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

videogame

Dante's epic poem La Divina Commedia is getting turned into a videogame again
Game Updates

Dante’s epic poem La Divina Commedia is getting turned into a videogame again

by admin August 20, 2025


Enotria: The Last Song developers Jyamma Games are making a new action-RPG inspired by and named after Dante Alighieri’s 14th century epic poem La Divina Commedia, aka the Divine Comedy.

Like the poem, it sees you descending through the circles of Hell, each the geological manifestation of a particular Sin. Unlike the poem, it features a set of combat classes, a choice of protagonist genders, a narrative alignment system, procedurally generated extraction dungeons, and customisable weapons and armour. As the poet himself might say: in the middle of the journey of our life I came to myself within a dark wood where I had to grind for crafting materials.

The games industry has not been mega gentle with poor old Dante, whose monumental work helped establish the Tuscan language and influenced a brace of English writers, from Blake to Beckett. The best-known video game adaptation is probably still Visceral’s cheeseball 2010 action-adventure Dante’s Inferno, which is often more interested in aping God Of War. A cynical man or snob (hello!) might look at the below, hacky-slashy trailer for Jyamma’s adaptation and consider it to be another act of wanton literary desecration. Terza rima isn’t supposed to be a three-hit combo, you blistering philistines!

Watch on YouTube

Still, this isn’t quite another exercise in crafting boobwalls for the circle of Lust or punching organs out of bodies. Enotria was pretty metaphysical for a Soulslike, building a universe and combat system around the practice of stagecraft, and Jyamma’s take on the La Divina Commedia is similarly dreamy – it turns Dante’s poem into a kind of overarching mythology.

“In this new adventure, the studio presents an epic journey set in a world where The Divine Comedy has supplanted the old faith, bringing about a golden age of righteousness among humanity,” explains a press release. “When dark forces subvert the promises of the poem, order collapses and the world is thrust into chaos. The player will take on the role of a warrior-poet trapped in the infernal depths, called to descend through the circles of Hell, face increasingly powerful demons, and redeem a sinful past.”

Sounds quite involved. Still, I’m not sure where the procgen extraction dungeons fit in, exactly. The idea of mining hell for loot and progression materials is the kind of videogame conceit I’d love to lay before an actual 14th century theologian. I’m sure the humour of the situation would be well worth the inconvenience of being burned at the stake. Anyway, there’s no release date yet for La Divina Commedia. The poem took about 12 years to write – hopefully, Jyamma will turn their version around a little sooner.

Check out our Gamescom 2025 event hub for all the PC game announcements and preview coverage from Cologne.



Source link

August 20, 2025 0 comments
0 FacebookTwitterPinterestEmail
Varric and Harding in Dragon Age: The Veilguard.
Product Reviews

We can’t keep making videogame stories for players who aren’t paying attention to them

by admin August 18, 2025



Harvey Randall, Staff Writer

(Image credit: Future)

Last week I was: Talking about entropy in MMORPGs, and being a busy bee in World of Warcraft.

I’ve noticed a trend—particularly in some recent RPGs—of, well, let’s call it ‘Netflixiness’.

Dialogue designed to leave absolutely nothing to interpretation, to exposit information in the most direct way possible, devoid of any real character or context. There’s an assumption that any moment the audience spends confused, curious, or out-of-the-loop is a narrative disaster.

I hate to keep knocking Dragon Age: The Veilguard about, especially since I still had a decent time with it all told, but the thing that made me break off from it after 60 hours really was its story. It’s a tale that does get (slightly) better, but it gave me a terrible first impression I never quite shook.


Related articles

Given the game’s troubled development history, and the fact that some of its writers have produced perfectly fine work before (Mordin Solus, for cryin’ out loud), I’m led to believe this pattern comes from the top. Well, I have a hunch.

When Varric says “That ritual is going to tear down the Veil—the only thing separating us from the Fade and an endless number of demons” to Rook, his mission partner, who should know all of this already, I can’t help but think of one thing. Second screen viewing.

