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Crypto Expert Reveals Why Ripple’s XRP Didn’t Fail Years Ago

by admin August 28, 2025


Trusted Editorial content, reviewed by leading industry experts and seasoned editors. Ad Disclosure

A crypto expert has claimed that XRP’s survival over the years was not because of Ripple Labs’ efforts but due to the loyalty of its community. The remarks highlight the role of the XRP army, a group of long-term holders and dedicated supporters who, despite frustrations, have played a decisive part in keeping the token afloat through years of legal disputes and market challenges. 

Why Ripple’s XRP Survived All These Years

XRP has become a topic of discussion within the crypto community due to its connection with Ripple and its dedicated army. A crypto market expert known as ‘Crypto Bitlord,’ took to X social media on Tuesday to highlight why XRP didn’t collapse years ago despite its controversial history. 

According to him, the true reason behind XRP’s survival was the unwavering support of its community rather than Ripple itself. Crypto Bitlord explained that without the XRP army, Ripple would have failed years ago. He pointed out that from 2013 through 2021, the crypto company allegedly sustained itself by consistently selling tokens, a practice that he claimed was absorbed mainly by retail investors. 

In his view, the constant buying from the XRP army kept the cryptocurrency alive and maintained liquidity during turbulent times. The crypto expert further suggested that with the support of retail participants, XRP could have overtaken Ethereum (ETH) in market capitalization, but it failed to do so due to Ripple’s alleged history of token dumpings.

Interestingly, Crypto Bitlord’s statement came in response to a heated remark made by another crypto community member, ‘BuryMeBig.’ The commentator had vehemently argued that Ripple does not care about the XRP army, despite the community’s role in supporting the company during difficult moments, including its recently concluded legal battle with the US Securities and Exchange Commission (SEC). 

Many members agreed with BuryMeBig’s statement, recognizing that while Ripple has operated primarily as a business and software company, XRP holders maintained different expectations, viewing the token as a potential for life-changing gains. 

Crypto Bitlord himself expressed frustration with XRP’s performance over the years, revealing that if the cryptocurrency ever drops back to $2, he would liquidate his holdings entirely. After going long on XRP for 12 years, the crypto market expert admitted to being disillusioned by the lack of substantial growth compared to other leading cryptocurrencies. 

XRP Chart Points To Possible Short-Term Gains 

In other news, crypto market analyst Don shared a technical analysis on X, predicting short-term bullish targets for XRP. His chart outlines two potential levels for XRP’s next rally, setting price expectations at $4.45 and then $5.48. 

Source: Chart from Don on X

Don’s chart analysis reveals that XRP has been trading within a long-term ascending channel. After experiencing a strong upward move earlier this year, the altcoin entered a corrective phase marked by a descending wedge pattern. If XRP’s price breaks out from the wedge pattern, it could resume its climb toward the upper resistance of the channel, aligning with Don’s near-term bullish targets. 

XRP trading at $2.9 on the 1D chart | Source: XRPUSDT on Tradingview.com

Featured image from iStock, chart from Tradingview.com

Editorial Process for bitcoinist is centered on delivering thoroughly researched, accurate, and unbiased content. We uphold strict sourcing standards, and each page undergoes diligent review by our team of top technology experts and seasoned editors. This process ensures the integrity, relevance, and value of our content for our readers.



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Depth, player expression, and years of iteration: Pragmata's producer on the key to nailing the game's weird and wonderful core mechanic
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Depth, player expression, and years of iteration: Pragmata’s producer on the key to nailing the game’s weird and wonderful core mechanic

by admin August 28, 2025


“I don’t really want to delve into previous concepts,” Pragmata producer Naoto Oyama tactfully offers, after I prod at the prickly topic of the lengthy development of Capcom’s latest weird and wonderful offering.

This mysterious game about the unlikely pairing of a spacesuit-clad bloke and a barefoot young kid (who is, of course, actually an android) has been rattling around for years. First announced in 2020, it was originally slated for a 2022 release. It was then shunted to 2023, then delayed indefinitely. Now, it’s locked in for a 2026 release. Perhaps understandably, Oyama doesn’t really want to talk about all that.

“Just verbally it might sound like, ‘oh this was great and that was great’ – even if on the whole, in the game, it didn’t work,” the amiable producer, who also worked on Dragon’s Dogma 2, explains. “So we’re going to skip over talking about what we had in the past and delve into what we have here today.”

Which, y’know, fair enough. That tracks, especially in an era where many have a low desire for context and a high affinity for outrage. At the same time, though, Pragmata’s extended development is fascinating – and arguably key to the game’s clear successes.

Watch on YouTube

As has been touched on in two separate Eurogamer hands-on previews since the game broke cover in June, Pragmata is weird, wonderful, and unique. It’s the sort of genre mash-up and mechanical melding that is seldom seen from big-budget, big-money publishers like Capcom.

Experimental concepts like this, bluntly, are usually reserved for indie games. Such a development path is often reserved for smaller-scale game jams or private, never publicly-shown experimentation in the depths of company headquarters – not for games announced with a massive splash in a platform holder broadcast. Pragmata is just that, though – and it perhaps speaks to the strengths of Capcom and its increasingly sure-footed position that it has been willing to allow a team to iterate and experiment with this strange new property.

“The first trailer we put out back in 2020, that was our first base concept trailer. From that base concept to create something that we think is fun, that we think people will really enjoy – it’s taken us a bit of time,” Oyama explains via the Japanese-to-English interpretation of Edvin Edsö, a fellow producer on the title.

“We might have had a concept in the beginning that was fun for a part of the game, for the initial part of the game – that fun might not have reached the entire, full game when we looked at the full picture of it. Having something that’s fun all the way through the game is something we reached towards throughout development.”

room with a Hugh. | Image credit: Eurogamer

That core concept which has survived for the entire development is of course Pramata’s core conceit – the collision of worlds that is the hulking Hugh the the diminutive Diana. Hugh can control a variety of weapons and blast things. Diana hides over his shoulder and hacks enemies. Diana’s hacks aren’t truly enough to take down enemies on their own, but nor are Hugh’s ballistics. Powers combined, the duo has a chance.

