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"Incredibly moved and grateful" - Clair Obscur: Expedition 33's director talks success, "art house" aspirations and the scope of future projects
Game Reviews

“Incredibly moved and grateful” – Clair Obscur: Expedition 33’s director talks success, “art house” aspirations and the scope of future projects

by admin October 9, 2025


Since the release of the celebrated and critically acclaimed RPG Clair Obscur: Expedition 33, key members of the development team at Sandfall Interactive have been on something of a global victory tour. The game is indebted to the Final Fantasy series and FromSoftware’s Souls games among others, and now the team have finally met their heroes.

“We met so many inspiring and great people,” director Guillaume Broche tells me, “so many legends of the industry and the games we play and adore. It was always very chill, actually. It was really just about sharing philosophies on how to make games and the games industry in general.”

Broche wasn’t nervous about meeting his heroes. “They’re actually very cool,” he says. “All the big directors we met, and even the smaller ones that we really love, we all speak the same language [of games].”

Clair Obscur: Expedition 33 | Launch TrailerWatch on YouTube

Indeed, where players have made countless comparisons between Expedition 33 and the iconic long-running franchises it’s inspired by, the developers themselves are supportive of one another. “It’s cool to see that among directors and people who make games, even on a technical level, on the producing level, really it’s about sharing and making the best games possible, and there is no real sense of competition,” says Broche. “It’s more how we can elevate each other to do our job better. And that’s a really great feeling I want to convey, because from the exterior it looks like everybody’s at each other’s throat, but really that’s not the case at all.”

One competition that remains this year, however, is Game of the Year, and so far Expedition 33 is seemingly one of the frontrunners. Broche describes the positive reaction to the game as “surreal”, as he didn’t expect it to be quite so far-reaching.

“I was saying before the game launched, we are going to find our niche and the players who love the game will really, really fucking love the game, but we are still expecting it to be a very small percentage of gamers,” he says, alluding to the expected popularity of turn-based games ahead of the game’s release.

“It exploded far beyond that. We are incredibly moved and grateful at how big it got and how it emotionally resonated with people.”

“I think the first shock was when we discovered the meta score,” adds Tom Guillermin, CTO and lead programmer. “There are so many great games that we look up to that are in that range of score. So when we discovered that, everybody was screaming with joy in the studio. It was such an emotional moment.”

Image credit: Sandfall / Eurogamer

The huge success of the game is a remarkable achievement for a debut game from a small studio. But that success, Broche and Guillermin assure me, isn’t going to change the studio – its size, the way it operates, or its future projects.

After Expedition 33 was released, there arose plenty of debate about the size of the team at Sandfall (while the core development team was around 30 people, there was additional outside help in animation, QA testing and more). So should the studio be considered indie, AA, or does it even matter?

“We don’t really care, to be honest. We are very much independent on everything we do,” admits Broche, noting publisher Keplar provided assistance. “I’d say probably the most accurate would be triple-I, because we are not really small, but we are also on the very lower end of AA production budgets and team size. We are not bothered that much by any classification, it doesn’t really matter.”

Broche describes Sandfall Interactive as a “small art house, where we make games that we love and want to play”. And that will continue, even despite its success, as it allows the team to take risks, be agile, and innovate.

“We know how to make a game with a team our size, a game we love, so that’s something we want to do again,” he says. “We don’t plan to grow the company that much…even for the next game. We don’t necessarily want to make something bigger. We want to make something as good, if not better, and that’s all that matters. The size is not really important, I think.”

Perhaps this is a lesson the industry could learn this year. Amid exploding budgets, creative ruts, and the desire for ever-growing profits, here is a studio working within its limits to deliver a passion project that players have responded to in their millions.

Image credit: Sandfall / Eurogamer

As such, I asked Broche about the scope of the project and how the design team decided what should be included. Being a small team, he says, meant they could adapt quickly, but initially Expedition 33 was Broche’s project and was intended to be created by an extremely small team which naturally led to a clear focus.

What’s more, the JRPG style of the game lent itself to a manageable scope. Turn-based combat, for instance, is “easier to do, in a way, than pure action games”, says Broche. “I would say it’s also a lot of happy accidents, because the kind of game I really love, they tend to take a lot of shortcuts – like JRPGs – and so the general game also matches very well with the size of the team. We would have struggled a lot more, of course, if we’d done a big open world with thousands of quests.” The use of a world map, too, allowed for agile development as it’s easy to slot in new areas.