In this excellent article in the International Journal of Communication, Daphne Rena Idiz recounts a time where an interviewee told her that Netflix had insisted: “What you need to know about your audience here is that they will watch the show, perhaps on their mobile phone, or on a second or third screen while doing something else and talking to their friends, so you need to both show and tell, you need to say much more than you would normally say.”

Now Harvey, one might say, that makes absolutely no sense. Videogames—with some exceptions in genre, like idlers—aren’t played as second screen activities. To which I would reply: You’re exactly right, but since when has that stopped executives from chasing trends against common sense before? These are the people who thought Veilguard still should’ve been a live service game. After everything.

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

This is conjecture, but I don’t think it’s out of pocket to assume some of these companies are chasing the narrative successes of streaming services. Or that in doing so, their big bosses might adopt all sorts of “wisdom” designed for making media meant to be consumed, not enjoyed.

After all, in these second-screen shows, nothing is left up to chance. If your audience gets lost, it’s bad. If your audience gets confused, it’s bad. Bad stories are confusing. Good stories are understood. I know these things because I’ve looked at other good, popular stories.

The Veilguard follows in this trend, because it’s a game that’s terrified of audiences getting lost at any point. As fellow PCG writer Lauren Morton put it, it’s “desperate to chew my food for me”. And whether the problem lies with big movers and shakers at EA, or their selected testing audiences, it doesn’t matter. Because we’re shooting ourselves in the foot, here.

Everybody loses

Videogames are enjoyed in a ton of different ways—some are even designed for you to tap out of the story entirely, or to only engage with it as an option. And this is fine. But you cannot, as EA did, reach for other audiences on the assumption that the nerds will like whatever you give ’em.

(Image credit: BioWare, Electronic Arts)

Some players will skip every cutscene, glaze over every dialogue entry, and hammer their skip button ’till the face button’s worn out. And I have no qualm with these people—they simply value a different set of things from me. We can coexist. It’s the design assumption that we must be met in the middle that’s messing us up.

For this player, a story that’s impossible to ignore will barely register for them. If anything, it might backfire—making them feel coddled or pushed into situations they don’t care about. And for me, dialogue that’s written for people who aren’t paying attention makes my brain want to crawl out of my skull and autonomously go do anything else.

Here’s the thing: Good writing advice says to ‘show, not tell’ not because everything must be shown as soon as it comes up, lest the audience be lost, but because it’s inherently more interesting to give us the pieces we need to draw conclusions. Crucially, you don’t always have to actually give people information.

Confusion isn’t a fail-state, not having the answers immediately isn’t a disaster. It’s okay to let a question mark float above your player’s head, or to trust they’ll get the gist from context clues. We can tell the ritual Varric and Rook are trying to stop is dangerous because they’re trying to stop it. I promise.

Confusion isn’t a fail-state, not having the answers immediately isn’t a disaster.”

I feel like there’s this phantom assumed viewer who, without a full set of narrative cards in their hand, will throw their controller and immediately do something else. And that makes me sad, because it assumes your players aren’t curious. That they don’t want to have questions, or aren’t interested in seeing where something leads.

Some aren’t, sure, but if you design videogame stories for them, you rob from your most invested players the simple pleasures. Analysing the story, looking deeper into scenes, discussing it with each other online. And as someone who watched Final Fantasy 14 reach a fever-pitch of over-explaining during Dawntrail, that stings, let me tell you.

I’m sick of seeing games with an air of corporate weight sitting on top of them. I’m tired of watching a scene and going “yep, that probably tested well with audiences”. I’m exhausted by this pervasive idea that writers are to be resented, or that I have the memory of a goldfish (I do, but that’s besides the point).

I want to get a little lost. I want to have to think about what a scene I just watched meant. I want to see where your story goes, rather than be told where it’s headed. We simply cannot keep making videogames for people who aren’t paying attention, because it won’t change anything for them—and it’s making the rest of us bloody miserable.

