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GB200 Grace Blackwell Superchip
Gaming Gear

DGX B200 Blackwell node sets world record, breaking over 1,000 TPS/user

by admin May 24, 2025



Nvidia has reportedly broken another AI world record, breaking the 1,000 tokens per second (TPS) barrier per user with Meta’s Llama 4 Maverick large language model, according to Artificial Analysis in a post on LinkedIn. This breakthrough was achieved with Nvidia’s latest DGX B200 node, which features eight Blackwell GPUs.

Nvidia outperformed the previous record holder, SambaNova, by 31%, achieving 1,038 TPS/user compared to AI chipmaker SambaNova’s prior record of 792 TPS/user. According to Artificial Analysis’s benchmark report, Nvidia and SambaNova are well ahead of everyone in this performance metric. Amazon and Groq achieved scores just shy of 300 TPS/user — the rest, Fireworks, Lambda Labs, Kluster.ai, CentML, Google Vertex, Together.ai, Deepinfra, Novita, and Azure, all achieved scores below 200 TPS/user.

Blackwell’s record-breaking result was achieved using a plethora of performance optimizations tailor-made to the Llama 4 Maverick architecture. Nvidia allegedly made extensive software optimizations using TensorRT and trained a speculative decoding draft model using Eagle-3 techniques, which are designed to accelerate inference in LLMs by predicting tokens ahead of time. These two optimizations alone achieved a 4x performance uplift compared to Blackwell’s best prior results.


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Accuracy was also improved using FP8 data types (rather than BF16), Attention operations, and the Mixture of Experts AI technique that took the world by storm when it was first introduced with the DeepSeek R1 model. Nvidia also shared a variety of other optimizations its software engineers made to the CUDA kernel to optimize performance further, including techniques such as spatial partitioning and GEMM weight shuffling.

TPS/user is an AI performance metric that stands for tokens per second per user. Tokens are the foundation of LLM-powered software such as Copilot and ChatGPT; when you type a question into ChatGPT or Copilot, your individual words and characters are tokens. The LLM takes these tokens and outputs an answer based on those tokens according to the LLM’s programming.

The user part (of TPS/user) is aimed at single-user-focused benchmarking, rather than batching. This method of benchmarking is important for AI chatbot developers to create a better experience for people. The faster a GPU cluster can process tokens per second per user, the faster an AI chatbot will respond to you.

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May 24, 2025 0 comments
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The Switch 2’s most important launch game isn’t Mario Kart World
Product Reviews

The Switch 2’s most important launch game isn’t Mario Kart World

by admin May 23, 2025



On June 5, the Nintendo Switch 2 will finally grace us with its presence. Nintendo is rolling out the big guns for the big day too, as it will launch the system with Mario Kart World. The racing game is all but assured to be a hit, giving the console a Breath of the Wild-like water cooler game that everyone will be playing at the same time. A lot is riding on that one game, as it has the burden of being the Switch 2’s all-important killer app. If it fails to move millions of units in its first month, Nintendo might have to rethink its whole strategy for its new generation. While those are some high stakes, they’re ones that Mario Kart World will realistically clear without issue.

With that in mind, there’s another Switch 2 launch game coming on June 5 that’s just as important, if not more so, from my perspective. That would be Cyberpunk 2077: Ultimate Edition. While it won’t be crucial to Nintendo’s bottom line, it’s the first real test of the hardware, which looks to make a name for itself in a much more crowded portable landscape than the one the original Switch launched in.

Cyberpunk 2077: Ultimate Edition is essentially a “game of the year” version for the 2020 game, one that played an instrumental tole in the PS5 and Xbox Series X’s launch that same year. It doesn’t just contain the base game and its critically beloved Phantom Liberty DLC, but it also adds some mouse and motion control support built to take advantage of the newly redesigned Joy-cons. It is a key benchmark game for a device like the Nintendo Switch 2 in every conceivable way.

First, there’s the new control features. Ever since the Wii era, Nintendo has struggled to get third-party developers to embrace its wackiest ideas. Games like Red Steel gave the Wiimote the old college try in that era, but it was ultimately up to Nintendo to support motion controls. The Switch faced similar challenges, as few third-party studios played around with the Joy-cons’ IR sensors during the console’s eight year lifespan. CD Projekt Red is going all out for Cyberpunk 2077 and that makes it a perfect guinea pig. Will those features excite players enough to convince others to follow suit? Or will they quickly reveal the controls to be another gimmick that’s best left to Nintendo? Considering that Mario Kart World has fairly straightforward controls, this will be the launch day game to prove Nintendo’s sales pitch.