“I think the most important thing is to define what your game is at the beginning and have a very strong vision at the very beginning so you know exactly what you want and what you don’t,” concludes Broche.

Guillermin adds there were very few features developed that didn’t make it to the final game, owing to that clarity of vision. Then, as the team grew, designers “had a lot of freedom to create a lot of content from the building blocks that we were providing them”.

“I think the most important thing is to define what your game is at the beginning and have a very strong vision.”

This is why, then, the game offers a turn-based combat system with such depth, while exploration is more linear, without offering the complex dungeons and puzzles of other games in the genre.

“It’s funny, we tried at some points to add puzzles and everything and it just didn’t fit at all with the game,” says Broche. “It felt completely off and broke the rhythm that we want for the game and made it less tight. I think it would have been great for the length of the game, because people would have been stuck for hours. But overall, we wanted something that is shorter than traditional RPGs and more packed in terms of rhythm and cutscenes and story and the battles.”

Image credit: Sandfall / Eurogamer

So what’s next for the studio? Broche has previously hinted Expedition 33 is “not the end” of the Clair Obscur franchise, but “clair obscur” as a term is rooted in art. Is that a theme we’ll see continue in future games?

“For me, Clair Obscur is more about a mark of greatness in terms of art and how we see games at Sandfall,” says Broche. “I used the term ‘art house’ before, and it’s really something I am very attached to. It’s games that, in one way or another, will feel very artistic in terms of music, visual, art, story – ideally, everything at once.

“That’s why we also chose an art theme that is very strong with the name Clair Obscur. It reflects that, and it also reflects contrast, which is something I personally adore in stories, where you will never have complete darkness or complete light, but what’s important is what’s in between.

“It also reflects the philosophy of the studio itself,” he adds. “We do some games that are very serious and sombre with some very light moments, of course, but overall, we don’t take ourselves very seriously. And the mood overall at the studio is very light, and we like to laugh all day long. So it’s really this contrast that is both in our game and in the studio, which feels very fitting for how we work on the story of the studio, and there is a spirit of the franchise, let’s say.”

Before that, Sandfall Interactive will release an update to Expedition 33 by way of a “thank you” to the fans. While the studio is tight-lipped about its content, it’s previously hinted it’s exploring new localisation and accessibility options among other additions.

What’s more, Broche tells me the update will have “a bit of whee and a bit of whoo”. No doubt fans will take the hint.



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October 9, 2025 0 comments
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Metroid Prime 1-3: A Visual Retrospective Has Clothbound Cover With Metallic Art
Game Updates

Metroid Prime 1-3: A Visual Retrospective Has Clothbound Cover With Metallic Art

by admin September 25, 2025



Ahead of Metroid Prime 4: Beyond’s release this December, fans of the iconic Nintendo series can revisit the original Prime Trilogy in written form. On October 28, an official Metroid Prime Trilogy retrospective will be published by Piggyback, the strategy guide publisher best known for its excellent Legend of Zelda guidebooks. Preorders for Metroid Prime 1-3: A Visual Retrospective are available now at Amazon for $46.49 (was $50).

With Amazon’s preorder price guarantee, you’ll automatically get any price cuts offered between the time you order and launch.

$46.49 (was $50) | Releases October 28

The book’s full title is Metroid Prime 1-3: A Visual Retrospective: The Official Art and Making of Metroid Prime 1-3.

The 212-page clothbound hardcover with a stitched binding and etched metallic foil cover art featuring Samus Aran wearing the Varia Suit. Piggyback is using high-quality, sheet-fed art paper to showcase the concept art and sketches from the development of the original Metroid Prime (2002), Prime 2: Echoes (2004), Prime 3: Corruption (2007), and Metroid Prime Remastered (2023).

Along with the artwork, the book contains commentary from Retro Studios developers. The foreword was written by Metroid Prime series producer Kensuke Tanabe, and each of the four sections are introduced by a developer from Retro Studios.

Preorder Metroid Prime 4: Beyond + Amiibo

Metroid Prime 4: Beyond

Metroid Prime 4: Beyond launches December 4 on Nintendo Switch 2 and Switch. The Switch 2 version is available to preorder at Amazon, Walmart, and other major retailers for $70. The original Switch version is up for preorder for $60. If you want to upgrade to Switch 2 to play Metroid Prime 4 in 4K resolution, Amazon finally has Nintendo’s new console in stock. The upcoming Pokemon Legends: Z-A Bundle has sold out a couple of times, but the Mario Kart World Switch 2 Bundle is available for $499.

