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Battlefield 6 feels more Battlefield, less battle royale, after overhauls to weapon handling
Product Reviews

Battlefield 6 feels more Battlefield, less battle royale, after overhauls to weapon handling

by admin September 29, 2025



Rory Norris, Guides Writer

(Image credit: Future)

Last week I was: playing way too much Borderlands 4.

This week I’ve been: continuing to play way too much Borderlands 4 and waiting for Battlefield 6.

One thing that surprised me from the Battlefield 6 beta back in August was that Battlefield Studios seemed to be aiming for a more casual, fast-paced experience. Smaller maps are one thing, but the remarkably frictionless weapon handling seriously ramped up the speed of shootouts and all but removed the need to tap or burst fire at longer ranges. Simply by slapping a single-port brake or the basic folding vertical grip on any weapon would immediately resolve any recoil issues.

In this way, the Battlefield 6 beta felt an awful lot like a battle royale—Call of Duty Warzone being the elephant in the room—in which weapons are highly efficient at way further ranges than they really should be. It was a shame, considering Battlefield has long prided itself on being more realistic/grounded/authentic (you name it) than Call of Duty. It’s also ironic, given that Battlefield 6 will actually have a battle royale component, and I’ve no doubt this more streamlined weapon handling was designed with this in mind.

Combined with the now-toned-down player pings, the updated weapon characteristics make for a much more impactful and tactile experience.

After a hands-on with both Battlefield 6’s larger maps and its campaign, it’s clear that Battlefield Studios took this criticism to heart. By overhauling weapons, namely, recoil and tap-fire characteristics since the public beta, all the guns now have much greater recoil that finally rewards your precision and demands a thought-out set of attachments. Take note of your firing mode hotkey, you’re gonna need it once more.


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You can see a clip of some weapon and attachment testing I did below:

What stood out to me is that each weapon actually fills a role now. Back in the beta, high rate of fire weapons were an easy go-to since the recoil was easily tamed, causing the likes of the M433, the M4A1, and SMGs such as the SGX to be not only lethal in close range, but also medium and sometimes even long ranges.

Testing these weapons during the preview builds, that’s no longer the case. I struggled to use the M4A1 to beam enemies at far-out enemies, especially if my opponent had a slower, more precise weapon, or if I was moving while firing. But if they entered my domain, I had a distinct leg-up on them instead, what with it being a bullet-hose with more agile handling.

The one knock on effect of this is that the recoil-reducing attachments are perhaps a little too undertuned now. With a stronger kick, you might be tempted to slap on the more costly recoil-reducing grips and muzzles to help you at range, but these all come with a hefty hit to accuracy. In other words, you’ll be able to control the recoil enough at range, but your bullets won’t land anywhere near where you aim, so what’s the point? I got the impression it’s much better to focus on mobility and general weapon handling instead, though I’ve no doubt there’ll be another balancing pass for launch.

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Combined with the now-toned-down player pings, the updated weapon characteristics make for a much more impactful and tactile experience. Unlike the beta, I’m more interested in unlocking later equipment in the hopes that it fills a niche that the basic M433 or M4A1 can’t, and that can only be a good thing.

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September 29, 2025 0 comments
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Assassin's Creed Shadows Adds New Region, Weapon, And More
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Assassin’s Creed Shadows Adds New Region, Weapon, And More

by admin September 11, 2025


Assassin’s Creed Shadows launched back in May to positive reviews from fans and critics. But like with most Ubisoft games, Shadows has continued to be updated over time. And tomorrow’s big 1.1.1 update is its biggest yet, making it the best time to return to the game’s gorgeous digital recreation of Japan.

On September 10, Ubisoft released the full patch notes for Assassin’s Creed Shadows update 1.1.1, which is arriving on all platforms on Thursday. This is a massive update. The big star of this new patch is that it adds support for the game’s first major DLC expansion: Claws of Awaji. This DLC is launching on September 16 and will be available to anyone who pre-ordered Assassin’s Creed Shadows ahead of its launch earlier this year. It will also be sold separately. The upcoming expansion adds a whole new region to the already massive in-game world of Shadows, as well as around 10 hours of story content, missions, and activities.