I don’t want to retread our previews, but suffice it to say that this results in a curious and engaging system. Squeezing the left trigger to aim at an enemy offers two options – mashing the right trigger to fire away with Hugh’s equipped weapon, or using the face buttons to solve a small puzzle as Diana in order to hack the enemy. This must be undertaken in real time – juggling movement, enemy awareness, two different mechanics, and in a manner of speaking two different characters.

“The general concept of Hugh’s shooting – action – and Diane’s hacking – puzzle – that’s been part of the base concept from the beginning,” Oyama reiterates. “But getting that concept into a game system that’s fun – that took us a bit of trial and error to get to what you see today. Early on, the hacking wasn’t as you see – it was a different sort of style.”

Certainly, one can see where all of that iterative development time went. It would be very easy indeed for a game with a setup like this to be a totally confusing hot mess – but it isn’t. Pragmata is quirky, but the short demos I have experienced so far are nevertheless a joy. The vibes exuded are those of a game that has fallen out of another, more experimental era – from a time when genres were less defined and people were inventing new ones with reckless abandon. In this I find Pragmata instantly enormously refreshing, even if its idiosyncratic core might put some players off.

For this beat, the one thing that differs in the Pragmata hands-on to the previous I’d experienced is the addition of a boss battle. I enjoyed what I had to play before, but the boss really helped to elucidate the reasoning behind some of Pragmata’s weapon design – and how its systems might work across a full-length game. Where the previous demo had me marvelling at a very neat and tightly-executed gimmick, in experiencing a boss fight I now feel I can see the path for the full experience, so to speak.

“Once you see the boss fight, you can more fully see the entire experience,” Oyama agrees when I recount my experience to him.

The world on his shoulders. | Image credit: Capcom

Let me give you an example. Hugh’s Shockwave Gun is basically a shotgun, but it’s a real slow reload even by shotty standards. I didn’t feel very inclined to use the more powerful weapon on normal enemies due to the reload speed – but in a boss battle where regular and repeated hacking is required, those long reloads actually help to give the encounter a textured ebb and flow.

Oyama gets into that a little more, explaining to me how Hugh’s weaponry works. It’s all vaguely cagey stuff – only a tiny fraction of the game has been shown, and the developers clearly don’t want to reveal any unannounced kit. Broadly speaking, though, Hugh has two ‘power weapon’ slots; one slot always dedicated to a damage-dealing beast like that shotgun, and the other home to a weapon which will offer more battlefield control. In this demo that latter weapon was a ‘Stasis Net’ which held approaching enemies still for a short time while dealing minimal damage. Diana’s hacks, meanwhile, will grow over the game via a suite of power-ups.


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Through this, there’s a hope that players can have a good amount of freedom of expression in their play. Plus, there’s no one prescription for enemies – a shooter fan might play more ballistics-heavy, while someone who gets really into the hacking might do the opposite; Pragmata has been carefully designed to work both ways.

“Depending on the player… Well, they might want to play it safe – use the Stasis Net, back off a bit, and then hack and go for careful shots,” Oyama outlines. “Or I can go in hung-ho – skip the Stasis Net, and straight up hack and shoot.

“Also, the actual hacking itself does damage. With that in mind, you can have a playstyle that’s really focused on hacking, or you can hack the enemy once and then just go for shooting outright. So there’s a sort of balance in what you can do there.”

Probably not a paranoid android. | Image credit: Capcom

Part of the challenge of a game like this, with unique and strange systems, is that they can be a difficult sell. It’s plain that it was a difficult thing for Capcom to figure out internally throughout development. Pragmata now works – I can’t wait to play it – but now an arguably even more difficult task is on the horizon – how to explain and sell these mechanics to the public. Even describing it all in a preview is difficult, other than to say: it’s strange, and I love it.

“There’s a bit of a difference in the experience between watching videos of Pragmata and actually getting your hands on a controller, knowing it, and getting immersed in the game. In fact, it’s really different,” Oyama says. There’s a passion in his delivery of this statement – and plainly a clear belief that this team has made something special.

“We’ve worked hard, long years to get something here that people enjoy. And we’re just really glad to see that people are enjoying the game that we put so much time and so much effort into,” Oyama concludes.

He’s hoping that off the back of some strong trade show responses, Pragmata’s unique blend of mechanics can find a broad audience. Honestly, based on what I’ve experienced so far, I hope so too. We need more mad, weird experiments like this, after all.



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August 28, 2025 0 comments
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Two Super Mario Series Amiibo Return To Amazon 7 Years After Selling Out
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Two Super Mario Series Amiibo Return To Amazon 7 Years After Selling Out

by admin August 28, 2025



Amazon has restocked a pair of Nintendo Amiibo figures that it hasn’t had in its inventory in more than seven years. Super Mario fans can add Koopa Troopa and Goomba Amiibo to their collections for $16 each. Both characters are shipped and sold by Amazon, so we wouldn’t expect Mario’s iconic punching bags to remain in stock for very long. Goomba and Koopa Troopa are part of the long-dormant Super Mario Amiibo series.

Both figures released in the US in October 2017 and were sold out at Amazon by time the calendar flipped to 2018. The regular price of Nintendo Switch Amiibo recently increased to $20, so you’re technically saving 20% on Koopa Troopa and Goomba. The same could be said about Sora from Kingdom Hearts, which launched in early 2024 and is in stock for $16.

Super Mario Amiibo series – Koopa Troopa and Goomba

Splatoon fans can get the Pearl & Marina 2-Pack for $25, but you’ll need to move fast; the combo pack is $10 below MSRP and almost out of stock. Randomly, the European edition of Robin from Fire Emblem is also in stock, though for the peculiar price of $20.90.

