person shooter.”

Among all this, Legend also wrangled a new publisher—GT Interactive. Finally, everything was in place to begin making the game Dahlgren had dreamed of. There was just one small problem. The deal Legend signed didn’t come anywhere near to footing the bill for the game Dahlgren had envisioned.

The Dragon Reborn

(Image credit: Legend Entertainment)

Undeterred, Legend set about building a prototype of its magical multiplayer espionage game for GT Interactive. Through developing this prototype, Dahlgren and The Wheel of Time team realised two things. First, the grand, complex multiplayer experience they had envisioned needed drastically reducing in scope. Second, the prototype itself made for a surprisingly engaging singleplayer adventure.

With this new perspective, and after struggling repeatedly to meet its development milestones for the original vision, Legend opted to redesign The Wheel of Time. This new design stripped out all the espionage and persistent, MMO-like elements from the multiplayer, narrowing the scope to just the customisable citadels and the counter-based magical combat. This multiplayer would be accompanied by a more traditional linear FPS campaign, one with its own Wheel of Time story.

For this new story, Dahlgren abandoned the parallel universe concept and made The Wheel of Time a prequel to Jordan’s novels, allowing for a story that better fit the new structure while upholding Dahlgren’s assurance to Jordan that he wouldn’t mess with the main narrative of the books (years later, Jordan would write his own Wheel of Time prequel—New Spring). The story would revolve around the four playable factions in the multiplayer—The Aes Sedai, the Children of the Light, the Forsaken, and the dark forces within the abandoned city of Shadar Logoth.

(Image credit: Legend Entertainment)

The story would also take players through environments based upon the four citadels in the multiplayer, like Shadar Logoth and the White Tower, allowing Legend to build the singleplayer using the multiplayer’s assets. “Choosing those four factions is what drove most of the environments out of the gate, because I needed their home bases,” Dahlgren says. The central plot came to Dahlgren on a flight to Italy to visit his then-girlfriend. “I couldn’t write it down because I had no piece of paper, I had no pen. So I had to sit there for, I think it was four hours, and just to repeat it over and over.”

Making some of these environments fun to play in proved a significant challenge. In the books, Shadar Logoth is an abandoned, cursed city, with no corporeal enemies to fight. So Legend had to come up with threats and obstacles that felt appropriate for the setting, like a strange mist that attacks the player, and dark tendrils that writhe out and block your path. Dahlgren believes these environments at least partly inspired the look of Shadar Logoth in the recent Wheel of Time TV series. “I think that the TV show guys absolutely played our game,” he says.”

Building the White Tower, meanwhile, was all about trying to provide a sense of scale and detail that evoked the high fantasy setting of the novels. “I want[ed] to bring a piece of fantasy fine art to life,” Dahlgren says. “I don’t think anything in the game was the kind of scale that you would see nowadays … [but] they’re architecturally beautiful. The textures are amazing.”

Lord of Chaos

(Image credit: Legend Entertainment)

By this point, Dahlgren had been working on the project for around four years. With a year to go until launch, Legend had only just put together a team capable of making it. It was at this point Dahlgren was called into a meeting with Legend co-founder Mike Verdu and producer Mark Poesch, who told Dahlgren they planned to cut the singleplayer entirely. “‘We are gonna trash this down to the bare bones'”, Dahlgren recalls. “‘We need to release something, it’s gonna be a multiplayer game, and that’s all it’s gonna be'”.

Dahlgren, desperate to save the story, begged for a chance to revise the scope one more time, and see what he could trim from the whole package to rescue the single-player. Verdu consented, and Mike went back and began cutting yet more spokes off The Wheel of Time.

Levels and ideas were cut. The multiplayer was slimmed from teams to four players working as individuals, and the interactive NPCs Dahlgren had intended to convey the narrative were replaced by straightforward cutscenes. “That became the game that we shipped,” Dahlgren says.

(Image credit: Legend Entertainment)

Even when The Wheel of Time was done, it wasn’t. Dahlgren wasn’t present for the game’s official launch date, as he was getting married in Italy. Yet when he returned from honeymoon, he discovered the game hadn’t shipped after all, while in his absence Legend had put together a demo that Dahlgren says “made no sense”.

“It had no story structure. It had nothing. So I had to just dive in and try to get that demo back on track,” Dahlgren says. “I’m like ‘this is what happens when I leave'”.

