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Ethereum (Midjourney/CoinDesk)
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Chainlink Teams With Major Financial Institutions to Fix $58B Corporate Actions Problem

by admin September 29, 2025



Decentralized oracle network Chainlink is working with 24 of the world’s largest financial institutions to overhaul how corporate actions, such as dividends, stock splits, and mergers, are processed across global markets.

Chainlink ran a pilot with SWIFT, DTCC, Euroclear and six other financial institutions. It leveraged a combination of its blockchain-based and artificial intelligence (AI) to ingest and validate real corporate action events in multiple languages.

That led to the production of unified data containers, known as golden records, in near real time, according to a press release shared with CoinDesk.

These records were distributed simultaneously to blockchain networks and legacy systems like the interbank messaging system SWIFT, significantly reducing manual work and the risk of error.

The process used a blend of large language models, including OpenAI’s GPT, Google’s Gemini, and Anthropic’s Claude, to extract structured data from unstructured corporate action announcements. These were then published as unified gold records on-chain to create a “single source of truth that all participants can easily access, verify, and build upon.”

Chainlink’s Runtime Environment (CRE) validated model outputs, while its interoperability protocol (CCIP) relayed data to blockchains, including Avalanche and DTCC’s private network.

Data attesters cryptographically attested the outputs and contributed to potentially missing data fields. According to Chainlink, the system achieved a near 100% data consensus across all test events.

The current system for processing corporate actions is costly. Citi’s 2025 Asset Servicing report shows that the average corporate action touches 110,000 interactions and costs $34 million to process. The global financial industry is now spending an estimated $58 billion annually in processing corporate actions.



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September 29, 2025 0 comments
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Part-MMO, part-FPS, Eve Vanguard's devs are toying with a fascinating solution for bad in-game behaviour: leverage toxic players' actions for content
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Part-MMO, part-FPS, Eve Vanguard’s devs are toying with a fascinating solution for bad in-game behaviour: leverage toxic players’ actions for content

by admin September 26, 2025


Eve Vanguard is a strange proposition: part-MMO, part-FPS, part-companion game to the seemingly eternal juggernaut that is Eve Online, it’s developer CCP’s latest attempt to make a shooter that works as part of the storied universe. And I think, so far, it shows a lot of promise. The potential in Vanguard is the result of a passionate team being given (relatively) free rein to do what they want, as long as it’s fun and abides by the Eve bible. In a world where many developers are looking at smaller games with shorter development cycles, Vanguard’s gestation time – and trust from its parent company – is an increasingly rare thing.

But it’s driven by trust, and a genuine desire to see something like Vanguard finally take off. Bigwigs at CCP have told me, directly, that getting a shooter in the world of Eve to work is “an age-old dream CCP has been wanting to realise.” And it’s not for lack of trying. Previously, we’ve had Dust 514, the cult MMOFPS PS3 game that CCP worked on with Sony in 2013, which shut down in 2016. Since then, we’ve heard about both Project Nova and Project Legion, neither of which made it to release. Now, there’s Vanguard – a game I’ve personally been following for quite some time.

CCP’s vision for the world of Vanguard is as expansive as it is pretty. | Image credit: CCP Games

As such, I’ve seen the development process first-hand, seen how the ambitious shooter fleshes out. I’ve played it when the guns didn’t even really have models, when enemies were just amorphous grey blobs. But CCP London has been open about it every step of the way – and when it unveiled the new direction (more 00s space shooter than bland military sim), I was thrilled. It offered something different: a take on the Tarkov-like shooter that puts fun before punishment.

Now, the developer is ready to show off the next aspect of its vision: from the FPS side to the MMO side. Right now, there’s a flotilla of dissatisfied players from Destiny 2 looking for a new home. Marathon’s internal and external issues are well-documented, and it doesn’t bode well for launch. There’s Arc Raiders, which has some hype, and Helldivers 2 continues to dominate the landscape, but there’s just about enough room for Vanguard to muscle in on the action, thinks CCP London. But the social aspect of these games is skinnier than what Davis envisions for Vanguard.

Watch on YouTube

This past week, Vanguard launched ‘Operation Nemesis’, a huge update that was designed to explain the tenets of the game. It has a complete tutorial, a taster of the sort of content you can expect in the final game, and – perhaps most importantly – a live environment where you can meet, interact with (and perhaps get absolutely obliterated by) other players. Generally speaking, when you’re on the ground, you’re fair game: you can work with other teams to extract loot and materials – a rising tide helps all ships, so they say – or you can be a dick and eliminate another team and snatch their loot. It’s the PvPvE way, alas, and has a high-percent chance of being incredibly toxic. But therein, perhaps, lies the fun.

“There are some safeguards we can already draw in,” explains Scott Davis, game director on Eve Vanguard. “Eve Online already has this concept of high-sec, low-sec and null-sec.” For clarity, high security spaces have a higher presence of NPC enforcement troops, which diminish as you go down in classification – mess with other players in high-sec, and you’re going to get some bad attention. “You always start at high-sec, and you tend to be moving into low-sec areas. And that helps to give some guardrails or some safety nets around the more player-versus-player driven parts of the game. We’ll be using those same aspects in Vanguard.”

The baseline of the Vanguard experience is the gunplay – and let me tell you, it is excellent.Image credit: CCP Games

Some of the persistent, strategic zones (which are called ‘bastions’ in Vanguard parlance) will, therefore, have no PvP at all. If you don’t want to get ganked whilst going on a nice mining mission to pick up some ore, you can chill out there. “I play Final Fantasy 14 like a single-player game,” explains Davis, “just with lots of other people around me. And it feels richer because of that. And that’s something I think we can lean into.” That’s what these high-sec ‘bastions’ will look like: pleasant MMO hubs, with “me and my friends running around, doing lots of PvE things”. It’s “mingleplayer”, says Davis.