Nintendo is also releasing three new Amiibo for Metroid Prime 4. Two different Samus Amiibo figures launch November 6, while Sylux releases December 4. Amazon is sold out of two of the Amiibo, while Walmart is sold out of the one Amiibo Amazon has in stock. You can also still get the Metroid Dread Amiibo 2-Pack featuring Samus and E.M.M.I. for $28.73 at Amazon.

More Metroid Games

Metroid Prime Remastered

If you haven’t played Metroid Prime Remastered, we’d highly recommend checking it out ahead of Metroid Prime 4: Beyond. It’s one of the very best games for Nintendo Switch and will serve as a good primer (sorry) for Beyond. For classic side-scrolling Metroid, check out Metroid Dread for Switch and Metroid: Samus Returns on 3DS. The latter is a great remake of Metroid II that flew a bit under the radar because it launched in 2017 after the Switch hit the market. Dread and Samus Returns were developed by MercurySteam.

Nintendo Switch Online members can play the first five Metroid games on Nintendo Switch and Switch 2. Metroid, Metroid II, and Super Metroid are available with the Switch Online Individual membership ($20/year). To get the Game Boy Advance games–Metroid Fusion and Zero Mission–you need the Switch Online + Expansion Pack membership ($50/year).

And if you want to play all of these Metroid games with a controller themed around the franchise, PowerA recently launched an officially licensed wireless controller featuring Samus Aran and a galactic background. You can also grab a pair of wired Metroid-themed earbuds packaged in a drawstring bag with Metroid artwork.

More Nintendo Guide & Art Books

The Legend of Zelda: Tears of the Kingdom / Breath of the Wild Official Strategy Guides

Amazon has deals on the hardcover editions of Piggyback’s other recent Nintendo books. We’ve included a list of those below. And if you’re looking for more official Nintendo art and lore books, you should check out Dark Horse’s series of Zelda and Super Mario books.

Piggyback’s Zelda Guides:

Nintendo Art & Lore Books:



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September 25, 2025 0 comments
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Here's our first look at the cast and concept art for Kojima's "stealth action" PlayStation title, Physint
Game Reviews

Here’s our first look at the cast and concept art for Kojima’s “stealth action” PlayStation title, Physint

by admin September 23, 2025


Tonight, as part of the Kojima Productions 10th Anniversary livestream, called Beyond the Strand, we got a new update on the studio’s Metal Gear-style project, Physint.

The title, which to date has been shrouded in secrecy, is still in the early stages of development, but we did get some confirmations this evening: actors Don Lee, Charlee Fraser, and Minami Hamabe are involved, and Hamabe also featured in an in-engine demonstration in which Kojima specifically noted how pleased he was with the rendering of her skin.

Sony Interactive Entertainment Studio head Herman Hulst appeared briefly before the segment on Physint, doubling down on the statements about Sony working closely with Kojima Productions on the title.

The game, as previously teased, is a “stealth action title” a la Metal Gear Solid, and we finally got a little look at the key art for the game – you can see it in the header of this article.

You can see the latest Physint information dump here as part of the livestream below.

Kojima Productions 10th Anniversary Livestream: Beyond the Strand
Watch on YouTube

All that we knew about Physint before this, really, was that the title was ‘some way off’. The last update we had on the game came from Kojima in Auguast 2025, as the influential developer noted he was still working on the game “all by [him]self”.

Physint was announced to be in the works for PlayStation in January 2024, with Kojima Productions describing it as a “next-generation action espionage game” at the time. Apparently, the game would enter full production after the launch of Death Stranding 2 – and here we are.

Back in May, Kojima revealed Physint was now “in development”, noting it would likely take him “another five or six years” to complete. It’s also a personal project for the storied developer, who has described the game as a “culmination of [his] work”, that he wants to “transcend the barriers between film and video games”. The title was born during a period of sickness and surgery, when thoughts of his own mortality convinced him to ‘change his priorities’ and do something fans had been asking him to do for years. Cheery, then.



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September 23, 2025 0 comments
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Nintendo patents in-game characters summoning others to battle
Esports

Nintendo argues mods should not count as “prior art” in Pocketpair patent lawsuit

by admin September 22, 2025


Nintendo has argued that mods should not count as “prior art” in its patent lawsuit against Palworld developer Pocketpair.