Best graphics card 2025

All our current recommendations



Source link

August 18, 2025 0 comments
0 FacebookTwitterPinterestEmail
Sketch crew Aunty Donna's latest improv piece turned their set into a giant side-scrolling videogame and it's great
Product Reviews

Sketch crew Aunty Donna’s latest improv piece turned their set into a giant side-scrolling videogame and it’s great

by admin August 18, 2025



What happens when you put three very silly sketch comedians in a fantastical videogame environment reminiscent of the most frustrating, foolish, and hilarious 1990s point-and-click adventures? You get Aunty Donna’s latest sketch, “IRL videogame,” which in addition to using the PC Gamer preferred spelling of videogame is pretty funny stuff.

In it, comedians Mark Bonanno, Zachary Ruane, and Broden Kelly get dropped into a fantasy world by their producers and have to play along, including marching in place as the background scrolls past, through a series of increasingly strange and unhinged adventure encounters. Do they survive? What do they encounter besides a king that’s kind of like a baby? I don’t want to ruin it, but I can tell you there are way too many milkshakes for one man to handle.

The 30 minute version on YouTube is a cutdown of the full thing, which was made for subscribers of Aunty Donna’s (free) Patreon which has over 20,000 subscribers which is honestly a lot of subscribers for a Patreon even if it’s a free one. Anyway, subscribed or not, both versions are good and funny to me. They’re properly the exact kind of reaction you’d wish you could give to the goofy NPCs that popular adventure series.


Related articles

Sketch group Aunty Donna has been doing their thing in Australia, and also the internet, for a long time now. It’s somewhere between surreal and absurd. They came to greater worldwide attention with Netflix series Aunty Donna’s Big Ol’ House of Fun, which prominently features a mouthy dishwasher that gets its rightful comeuppance.

Anyway, shoutout to Zachary Ruane for just straight-up sitting down because he’s tired. Man’s gotta get his rest somehow.

You can go watch these men react in an absurd way to their absurd life for about 30 minutes on YouTube and the full 70-minute cut on the Aunty Donna patreon.

Best PC gaming kit 2025

All our favorite gear

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



Source link

August 18, 2025 0 comments
0 FacebookTwitterPinterestEmail
Out of Words features one of the cutest videogame characters I've ever seen, but there's a tinge of Kafkaesque darkness to it, too
Product Reviews

Out of Words features one of the cutest videogame characters I’ve ever seen, but there’s a tinge of Kafkaesque darkness to it, too

by admin June 13, 2025



(Image credit: Kong Orange, WiredFly)

After yapping about nothing but videogames for three days at Summer Game Fest, I tried my best to talk about anything else, but I just couldn’t stop bringing up Out of Words.

It’s a sidescrolling tale of young love brought to life by a charming handicraft world and striking stop-motion animation. Being the type of person who’s always experimenting with amateur arts and crafts and playing Jim Henson’s Labyrinth on repeat must make me the perfect target for this, but the creations here benefit from a team of real artisans.

When it launches, you’ll be able to play Out of Words with a friend on the couch or connect with them online, regardless of platform. In my demo, I played with game director Johan Oettinger, while game design lead Jeff Sparks joined us for a chat. It’s a strictly co-op adventure, and how its protagonists play will change throughout the journey to reflect the emotions and story connecting the kids, Karla and Kurt.


Related articles

An “Alice in Wonderland” moment happens almost immediately, dropping the friends into an unfamiliar and troubled world that hinders their ability to speak. It’s also when you meet Aleph—the darling manta-like creature that’s a manifestation of their friendship and feelings for each other.

(Image credit: Kong Orange, WiredFly)

The Out of Words duo are cute as a button, but screenshot stills don’t do Aleph justice. The bubbly blue baby purrs, coos, and squeaks while twirling about to lighten the mood. It makes perfect sense Aleph is born from good feelings between kind, gentle people. It’s gotta be the cutest thing I’ve ever seen, and it’s not just a me thing, either. Characters in later scenes seem drawn to its warmth in a way I suspect will have some special meaning for the big picture.

When the demo skips ahead, it takes Kurt, Karla, and the painfully precious Aleph underneath the City of Nouns, aptly named Nounberg. To navigate the dangers of the catacombs, the friends toss Aleph back and forth, juggling its magic to avoid obstacles.