That’s a small test compared to the much bigger one Nintendo faces here. Cyberpunk 2077 is a very technically demanding game. It famously launched in a disaster state on PS4 and Xbox One in 2020, killing its reputation for years before CD Projekt Red could retake the narrative. It has since accomplished just that with regular updates that have stabilized the sprawling RPG and made it easier to appreciate the density of detail in it. It runs great on PC and current-gen consoles, but the Switch 2 is a big test. How well it runs there is going to give us our first taste of how capable the hardware is. We already know that CD Projekt Red is making some concessions to make it work, as its expected to run at about 40 frames per second even in performance mode, but that doesn’t mean it won’t be able to impress. This is the game that feels like it’ll show off features like the 4K dock and VRR-supporting display the most.

That’s crucial for Nintendo even if this isn’t it’s own game. Were the Switch 2 the only portable device of its kind, it would have a lot of flexibility. Getting Cyberpunk 2077 to run at all would feel like a miracle, even at 30fps. Of course, the elephant hanging around launch day is that it isn’t the only handheld console out there. Devices like the Steam Deck and ROG Ally now exist and are capable of running high-end PC games. I’ve played Cyberpunk 2077 on my Steam Deck plenty of times. It struggled to hit a consistent framerate, but I could get it to a playable state with enough system-level tweaking.

CD

For Nintendo, it won’t be enough to prove that big games can run on its hardware; it has to prove that they run better on Switch 2 than its competitors. Being able to output Cyberpunk 2077 to a TV in 4K without buying a third-party dock already gives the console a leg up, as does its unique controls, but it will need to pass some basic performance tests to convince gaming audiences who don’t care as much about Nintendo’s first party output that the Switch 2 is a viable alternative to something like the Steam Deck. If it can’t, it’s going to reinforce the idea that Nintendo’s system still isn’t a welcoming home base for hardcore players.

The good news is that Cyberpunk 2077 on Switch 2 doesn’t seem like it will disappoint. When I demoed it in April, I was astounded that it ran so well on the hardware while retaining such a high density of detail. It held up significantly better than Split Fiction, which suffers from very compressed visuals. I only experienced Cyberpunk on a big TV screen too. I imagine it will look far superior on a small screen where any flaws will be less noticeable. If the final version can stick the landing, Nintendo will have the kind of launch game that gets YouTube populated with impressive comparison videos that will sell the system to those who are on the fence about picking one up instead of a portable PC. That’s the exact win Nintendo needs on day one. Its future may just be in Projekt CD Red’s hands now.

The Nintendo Switch 2 and Cyberpunk 2077: Ultimate Edition launch on June 5.






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May 23, 2025 0 comments
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Dreamspring is an open world RPG inspired by Morrowind and King's Field
Game Updates

Dreamspring is an open world RPG inspired by Morrowind and King’s Field

by admin May 22, 2025


The Steam trailer for open world RPG Dreamspring contains: shooting spiders with a revolver. Hanging out near a green ocean. Fighting green skeletons. Most curiously, it features an armoured knight convulsing on a bed as if being shocked, from the inside, by some sort of magical electricity disease. Did this knight eat an entire pack of bad batteries? Do batteries even exist in this world, described as “a realm in ruins…beneath a twilight sky”. It’s a damn hell ass bum mystery, and mystery is exactly what I want from a game that lists both Morrowind and King’s Field as influences.

Watch on YouTube

“As a spellsword gunslinger,” – truly, the millionaire astronaut cowboy DJ of RPG classes – “you’ll explore ethereal landscapes shrouded in twilight, battle fearsome creatures, and uncover ancient secrets. Explore the dying Kingdom of Mortis and its different realms in first person action combat, in a world mixed with retro and vaporwave aesthetics”.

Despite the FromSoft influence, Dreamspring is aiming to be “a less punishing type of Souls/Scrolls-like game,” which I reckon is something that gets more important the bigger your world is. Otherwise, it looks to have most of the stuff you’d expect – branching dialogue, branching storyline, branching trees with branches branching toward an uncaring skyline, all the classics. It’s in early access at the moment, with the “core loop” apparently done, and the main quest and world still being worked on.

There’s no demo, although developer Billyfighter’s previous game Necroslayer is roughly the price of Greggs’ bake at the moment. Will you feel good after playing it? I can’t say. But you will likely feel better than after eating a Greggs’ bake.



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May 22, 2025 0 comments
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Worldcoin rallies 10% as World Foundation raises $135M
NFT Gaming

Worldcoin rallies 10% as World Foundation raises $135M

by admin May 22, 2025



Worldcoin has jumped 10% in the last day, riding the wave of a major $135 million raise by the World Foundation.