A Memory of Light

(Image credit: Legend Entertainment)

The Wheel of Time released on November 9, 1999. Critically it was well received, scoring 90% in PC Gamer US. Commercially, though, it was a flop. Dahlgren puts this down to several factors, such as the marketing. “GT was going under, and they only had so much marketing money to throw at it, and they threw it at Unreal Tournament,” Dahlgren says. “I don’t even know if we were placed on the right section of the Best Buy shelves at the time, which sucks.”

But he also believes that the counter-based spell system inspired by Magic: The Gathering demanded too much learning from players at the time. “It might have been one of the things that made the game less accessible than I would have liked,” he says. “There were so many ter’angreal (the magical items players used to cast spells) that it became hard to mentally map what you needed to do to react to the right thing.”

Nonetheless, The Wheel of Time proved influential in other ways. As it was developed concurrently with Unreal, certain tech and design ideas fed into both Epic’s debut shooter and the engine which supported it. “We made our own particle system. They didn’t have a particle system at the time. We worked to create AI that they had never seen before,” Dahlgren says.

(Image credit: Legend Entertainment)

Even Unreal’s level design appears to have been influenced by Legend’s work on The Wheel of Time. “They were standard levels [for] the time,” he says. “Rather than a full on place that you could explore. As soon as we showed them some of the stuff that we had produced as concept sheets, Tim said ‘I can’t believe this is my engine.’ Then, suddenly, in Unreal you see a lot of half timber buildings. So I think we absolutely influenced them.”

And while it wasn’t a smash hit, The Wheel of Time’s multiplayer did find a core community of players who appreciated its ambition, even in its stripped-down form. “Once the muscle memory was there, people loved it. They loved the idea of bouncing back attacks against each other, or putting on a fire shield before you walk through a bunch of landmines somebody had placed.” Dahlgren says. “I never played my games after they were done, but this one I played forever because it was so fun.”

The Wheel of Time also sowed the seeds for Dahlgren’s emerging career as a fantasy novelist. His first novel, The Child of Chaos, derived from an alternative, Wheel-of-Time-less story concept he used in a pitch to Activision while searching for a new publisher for the game, as Activision wasn’t interested in the Wheel of Time licence. His most recent novel, The Realm of Gods, won numerous awards, including the Dante Rossetti Grand Prize for young adult fiction.

(Image credit: Legend Entertainment)

And what did Jordan himself think of Legend’s game? In the latter stages of development Dahlgren reconvened with Jordan to show him what Legend had spent so many years working on. As Dahlgren guided Jordan through the game’s opening section, he was nervous.

“As we were walking around, he didn’t say anything,” Dahlgren says. “And then he said. ‘Yes, this is beautiful.'”



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October 4, 2025 0 comments
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Kingmakers delayed indefinitely as developer needs "more time before we feel good about charging money for it"
Game Reviews

Kingmakers delayed indefinitely as developer needs “more time before we feel good about charging money for it”

by admin October 4, 2025


Redemption Road’s time-travelling bring-an-assault-rifle-to-a-medieval-sword-fight shooter and strategy game, Kingmakers, has been indefinitely delayed.

Redemption stated it pushed the release to ensure it does not “cut any planned features for the sake of getting it out of the door earlier” and apologised for “letting [players] down”.

Kingmakers – Early Access Release Date Trailer.Watch on YouTube

“After much contemplation, we realise that the scheduled Kingmakers launch on October 8 will no longer be possible. We want to apologise to all of the fans who are eagerly anticipating this game. We are sorry for letting you down,” the studio said in a statement posted to social media.

“Why is Kingmakers being delayed? In short, it’s an incredibly ambitious, uncompromising game, and we don’t want to cut any planned features, for the sake of getting it out the door earlier. Our goal, from the start, has been to create something that’s nothing like anything else on the market, in terms of gameplay, scale, scope, and interactivity.”


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The statement goes on to say that Redemption Road “pushed the Unreal Engine 4 codebase to its absolute limits”, while still providing “true 60fps to mid-range PCs, without the need for fake frames”.

“We are an 80% engineering team, who got into this business to push technological barriers,” the team added, before describing how the game has “tens of thousands of soldiers” each with AI and pathfinding that “rivals what you’d expect from a AAA person shooter” and how players can enter every room in its six-story castles.

“Every mission takes place in a giant, massive map that each player on the server is free to explore – with or without their own personal army of thousands,” Redemption added. “We set out to do all of this, with full drop-in/drop-out four-player multiplayer support, and we have. We just need a little bit more time on content polish before we feel good about charging money for it.”

The statement closed on promising that the studio would shortly present a half-hour-long deep dive on Kingmaker’s gameplay, “with a comprehensive overview of everything we’ve been working on”.