The player holding Aleph floats along the ceiling, while the other runs along the ground like normal. Oettinger never dropped me, but I did let him go tumbling once or twice before finding our pace as a team. If you can learn to give up a little control and trust your partner, the mechanic turns into a comfortable dance. It’s not difficult, but it’s quite satisfying.

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

“There’s enough of a challenge to feel like you’re overcoming, but we really want to keep it modest,” Sparks said. “So that you can play it with your child, a non-gamer partner or parent. Someone who’s a little less versed in videogames. We really want to make this as approachable as possible.”

Despite Kurt and Karla’s predicament, the introduction to the catacombs feels surprisingly calm, almost meditative. Character puppets, blades of grass, and books—everything in the world of Vokabulantis is a real object that was made by hand and filled to the brim with tiny details. Set pieces are individually placed, while scenes are lit with actual studio lighting.

The whole presentation felt like a diorama I could reach out and touch. It’s no small feat, but Oettinger tells me he’s been fabricating crafts like these for over twenty years as the founder of his animation studio, WiredFly.

Immediately, the studio’s approach makes me think of Ghibli, but not in the exclusively cute and cozy way popularly associated with the studio today. Out of Words is dark, beautiful, and comforting. I didn’t see anything quite as terrifying as Princess Mononoke’s headless Forest Spirit, but I did encounter strange creatures and unease more familiar in films like Spirited Away. Oettinger notes Hayao Miyazaki is among the artists who inspire him, along with Franz Kafka, Michael Ende, and David Bowie.

(Image credit: Kong Orange, WiredFly)

There’s a point when Kurt and Karla’s own anxieties and miscommunication manifest, and the darker side of those influences emerge. Whatever happens triggers a new low in their friendship, and the two become an abomination of something called Primordial Clay. It’s a divine substance that makes up much of the life in the strange world, and seems to sense how the duo feels.

I was a little taken aback by how monstrous their insecurities take shape. Karla and Kurt are stuck together, the darling little Aleph sandwiched somewhere in the middle. Their movements no longer complement each other; instead, they move together as a messy, bumbling skull-like creature with two arms—one for each player to control.

It destroys pieces of the city as it tears through alleyways and shops, desperate to catch a frightened clay citizen who may have more answers about how to help them find their words again. The rhythm of controlling their embodied ugliness came slower, but I found my groove with time. That’s intentional, too. Sparks explained the transition demonstrates “just how dramatic the gameplay changes are between sequences.”

Out of Words is a coming-of-age story, but the complexities of communication are a lifelong challenge, even in old age. My first trailer impression misread the game, and I assumed the only communication happening would take place through actions, but I was wrong. There’s plenty of direct language involved, and it brings the same artistry from the art style to the names of places and people thanks to poet Morten Søndergaard.

My only disappointment came when the demo ended—I miss Karla, Kurt, and Aleph already. There’s so much craftsmanship in the words, in the interactions, and in the placement of trinkets; it’s a real showcase of specialist talent. While my demo experience wasn’t very long, only some 40 or so minutes, I can’t help but walk away feeling like Out of Words could be one of those games that endears me to the medium all over again.



Source link

June 13, 2025 0 comments
0 FacebookTwitterPinterestEmail
The Pip Boy from the Fallout series being the benevolent hacker he is
Gaming Gear

Every videogame showcase is a PC gaming show now

by admin June 9, 2025



Jody Macgregor, Weekend/AU Editor

(Image credit: Future)

This week: Between obsessing over the trailers for Mandrake and Innkeep, I’ve been trying to finish Clair Obscur: Expedition 33. And failing.

I was watching the Frosty Games Fest, a showcase of upcoming games from Australia and Aotearoa New Zealand—where it’s currently cold as balls, hence the “Frosty” part of the name—and realized that, out of more than 50 games I saw there, only two weren’t coming to PC. And that’s because one of them already was on PC, and was just there to announce its mobile port.

The Frosty Games Fest may not be a PC-centric show, yet it has a dedicated Steam page to help you track down the game where you’re a thief with really long arms, or the visual novel where you romance Dracula.