You can find many other Switch Amiibo figures on Amazon, but the five listed above are the only characters sold/shipped by Amazon at this time. Check out the Koopa Troopa and Goomba Amiibo below. Nintendo Switch 2 owners should also take a look at the deals on the new Zelda and Street Fighter Amiibo before they’re gone.

$16 | MSRP is $20

The Goomba Amiibo launched October 6, 2017, the same day as Mario & Luigi: Superstar Saga + Bowser’s Minions for Nintendo 3DS. Other Super Mario role-playing games have supported Amiibo figures, but Goomba and Koopa Troopa are the only characters to release with a Mario RPG.

In Bowser’s Minions, the figure unlocks Gold Goomba as well as several stamp sheets. Several other Nintendo 3DS games can read the Goomba Amiibo. Most notably, if you scan the figure while playing WarioWare Gold, Wario will draw a hilariously terrible Goomba picture.

Goomba also has unique functionality in a handful of Nintendo Switch games, including Super Smash Bros. Ultimate, Super Mario 3D World + Bowser’s Fury, Super Mario Party, and Bayonetta 2. In Super Mario Party, you’ll get an exclusive shiny Goomba sticker.

$16 | MSRP is $20

Koopa Troopa joined the Super Mario Amiibo series the same day as Goomba, so this figure has similar read/write functionality with Superstar Saga + Bowser’s Minions. Players can unlock Gold Koopa Troopa and themed stamp sheets for Bowser’s Minions and the mainline story mode. Koopa Troopa is compatible with several other Mario games for 3DS. And yes, in case you were wondering, Wario is bad at drawing Koopa Troopa, too.

On Switch, Koopa Troopa functions similarly to Goomba in Smash Bros. Ultimate, Bowser’s Fury, Bayonetta 2, and Super Mario Party. You’ll unlock the Koopa Troopa Spirit in Smash Bros., but since a shiny Koopa sticker doesn’t exist in Super Mario Party, it unlocks the Goomba sticker (if you don’t already have it).

Koopa Troopa also unlocks exclusive costumes in two additional games: Conga Master Party and Yoshi’s Crafted World.

Goombas and Koopa Troopas have been franchise fixtures since the original Super Mario Bros. debuted in 1985 on the Nintendo Entertainment System.

In World 1-1, the first few obstacles Mario encounters are the ever-grumpy mushrooms with feet. After flattening a handful of Goombas by jumping on their heads, Mario meets the perpetually smiling tortoise for the first time. There’s only one Koopa in World 1-1, but that’s enough to introduce players to the more efficient method for eliminating Goombas. Over the past 40 years, Super Mario fans have hurled countless Koopa Shells at groups of Goombas.

Nintendo has iterated on Bowser’s original henchmen on many occasions, but you can still count on seeing regular Koopas and Goombas in the vast majority of Super Mario Bros platformers and spin-offs. When you encounter one, there’s a good chance the other is nearby, so it’s only fitting that Amazon has both of these Amiibo in stock at the same time.

Nintendo Switch 2 Amiibo

Amazon has seven of the eight Nintendo Switch 2 Amiibo figures in stock, and four characters are on sale for $20 each. Two of the four Legend of Zelda Sage Amiibo–Tulin and Sidon–are eligible for Amazon’s $10 discount. Amazon is offering $20 discounts on Luke and Jamie Amiibo from Street Fighter 6.

Amazon’s deals will likely end when GameStop’s Amiibo promotion expires this weekend. Unlike Amazon, GameStop has all seven Zelda and Street Fighter Amiibo for $20 each; GameStop is also offering a 50% discount on the retailer’s exclusive Street Fighter 6 Amiibo Card Starter Set.



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August 28, 2025 0 comments
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Less than 4 years after a $3.5bn evaluation, Rec Room is letting "roughly half" its team go
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Less than 4 years after a $3.5bn evaluation, Rec Room is letting “roughly half” its team go

by admin August 28, 2025


“Roughly half” of the team at social gaming platform Rec Room has been laid off.

CCO Cameron Brown said he and co-founder and CEO Nick Fajt had “made the difficult decision to lay off roughly half the Rec Room team,” stressing the layoffs were no reflection on the work of those individuals – described as “amongst the most talented people we’ve worked with in the industry” – and that they were “looking after those impacted as best we can.”

“Today Nick and I had to make one of the toughest choices in Rec Room history: We’re saying goodbye to about half the Rec Room team,” Brown wrote in a statement posted to the company’s blog (thanks, GameDeveloper).

“These are incredible people who have poured their talent, heart, and creativity into this company. They shaped our culture, built features loved by millions, and made Rec Room better in so many ways it’s impossible to count. We are heartbroken to see them go – this is a painful day for a lot of people.

“Rec Room is more than a game, and more than a company. It’s a community, and it’s one of the best teams we’ve ever had the privilege to work with. That only makes this moment harder. This is not a reflection on the talent or dedication of those departing – we wish we could keep every one of them. I’m gonna say that again, to make it clear this isn’t just ‘one of those things you say in a layoff message.’ We TRULY wish we could keep every one of these people on the team. But we can’t. This is a reflection of the tough reality we face as a business and the change needed to give Rec Room a chance to thrive in the years ahead.”

The statement adds that “this decision affects people we consider colleagues and friends,” people who “built Rec Room line-by-line, asset-by-asset, test-by-test.”

“This is not the outcome any of us hoped for, and Nick and I take full responsibility for the position we’re in.” The statement then details that affected staff will be paid for the next three months, and provided with health benefits for the next six months. They will also get to keep their laptop or desktops as “a computer is an important tool to find new work.”

“We invested heavily in creation tools across PC, VR, consoles, and mobile,” the statement added. “But the reality has been harsh. The most impactful creation comes almost entirely from creators on PC (using mouse and keyboard, and Studio) and VR.