Donlan was certainly impressed when Kingsmakers memorable teaser dropped, writing: “Over the last decade or so, alongside the bigger, fewer bets publishers have made – which has also often led to formula, to conservatism – an onward march in graphical fidelity means that a certain kind of game has become obsessed with the details. I love details, and I love that games do this.”

Kingmakers may not be out yet, but it’s already secured a movie adaptation. The studio said it was “absolutely thrilled” that the unreleased game was “making its way to the big screen” in partnership with publisher tinyBuild and Story Kitchen.



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October 4, 2025 0 comments
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Digimon Time Stranger reminds me of the best (and worst) of PS2 era RPGs, and that's why I can't put it down
Game Updates

Digimon Time Stranger reminds me of the best (and worst) of PS2 era RPGs, and that’s why I can’t put it down

by admin October 3, 2025


I think Digimon Story: Time Stranger is secretly a PS2 era Shin Megami Tensei game. That’s very much my taste in RPGs. Given this is sort-of a kid’s game (OK, it’s got a PEGI 12 rating because of ‘bad language’, ‘in-game purchases’, and – bafflingly – ‘sex’), that is a pretty big surprise. I’ve come to this conclusion after sinking a good 50 hours into the game, and being taken on a surprisingly volatile journey as a result. The story is pretty guff, with a lot of shōnen-style anime filler injected into the meat to make it appear more succulent, but most of my emotive response has been to its design philosophy, its approach to dungeons, and some unbelievable pacing choices. I can close this game either loving it, or hating it. But, for the past two weeks, I’ve not been able to stop going back to it.

I adore Atlus’ Shin Megami Tensei (or MegaTen) games, for all their flaws. I have a particular soft spot for the PS2 era of games – Nocturne, Digital Devil Saga and its sequel, and Persona 3 are highlights. You can see the thumbprints of the parent series even in games as late as Metaphor Refantazio: between demons, a doomed Tokyo, cerebral reflections on the nature of humanity, and impossible philosophical choices about the fate of the universe, it’s all pretty standard RPG fodder at this point. But just as instrumental to the series are lengthy and often-unwieldy dungeons, difficulty spikes and plateaus, boss fights that feel like masochistic puzzles, and combat systems as infuriating as they are spellbinding.

Digimon Story: Time Stranger has all of this. Even down to the doomed Tokyo. But instead of demons and creatures from the pantheon of human mythology, the game is populated with the eponymous Digimon – fascinating and varied creatures that range from cute little guys made out of bubbles to leather coat-wearing dominatrixes with G-cups and a pair of desert eagles. Instead of negotiating with demons to try and get them to join your cause, you’re defeating Digimon and converting their data into living beings that can join your team.

About half the game is set in the real world, real Tokyo. | Image credit: Bandai Namco

From here, you can either train them up and add them to your ranks, or have your other allies cannibalise them to gain their power. It’s not quite the sacrificial/fusion mechanic of MegaTen, but it’s not far off. And the weird complexity in how you get your pals to evolve and grow is just as abstruse as Persona or MegaTen’s fusion systems, too. ‘What do you mean I need to Digivolve then de-Digivolve my allies in order to get the result I want?’, I’d ask my TV screen, as entertained as I am flummoxed. ‘What do you mean I need to socially engineer their personalities to get the most iconic ‘mon?’, I’d shout. ‘What do you mean my only Virus-type is now another Vaccine-type?’, I’d despair, as I get soft-locked into a battle I now have very little chance of winning.

The game is often galling, always surprising, and constantly caught me off guard. I would sleepwalk through one of the many, many beautiful biomes, dispatching Digimon like some teleplay sheriff, gobbling up their data to empower my team of devils, angels and rocket launcher-wielding werewolves. But then I’d come to a boss that would have an absurd health bar, moves that are dirty and cheap, and AI companions that were as useless as the sentient poops that I’d been grinding my team against for the past half hour.

There’s a constant level of surprising tension to Time Stranger that just kept on reminding me of the ‘too-edgy-for-you’ MegaTen games that I am enamoured with. I can imagine Young Dom (who picked up Nocturne as a teenager just because they saw Dante from the Devil May Cry Series on its cover in a games rental shop) would love this game, too: the disarming and lurching difficulty spikes and gated progression puts me in mind of the most arrhythmic PS2 RPGs. This is praise, I think. Digimon speaks to my inner child – who’d have thought?