Obviously the PC Gaming Show is 100% PC games, and it’s no big surprise the Xbox Games Showcase is also full of games coming to PC. (Not today, at least, though it wasn’t that long ago that Xbox still did console exclusives.) And it was interesting that the Xbox handheld turned out to just be a ROG Ally that is “bringing together the power of Xbox and the freedom of Windows” according to Sarah Bond, Microsoft’s president of Xbox. And also that Pokémon studio Game Freak’s next game is coming to PC.


Related articles

What is surprising is how much the central tentpole of this overwhelming annual game-a-palooza, the Summer Game Fest, has become a PC show by default. We had to wait years for Scott Pilgrim vs. the World: The Game to come to PC, but Scott Pilgrim EX touts a PC launch from its very first reveal, as does Wu-Tang: Rise of the Deceiver. (I’m still waiting for 1999’s Wu-Tang: Shaolin Style to get a PC port, though.)

Everything from Diablo-but-you’re-SpongeBob to the Lego-themed multiplayer party game is coming to our platform of choice, and when a rare game doesn’t tell you it’ll be launching on Steam it’s only because, in the case of End of Abyss and Out of Words, they’re coming to Epic. At least, for now.

(Image credit: Deep Silver)

When a game like Stranger than Heaven shows up at the SGF with a trailer that doesn’t tell you what platform it’ll be on, or indeed much of anything except that it’s a noir take on Yakuza, once upon a time we might have sat on it while we hassled PR people for confirmation that it would release on PC, too. But now, when Yakuza 0 puts in regular appearances in the PC Gamer Top 100 every year, it’s hard to imagine it won’t.

Back when E3 was still a thing, it often felt like a celebration of big-budget games and console hardware, with everything else a secondary consideration relegated to the fringes. Which is why we set up the PC Gaming Show in the first place. Now, when E3 has a stake through its heart and a mouth stuffed full of garlic so it can’t rise again, PC gaming and the variety of games it supports gets to be at the forefront of our show, and every show—where it belongs.

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



Source link

June 9, 2025 0 comments
0 FacebookTwitterPinterestEmail
Chun-Li, on the cover of the Street Fighter Legends comic
Gaming Gear

Udon, publisher of Street Fighter, Mega Man, Elden Ring, and other videogame comics and art books, is the latest to cut ties with bankrupt distributor Diamond Comics

by admin June 5, 2025



Until 2020, Diamond Comic Distributors held a near-monopoly on getting comic books to retailers in the US. Publishers like Marvel, DC, Dark Horse, Image, Viz, Boom, and Udon all sold their comics exclusively through Diamond, though hearing retailers grumble about them—often claiming books arrived damaged, late, or not at all, especially in small-town shops—was common.

When Diamond announced it would cease shipments during the Covid-19 pandemic in March of 2020, DC took it as an opportunity to jump ship, switching to Lunar Distribution and UCS Comic Distributors for its monthly releases and Penguin Random House for book-sized releases. One by one other publishers followed, including Marvel, until Diamond declared bankruptcy in January of 2025.

Udon was one of the last publishers to remain with Diamond (alongside Dynamite, which would rather like to retrieve half a million dollars it claims Diamond owes), but now Udon has declared it’s found an alternative as well. Udon has halted all shipments to Diamond in favor of Lunar Distribution, with its Manga Classics imprint now being distributed by Simon & Schuster.


Related articles

“With the current state of uncertainty and lack of communication from the new owners to both retailers as well as many publishers, we have to do what is best to serve our customers,” Udon chief of operations Erik Ko said. “We realize this is a deep inconvenience for many retailers, but we’re trying to do our best to serve our partners and fans, while minimizing risk and moving forward in an uncertain time.”

This has affected the first issue of Udon’s new series Mega Man Timelines, which has been pushed back a month to a June 25 release. Udon’s future comics, manga, and art books will be distributed though Lunar, which presumably includes any more of the Capcom-licensed books it’s famous for—like Street Fighter, Darkstalkers, and Final Fight—as well as its books based on games like Elden Ring and Persona.