I love that term: that’s how I spent a lot of my time in both Destiny and FF14. In Destiny, I’d often go off and play PvP as a lone wolf, head back to The Tower, dance with some randos, and then jet off to do some strikes. Seeing other people going about their business was all part of the joy. In Final Fantasy 14, I liked to play a chef; getting ingredients and cooking dishes for players before hitting up a raid. It’s a good way to make friends. But any game operating in an online space has the potential for bad behaviour. That’s not a problem for Vanguard, though.

“But even in that first bastion, you’ll be aware that there are these high-sec planets and low-sec planets and null-sec planets. So if you want to be an absolute bastard, there are specific places you can go to do that. And then anyone who goes there knows that there’s a higher propensity for bastardry in those spaces.”

But that’s not to say that the high-sec portions of the game will be completely safe for the pacifists amongst us. “We’re also thinking, ‘how can we make high-sec cool?’,” explains Davis. “The idea that I shoot you but I’m just not dealing damage to you is an easy way of solving that problem, but are there much more interesting ways of doing that? I think there are. In Eve Online, you can destroy other ships, but then you get a ‘wanted level’, and then police are after you – what if, in these high-sec worlds, you can kill another player, but then all this stuff happens.

“Suddenly, a Space Police Concord drops right next to you. You show up on the map. Security forces announce: ‘right, everyone’s got infinite respawns until this person dies!’ It takes me back to playing DayZ, when you get a player-killer on the server, and then all of a sudden the whole server now wants to rally against the player killer. It’s putting more power into the people to solve the problem. It dissuades you from wanting to do PvP, but sometimes you might just think, ‘I want to cause that to happen. I want a big fight, I want the whole server against me’.”

A fresh batch of Vanguard screenshots, showing off one of the ‘sandbox lite’ areas of the game, alongside the latest version of Vanguard’s brilliant weapons. | Image credit: CCP Games

One of the very Eve Online anecdotes I was told at CCP’s studio is that, recently, the leader of an in-game corporation sided with another corporation out of nowhere. This person started deleting the assets of all the other corporations before he was caught. It was a scandal. “That’s not something you would ever engineer,” laughs Davis. “There’s a system that you make and players just rip, tear, and rend in their own way.”

It very much sounds like CCP London wants to take that philosophy from the main Eve game and shape it into something that works in an MMOFPS. As we see Helldivers 2 devs act like dungeon masters as players opt to cause in-universe havoc, and people bounce off Destiny 2 as its narrative and development direction feels increasingly out-of-touch with the players, it’s a fascinating prospect. Of course, it’s still early days and there is plenty that will be ironed out as the game heads towards a proper early access release next year, but for now, I’m very much picking up what Vanguard is putting down. I just hope it can stick the landing.



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September 26, 2025 0 comments
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Ken Levine’s BioShock successor Judas still in development, with a new gameplay system that decides who the villain is based on your actions
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Ken Levine’s BioShock successor Judas still in development, with a new gameplay system that decides who the villain is based on your actions

by admin August 27, 2025


Image via Ghost Story Games

I almost forgot about this one, but it sounds very promising

|

Published: Aug 27, 2025 03:32 pm

Remember Judas, the first-person shooter and next game from BioShock creator Ken Levine? Yeah, it’s hard to blame you if you forgot.

Similarly to BioShock 4, Judas has not been heard or seen in over a year, but Levine just dropped a new blog post out of the blue detailing what’s been going on with the game’s development. Don’t get too excited, because it’s likely still far off from releasing, but it’s not all bad news.

Along with new, gorgeous key art for the game seen at the top of this article, Levine detailed Judas’s Villainy system, which he says some takes inspiration from Shadow of Mordor’s Nemesis system, but functions quite differently.

“We’ve just finished a major milestone: Villainy,” he said in the post on PlayStation Blog, which also includes a minor glimpse at gameplay. “Villainy is a central feature of Judas. When you play BioShock or BioShock Infinite, the villain is always going to be the villain. Fontaine, Comstock — they’re always going to be the bad guys. In Judas, your actions will attract members of the Big 3 to you as friends. But ignore one of them enough, and they become the villain. From there, they will get access to a new suite of powers to subvert your actions and goals.”

These Big 3 characters (Tom, Hope, and Nefi) will be central to the game, according to Levine, and players will “get to know these characters intimately.” Much of Judas is still being kept secret, but Levine and his new studio Ghost Story Games want “losing one of them to feel like losing a friend,” and they will all be “competing for your favor and attention.”

“In BioShock Infinite, there was a lot of energy invested into developing your relationship with Elizabeth,” said Levine. “By the end of the game, you knew everything about her, her abilities, her hopes and dreams. But the truth is she knew almost nothing about you, the gamer playing Booker. In Judas, the Big 3 observe you as you play, and they have feelings not only about how you approach combat, hacking, and crafting, but most importantly your interactions with the other two characters.”

This sounds pretty awesome in theory, but it must be said that it’s now been over 12 years since BioShock Infinite, which is the last game Levine released at Irrational Games, along with its Burial at Sea DLC. The industry has changed entirely since then, and expectations for this title will be high.

With still no release date in sight, I’m choosing to be cautiously optimistic that Judas will end up being a title that may surprise us all whenever it finally comes out.

Destructoid is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy



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August 27, 2025 0 comments
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