Claws of Awaji adds a new weapon type for Naoe, one of the game’s two playable characters, to use: The fast and hard-hitting bo staff. But you don’t need to buy the DLC to get this new weapon. Ubisoft has changed plans and announced on Wednesday that all players will get access to a bo staff after completing a new free quest being added in update 1.1.1.

“Originally developed exclusively for the Claws of Awaji expansion, we thought this weapon was way too cool not to share with everyone… for FREE,” explained Ubisoft in the patch notes post for 1.1.1. “You get a Bo! And you! And you at the back! Everyone gets a Bo, coming September 16th.”

Meanwhile, update 1.1.1 also adds a ton of free stuff that will be available on September 11. For starters, Ubisoft is increasing the level cap (again) and now you’ll be able to level up to 100, letting players get even more powerful. Your in-game hideout is also getting some new features and upgrades. Here’s what Ubisoft had to say about the new hideout changes:

With the new update, each unique building now includes 2 additional upgrade levels, bringing a total of 20 new enhancements, alongside 3 new Hideout levels. These upgrades introduce valuable bonuses that accelerate Hideout growth, improve crafting capability by making Gold more accessible, and directly enhance Naoe, Yasuke, and their allies, making them more effective in both combat and exploration.

Assassin’s Creed Shadows will also get two new gear levels: Mythic and Artifact. Ubisoft makes it sound like upgrading weapons and armor to these new levels will take some time, and that it’s mainly an option for players who are playing on new game+ and need extra help against the tougher enemies. Here are the full patch notes from Ubisoft, which are very long but include details on a lot of other neat changes, fixes, upgrades, and tweaks.

ADDITIONAL HIGHLIGHTS

Uncapped Cutscenes

Cutscenes are no longer limited to 30 FPS (PC Only).

LIST OF BUG FIXES

General

  • Fixed an issue where the game crashed during the cutscene of the “Chained” rift.
  • Fixed various localization issues.
  • Fixed an issue where the vertical sliding sound effect continued if you switched characters during a slide.
  • Fixed an issue where some tutorials repeated themselves after unlocking Yasuke.

Gameplay

  • Fixed an issue where the Naginata Ronin were not vulnerable after using the Vault ability.
  • Addressed an issue where the Scale of the Koi and Soaring Tatsu trinkets were not functioning as expected.
  • Fixed an issue where the aiming reticle option “Only While Aiming” was missing from the settings.
  • Fixed an issue where a persistent “New Item” notification appeared after looting weapons from scout supply chests.
  • Fixed an issue where players were unable to start horse archery in Iga because the quest giver had moved locations.
  • Fixed an issue Ikko Ikki Kamon banner was missing after completing the “Collection of Crests” quest.
  • Fixed an issue where the Mount Nukai contract targeted a chest that was already opened.
  • Fixed an issue where multiple waypoints were not synchronizing.

Difficulty Options

  • Fixed an issue on Nightmare difficulty where Teppo enemies appeared broken.
  • Fixed an issue on Nightmare difficulty where the Samurai Spear Guard had a combat glitch.
  • Fixed an issue where Canon Mode disabled itself on the second launch of the game.

Hideout

  • Fixed an issue in the Hideout when selecting the option to duel with Naoe or Yasuke did nothing.
  • Fixed an issue in the Hideout where certain buildings or set pieces could not be rotated.
  • Fixed an issue in the Hideout that prevented players from moving the horse stables after changing their original location.
  • Fixed an issue where Rufino remained stuck in the Hideout after being recruited.

Skills, Abilities & Upgrades

  • Addressed an issue where the Shadow Piercer ability was not functioning correctly.
  • Addressed an issue where the 33% health recovery on posture attack perk was not functioning as expected.