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



Source link

June 5, 2025 0 comments
0 FacebookTwitterPinterestEmail
Phasmophobia character posing for camera
Product Reviews

Spooky friend-time ghost-em-up Phasmophobia is the next videogame to get the movie treatment

by admin June 4, 2025



Back in 2020, Phasmophobia took the formula of reality shows like Ghost Adventures, where frat boys explore a haunted location saying “woah” at every sound, and turned it into early access gold. It was our co-op game of the year, won best debut at The Game Awards, and has gone on to sell 23 million copies. Now it’s being made into a movie.

The Phasmophobia movie will be produced by two studios with experience in horror and videogame adaptations: Blumhouse (M3GAN, Five Nights at Freddy’s) and Atomic Monster (The Conjuring, Mortal Kombat). While I’m sure they could make a movie about some dopes investigating haunted houses and getting strangled by ghosts without paying for the rights to Phasmophobia, it’s good name recognition sure to appeal to anyone who has fond memories of waving crucifixes and thermometers around a child’s bedroom in the dark. Fun times.

“We never could’ve imagined the incredible heights this game would reach when it launched five years ago,” said Daniel Knight, lead developer of Phasmophobia, “and we’re so thankful to our amazing community for the lasting impact Phasmophobia has had in the gaming space and beyond. Working with Blumhouse and Atomic Monster marks an incredible new chapter for the game, and we can’t wait to share more as the project develops.”


You may like

Phasmophobia is still in early access with a major update called Chronicle due on June 24. It’s adding a sound recorder, expanding the media section of the journal with extra things to capture for a perfect investigation, and more.

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



Source link

June 4, 2025 0 comments
0 FacebookTwitterPinterestEmail
Tony Hawk and Rayssa Leal on the Suburbia level
Product Reviews

‘The soundtrack to skate parks was punk rock music’: Tony Hawk on the Tony Hawk’s Pro Skater soundtracks, and how they shaped a generation of videogame skate kids

by admin June 1, 2025



It’s difficult to think of games whose soundtrack had a bigger impact on an entire generation than the Tony Hawk’s Pro Skater series. Popular music had been a part of games for decades: Journey Escape for the Atari 2600 was a particularly weird example, and the use of Song 2 by Blur in FIFA: Road to World Cup 98 was iconic. But the Tony Hawk series was the first to use punk music in this way, and for many kids from the suburbs and the country, it was the first time they interacted with punk.

The structure of bite-sized two-minute levels was perfect for putting the music at the heart of the game as much as the skating was. The punk—or maybe hip hop or thrash—charging over each run became inextricably linked to skating, even for kids who had never touched a board or been to a park.

At the recent THPS Fest in Los Angeles, celebrating both the impending release of the new Tony Hawk’s Pro Skater 3 + 4 remake and the legacy of the soundtracks in general, I spoke to some of the people involved with the music of the Tony Hawk games. Here’s what legends of skating and music had to say about their enduring legacy.


You may like

For Hawk himself, all of his aims for the game came back to one thing. “I thought it was important to represent the culture of skating, and the culture of skating in my early days was early punk rock music. Then Activision’s music department wanted to keep it balanced with newer music as well, so they leaned in towards newer punk at the time, and it’s crazy to think that Goldfinger was ever new,” Hawk says, sitting in his trailer before the THPS Fest concert. “Also, just other sounds that represent skating, like hip hop. So the music was important to me, but I didn’t think it was going to be something that would be a standalone hit, in terms of people saying ‘Oh, we can’t wait to hear about the soundtrack to the game’.”

It’s coming full circle now

Steve Caballero

Those lofty expectations mean updating the soundtrack for Tony Hawk Pro Skater 3 + 4 had added pressure—you’re updating something people view through almost 25 years of nostalgia goggles. This time Hawk was more involved in the soundtrack of his namesake. “I guess it’s a lot to live up to, but I am proud of all the soundtracks, including this new one. I had more input this time too, so I hope it lives up to the expectations.”