“The reality is that what we’ve been doing these past few years wasn’t working for the team, for the company or for our players. That’s on Nick and me. It’s our job to align those needs, and we failed. This change, however imperfect, and however shocking, gives a chance to reset and correct our course.

“Today sucks. For Nick and myself. For everyone who remains at Rec Room. And especially for those we are parting ways with. We hate that it came to this. We hate letting go of so many talented people who worked so hard. And we hate stepping away from a huge vision we strongly believed in.”

Rec Room Inc. was founded in Seattle, Washington, in April 2016 by “a small team with a shared passion for VR, AR, social, and multiplayer experiences.” In December 2021, Rec Room raised $145 million in a funding round, bringing its total valuation to $3.5 billion, and, as spotted by Game Developer, Fajt announced that Rec Room hit a “record-breaking month.”



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15 years later, Scott Pilgrim EX proves that Toronto's most problematic bass player has what it takes to become beat-em-up royalty in 2025
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15 years later, Scott Pilgrim EX proves that Toronto’s most problematic bass player has what it takes to become beat-em-up royalty in 2025

by admin August 28, 2025


You know why a bass line is important in a good rock song, right? It’s the whole foundation, the beating heart of the music that underpins everything else the song has to offer. That slick riff that comes in before the chorus wouldn’t land as well without some nice syncopated bass notes to make it soar. The drum fills wouldn’t feel as at home in the transitions without the bass to glue them to the rest of the beat. Even vocal melodies, when orchestrated properly, are elevated by a nice, recognisable and reliable bass line.

Yes, that may be a clunky metaphor, but go with me on this. That’s what the combat is in Scott Pilgrim EX. The original beat-em-up from 2010 – that’s the clumsily-titled Scott Pilgrim vs. the World: The Game – had an absolute solid foundation that, sometimes, was weighed down by everything else. To continue the bass analogy, it was like listening to Primus: one of the best bass players in the world surrounded by musicians that are perfectly fine, but nowhere near the level of Les Claypool.


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So, in Scott Pilgrim EX, Tribute Games has set to work correcting that imbalance. Now, it feels like all the other stuff that kept the original game at ‘Battle of the Bands’ level, rather than ‘sold out amphitheatre shows’ level, is being refined. I only played a 30-minute demo at Gamescom, but it’s like listening to the lead single off a band’s comeback album: it sets the scene, gives a sense of what’s to come, paints the sonic landscape for you, and gets you hyped.

The combat – that bass line – is as driven and insistent as ever. It’s smooth, buttery, and compelling. I wanted to keep playing. High praise during a packed Gamescom show where my next appointment was Silent Hill f. To give me a true sense of how it should be played, two devs joined me in my session, and the frantic melee on-screen as we hopped around the beaches (!?) and boardwalks of Toronto remained as itchy as ever.

In fact, it’s better than the first game. The devs and I chatted as we played, and many of the original game’s talent has returned for this one, brining new inspirations with them. Streets of Rage 4 and River City Girls were named-checked. Fights are more fluid, and given I’d never met the people I was playing with before, I was thrilled to see impressive multi-enemy juggle combos connect frequently: playing as one of two new playable characters (Roxie Richter), I juggled enemies right into the hands of Lucas Lee, who would keep them airborne for a brief thrashing until main man himself Scott unleashed a special move to finish them off. Pump it into my veins.

Lucas Lee and Roxie Richter join the fray.

In true side-scroller fashion, the various environs are littered with intractable elements: skateboards to dash in on, volleyballs you could charge and throw to ricochet violently between the fretting goons on-stage, dropped weapons you could wail on vegans with until they broke. It’s all there, and as intuitive and delicious as any of its genre rivals. I actually think I enjoy the fantasy violence on show here more than I have in recent stablemates like Battletoads (2020) or Streets of Rage 4. But that could be because of the killer pixel art or the face-meltingly good music from Anamanaguchi.

I didn’t see enough of the game to know whether it addresses complaints about pacing that hamstrung the first title. Nor did I get enough time with it to see whether the power curve is a bit more generous. But in the slice I did play, sneezing out hadokens and whipping enemies into the air with Roxie’s sword felt powerful. More enemies with less life makes everything feel hyperactive (positive), and when bosses do appear you have to figure out their gimmicks and respond with brains and brawn to succeed. It takes the themes of the source material and applies it mechanically to the game. Delicious.

It’s funny, too. Scott has grown up in the 15 years since the first game, and even some of the more… regrettable… themes in the original material have been massaged here to be a bit more palatable. Scott doesn’t come off as (as much of a) privileged chauvinist in this game. That he can team up with Ramona’s exes, this time, shows personal growth: a willingness to let things slide, and forgo his ego in favour of the greater good. Good work, Scott.

If nothing else, listen to the music.Watch on YouTube

I think, maybe, that’s the driving narrative here: Scott may be trapped in a microcosm of Millennial angst – which is now as nostalgic for Gen Z is as the 80s was for me, terrifyingly – but that doesn’t mean he can’t grow and change. As his character learns to adapt, so to do the developers. This is a beat-em-up as relevant and adapted for 2025 as the original game was to 2010.

The genre has been through something of a renaissance over the past 15 years, and it’s clear that the assembled supergroup of Tribute Games has been keeping a keen eye on what players expect from a modern attempt. The result is something I can’t wait to play more of, a sharp, acerbic action game packed to the gills with pop culture references old and new. But is that a surprise, really, coming from the team that made Teenage Mutant Ninja Turtles: Shredder’s Revenge?

“Hey, those green shells look familiar,” I joke as I skid a green turtle-like shell into a demon wailing on Lucas Lee. Even the spinning animation of it looks like something straight out of a 90s Mario game. “Haha, yeah,” jokes one of my dev teammates. “Just don’t tell those guys, yeah?” he winks, nodding over to the Nintendo booth across the Gamescom hall. We laugh. On-screen, a boss finally falls to the hands of a charged bomb blast that wipes out the huddled enemy masses.

Man, I think to myself, I can’t wait to do this at home.