Lots of Digimon are weirdly human, many overly sexualised. | Image credit: Bandai Namco

But every time I’d start falling in love with this peculiar, high-budget realistation of the Digital World, it would do something to aggravate me. The general pattern for progression looks like this: go to a hub, speak to loads of Digimon, figure out there’s a realm that needs saving, go to the realm. The core conceit in the game is time: maybe you’ll go somewhere, and it’s all messed up and apocalyptic. Story beats send you back in time to where it’s a bit nicer, and you figure out where the timeline schism is, then you go to fix it up. Zone complete. The next area might be the same, or it might start in a better state of repair, then you need to figure out how to stop it getting messed up. It’s linear, it’s braindead, it’s a popcorn RPG. I’m happy with that.

But whilst the earlier biomes (forests made of gears, oceans teeming with data, endless real-world sewers) are fairly straightforward RPG dungeons, the later-game zones are appalling. One area – which looks like something from anime Dark Souls – needs you to convince a frog to teleport you towards a Transylvania-esque castle. Pick the wrong dialogue option and you’re back to the beginning. D’oh! Not too bad on its own, but the dialogue takes an age to complete, the animations are atrocious and slow, and there’s no real indication of what the right answer is. Immediately after this, you’re in a zone caught between heaven and hell (read: ice and fire) that requires an unbelievable amount of backtracking, and seems to be populated exclusively with elevators that take 15 whole years to complete their animation cycle. It absolutely destroys any sense of momentum you have as you approach some story-critical climax markers.

Why? Why? I thought we left this kind of game design back in the 00s. But, for all my adult impatience, there’s something in it that reminds me of the final dungeons of my favourite MegaTen games – areas littered with atrocious teleportation devices, riddled with sadistic traps that reduce your party’s HP to practically nothing, bosses that gain sudden immunity to moves you’ve been using without pause for the past 60 hours. Digimon Story Time Stranger is the same. After breezing through most fights (even if they took a while, in some cases), later bosses suddenly ambush you with baffling modifiers: you can’t heal in this fight, you can’t use items in this one.

I play these games as a completionist: wrapping up every side mission and bonus quest as they become available. If the game had given me any indication that I might not be able to heal or use items in the later fights, I’d have baked strategies acknowledging that into my playstyle. Instead, I often found myself in situations where the only way to proceed was to de-evolve, re-evolve, and retrain all my best ‘mon just to dispatch one boss. Just as I had to, say, fuse and level a whole team of Physical Repellant demons in Nocturne, some 20 years ago, to overcome one unavoidable fight. Go figure.

I’m glad I’m not scoring Time Stranger. My experience with the game ranged from a two-star to a five-star, and it could flip on a dime. Yet, I can’t put it down. There’s something compelling about these egregious ‘gotchas’ that makes me despair as much as it galvanises me. ‘You’re not gonna beat me that easily, you cheap bastard’, I mutter to myself as I begrudgingly DNA Digivolve two of my best ‘mon into one superbeast (that proves just as ineffective as my last setup). Back to the drawing board.

I’ll defeat you with the power of friendship and this gun I found. | Image credit: Bandai Namco

In combat, in level design, in its seemingly utter disrespect for your time, Time Stranger feels like a relic of the PS2 era. Yet I know that there are a lot of people, myself included, that get a cheap thrill from this kind of anachronistic game design. When I first saw Time Stranger announced earlier this year, I assumed it’d be an easy romp, a nice, warm hug from times gone by that would remind me of playing Digimon World and puzzling how to further improve my meat farm back on the PS One. I didn’t expect it to throw up half-buried trauma memories from getting soft-locked by one of the four horsemen of the apocalypse in Nocturne on the PS2.

I got what I asked for, I suppose, even if it is a bit of a Faustian pact. I think I’m also going to go for the Platinum trophy on this absurd, unpredictable, and unexpectedly huge game. I might not be the same person at the end of it, but there’s a stubborn 13-year-old inside me that refuses to let go. And I really wasn’t expecting to have that strong a reaction to a Digimon game after the half-baked experiences in Next Order, Survive, and even the slightly (slightly) better runs through Hacker’s Memory and Cyber Sleuth.

Whatever illicit catnip developer Media Vision has laced Time Stranger with, it’s got its hooks in me, and I just pray that it lets go in time for Pokémon Legends Z-A. But, honestly, I doubt it will.