According to World Foundation’s official fundraising announcement on May 21, the funds will be used to expand its iris-based identity network, World ID. Leading the raise were Andreessen Horowitz and Bain Capital Crypto, who purchased Worldcoin (WLD) tokens at market value, increasing the supply of tokens in circulation.

With more than 26 million users and 12.5 million Orb-verified IDs in oved 160 countries, this institutional support lends more credibility to the project. The market has responded positively to the news. 

Trading volume is up 87% to over $508 million, while derivatives volume has exploded by 112% to $879 million. Open interest is also up 23%, now sitting at $280 million, as per Coinglass data. After months of decline, this steep increase points to a change in trader sentiment as capital moves back into WLD. However, the token is still 89% below its peak of $11.74 in March 2024.

On the technical side, Worldcoin’s price action is displaying signs of strength. After recovering from support around $1.00, it has climbed back to $1.24. The move is accompanied by strong momentum and rising volume, indicating that bulls might be regaining control. The price is trading above the short- and mid-term moving averages, which are currently trending upward, often a bullish sign.

Worldcoin price analysis. Credit: crypto.news

The relative strength index is slightly above 60, indicating that there is still potential for growth without reaching an overbought level. The expanding Bollinger Bands suggest a possible breakout move. If bulls can break through the crucial resistance level, which is around $1.30, the next major barrier is near $1.38. 

On-chain fundamentals continue to be a risk as well as a strength. More WLD is now in circulation as a result of the recent token sale, which could put short-term pressure on the price. But the fact that this was not a VC dump, but rather a sale to two long-time backers at market price, changes the narrative. 

Furthermore, if Worldcoin can use the new funding to successfully scale its World ID infrastructure, especially in jurisdictions like the U.S., where digital identity regulation is tightening, it could carve out a unique niche at the intersection of AI, privacy, and identity.

If the current momentum holds, WLD might move in the $1.37–$1.50 range. A breakout above that area could result in a more pronounced rally as shorts are squeezed. However, if buyers lose interest and the token falls below $1.20, a retrace to $1.10 or even $0.95 is still possible.



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May 22, 2025 0 comments
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Mario Kart World was first developed for the original Switch, but 60fps only possible on Switch 2
Game Updates

Mario Kart World was first developed for the original Switch, but 60fps only possible on Switch 2

by admin May 22, 2025


Mario Kart World was originally in development for the original Switch, but Switch 2 has allowed the developers to realise their vision of an inter-connected world.

Nintendo began prototyping for the new Mario Kart game back in 2017, even during development of Mario Kart 8 Deluxe. Development then began at the end of that year.

“I felt that in Mario Kart 8 Deluxe, we were able to perfect the formula that we’d been following in the series up to that point, where players race on individual courses,” explained Mario Kart World producer Kosuke Yabuki in a new interview from Nintendo. “That’s why, this time, we wanted the gameplay to involve players driving around a large world, and we began creating a world map like this.”

Mario Kart World – Nintendo Direct | Nintendo Switch 2Watch on YouTube

Programming director Kenta Sato continued: “When we were developing for Nintendo Switch, we often worried whether we could find the right balance between planning and performance. Of course, the Switch system’s performance is sufficient for developing different kinds of games, but if we had included everything we wanted to in this game’s vast world, then it wouldn’t have run at 60 fps and would have suffered from constant framerate drops.

“I think there were a lot of people on the team who were worried about whether we could really manage it. But once we decided to release this game on Switch 2, we expected our worries to evaporate all at once. I remember being overjoyed when I discovered we could express even more than we’d originally set out to.”

Yabuki noted that had the idea for the game just been more courses it would’ve been called Mario Kart 9, but the new approach led to the name Mario Kart World. In fact, that name was added to concept art in the early stages of development.

“In previous Mario Kart games, after finishing a course, you’d move on to the next course,” said Yabuki. “However, I thought that with modern technology, being able to seamlessly transition between courses and realise a single, vast world wasn’t beyond the realm of possibility. So, with this in mind, we set out to create a new kind of Mario Kart…And that’s when all our troubles began.”

Image credit: Nintendo

Sato had heard of difficulties in creating open world games and felt pressure to achieve this with Mario Kart, especially as Nintendo considers 60fps to be important for the series, as well as split-screen multiplayer. It seems the power of the Switch 2 allowed for this to happen.

The move to an open world also led to the increase of 24 players instead of 12, which was decided fairly early in development.