According to Games Fray, which sent a “neutral person” to inspect the Nintendo v. Pocketpair case file, Nintendo does not want mods to be recognised as prior art in the lawsuit, which the publication explained is “previously published material that could be held against its patents.”

In February 2025, Pocketpair filed multiple “preparatory briefs,” according to Games Fray, arguing that Nintendo’s patent lawsuit shouldn’t have been granted as there was prior art “before the relevant priority date that already covered what Nintendo claimed to have invented.”

Pocketpair’s invalidity arguments pointed to a number of mods as proof of this, including the Dark Souls 3 meets Pokémon mod, Pocket Souls, the Pixelmon mod for Minecraft, and the NukaMon mod for Fallout 4.

Nintendo has argued, however, that mods are not prior art as they cannot run independently, unlike the games they run on.

“This does not convince us from a patent law point of view,” Games Fray said. “The question is not whether a gamer who sees the game would likely use the mod or the other way round. What matters is whether game makers looking for inspiration would turn to mods. Of course they would.”

The judge in the case will decide whether mods do, in fact, count as prior art, but Games Fray reports that its sister site, ip fray, noted that courts usually reject these attempts to “narrow the pool for prior art references in unreasonable ways.”

Games Fray also reported that there “clearly are delays” with the case and “it looks like nothing will happen in that litigation during the remainder of this year.”

Last week, Pocketpair announced it is aiming for Palworld to exit early access in 2026, despite the ongoing lawsuit.



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September 22, 2025 0 comments
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Nintendo Argues Game Mods Aren't "Prior Art" In Palworld Lawsuit
Game Updates

Nintendo Argues Game Mods Aren’t “Prior Art” In Palworld Lawsuit

by admin September 22, 2025



Nintendo’s legal battle against Palworld developer Pocketpair has intensified, as the Japanese game-making company alleges in part of its ongoing lawsuit that user-made mods don’t constitute “prior art.”

While Pocketpair previously claimed that mods (such as the Dark Souls 3 Pokemon mod Pocket Souls) invalidate Nintendo’s patents, Games Fray (via IGN) has reported on September 16 that the Pokemon creator has argued in the ongoing lawsuit that, because mods require games to function, anything created by users isn’t “prior art.”

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Essentially, Nintendo is claiming that mods are “fair game” as they could be patented by someone else. Thus, the company fears that its gameplay ideas and innovations could similarly be lifted and used by anyone. As IGN noted on September 19, this is particularly worrying for the games industry because patent thieves could theoretically create entire games out of just mods.

The problem here, though, is that Nintendo’s “ideas” and “innovations” aren’t novel. Pokemon has been around for decades, and as Games Fray reported, the ideas the company filed patents for in 2021 weren’t new, either.

Pocketpair, for its part, has purported that Palworld and Pokemon are fundamentally different beasts. Sure, they both start with “p,” and they feature monsters you can capture in balls, but one is an open-world action game and the other is a more traditionally turn-based affair. This, alongside the notion that Palworld isn’t merely a modded Pokemon no matter how much it may look like it, is perhaps why Pocketpair is confused by the lawsuit.

Palworld is out now on PC, PS5, Xbox One, and Xbox Series X|S.

Meanwhile, the next Pokemon games are Legends: Z-A and Pokopia. The former is a continuation of the Pokemon Legends series that launches on October 16, while the latter is a life sim not unlike an Animal Crossing title that comes out sometime next year. Both will, of course, be available on Nintendo Switch 1 and 2.



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September 22, 2025 0 comments
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Blizzard Denies It Used AI For New Overwatch 2 Art
Game Updates

Blizzard Denies It Used AI For New Overwatch 2 Art

by admin September 22, 2025



Overwatch 2 developer Blizzard has responded to accusations that new sprays for the competitive hero shooter were created with AI, firmly denying such claims.

Fans of the game took to platforms such as X and Reddit, pointing out what they perceived as telltale signs that the sprays depicting cartoony versions of Venture, Juno, and the game’s new Hero Wuyang were AI-generated.

One user on X cited the “hair and line art” in a spray showing Venture and Juno posing back-to-back, and another user claimed that there were “weird errors and strange details that’d be odd for an industry artist to make,” such as one of Juno’s eyebrows being over her hair while the other being under.

In a statement to Kotaku, a Blizzard spokesperson said: “The sprays referenced are artist-made.”