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October 3, 2025 0 comments
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Stablecoin Market Cap Surpasses $300B Milestone For First Time
GameFi Guides

Stablecoin Market Cap Surpasses $300B Milestone For First Time

by admin October 3, 2025



While the crypto market is seeing renewed interest, the stablecoin market cap has achieved a major milestone of surpassing $300 billion in market capitalization. The number marks an all-time high for the sector, which is growing tremendously after the GENIUS Act in the U.S. was passed in July this year. 

According to data by DeFiLlama, the total value of all stablecoins now sits at $301 billion. This is a 1.84% increase from last week and a 6.5% increase from the last 30 days. 

Tether’s USDT has the crown to itself, with it having a dominant market share of 58% and a capitalization of $176.3 billion. Circle’s USDC, which has a 24.5% market share, comes in second with $74 billion. Following USDC is Ethena’s USDe with a capitalization of $14.8 billion and MakerDAO’s DAI with $5.0 billion capitalization at fourth position, respectively. 

The rising emergence of stablecoins 

There has been a surge in stablecoins over the past few months. A September research report by Citi Group forecasted that the global stablecoin market could be worth $4 trillion by 2030 in a best-case scenario and $1.9 trillion in a base case. 

According to Citi, stablecoins could handle up to $100 trillion in transactions each year. Its report says that this is a huge amount, but it’s still not as substantial as the trillions of dollars in transactions that the world’s biggest banks handle on a daily basis. The bank also warned investors that payments between countries take longer because many countries already have fast and cheap ways to pay each other. 

Also Read: Coinbase Re-Enters India with Early Access Amid Regulatory Shifts



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October 3, 2025 0 comments
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Toilet in bathroom
Gaming Gear

Toilet Time With Your Phone Could Give You a Real Pain in the Butt

by admin October 3, 2025


We use our smartphones just about everywhere, even in the bathroom, though we may not want to talk about that part. A recent study of colonoscopy patients revealed that most used their phones on the toilet at least once a week — and that those phone-on-the-toilet users showed a 46% increased risk for hemorrhoids.

The cause and effect are clear. Caught up in news or games or social media, bathroom users stay seated on the throne longer, with research showing phone users tend to spend more than 5 minutes doing their business. The study says that hemorrhoids are associated with prolonged sitting on the toilet, as well as constipation and increased straining.

Don’t miss any of our unbiased tech content and lab-based reviews. Add CNET as a preferred Google source.

The 125 colonoscopy patients at Boston’s Beth Israel Deaconess Medical Center Study who participated in the study answered questions about their bathroom phone habits, and endoscopists evaluated their hemorrhoids (just in case you think you have a bad job). Of all the respondents, 66% used smartphones while sitting on the toilet, and those participants tended to be younger than those who didn’t. More than one-third (37.3%) of smartphone users spent more than 5 minutes sitting on the toilet per visit, while only 7.1% of those without smartphones spent that long seated.

When the numbers were adjusted for age, sex, BMI, exercise activity and “straining and fiber intake,” results showed a 46% increased risk for hemorrhoids. Men were more likely than women to spend 6 minutes or more on the toilet, in case you wondered.

Those who used smartphones while on the toilet also admitted to getting less exercise than those who didn’t, which the researchers said “could signify a higher level of engagement with technology and a more sedentary lifestyle outside of the toileting environment.” (Yes, “toileting environment.” Otherwise known as just “the toilet.”)

The most common toilet phone activity was reading news, with 54.3% admitting to doing so, and 44.4% saying they were participating in social media while on the toilet.

The study didn’t directly connect constipation with time spent on the toilet, but Dr. Eamonn Quigley, chairman of gastroenterology at Houston Methodist, told The New York Times that it’s likely those who sit hunched over their phones while on the toilet might be more likely to experience constipation.

If you’re grossed out by the idea of your phone being in close connection with toilet time, you’re not alone. Doctors told the NYT the obvious: Fecal material can get on your hands while you’re wiping and be transferred to your phone, and flushing with the toilet lid open can also spray fecal matter onto your phone. Sure, you wash your hands, but now the stuff is on your phone, so it jumps right back on your hands after you dry them and start scrolling again.

In short, you’re probably going to scroll your phone while occupied in the bathroom. But this study notes that you should be aware that the phone’s fun distractions might make you sit there longer than you planned, and that could have painful consequences.



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October 3, 2025 0 comments
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Hotel Barcelona Review - Check Out Any Time You’d Like
Game Reviews

Hotel Barcelona Review – Check Out Any Time You’d Like

by admin October 2, 2025


I repeatedly asked myself one question while playing Hotel Barcelona: Why?