“By creating long routes in a vast world, you could end up with players spread out in various places, which could diminish the sense that they’re racing against each other,” said Yabuki. “So, we figured that by increasing the number of racers, you’d be sure to see some competitive action here and there.”

Added art director Masaaki Ishikawa: “I felt like the 12 players we had previously was a lot, but as Yabuki-san said, once players spread out, the course starts to look sparse, and the visuals give off a sort of lonely feel. So, I thought that 24 players would be better because there’d be more interaction between various players. That said, it was quite challenging once we got going and the volume of design work increased. But it was worth it.”

Speaking of art, the team wanted to recapture the “lively, bustling atmosphere” of Super Mario Kart on the SNES, with a key phrase being “playfulness”. This led to the more rounded, cartoonish designs of Mario Kart World.

“The characters in the Super Mario series have a rounded look, so we wanted to give the vehicles a rounded design too, to match their appearance,” said Ishikawa. “We also wanted to give the characters a livelier look even while they’re in their vehicles, so we put everything together in a way that gives off a sense of playfulness through the combination of the characters’ rounded designs, soft facial expressions, and rich movements.”

The open world design means courses are now inter-connected across the world, but Yabuki said adding up all the possible variations would “easily exceed 100”.

Image credit: Nintendo

Lastly, the developers discussed the creation of Mario Kart World’s meme-worthy new character, Cow.

“Each new Mario Kart game features new characters to race with, but since we added so many to the previous game, we wondered where we could go from there,” said Ishikawa. “And then one of the designers came up with that silly sketch of Cow cruising along, and I thought to myself, ‘This is it!’ So that’s when we realised the course surroundings actually contained a lot of untapped resources.

“The character designer quickly put together a prototype of Cow that could race, and surprisingly it didn’t feel out of place at all. So we thought maybe we could include other obstacle characters, and decided to add Cheep Cheep and Pokey as racers. As a result, the idea of taking obstacle characters, usually found in courses in past games, and having them participate in races made sense to me in terms of an interconnected world.”

Mario Kart World will launch alongside Nintendo’s Switch 2 on 5th June as a key game in the launch lineup.

Earlier this month Nintendo responded to the suggestion it had used AI-generated images in the game.



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May 22, 2025 0 comments
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Ion Hazzikostas, WoW game director
Gaming Gear

World of Warcraft game director details which combat add-ons are safe and which will be eliminated in the coming purge

by admin May 22, 2025



World of Warcraft senior game director Ion Hazzikostas recently warned players that add-ons and mods that predict or help players respond to things happening in combat will be disabled in the future. We caught up with him in a far-ranging interview to find out what, specifically, would be affected and why.

“You have your quest helpers, you have your gathering add-ons, you have your role-playing add-ons, all of that stuff is no concern,” he said.

PvP add-ons might still tell you what classes you’re facing, but won’t tell you what cooldowns they’ve used. Auction house add-ons won’t be touched.


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“The goal is at the end of the day to get to a point where if asked, ‘Hey, do I need to use add-ons to play?’ the answer is, ‘Well, they’ll give you a lot of options to customize your experience, but no, it’s up to you.’ Today, if we’re being honest, we can’t say that.”

He said Blizzard definitely won’t take away combat log or aura hooks in patches 11.1.7 or 11.2—which leaves the door open for the final patches of the The War Within expansion, including the pre-patch for the upcoming Midnight expansion later this year, as a possible starting point.

“This is meant to be a philosophical kickoff and to begin the conversation with the community,” Hazzikostas said. “Add-ons have been part of the game since its very earliest days. If we were to just come along one day and rip off that band-aid, it would be jarring.”

Mods that help and annoy

Blizzard is taking these steps in part because of player complaints about how many add-ons are needed to successfully complete raid and dungeon encounters, according to Hazzikostas.

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

Blizzard will be working on improvements to the in-game Cooldown Manager, visual effects, improvements to the game’s UI Edit Mode, audio cues and the handling of nameplates for players and enemies.

Hazzikostas said the company heard loud and clear the player feedback to the first, basic rollout of the Cooldown Manager, which was part of the recent troubled 11.1.5 patch. Players decried its simplicity, lack of functionality and the fact that it could not be customized. Ironically, some mod-makers immediately created add-ons to improve it.

The cooldown manager is so utterly featureless it may as well not exist. from r/wow

Above: A recent Reddit post reacting to the Cooldown Manager.

“We know we’re not going to replace a fully in-depth, customizable add-on that you’ve been using for years and tailored to your personal gameplay with something that we have as an initial, fixed offering,” he said. “But we’re getting a whole bunch of feedback about the ways in which it would need to change. We need to add customization and improve it, to make it feel like it could be a reasonable substitute for a more-advanced power user.”