Scott Pilgrim EX is scheduled to be released in early 2026 for PC, PlayStation 4/5, Xbox Series X|S, and Nintendo Switch.



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"History is repeating itself" The real-world inspirations of Hell is Us are as relevant today as they were 30 years ago
Game Updates

“History is repeating itself” The real-world inspirations of Hell is Us are as relevant today as they were 30 years ago

by admin August 28, 2025


“The true horrors of war are a very important narrative pillar of the game. We wanted to do it justice. It’s never done gratuitously, it’s never done in a grotesque way, [but] we want to depict human conflicts as realistically as possible.”

I am speaking with technical designer Simon Girard about Hell is Us, the upcoming action-adventure game from Rogue Factor. In Hell is Us, players take on the role of Rémi, who is searching for his parents in the fictional country of Hadea. However, Hadea is being ravaged by infighting and in the midst of a civil war.

This set up immediately brings to mind the current situation in Gaza, and the ongoing genocide of the Palestinian people, which begs the question: Did real world events inspire Hell is Us?


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“Our creative director Jonathan Jacques-Belletête is a huge history buff, and one of his topics of interest is armed conflict, specifically civil wars, because the nature is of neighbours-against-neighbours,” Girard says of the general civil war theme. “It’s not one country against another. It’s people who are the same, right? They’re divided amongst either geographical or cultural or religious lines, but they’re one in the same.”

So while Hadea is a fictional country and Hell is Us is telling a fictional story, Girard says this has been a topic Jacques-Belletête had been wanting to explore for some time now, and inspiration was taken from 90s wars, which is shown in the clothing. “But, in terms of answering your question, the two main themes we explore with war are the human emotions that are causing this conflict, because the exacerbation of certain emotions can lead to conflict, and the cyclical nature of violence,” Girard continues. This cyclical nature is central to Hell is Us’ overall narrative, and Girard says it is “uncanny” that 30 years later, we are once again living in a world where a civil war is at the centre of many news stories on a daily basis.

“History is repeating itself, and I think without us taking a moralising approach – that’s not what we are about – there is something that resounds with a lot of people because yes [Hell is Us] is far away, is fictional, but at the same time, it has a powerful echo in it.” He reflects on the announcement trailer for Hell is Us, which showed a female civilian executing a soldier kneeling down in front of her, saying his people killed her family. That trailer happened to come out around the time of 2022’s Crimea attacks.

“We find a big echo in our own reality.”

“The studio wanted to create this fictional story. It had no basis in modern history, had no pretence in being a mirror-like reality. It’s a fictional story in a fictional country. But then this happens, right? So, again, we find a big echo in our own reality,” Girard says. He notes Hell is Us has over 160 NPCs, and all of them have been impacted by the war going on around them, be they victims, bystanders or participants.

“No one is left indifferent,” he says.

Image credit: Rogue Factor

More generally, Hell is Us has “three different narrative layers”, Girard tells me. The first is Rémi’s own story and his motivations. The second is of the civil war going on in Hadea, and the third is of The Calamity, which resulted in the appearance of supernatural creatures that also inhabit the land (see image below).

“They’re all intertwined somehow, and all these layers are very important to the story, or the multiple stories that you’ll get out of this experience,” Girard says, without giving too much away for fear of spoiling something. He adds, however, there are “strong narrative and mechanical links and implications” between everything that has been teased so far, but it is up to the player to find out just what they are.

“It’s a very rich environment for us to play with and tell stories with.”

“It’s a type of game I am sure will have subreddits of people trying to [piece together] the same things,” the developer says, talking about the many different items and “information elements” players will be able to find scattered throughout Hell is Us, and which will help shape the world’s narrative. “I am sure people will go very meta outside of the game and try to draw links between some stuff, and reorder things historically or phonologically,” he says, likening it to Peter Jackson’s Lord of the Rings adaptations. “You see this three hour long movie, and it’s a full set piece from beginning to end. But, it’s based on material that’s much larger, right? There’s this whole world behind it.”

The team has built Hell is Us’ world from scratch, Girard continues, and that includes weaving in a fictional history dating back hundreds of years. This means players will be able to find out why Hadea became a hermit kingdom, and discover more about the ruins that lie among more modern settlements. “It’s a very rich environment for us to play with and tell stories with,” Girard says.

Image credit: Rogue Factor

But while Hell is Us will include plenty of lore to untangle, the developer isn’t including what some would say are video game staples – a map and quest markers. The team has instead focused on environmental cues to guide players to where they should go, and a compass to allow them to orient themselves.

“It transpires in the level design, it transpires in the environmental design.”

Girard tells me about a settlement players will come across early on in Hell is Us. At one entrance, they may come across a military captain, who mentions an outpost in the town. “But let’s say you enter the town another way, and you miss the captain, the first thing you can find is either the blacksmith shop [which is illuminated], or there are other characters you can talk to who will also have threads you can fold in that will bring you into what you need to do for your main quest,” he explains. “It’s important to give multiple entry points into the main storyline at all times… and you may even stumble into story elements organically. Your exploration and time is always rewarded in different ways, ranging from the main story, secondary quest lines or just lore elements.”

The Hell is Us team decided early on that they weren’t going to include a traditional map, with this idea being a “design philosophy” for everything else. “It transpires in the level design, it transpires in the environmental design, it gives you different vistas in the background that also represent places that catch your eye from afar that you want to go to,” Girard elaborates. “In interior dungeons that can be very maze-like, we think ‘how can we make each room stand out so you can orient yourself’. So, the frescos [in these areas] are all unique, so you are never lost as a player.”

Hell is Us also features audio cues, which players can follow to help find their way through the world. An example of this happens early in the game, and those who have played the demo will recall it – the wind chimes in the woodland area. “If you’re playing on a 5.1 or 7.1 surround sound system, you could close your eyes and just navigate using the audio at that point,” Girard says. “It’s a small segment, but it’s such a nice touch.”