This is far from the first AI accusation that Blizzard has received relating to Overwatch 2. In August, a post from the official Overwatch X account promoting the brand’s collaboration with figurine and plush company Youtooz contained what observers believed to be AI art in the background.

The post was subsequently deleted, with a reply from the Overwatch account clarifying that the art came from Blizzard’s “e-commerce vendor,” adding that the company “expect[s] images such as this to be artist-made, in alignment with our policy.”

In April, players accused Blizzard of including AI-generated voice lines in the German localization of the game for Mercy in a Gundam crossover event. A public relations manager for Blizzard responded in the Blizzard forums, denying the accusation and saying that “certain localized voice lines in some recent Blizzard game content are currently unavailable or changed.”

The use of AI in game development still remains a contentious issue, with fans often backlashing at any possible case of AI-generated content, while AAA companies such as Sony continue to experiment with AI tools such as large language models (LLMs). Back in 2023, reports indicated that Blizzard itself created an AI tool called Blizzard Diffusion to generate concept art.



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September 22, 2025 0 comments
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New Art Book Explores Mortal Kombat's Bloody 30-Year Visual History
Game Updates

New Art Book Explores Mortal Kombat’s Bloody 30-Year Visual History

by admin September 10, 2025



More than 30 years ago, Mortal Kombat hit arcades, kicking off the hyper-violent franchise that now spans numerous video games, big-budget movies, comic books, and even an animated series. Soon, fans can get an inside look at the franchise’s gore-spattered history thanks to the upcoming art book, Mortal Kombat: Flawless Victory, written by Ian Flynn–the lead writer of IDW Publishing’s Sonic the Hedgehog comic series and Sonic Frontiers. The $50 hardcover book will be released on October 21, 2025, and is available for preorder at Amazon.

$50 (was $60) | Releases October 21

According to the book’s Amazon store page, Mortal Kombat: Flawless Victory will feature over 300 pages of concept sketches, renders, and illustrations. The art will be presented alongside exclusive interviews with the development team at NetherRealm Studios, commentary from Flynn, and an in-depth look at fan-favorite characters like Scorpion, Raiden, and Liu Kang.

While August 2025 is a bit of a long wait, the silver lining here is that you won’t be charged until the book ships, and thanks to Amazon’s preorder price guarantee, you’ll get it for the best price.

Mortal Kombat: Legacy Kollection is a blast from the past

The best way to experience Mortal Kombat history is through the original games, and fortunately, they’re all coming to PC and console later this year. Mortal Kombat: Legacy Kollection from retro specialists Digital Eclipse launches on December 12, and this bundle includes the original trilogy of arcade games, Mortal Kombat 4, Game Boy ports, several spin-offs, and a look behind the scenes with archival materials and newly filmed interviews.

Mortal Kombat: Legacy Kollection will be available in three editions: Standard, Deluxe, and Kollector’s. The Deluxe Edition comes with the game, a steelbook case, magnet, poster, and more, while the Kollector’s Edition offers all of those extras and a controller-holder shaped like Goro, an arcade token, and several other extras. Preorders for all editions are now live.

While the 2021 Mortal Kombat movie isn’t something you’d consider for a historical tour of the franchise yet, it’s still a ton of fun to watch. With its sequel delayed to May 2026, now is a great time to revisit the movie since it’s getting a new 4K steelbook release. The new edition launches October 7, and the cover features Scorpion’s mask on the front and his deadly kunai on the back. This version also comes with a voucher to claim the digital version of Mortal Kombat, giving you the option to download or stream the film on a wide variety of apps and devices.

If you’re a fan of gaming history, you can check out several other books right now covering various consoles and games. Game Boy enthusiasts will want to check out The Game Boy Encyclopedia–a book that explores the hundreds of games released for the handheld–by veteran video game journalist Chris Scullion, who has also authored several other books on the topic,

The Video Game Encyclopedia Series

There are also deep dives into Nintendo written by Florent Gorge, as the long-awaited translations of the third and fourth volumes in The History of Nintendo series are also up for preorder. If you ever wanted to read up on the secret history of the iconic video game company, then books like The History Of the Famicom/NES and The History Of The Game Boy are essential reading. Lastly, you can also check out the superb hardcovers produced by Bitmap Books. These cover a wide range of topics, from box art to horror games, and they’re some of the best coffee table books around if you’re looking for something that’s easy on the eyes.