In-game solutions may not be as good—and that could be okay

The task ahead of Blizzard will be challenging, he said, but added that having a fixed development team and slower update cycle doesn’t mean that Blizzard’s solutions have to be a “we have details at home” meme situation—or that maybe it’s okay if it is.

“Some of it is being guided by feedback to understand how we can bridge that gap for a majority of our players, and also to some extent accepting, and hopefully getting folks to accept, that it is 96 percent of perfect,” Hazzikostas said.

WoW with a damage meter add-on. (Image credit: Blizzard)

We’re always going to be listening. Our hope is that the things we add are going to be things that can be reskinned and tweaked by add-on developers.

Ion Hazzikostas

“Your performance relying on [rotation helper] Hekili is still inferior to someone who has it all ingrained as muscle memory. There’s always a higher skill ceiling. Is it a critical flaw if the highlighted combat assist recommendation for your next ability is not reflecting the latest theorycraft that was discovered yesterday? I don’t know if that should be a dealbreaker.”

He said he was open to the idea of allowing player-shared loadouts, like the text strings currently used to share talents. That might improve Rotation Assist for those who wanted the latest theorycrafting.

“That’s an interesting idea,” he said. “This topic has come up in the context of Edit Mode layouts, and other things we want to empower people to share.”

The overwhelming majority of add-ons won’t be affected by the changes, Hazzikostas stressed. Blizzard considers this a continued collaboration with add-on developers, perhaps even to the extent of partnerships that would allow amateur developers to contribute ideas or coding approaches.

“Everything is possible,” he said. “I don’t want to close doors. We’re always going to be listening. Our hope is that the things we add are going to be things that can be reskinned and tweaked by add-on developers.”

The smallest change possible to achieve the goal

Hazzikostas said the team had discussed many approaches, and believed this was the least invasive path that would still accomplish the goal.

“This is not us setting out to smash a bunch of add-ons,” he said. “The way we’re approaching it is, ‘What’s the least collateral damage that we can cause while addressing this issue?’

“The goal is to build up the native functionality of our UI to increasingly narrow the gap between players who are using add-ons that assist with competitive functions and those who are not. Once we are most of the way there, there’s going to be that last mile that consists of things that honestly we don’t think are super healthy for the game.”

That’s when the functionality would be turned off, he said.

Another example of modded WoW. (Image credit: Blizzard)

This is not us setting out to smash a bunch of add-ons. The way we’re approaching it is, ‘What’s the least collateral damage that we can cause while addressing this issue?’

Ion Hazzikostas

Previously, Blizzard experimented with private auras that could not be read by add-ons and WeakAuras. But players circumvented that with in-game macros that told the mods when players saw they had conditions that had been kept secret.

“The aura is private, but you can just make a separate macro that pipes the information in, and now whoops, you wiped because someone hit the wrong macro or had a typo in their macro and great, we’ve succeeded in making it even more frustrating,” Hazzikostas said. “Let’s never do this again.”

The company is building in all of this functionality in part because they know players will find ever-more-circuitous routes to getting the information if they don’t. If boss ability timelines aren’t a thing, he suggested, players might turn to YouTube videos or recorded sound files that would provide audio countdowns when pressed at the start of a heavily scripted encounter.

Keeping the challenge, ditching the complexity

WoW with raid markers. (Image credit: Blizzard)

Dungeon and raid fights will still be just as challenging, he said, just not in a way that requires perfectly-working WeakAuras.

“Our goal is to deliver a baseline, a consistent level of difficulty that meets players’ expectations. I’ve seen discussion of whether WoW is harder than it used to be. If you measure that by player success rates, then no,” Hazzikostas said.

“We might tune a Heroic end boss for Ahead of the Curve to be something that’s going to take a couple dozen attempts, for a guild that’s in the core audience. What it takes to hit that mark has continually increased in terms of complexity, because our players have gotten more sophisticated.”

With this move, Blizzard hopes to dismantle the arms race between add-on developers and boss mechanics. A fight like Blood Queen Lana’thel in Icecrown Citadel had one simple mechanic—who to bite when you had a vampiric lust and were about to be mind controlled—that ramped in difficulty over the course of the fight. It would have been trivialized by a combat WeakAura, he noted.

“No stress, no confusion, no need for communication, no need for backups. A fight that had exciting frantic moments in 2009, 2010 gets transformed into something that’s pretty ho-hum,” Hazzikostas said.

Less swirls, more fun for casters

(Image credit: Blizzard)

In modern raids, players might see happy changes like a reduction in the number of bosses that frequently place random damage swirls on the ground, a mechanic the team has come to lean on because add-ons can’t predict or help with it, he said.