Image credit: Rogue Factor

My time with Girard is coming to an end, but it is clear the developer has so much more he wishes he could share. “It’s been a labour of love and passion from our team,” he says, catching sight of the time. “We began pre-production of this before the pandemic in 2020, so it’s five and a half years in the making. We began with 35 people, we are now 55. The studio has grown, we’ve built up pools and pipelines and ways of communicating and working together which are now defining what the future of Rogue Factor will be like for us, beyond everything commercial.”

“Don’t get me wrong, the more copies we sell the happier we are,” he closes with a laugh, “but beyond that, for us to be able to say this is Rogue Factor now, this is who we are and these are the types of experiences you can expect from us going forward, that was our main driving force… to find our own space and our own identity, where we can welcome people and have something interesting to present to them.”

Hell is Us – which stars Elias Toufexis, aka Adam Jensen from the Deus Ex series, as Rémi – is set to release next week, on 4th September.



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August 28, 2025 0 comments
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Crypto
Crypto Trends

Crypto In Your Golden Years? 27% Of British Adults Say Yes

by admin August 28, 2025


Trusted Editorial content, reviewed by leading industry experts and seasoned editors. Ad Disclosure

Brits are showing a growing interest in putting crypto inside retirement plans, but many still don’t fully grasp the risks. According to a new survey by Aviva, 27% of UK adults said they would be open to including digital currency in their retirement portfolios, while 23% said they might withdraw part or all of their existing pensions to buy crypto directly.

Growing Appetite Despite Worries

Based on reports from Censuswide, which polled 2,000 UK adults between June 4 and June 6, more than four in five people hold pensions that add up to about £3.8 trillion ($5.10 trillion).

If even a small slice of that moved into crypto, it could be meaningful for markets. Of the respondents who said they were open to digital currency in pensions, just over 40% pointed to the chance of higher returns as the main draw.

UK retirement savers warm to crypto. A new Aviva survey finds 27% of UK adults would include crypto in retirement, hinting at future flows from a multi-trillion pound pension market.

‣ 27% open to crypto in pensions, per @Censuswide polling for Aviva
‣ 23% would even shift… pic.twitter.com/9xejvGEIGh

— TrinityPad (@Trinity_Pad) August 27, 2025

Younger Savers Lead The Shift

Younger adults appear to be the most active. Reports show nearly 20% of people aged 25 to 34 admitted to withdrawing pension money to buy crypto at some point.

Aviva’s research also found that about one in five UK adults — roughly 11.5 million people — have held crypto at some time, and two-thirds of that group still hold some form of digital asset.

Source: Aviva

That mix of ownership and age-skewed behavior helps explain why digital currency is now part of conversations about retirement planning.

Survey participants flagged clear concerns. Hacking and phishing topped the list at 40%, while 37% cited a lack of regulation and consumer protection, and 30% named volatility.

Almost one-third admitted they didn’t completely grasp the trade-offs involved in replacing pensions with bitcoin, and 27% said they were unaware of any risks at all. Those numbers suggest interest outpaces understanding for a notable share of the public.

Total crypto market cap at $3.82 trillion on the daily chart: TradingView

What Regulators And Companies Are Doing

Regulation will likely play a large role in how fast any shift happens. Reports note that HM Revenue and Customs will require crypto platforms to collect full names, home addresses, and tax identification numbers for every trade and transfer starting January 1, 2026. That move is aimed at strengthening tax compliance and oversight and could change how some consumers view bitcoin’s privacy and convenience.

US Policy Also Moves The Needle

The debate over retirement funds and crypto is not confined to the UK. US President Donald Trump signed an executive order allowing 401(k) plans to include Bitcoin and other cryptocurrencies, opening potential access to more than $9 trillion in retirement assets.

Featured image from Getty Images, chart from TradingView

Editorial Process for bitcoinist is centered on delivering thoroughly researched, accurate, and unbiased content. We uphold strict sourcing standards, and each page undergoes diligent review by our team of top technology experts and seasoned editors. This process ensures the integrity, relevance, and value of our content for our readers.





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Best Window Air Conditioners 2025: 11 Picks to Cool You for Years
Product Reviews

Best Window Air Conditioners 2025: 11 Picks to Cool You for Years

by admin August 27, 2025


Others We Tested

EcoFlow Wave 2 for $1,299: Lisa Wood Shapiro tested the newest model for this update. The EcoFlow Wave 1 has cooled down my wife’s office for more than a year just fine—we can’t use a window AC there because it would block the fire escape. Lo and behold, there’s a new version that’s slightly cheaper (8/10, WIRED Recommends). It’s a little lighter than its predecessor at 32 pounds, yet has a higher 5,100 BTU rating (up from 4,000). New here is a heating mode rated at 6,100 BTU, so you can keep using it in the winter to warm up a room. The company says it’s best for rooms up to 107 square feet. You do need to place it near a window to have one of the included ducts connected to the vent to take hot exhaust from the back of the unit out of the room. What makes this unit versatile is how you can power it. You can use a standard AC outlet, but you can buy the version with a battery to keep it working when you don’t have access to power, or you can hook it up to solar panels. —Julian Chokkattu

Dreo Smart Air Conditioner for $460: The Dreo Smart Air Conditioner not only cools a large bedroom effectively and quickly, it also can be controlled by the app in my iPhone. Along with the Dreo’s easy-to-use app, it can be paired with Amazon Alexa or Google Home. It has an easy-to-read LED display and control panel, along with a magnetized place for the remote, and louvers that open and close, adding to its robotlike aesthetic. The setup was easy, and I didn’t drill in a single screw, as I was able to close the window on the expanders. It’s not entirely clear how I was supposed to snap the hose into the window hole, but I shoved it in and it seems to fit in there. It’s not super airtight, which is fine. One of the issues with portable air conditioners is the single hose. It can create a vacuum in an airtight space; think pressure in your ears like an airplane. And it can create enough negative pressure that the room can potentially suck in hot air from the outside. So, leave the window open a crack. However, we now only recommend dual-hose portables, as they don’t create a vacuum and are more efficient. —Lisa Wood Shapiro