Visuals & Graphics

  • Fixed various visual issues.
  • Fixed a visual issue with the architect’s lip sync in the “Seta-Killers” quest.
  • Fixed a visual issue affecting Yasuke’s aim with the Teppo when wearing variations of the Samurai Hat.
  • Fixed a visual issue with the Ronin Kasa Hat.
  • Fixed a visual issue with the Blush of the Earth bow quiver.
  • Fixed a visual issue with Oni’s Flesh Armour.
  • Fixed a visual issue where Gashadokuro’s mask did not have red eyes on the Memories screen.

—SPOILERS WARNING! —

Quests

  • “A Critical Encounter”: Fixed an issue where players could not interact with Rufino to trigger the quest.
  • “Broken Horn”: Fixed an issue where players could not progress due to being stuck by the Animus wall.
  • “Face the Oshiroi Baba”: Fixed an issue where Yokai objective member rewards were not being granted correctly.
  • “Feast For Thought”: Fixed an issue where requirements were automatically completed for the quest.
  • “Man Behind the Curtain”: Fixed an issue where after Ermigo died, Gaspar was incorrectly shown as dead.
  • “My Name Is Yasuke”: Fixed an issue where players could not progress due to being stuck outside the Animus wall.
  • “Of My Enemy”: Fixed an issue where Hiromichi’s man stopped moving if the player entered combat while following him.
  • “Out of the Shadows”: Fixed an issue where the game crashed after the cutscene.
  • “Silver Smugglers”: Fixed an issue where Yoshisada could be assassinated early before the quest.
  • “Tea Bowls for Rikyu”: Fixed an issue in the Hideout where tea bowls could no longer be placed after completing the quest.
  • “The Tournament”: Fixed an issue where players could not interact with Gyoji despite a blue marker being shown.
  • Fixed an issue where players were unable to talk to Katsuhime in the crop field when she was sitting on the ground.

PLATFORM-SPECIFIC FIXES

PC

  • Fixed an issue where the heavy attack (LMB+Shift) was not functioning correctly on keyboard and mouse.



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September 11, 2025 0 comments
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Fortnite Has A Rare Double XP Weekend And Brings Back A Fan-Favorite Weapon
Game Updates

Fortnite Has A Rare Double XP Weekend And Brings Back A Fan-Favorite Weapon

by admin September 7, 2025



XP has been a regular topic of conversation among Fortnite players during Chapter 6 Season 4, as Epic Games has apparently slashed how quickly most folks will level up just by playing normally. Since this season is a month longer than last season was, it’s not a particularly surprising change. Fortunately, Fortnite is easing the burden a bit by offering double XP all weekend. The boost will last until Monday, September 8 at 6 AM PT / 9 AM ET.

Double XP weekends aren’t a very common thing in Fortnite. Typically, when Epic wants to help players gain XP faster, it adds limited-time event quests with simple objectives that are easy to complete in Battle Royale, Reload, or whatever other mode the company wants to promote. Fortnite’s most recent double XP weekend event like this one happened back in March.

The double XP is only one of the things Epic changed for this weekend. Blitz Royale is having a Golden Llamageddon event, where the map will be filled with special gold llama pinatas full of top-tier loot. And in Battle Royale, they’ve unvaulted several old weapons, including the grapple glove, the Boom Bow, the original pump shotgun, and the beloved Holo Twister rifle that was everybody’s favorite gun during the first two seasons of Chapter 6.

The Holo Twister assault rifle is back in Battle Royale this weekend.

And over in Fortnite OG, the path is diverging from how it went in Chapter 1 Season 5 the first time, with the giant purple cube Kevin from back in the day being replaced by the giant red cube Revin.

All these shenanigans are likely to come to an end at the same time double XP does on Monday, so there’s only a limited amount of time to take part before things go back to normal.



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September 7, 2025 0 comments
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How to get the Sting Shard weapon in Hollow Knight Silksong
Game Updates

How to get the Sting Shard weapon in Hollow Knight Silksong

by admin September 7, 2025


As you start your journey in Hollow Knight: Silksong, you only have your trusty needle and your wits to help you along your way. Thankfully, there are a few weapons you can pick up along the way, and one particular NPC has a few different tools to assist you.