“Our classes weren’t designed under the assumption that you’re going to have unpredictable movements every few seconds,” making those encounters less fun for caster characters, he said. “We just want more variety in a diverse design space.”

The toughest modern bosses with mechanics that require players to clump up or head to specific spots might give a few more seconds to respond, or have fewer spots to go, in a world without combat add-ons, he said.

“If we know it’s being solved for you, and you’re just being told to run to diamond, how is that challenging?” Hazzikostas asked. “How do we make it challenging? The only way is to only give you two and a half seconds so that you need some movement boost. You’re taking a warlock gate from point A to point B, because otherwise anyone could do this.”

No changes for Classic, but plenty of changes to raid fights

These changes will likely not be implemented in Classic, where the team is careful to avoid messing with history. New features like the damage meter might be rolled out, but combat log and aura access is unlikely to be turned off, Hazzikostas said.

In the modern game, Blizzard knows this will force its developers to be better about making mechanics visible and readable.

World of Warcraft Classic (Image credit: Blizzard)

“I think, frankly, this will stop letting us off the hook when we fail to do so,” he said. “If you’re riding a Katamari ball on Stix and if you run into one of these three nameplates you wipe the raid, but there are 90 things on screen, good luck visually parsing that.

“There are nameplate attachments and things the community has come up with to help solve that problem. We should have solved that problem.”

Visual customization of nameplates, including how big they are or what they look like, will still be allowed, he said—but using conditional logic to change the way they look because of something the player or enemy is doing or a buff or debuff they have likely won’t be.

“This is all pretty speculative,” Hazzikostas said, as the team is still working to solve the problems that players have created mods for. Lethal casts in dungeons, for example, should be telegraphed much better, perhaps negating the need for mods that alert players when something bad is coming.

No more tracking other players or enemies

(Image credit: Blizzard)

Tracking of group abilities will no longer function in add-ons after the changes, so things like other players’ cooldowns won’t be visible, he said. That might, in turn, lead to dungeons with fewer interrupts in a pack of mobs, which might in turn lead to less reliance on classes with abilities that stop a whole pack of enemies from casting.

Incoming heals will no longer be trackable, nor will specialized buffs or debuffs. But if they needed to be, that should be built into the base game, Hazzikostas said.

“It should be part of the default UI,” he said. “Same is true for tank swaps. If we’re building an encounter where once your co-tank reaches four stacks of some negative effect, you need to taunt immediately, we should be giving you much better information to make that apparent. That’s on us.”

Another issue they want to make more visible is diminishing returns in PvP and PvE, where stuns or other crowd control become less effective after repeated casts, until an enemy is immune.

“We have this very important mechanic and really, unless you’re using an add-on, it’s not super obvious,” he said. “We should make that obvious.”

At the end of the day, the game should be just as easy or difficult as it is right now, he said, but for different reasons.

“Part of the goal of mechanics is to create a problem that needs to be solved and a bit of challenge that feels satisfying once you overcome it,” Hazzikostas said.

“The goal is to keep similar numbers of wipe counts for Normal, Heroic and Mythic encounters, early versus late, similar success rates. But to tailor that to a world where the problems are, once again, in players’ own flesh-and-blood hands to solve, not an algorithm that they’ve downloaded.”



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May 22, 2025 0 comments
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The Enhanced Games Has A Date, A Host City and a Drug-Fuelled World Record
Gaming Gear

The Enhanced Games Has A Date, A Host City and a Drug-Fuelled World Record

by admin May 21, 2025


The Enhanced Games—a kind of Olympics for athletes who are doping—today announced the date and venue for its first competition: May 21-24, 2026, at Resorts World Las Vegas.

Athletes competing in the event will be allowed to take performance-enhancing drugs like testosterone and anabolic steroids that are usually banned from elite competition, provided they are legal, prescribed by a doctor, and taken at safe levels.

The inaugural Enhanced Games will have three main sports: swimming (50m and 100m freestyle, and 50m and 100m butterfly), track (100m sprint, 110m/100m hurdles, and 60m dash), and weightlifting (snatch, clean and jerk). Rather than splitting men and women into different categories, athletes will be categorized based on their chromosomes: There will be an XX and an XY category for each event.

Gkolomeev swam the 50-meter freestyle in 20.89 seconds at a pool in North Carolina, breaking a 16-year-old record.