Zero Breeze Mark II for $999: With its 2,300 BTU, you won’t be able to get the same cooling power as with the EcoFlow Wave, but the Zero Breeze (7/10, WIRED Review) is much lighter at 17 pounds. This bundle includes a battery that will make the whole thing weigh about 30 pounds, but you’ll get four hours of use without needing to be near a wall outlet. Like the EcoFlow, you get a few vent pipes to direct exhaust away and direct cool air to a specific area, but unlike the EcoFlow, you can’t charge the battery and use the AC at the same time. —Julian Chokkattu

Zero Breeze Mark III for $1,399: As WIRED contributor Chris Null notes (7/10, WIRED Review), the Mark III is both larger than the Mark II and quite a bit heavier, now 22 pounds. Add on the 1,022-Wh battery pack and you’ll pack on another 14 pounds, though that frees you from having to be near a power outlet. New for the Mark III is the fact that batteries can now be stacked and charged in sequence, each daisy-chained to the next (though at $600+ per battery, this can get pricey fast). Each Mark III battery also has extra outputs that can be used for other devices—one USB-C port, one USB-A port, and a 12-volt DC socket. However, the Mark II battery has all of the above plus a second USB-A port. No word on why this was removed. However, it’s a bigger, punchier unit by most standards and a worthwhile buy for outdoors enthusiasts.

AccordionItemContainerButton

BTU stands for British thermal units. In the case of air conditioners, BTU is a way to measure how much heat the compressor can remove from a room. It’s a quick and easy way to figure out whether an AC unit is powerful enough to cool your space. First, you’ll want to find the square footage of your room by multiplying the length and width. Then, use the US Department of Energy’s guidance on the BTU capacity you need. For example, a 150- to 250-square-foot room needs a 6,000 BTU AC unit or higher for adequate cooling.

AccordionItemContainerButton

Check the combined energy-efficiency ratio (CEER) rating. The specs on any air conditioner you buy should list a CEER rating, which is one of the best ways of checking the energy efficiency of a unit. You’ll usually see a number between 9 and 15. The higher the number, the less you’ll pay when the electricity bill comes around. A cheap window AC unit might save you money at first, but you may end up shelling out more in the long run. The US Energy Star program has a website that lets you browse AC units based on their CEER ratings.

Check local laws. Some cities, like New York, require installing brackets to support your window AC. A simple one like this model should do the trick, though we haven’t tried it out. You may also need to head to a hardware store for some plywood to make sure your window sill sits flat, but this depends on the type of windows you have and the AC model you buy. When installing, you should get a friend to help you out. These units can be heavy and difficult to hold, and the last thing you want is to drop one out the window.

Measure your window. Before you buy, read up on the supported window types and sizes for the AC unit you’re looking at, and measure your window to be safe. Make sure to seal any gaps as best you can with the included foam. (You can always buy more if you need it.)

Power up with unlimited access to WIRED. Get best-in-class reporting that’s too important to ignore for just $2.50 $1 per month for 1 year. Includes unlimited digital access and exclusive subscriber-only content. Subscribe today.



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August 27, 2025 0 comments
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mcdonald's xxl fries with large, medium and small
Esports

Burger King brings back Cini Minis nationwide after 13 years

by admin August 26, 2025



Burger King has announced the return of its fan-favorite Cini Minis after more than a decade off menus. The bite-sized cinnamon rolls, which come with a dipping cup of icing, are available nationwide for a limited time.

The item was first introduced in 1998 and remained a popular breakfast option until it was discontinued in 2012. Burger King briefly brought them back through a Grubhub promotion in 2018 and later tested their return in select Florida locations in 2024.

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Now, the chain has confirmed that Cini Minis are back nationwide as a standalone purchase and part of new meal bundles. Customers can buy them a la carte for around $2.99 or as part of Burger King’s $5 Duo and $7 Trio deals.

Cini Minis will be a limited time item

Burger King has not announced how long Cini Minis will remain on menus, but the company confirmed the comeback is temporary. The return follows similar moves by fast food chains reintroducing discontinued items to meet customer demand and capitalize on nostalgia.

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This isn’t the first time we’ve seen a highly requested item return to menus at a fast food restaurant in 2025.

McDonald’s brought back chicken strips in May in preparation for July’s Snack Wrap release, which took the internet by storm and overwhelmed delivery services in the process.

On top of that, KFC brought its potato wedges back for a limited time earlier in August, years after it replaced them with its new fries.

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August 26, 2025 0 comments
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A screenshot of the PC version of Gears of War: Reloaded
Gaming Gear

Gears of War: Reloaded PC performance: The updated graphics are easy work for any desktop GPU from the past six years but they’re still enough to give handhelds grief

by admin August 26, 2025



If you were hoping that Gears of War: Reloaded was going to be like The Elder Scrolls 4: Oblivion Remastered, then I have a bit of bad news for you. It’s essentially 2016’s Ultimate Edition of Gears of War, but with better lighting and textures—everything else, including meshes, animations, and the overall gameplay, is exactly the same.

Gears of War: Ultimate Edition was a remaster itself, so Reloaded is a remastered remaster. Or is it a re-re-master? Either way, whatever your feelings are about the Ultimate Edition, they’ll probably be no different for Reloaded.

I must admit to being a little surprised that developers The Coalition retained the use of Unreal Engine 3 for Reloaded, albeit with large chunks of it heavily rewritten, replaced, and modified. But having thought about it, rewriting the whole game to work with Unreal Engine 5 was probably going to be too much work for the scale of the project, and if you’re going to do that, then you might as well do a full remake instead.