Image via Team Cherry

Deep down in the Deep Docks, you can find the Forge Daughter, and this character has quite a few items for sale that will help you navigate the area and thwart the local foes.

First up, you can find the Forge Daughter at the location marked on the image below. They are located to the right of the central bench in the area, and after you drop down from the main route, move to the right. If you find a room with lava flowing in the background, head up and hit the switches to emerge in the right room.

Image via Team Cherry

Once you find the Forge Daughter, they have several helpful things for sale:

ItemDescriptionRosarie CostCraftmetal CostSting ShardA vicious stabbing trap? We can build it. Just know, it disturbs us, these devious implements you conceive to kill. 1401Magma BellForged iron bell, crafted to ward against the intense heat of the Deep Docks. Reduces the damage taken from flame and magma.1101Crafting KitCrafting by claw alone produces inferior results. With this kit, you can craft finer, sharper, and deadlier tools… if that is your wish. 180N/ASharp BundleTo maintain one’s tools is a constant task. These shards should be kept close when you travel, so you can repair and replenish as the need arises.50N/A

When it comes to what you should spend your hard-earned cash on, only you can decide, but for us, the Sting Shard is a fantastic addition to Hornet’s arsenal. Otherwise, using the magma bell to avoid some environmental damage has also been fantastic. Of course, if you have enough rosaries, then you can do as you please.

Please note, this is all we know about the Forge Daughter so far. Like many things in the original Hollow Knight, we expect the character’s location to change as they could pop up elsewhere. Plus, the shop line-up could change once everything is out of stock. We’ll update this guide as and when we get any new information.

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September 7, 2025 0 comments
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Battlefield 6 is making some big changes from the beta to address slide/jump spam, weapon recoil, those playlist options
Game Updates

Battlefield 6 is making some big changes from the beta to address slide/jump spam, weapon recoil, those playlist options

by admin August 22, 2025


The Battlefield 6 beta is well and truly behind us. By EA’s own admission, it had the most players in Battlefield history, for a beta or otherwise. There’s clearly significant interest in the game, but the beta also garnered a lot of criticism.

Following the beta’s conclusion, the developer promised that it would come back with an update on all the hottest topics coming out of the beta, and how it plans to address each concern. That day is now here.


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Battlefield Studios shared a response to a few key areas of feedback from the Battlefield 6 beta in a new blog post. The writeup addresses weapon mechanics, movement, modes, player counts, playlist options, and the variety of maps.

Starting off with weapons, the developer said recoil is getting a pass to make tap-firing and burst-firing more rewarding. The full game will also better represent the range characteristics for each weapon, which likely refers to how SMGs were unreasonably more accurate at range compared to ARs.

Of course, the ever-annoying M87A1 shotgun was touched upon in the post. At launch, getting a kill will require more pellets. While Battlefield Studios does touch on discrepancies between time-to-kill and time-to-death in some situations in the post, the issue remains under investigation.

Recon was the least popular class in the beta. | Image credit: Battlefield Studios, EA.

While movement in the beta was generally praised, some players attempted to push its limits in ways that try to resemble Call of Duty’s. In response, the full game will reduce horizontal momentum carried from a slide into a jump. Consecutive jumps are also being penalised with a lower height for each one. The inaccuracy gained by firing while jumping or sliding is also being increased. Finally, parachutes now have lower initial acceleration.

Map exploits are next on the list. You may have seen instances of players reaching out-of-bound spots (mainly rooftops) during the beta, and the developer is working on making them impossible in the final game.

Of course, the other complaint about maps is just how small they were, effectively making them all practically play the same. The blog post stresses that there’s going to be more variety at launch, but it also confirms that upcoming Battlefield Labs tests will feature Mirak Valley, and Operation Firestorm – two larger maps that will be available at launch.

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One of the most discussed modes in the beta has been Rush, and the post clarifies the developer’s intent with its implementation in Battlefield 6. The beta featured 12v12 matches that some said were too small, though mainly because of the map design.