Courtesy of Paradigm

There will be up to $500,000 in prize money on offer for each event, with $250,000 for the winner, and a bonus of $1,000,000 for anyone who breaks the 100m sprint of the 50m freestyle world record. (Other world record breakers will get a bonus of $250,000.) At a glitzy press conference announcing the details of the first event, organizers also revealed that the Games had helped an “enhanced athlete” break two long-standing 50m freestyle world records in swimming.

Kristian Gkolomeev, a 31-year-old Greek-Bulgarian swimmer who came fifth in the 50m freestyle at the Olympic Games in Paris, started his enhancement program in early February. Toward the end of that month, at a pool in Greensboro, North Carolina, he broke César Cielo’s 50-meter freestyle world record of 20.91 seconds, which had stood for 16 years. Gkolomeev swam 0.02 seconds faster. In April, he broke Caeleb Dressel’s 2019 so-called textile world record—done without wearing a speed suit—of 21.04 seconds. He swam 0.01 seconds faster.

Courtesy of Paradigm



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May 21, 2025 0 comments
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Mario Kart World started off as an OG Switch game, and don't worry, its driving cow is "still in touch with her animal nature"
Game Reviews

Mario Kart World started off as an OG Switch game, and don’t worry, its driving cow is “still in touch with her animal nature”

by admin May 21, 2025


Mario Kart World started development back in 2017 as a game for the original Switch, but ended up becoming a Switch 2 one because it devs felt the tech boost was necessary to deliver the world bit of it. Said devs have also offered us some more info about its most important character – Cow.

Yep, that’s right. Mario, Luigi, Bowser, Peach, they can all go do one. Moo Moo Meadows cow is the king of these streets, with an aura so powerful she can momentarily stop even the most outraged of Ninty fans from being unhappy about prices or worrying that they might not be able to make the switch to Switch 2 right away.


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These tidbits and more come from a new interview Nintendo’s put out with Mario Kart World producer Kosuke Yabuki, programming director Kenta Sato, art director Masaaki Ishikawa, planning team lead Shintaro Jikumaru, and music lead Atsuko Asahi that so long it’s been divided into four parts. So, make sure you go grab your beverage of choice first if you plan on reading it all in one go.

We were thinking about what to do for the next Mario Kart game even during the development of Mario Kart 8 Deluxe, and we began prototyping in March 2017,” Yabuki explained, “It was at the end of that year when we officially started work on it as a project. I felt that in Mario Kart 8 Deluxe, we were able to perfect the formula that we’d been following in the series up to that point, where players race on individual courses. That’s why, this time, we wanted the gameplay to involve players driving around a large world, and we began creating a world map like this.”

“When we were developing for the Nintendo Switch system,” Sato explained further on in the chat, “it was difficult for us to incorporate everything we wanted, so we were always conscious of what we were giving up in return. We discussed things like toning down the visuals, lowering the resolution, and we even considered dropping the frame rate to 30 fps in some cases. It was a tough situation.

“Yabuki-san first brought [the idea of switching to Switch 2] up around 2020. Back then, we already had an idea of the next system’s expected specs, but it wasn’t until a bit later that we actually received working development units. Until then, we just had to proceed with development based on provisional estimates.”

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“Of course, the graphics needed to be more detailed [due to being on Switch 2],” Ishikawa added, “But like Sato-san, I also felt like it was outweighed by the sense of relief. From the beginning, the designers were saying they wanted to make the art richer, so I thought we could achieve that now.”

The devs also explained how the driving Cow came to be, and offered a glimpse into her…er…mindset.

“Each new Mario Kart game features new characters to race with, but since we added so many to the previous game, we wondered where we could go from there,” Ishikawa explained, “And then one of the designers came up with [a] silly sketch of Cow cruising along, and I thought to myself, “This is it!” (Laughs) So that’s when we realized the course surroundings actually contained a lot of untapped resources.”

MK World’s devs call these environmental decoration characters who’ve gotten behind the wheel “NPC drivers”, with Yabuki noting that “it’s pretty funny to see a four-legged Cow holding onto motorcycle handlebars with her front hooves.”

Though, you shouldn’t worry, as Ishikawa insisted that he’s pretty sure Cow is “still in touch with her animal nature” due to the pose she assumes when she jumps, and that she’s “actually a pivotal character in the Mario Kart series” as a legacy of giving the devs ideas for other characters.

Will Cow become a pivotal character in your life once you get your hands on Mario Kart World? Let us know below!



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May 21, 2025 0 comments
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Jurassic World Rebirth Trailer Reveals Super Cute Backpack Dino
Game Reviews

Jurassic World Rebirth Trailer Reveals Super Cute Backpack Dino

by admin May 21, 2025



Screenshot: Universal / Kotaku

Jurassic World Rebirth’s second and final trailer is here and while it gives us a good look at the big nasty dino stalking our heroes, the only thing I care about is that cute dinosaur hanging out in a backpack. I love that dinosaur now and I’ll protect it with my life.