Steve Caballero was a pro skater featured as a playable character in the games and now, at the age of 60, his latest punk band Urethane has a song featured on the 3 + 4 soundtrack. When the original games were coming out he was in the privileged position of getting to pick songs for the soundtrack that would also feature in his skating video at the end of the game.

“Skateboarding is gnarly,” he says, “and so when you have a punk song driving a part, it flows really well. I just picked music that I felt would go with my video part. For number two I asked for Millencolin, and for 3 I brought Bodyjar from Australia. It’s coming full circle now because Bodyjar is back in Tony Hawk Pro Skater 3 + 4 and we’re touring with Bodyjar this summer.”

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

Lupe Fiasco is the artist behind the most famous skateboarding hip hop track of all time: Kick, Push. It was first included on Tony Hawk’s Downhill Jam, a departure from the Pro Skater and Underground titles. Now it’s being featured in a main Pro Skater soundtrack for the first time.

“It feels good,” Fiasco says. “Licensing companies are gonna license. You’ve got to let them do that when they want to do it,” he laughs. “No, Tony’s a homie. When Kick, Push first came out, he was one of the first skaters of note to invite me out to L. A. to perform it at one of the events, so this is kind of a full circle situation.”

Lupe Fiasco – Kick, Push (Official Video) – YouTube

Watch On

One of the striking things about these conversations are how down to earth all the skaters and musicians in the culture are. The godfather of freestyle skateboarding, Rodney Mullen invented a shocking number of tricks, including the kickflip—he also has a surprising air of humility given all his achievements. According to him, the soundtrack is one of the main reasons why the game was so successful.

People tend to find their music between the ages of, like, 9 or 10, up till 13 years old, and a lot of people found it at that time.

Tony Hawk

“They created something so enduring and special that it stood above everything else,” Mullen says. “I think the way that Tony included all of those bands and the music, the way that he reached outside culture—even if you didn’t skate, you appreciated the vibe. It conveyed the texture of what the culture is. Street art, everything else. All of it worked together to make it something distinct and different from anything that’s ever been done before. That’s why it’s lasted so long.”

Of course, as with all things that have significant impacts on culture, it’s not just the thing itself. It has to find the right people at the right time to have an effect, and Mullen posits that while having all the ingredients for success was important, Tony Hawk’s Pro Skater was definitely in the right place at the right time. “There’s a magic era in all things, right? So much was happening in terms of music, everything.”

Goldfinger – Superman (Official Audio) – YouTube

Watch On

For what it’s worth, Hawk agrees that timing is why the soundtrack had the impact it did. “I think it introduced a generation that was impressionable. People tend to find their music between the ages of, like, 9 or 10, up till 13 years old, and a lot of people found it at that time. But they truly liked it, it wasn’t like it was just being forced upon them. But it was the same for me. I started skating when I was 10. The soundtrack to skate parks was punk rock music. It was Devo, Dead Kennedys, Buzzcocks, Black Flag, Agent Orange, and that’s what I heard while I was skating, and that’s what I associated with skating.”

While you can never go back and experience the things that changed you for the first time again, this golden age of remasters and remakes means the millennials who fell in love with this music and culture at the right place and the right time can revisit it. The expanded Tony Hawk Pro Skater 3 + 4 soundtrack also means those now-middle-aged millennials can discover even more new music, while artists such as Caballero prove that we don’t ever have to stop finding and making new music.

With everything Y2K coming back in fashion again, perhaps a whole new generation of kids are about to fall in love with punk music through videogames.



Source link

June 1, 2025 0 comments
0 FacebookTwitterPinterestEmail
A member of the Leagues of Votann in white armor fires a gun
Gaming Gear

Warhammer 40,000’s space dwarfs will make their videogame debut in turn-based tactics sequel Mechanicus 2 this year

by admin May 23, 2025



When Games Workshop first released sci-fi miniatures for Warhammer 40,000 in the 1980s the line included space dwarfs, also called squats, with a hairy biker aesthetic—like if the forgemasters of trad fantasy evolved into greasy spaceship mechanics. Never as popular as space elves or space orks, by the second edition of Warhammer 40,000 they were written out of the setting as a casualty of the tyranid invasion, and Warhammer players say old aspects of the lore that no longer apply have been “squatted” to this day.