While the post doesn’t touch specifically on the map sizes for Rush, it does confirm that it’s going to continue to be a mode with a (relatively) small player count, leaving Breakthrough to deliver that large Rush-ish experience.

One of the most interesting (and welcome) parts of the post is a discussion on the studio’s philosophy when it comes to player counts per mode/map. Battlefield Studios said that maps and modes are each designed to fit different player counts, which inevitably means these numbers are going to vary.

In essence, player counts aren’t set in stone, and instead vary based on what works for each situation. The blog post gives the example of Breakthrough, a mode that will be available on maps with 48 players, and others with the full 64.

Not hiding this time. | Image credit: Battlefield Studios, EA.

Another controversial topic from the beta has been the availability (and visibility) of playlists. The developer reiterates that Open and Closed Weapon playlists will continue to be options at launch, and that it’s “looking for ways” to make those options easily accessible.

The last takeaway from the post is that some of these changes – including the aforementioned larger maps – will be part of the next Labs sessions, which is exciting for those who have access to that.

For everyone else, Battlefield 6 will be available on October 10 for PC, PS5, and Xbox Series X/S.



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August 22, 2025 0 comments
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Black Ops 7’s co-op campaign culminates in a DMZ-like ‘Endgame’ activity for 32 players in an open-world map, plus it has unlockable weapon camos
Game Updates

Black Ops 7’s co-op campaign culminates in a DMZ-like ‘Endgame’ activity for 32 players in an open-world map, plus it has unlockable weapon camos

by admin August 20, 2025


Call of Duty is aiming for its next campaign to be a part of the “connected” experience of the overall live-service game, starting with Black Ops 7.

During a media briefing event last week, Treyarch revealed that the BO7 campaign is playable for up to four players in co-op, played over 11 standard, explosive set-piece missions. Not only that, but you will be able to unlock campaign-specific weapon camos (including four Mastery camos), reticles, player cards, and other cosmetics, all while earning XP to progress your overall level and even individual battle passes. There will even be daily and weekly challenges to complete.

Image via Activision

The campaign stars David Mason and his Spectre One team, including Mike Harper, Eric Samuels, and newcomer Leilani Tupuola, with support from BO6 character Troy Marshall who is now several decades older in this story. Some sort of red, hallucinogenic gas seems to be the main catalyst for weird visions and trippy missions, given what little gameplay I was shown.

Once that story’s 11 standard missions are completed, however, a new “Endgame” experience will unlock, featuring an open-world Avalon map for up to 32 players to explore and fight enemies in. Gamers will be able to fly into the battle royale map-like zone to fight AI soldiers and robots, complete missions, and rank up their operators with new abilities and a level-up system called Combat Rating.

Increasing your Combat Rating (max level 60) will give players access to higher-tier areas of the map, but here’s the catch: if you die, you wipe and have to start all over again, similar to games like Modern Warfare II’s DMZ mode or Escape From Tarkov. That’s right, wiping as a squad will reset your progress for that operator.

Each individual, playable operator also has their own abilities and skill specializations that can be unlocked and leveled up, such as a Grapple Hook, Mega Jump, or Drone Charmer that spawns quad-rotor drones to take down enemies.

Treyarch says that Endgame will be the “final proving ground where all of your campaign progress is tested in a new environment.” Progress is tied to “shutting down Guild activities” as you “move into the hardest regions.”

Image via Activision

A lot about Endgame is still being kept secret for now, but players looking to expand their BO7 experience and unlock everything it has to offer may find some real fun in this new co-op experience to play alongside multiplayer and Zombies modes.

BO7 launches for PlayStation, Xbox, and PC later this year.

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August 20, 2025 0 comments
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Screenshot: EA / Dice
Game Reviews

Battlefield 6’s Open Weapon System Is Good

by admin August 18, 2025


When I first heard about EA and Battlefield Studios’ plan to implement an open weapon system in the upcoming Battlefield 6, I scoffed! And playing the game in Los Angeles for an event last month didn’t sell me on it, either; I still worried it would make classes feel less unique. Now, after playing the open beta for nearly 20 hours, I’m here to say: I was wrong.