Why is the demonic spirit of a serial killer possessing a timid US Marshal? Why is the promising-looking combat so bland? Why is the storytelling so half-baked? Why does the game look as though it emerged from a time capsule from the mid-2000s? I don’t have the answers to most of these questions, but I know one thing: This collaboration between White Owls, the studio led by Deadly Premonition mastermind Swery, and Suda51 of Grasshopper fame, is a bad time. It also encapsulates the main critique of both creators’ works: an abundance of surreal humor and style, but severely lacking in polished substance.

Hotel Barcelona is a 2D action roguelike that sees players fighting across the grounds of the eponymous cursed hotel. As Justine, you’re a government agent looking to avenge your father’s murder by taking down a powerful witch with the supernatural assistance of Dr. Carnival, a murderous spirit inhabiting Justine’s body. This intriguing setup, and the dynamic between the shy Justine and ruthless Carnival, can lead to mildly amusing moments, but the payoff is neither interesting nor entirely coherent. Unfortunately, the action isn’t much better.

 

The game’s roguelike runs consist of time-limited romps through four stages of a level, which is assigned a random weather effect and time of day. You have upwards of two or three minutes to explore a stage before exiting one of several doors to the next area, granting bonuses like increased attack speed or health regeneration. I like that runs are mercifully short, because the mediocre combat lacks enough punch or finesse to make Justine’s revenge quest satisfying.

Slicing foes apart with various weapons like knives, axes, or buzzsaws, or gunning them down with pistols, shotguns, and other ranged options, feels just south of “fine” even after unlocking combos and other upgrades from a skill tree. To its credit, Hotel Barcelona has a few novel ideas. Weather comes into play by affecting how long it takes to build up Dr. Carnival’s special attack, a meter filled by coating Justine in the blood of the foes she slays. Rainy weather rinses the blood off her body, making it tougher to build toward unleashing this screen-filling attack to add a decent challenge.

One interesting concept is playing alongside the “ghosts” of your previous runs through a stage, who can attack any enemies caught in their predetermined path. These can be helpful, but are more unreliable than anything. You can also be invaded and killed by other players (and do the same to them) Dark Souls-style, but this happens so infrequently (possibly due to a low player count) that it’s virtually a non-factor. When someone did arrive and took my life, I cursed them for extending my time in Hotel Barcelona’s world.

The bland assortment of enemies similarly lacks punch, and some unleash infuriatingly cheap attacks that can stun-lock Justine to an early grave. Boss battles, such as ones against a deranged butcher or an alien social media influencer, commit the same sins, and I never looked forward to facing them time and again to farm upgrade resources. While the combat is unremarkable at worst, other gameplay diversions, such as a platforming sequence across a crumbling arena or a QTE-driven surfing segment, are outright terrible due to poor controls and a dated presentation.

Despite Hotel Barcelona seemingly taking the Hades route of advancing the story and unlocking new character conversations between runs, non-critical threads go nowhere, even though some present interesting personalities. I hoped to learn more about Barcelona’s strange patrons, such as an ear-obsessed bartender, a friendly monster living in Justine’s closet, and an unsettlingly chipper receptionist, so I was disappointed that their character development gets cut off at the knees so unexpectedly as the game approaches its climax. Justine’s quest to collect the hearts of three bosses to face the witch is shockingly short, padded by an unnecessary and tedious story mission to recollect these hearts by replaying the same (albeit shorter) stages. This culminates in an insultingly abrupt ending that sheds practically no light on the witch’s motives, the larger backstories of the hotel patrons, and Dr. Carnival’s true nature, which is only briefly teased.  

 

Perhaps these threads become more fleshed out after reaching the two unlockable, seemingly optional worlds, but the secret method of reaching them appears annoyingly vague. And believe me, I tried. I even replayed the final section to reach the game’s one big decision, then made the opposite choice I had before, only to find there is no choice. You’re forced into making the same decision no matter what, offering another example of how Hotel Barcelona shoots its promising narrative ideas in the foot at every turn. Whatever remaining secrets may lie beneath, I have no interest in seeing them.

I know the charm of Swery games (and, to a lesser extent, Suda51 titles) is how utterly bizarre they are, but any chuckles Hotel Barcelona’s quirky sense of humor may elicit were drowned under a sea of head-scratching and outright bad design and storytelling decisions. No matter how many secrets it may have or surreal moments it assaults players with, it’s all wrapped around a dull, limited, and flawed core gameplay experience. You don’t have to go home, but you shouldn’t stay here. 



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October 2, 2025 0 comments
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