The squats came back a few years ago, however, rebooted under the less insulting name of “the kin”, with their main force arrayed as the Leagues of Votann. The descendants of human mining fleets sent to the galactic core in ages past, generations of genetic adaptation with technology they call cloneskeins have turned them into, well, space dwarfs. But now they wear cool armor.

Warhammer 40,000: Mechanicus II | Allegiances Unknown | Gameplay Trailer – YouTube

Watch On

Given their relative unpopularity and how long they spent in the stomachs of the tyranids, the squats never showed up in any of the many Warhammer 40,000 videogames. That’ll change when Mechanicus 2 comes out later this year, though unfortunately they won’t be a playable faction.


You may like

As revealed in the gameplay trailer shown during the Warhammer Skulls event, Mechanicus 2 will depict three forces using turn-based tactics to fight over a planet called Hekateus IV. Two of those forces will be playable, the cybernetic tech-priests and robotic necrons, with the mercenary Leagues of Votann as a non-playable faction you’ll encounter in the field. Presumably we’ll have the option of allying with them or wiping them out, and either way we’ll get another amazing soundtrack of gothic monkstep to go with it.

Mechanicus 2 is coming to Steam and Epic this year. The original game is currently free to play on Steam until May 26.

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



Source link

May 23, 2025 0 comments
0 FacebookTwitterPinterestEmail

Categories

  • Crypto Trends (908)
  • Esports (688)
  • Game Reviews (639)
  • Game Updates (804)
  • GameFi Guides (902)
  • Gaming Gear (867)
  • NFT Gaming (884)
  • Product Reviews (857)
  • Uncategorized (1)

Recent Posts

  • Opening Night Live buried the lede with WoW’s Midnight expansion – the MMO has a load of new additions coming that are genuinely interesting
  • Goodbye Jason Voorhees, hello Michael Myers: Friday the 13th developer and publisher return with a new multiplayer survival horror game based on Halloween
  • No Path of Exile 2 1.0 release this year, as DDOS attacks blamed for server issues and huge new update revealed
  • Altcoin Season May Be Brewing, But Will Be More Selective, Analysts Say
  • Bitcoin Miner Bitdeer Aims to Expand US Rig Manufacturing Amid Trump Tariff Headwinds

Recent Posts

  • Opening Night Live buried the lede with WoW’s Midnight expansion – the MMO has a load of new additions coming that are genuinely interesting

    August 20, 2025
  • Goodbye Jason Voorhees, hello Michael Myers: Friday the 13th developer and publisher return with a new multiplayer survival horror game based on Halloween

    August 20, 2025
  • No Path of Exile 2 1.0 release this year, as DDOS attacks blamed for server issues and huge new update revealed

    August 20, 2025
  • Altcoin Season May Be Brewing, But Will Be More Selective, Analysts Say

    August 20, 2025
  • Bitcoin Miner Bitdeer Aims to Expand US Rig Manufacturing Amid Trump Tariff Headwinds

    August 20, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

About me

Welcome to Laughinghyena.io, your ultimate destination for the latest in blockchain gaming and gaming products. We’re passionate about the future of gaming, where decentralized technology empowers players to own, trade, and thrive in virtual worlds.

Recent Posts

  • Opening Night Live buried the lede with WoW’s Midnight expansion – the MMO has a load of new additions coming that are genuinely interesting

    August 20, 2025
  • Goodbye Jason Voorhees, hello Michael Myers: Friday the 13th developer and publisher return with a new multiplayer survival horror game based on Halloween

    August 20, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

@2025 laughinghyena- All Right Reserved. Designed and Developed by Pro


Back To Top
Laughing Hyena
  • Home
  • Hyena Games
  • Esports
  • NFT Gaming
  • Crypto Trends
  • Game Reviews
  • Game Updates
  • GameFi Guides
  • Shop

Shopping Cart

Close

No products in the cart.

Close