Let’s back up for a moment and explain, briefly, open and closed weapon class systems in Battlefield. (I promise this won’t be too boring.) Basically, for nearly as long as the franchise has been around, classes were locked to certain weapons. Recon, for example, had to use a sniper rifle. Over time, developers at Dice tweaked this and added “neutral” weapons that could be picked by multiple classes, or they spread specific types of weapons across a few classes. Battlefield 2042 threw a lot of this out the window when it launched without classes and let players essentially build custom heroes who could use any gadget or gun. It then added classes back in when people got angry. Anyway, Battlefield 6 is trying to find a happy balance between 2042‘s total, unbalanced openness and the classic closed weapon system of the past games. And I think, despite being nervous about the change and all the debate raging online among players on both sides, Battlefield Studios has mostly nailed it.

In Battlefield 6, any class can use any weapon. So you can spawn in as a recon soldier, but instead of a sniper rifle, you could bring an SMG. Engineers, traditionally a class that uses SMGs, can rock snipers and LMGs. At first, this seemed like a bad idea to me. I worried that players would just pick the class with the best abilities and pick the best assault rifle, and you’d lose all the uniqueness that comes from BF’s old-school class system. And in some smaller, more combat-focused modes, this is indeed the case. But in bigger, more Battlefield-y modes, like Conquest and Rush, I’ve been pleasantly surprised by how things have worked out.

In my hours with the beta, I found that in many matches players were spread all around the four classes. In some past games (looking at you, Battlefield 3), people would pick whatever class had the best assault rifle, and that was that. During a Q&A with the devs last month in LA, they talked about this and said that the open weapon system was partly designed to combat this. The idea is that now people will pick classes based on what the team needs and their unique abilities and tools, rather than the weapons they can and can’t use.

And yeah, that’s exactly what I saw happening in many BF6 open beta matches. If the enemy team, for example, brought in a bunch of vehicles or tanks, I’d see players swap to engineers to use that class’s RPG to take all those machines out. Likewise, I saw players and friends swap to the support class to help hold a point and revive people, or swap to recon to help pin down a target. It seems now that weapons can be freely equipped on any class, people are far more open to playing different classes and helping out the team. Sure, maybe some of these players have just equipped the same assault rifle on all of the classes, but if it helps my team stop a tank from destroying us, I’m fine with it. That’s a much better scenario than in past BF games, where a whole team might be assault soldiers and you’d be unable to get ammo resupplies or fight back against helis.

Battlefield 6 also rewards players for choosing a weapon that is more aligned with their class. Recon soldiers get a ton of exclusive sniper perks that make it almost silly to use a sniper rifle on any other class. But you can do it, if that makes you happy. And this is where I’d suggest some tweaks.

I think rewarding players who pick class-specific weapons is a smart idea, but I almost feel like the devs could do more to make sure picking an assault rifle on every class isn’t an easy option. Perhaps class-specific weapon punishments could work? An assault class soldier picking a sniper rifle might mean they don’t get the recon benefits, and perhaps they also reload the big rifles more slowly. Or an engineer picking an assault rifle has more kick and can’t carry as much ammo for it. These tweaks would reward people playing classes more traditionally, could be overcome with skill or teamwork, and would still allow for the weapon freedom the devs want in BF6.

But even if Battlefield 6 devs don’t steal my totally-awesome-and-perfect idea, I think the open weapon system is a good change. It lets players enjoy all the classes without forcing them to play with specific guns. This leads to matches in which all the classes are used, and that leads to more enjoyable Battlefield action. And that’s what I’m looking for. Sure, maybe it means that I’ll be killed a lot by a few popular assault rifles, but it might also mean that there will be more medics running around who can heal me. That would be nice. And don’t worry; if you hate the open weapon system, EA is going to offer playlists and modes that feature locked weapons, too. Everyone wins.



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August 18, 2025 0 comments
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