The Week In Games: What’s Coming Out Beyond In Stars And Time

On May 20, Universal released the final trailer for its upcoming Jurassic sequel, Jurassic World Rebirth aka Jurassic Park 7: Jurassic World 4: Rebirth. In the trailer we get a better look at the new hybrid monstrosity as it seemingly breaks out of Ingen’s lab. We also see what might be another hybrid with wings attack our heroes, too. And for fans of the original Jurassic Park books, this new movie is going to finally recreate the scary T-Rex river sequence.

But whatever, who cares about all of that. What I want to see more of is that adorable dino hanging out in that young girl’s backpack. It looks like a baby triceratops and I love it so much. Hopefully she and her new owner make it off dino island in one piece.

Here’s the full synopsis from Universal:

Five years after the events of Jurassic World Dominion, the planet’s ecology has proven largely inhospitable to dinosaurs. Those remaining exist in isolated equatorial environments with climates resembling the one in which they once thrived.

The three most colossal creatures within that tropical biosphere hold the key to a drug that will bring miraculous life-saving benefits to humankind.

Johansson plays skilled covert operations expert Zora Bennett, contracted to lead a skilled team on a top-secret mission to secure genetic material from the world’s three most massive dinosaurs.

When Zora’s operation intersects with a civilian family whose boating expedition was capsized by marauding aquatic dinos, they all find themselves stranded on an island where they come face-to-face with a sinister, shocking discovery that’s been hidden from the world for decades.

Jurassic World Rebirth is directed by Garth Edwards (Rogue One, Monsters) and written by OG Jurassic Park screenwriter David Koepp. The new sequel is set to hit theaters on July 2 and stars Scarlett Johansson, Jonathan Bailey, and Mahershala Ali.

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May 21, 2025 0 comments
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Alternate between 14 lives in Level-5's latest open world fantasy RPG, out on PC this week
Game Updates

Alternate between 14 lives in Level-5’s latest open world fantasy RPG, out on PC this week

by admin May 19, 2025


Fantasy Life i: The Girl Who Steals Time is a “Slow Life RPG” in which you live out 14 different lives in… hold on, record scratch and/or Gru’s Plan fourth panel – let me run that premise by myself again. I have to live 14 different lives? How is that “slow”? I have a hard enough time keeping up with one life in the amateurishly designed role-playing game we call reality, with its saddening shortage of rideable dragons.

Ah, but of course developers Level-5 are merely being cute with their framing. By “lives” they really mean classes or character jobs. In this blend of open world boglin basher and island town-builder, you will switch lives like you’re, well, exactly like you’re putting on different coats and hats, going by the trailer. Those 14 lives are split between three self-explanatory categories: under Gathering Lives we find farming and fishing, while Crafting Lives include blacksmithing, alchemy and such, and Combat Lives are all about ending them.

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The game launches this week, as detailed on Steam. We haven’t covered it before, and I’m not aware that anybody currently employed at the Treehouse has played the previous instalment on 3DS. I do, however, have many fond memories of Level-5’s older RPGs – Dark Cloud and Chronicle, Ni no Kuni: Wrath Of The White Witch, and let’s not forget Dragon Quest VIII. Still the Dragon Quest to beat, for my onions. Professor Layton? I’m afraid I don’t know him. Did they consult with him on Jeanne D’Arc?

In any case, Fantasy Life i seems as bright and burgeoning and basically happy to exist as any of those games – so chipper and sparkling that I’m willing to forgo murdering the studio leadership for putting that lowercase “i” in the title.

The premise is that you’re part of an archaeological expedition who discover bits of fossilised dragon on an island. In the process, you also find a portal to the distant past that allows you to unravel the mystery of the island’s downfall.

Over the course of the game, you will alternate between roaming the monster-addled continents of yore and terraforming the island in the present, adding houses and decorations and terrain fixtures such as rivers. It’s an Animal Crossing game with its foot stuck in Dragon Quest Heroes. There is talk of saving the world, but it sounds like that comes a very distant second to choosing the wallpaper.

Look out for the game on 21st May. Given the multiple Lives framing, the obvious thing it’s missing is an introspective spiral akin to the tawdry soap opera that is The Alters, in which one man clones himself in order to operate a huge rolling spacebase. If I actually had 14 different lives at my disposal, I guarantee you there would be a pecking order with the Cook at the top of it.



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May 19, 2025 0 comments
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