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(Image credit: Microsoft Studios)(Image credit: Microsoft Studios)

The good news about sticking with the old engine and just using better quality assets, lighting, shadows, and reflections, is that Gears of War: Reloaded will run on pretty much any gaming PC you like. For game performance analysis, I usually start with a top-end rig, but in this instance, I kicked off with the oldest gaming PC in my office, and the game ran so well—even at maximum quality settings—that I skipped over testing a full range of PCs.

In fact, other than one very specific type of PC platform, you can likely just slap all the settings to the maximum values and enjoy 60+ fps performance. You might need to keep the resolution down or utilise a spot of FSR 3.1 or DLSS 3.5 upscaling to push it higher if you want to, but the main reason for using either one is for the superior anti-aliasing—the alternative is to use FXAA, but there’s absolutely no reason to do so.

Tested on: Core i7 9700K | Radeon RX 5700 XT | 16 GB DDR4-3200

1080p | FSR Balanced | Ultra quality preset

As you can see from the above footage, the Core i7 9700K + Radeon RX 5700 XT combination has no problems whatsoever running Gears of War: Reloaded at an acceptable frame rate. There’s quite a big difference in the frame rate when fighting in narrow corridors to battles held in open areas, but every PC I tested is affected in the same way.

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

If you’re happy to go with a lower frame rate (GoW:R isn’t a fast-reaction game by any means), then you could increase the upscaling quality mode. AMD’s FSR Native AA and Nvidia’s DLAA are both supported, but you’re not really going to easily tell the difference between them and DLSS/FSR Quality.

Admittedly, the RX 5700 XT is still quite a capable graphics card, so the next platform I tested Gears of War: Reloaded on was an entry-level gaming laptop.

Tested on: Ryzen 7 7735HS | GeForce RTX 4050 | 16 GB DDR5-4800

1080p | FXAA | Ultra quality preset

Just as with the Core i7 9700K rig, the RTX 4050 laptop coped absolutely fine. So much so that for the above footage, I disabled DLSS and just used FXAA to remove jagged edges from objects, characters, and other models. Even with no performance boost from upscaling, the little laptop has no problem hitting 60 fps or more.

The other reason why I included the use of FXAA was to highlight just how bad the anti-aliasing technique is compared to what can be achieved with FSR and DLSS. Both solutions have been implemented well in the game, so you’re pretty much covered, no matter what GPU you have.

Tested on: Core Ultra 9 285K | GeForce RTX 5090 | 48 GB DDR5-8400

4K | DLAA | Ultra quality

Heading to the other end of the hardware scale, pairing a GeForce RTX 5090 with a Core Ultra 9 285K and 48 GB of DDR5-8400 produces an entirely expected outcome. You might be surprised that the fps isn’t higher, but that’s in part because Gears of War: Reloaded has an adjustable frame rate cap with a limit of 240 fps.

You might think it has to do with the choice of CPU, as Intel’s Arrow Lake chips aren’t the best for gaming. However, the 5090 was being correctly utilised, and at no point were the 285K’s P-cores being saturated with work. In fact, this was common across all of the PCs I tested Gears of War: Reloaded on, though there was one exception.

Tested on: Asus ROG Ally | 15 W mode

1080p | FSR Balanced | Custom low quality

Given how well the old Core i7 9700K rig coped with 1080p Ultra quality, I was confident that my Asus ROG Ally would be fine with a lower preset and perhaps a bit more upscaling. Upon first firing up the game on the handheld gaming PC, it defaulted to the Medium quality preset with FSR Balanced upscaling.

In the narrow corridors, it just about reached 60 fps, but once out into the open areas, the frame rate would drop below 40 fps. That might not sound particularly rubbish, but it created a surprising amount of input lag, making what’s already quite a clunky game feel leaden and slow.

(Image credit: Microsoft Studios)

My solution was to use the Low preset with a Medium quality texture setting. You don’t really gain much fps by using lower quality textures, and it looks especially bad on the Low or Lowest preset. To be frank, while the new HDR lighting algorithm does a decent job of things, the game’s old-school looks lean heavily on the quality of the textures. In some cases, even on the maximum setting, they’re rather poor, so you’ll want to use the best texture setting that you can.

The one thing I did notice when testing the ROG Ally was that the GPU utilisation was quite poor. In the above footage, you can see that some of the handheld’s CPU cores are being hit quite hard, and along with the relative lack of VRAM bandwidth, this particular handheld isn’t best suited for good-looking, smooth gameplay in GoW:R. Steam Deck owners will want to skip the game entirely.

Final thoughts

(Image credit: Microsoft Studios)

In addition to the above PC platforms, I tested Gears of War: Reloaded on Ryzen 5 5600X, Ryzen 7 5700X3D, Core i5 13600K, and Core i7 14700K rigs, with graphics cards including a GeForce RTX 2060, RTX 3060 Ti, RTX 5070, and a Radeon RX 6750 XT and RX 7900 XT. All of them, without exception, had no difficulties in running GoW:R with the Ultra preset enabled.

In some cases, I had to use Balanced upscaling instead of Quality or DLAA/Native AA, but it didn’t affect the visual quality of the game, and it helped keep the 1% low performance above 60 frames per second. It’s just a shame that I couldn’t do the same with my ROG Ally, without ruining the game’s looks.

The old-school graphics techniques are a piece of cake for any modern graphics card, to be honest, because they all have enough pixel throughput and VRAM bandwidth to keep on top of things. However, handheld PCs are limited in both of these aspects, which is a real shame, as Gears of War: Reloaded is supposed to scale down to such hardware.

Technically, it does, though you’ll have to accept a relatively low frame rate and sluggish controls. At least I didn’t experience any glitches or bugs in the review code, nor any shader compilation or traversal stutters—just frame rate wobbles upon loading a new stage and hit boxes with minds of their own.

Gears of War: Reloaded is arguably a more definitive version of the game than the Ultimate Edition, and if the idea of playing a stompy-stompy, cover-and-fire classic appeals to you, then at least you won’t have to worry about whether your desktop or laptop gaming PC will be up to the task.

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