More gaming history books



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September 10, 2025 0 comments
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Christie’s Scales Back on NFTs as Art Market Faces Decline
NFT Gaming

Christie’s Scales Back on NFTs as Art Market Faces Decline

by admin September 9, 2025



UK auction giant Christie’s is reportedly closing its department that handles non-fungible token sales, putting it under a broader department amid a global decline in the art market.

The “strategic decision” will see the 258-year-old British auction house continue to sell digital art such as non-fungible tokens (NFTs), but now within the larger 20th and 21st-century art category, according to a report on Monday from Now Media that cited a statement from a Christie’s spokesperson.

At the same time, Now Media reported the auction giant laid off two employees, including its vice president of digital art, but at least one digital art specialist will be kept on staff.

Christie’s has had a huge presence in the NFT space, selling multiple artworks, including Mike “Beeple” Winkelmann’s Everydays: The First 5000 Days, which closed at auction in March 2021 with a bid of $69.3 million.

Digital artist Laura El sold one of her digital artworks, known as Lonely Island at Christie’s in 2023. Source: Laura El

The auction house had also been a supporter of the Web3 space, launching an NFT auction platform in September 2022 and a crypto-only real estate team in July.

Market conditions could have spurred shift 

Fanny Lakoubay, a digital art adviser, curator and collector, said in an X post on Monday that she suspects Christie’s move could be tied to the “current art market contraction.”

The wider art market has been declining, with global sales down 12% in 2024 to $57 billion, along with combined public and private sales by auction houses dropping by 20% to $23 billion, according to the Art Basel & UBS Art Market Report 2025 released in April.

“Auction houses can’t justify a whole department when it brings in less revenue than the others, even with some recent successful sales,” Lakoubay said.

“It’s definitely not a great public signal, but we should also remember: auction houses only focus on secondary sales of already well-known artists and brands. It’s still too early for that model to really work/scale with digital art,” she added. 

Source: Fanny Lakoubay

Lakoubay said it could be a good time to focus on primary market development and introduce traditional collectors to new digital artists.

Christie’s could be having a “Kodak moment”

Meanwhile, an NFT collector and member of the Doomed decentralized autonomous organization, posting under the handle Benji, argued that Christie’s move to close its digital art department doesn’t reflect a weakness in the demand for digital art, or that “institutions are no longer coming for our jpegs.”

He speculates the business model is likely to blame for the decision because it was “flawed and unsustainable,” and this new direction could be Christie’s “Kodak moment.”

“How can you charge 25-30% commission on something that does not need to be authenticated / stored / insured / shipped, when your online competitors like Gondi charge zero commission for the exact same sale?” Benji said.

“I hate to see good people lose their jobs, but Christie’s exiting the space is a net positive— one less value extractor means more value for collectors and artists alike.”

Source: Benji

Christie’s didn’t immediately respond to Cointelegraph’s request for comment.

NFT market records mixed results

The NFT market has had a turbulent few years. Last year was flagged as the market’s worst year for trading volume and sales since 2020, partly because of volatility and rising token prices.

Related: NFT market cap drops by $1.2B as Ether rally loses steam

It has been showing signs of life in 2025. In August, the sector surged to a market capitalization of more than $9.3 billion, a 40% uptick from July, as Ethereum-based collections and Ether (ETH) increased in price.

The market has shown signs of cooling in recent weeks, but its current market capitalization is up 2% in the last 24 hours and sits at $5.97 billion. 

Several of the largest NFT collections by market capitalization have also experienced gains. CryptoPunks is up 1.9% in the last 24 hours, and has a trading volume of $208,319 with three sales.

Yuga Labs’ Bored Ape Yacht Club is up 3.7% and has clocked a trading volume of more than $1.2 million and 30 sales, while Pudgy Penguins is up 2%, with $905,526 in trading volume and 20 sales. 

Magazine: Astrology could make you a better crypto trader: It has been foretold



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September 9, 2025 0 comments
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David Howard Thornton on the Art of Being Art the Clown
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David Howard Thornton on the Art of Being Art the Clown

by admin September 6, 2025


Terrifier icon Art the Clown has made an impact as the new king of painted-face slasher villains and the character enters a new era as a feature at Halloween Horror Nights. The spooky season haunt at Universal Studios Orlando and Universal Studios Hollywood features not only haunted houses inspired by Damien Leone’s bloody franchise but also a huge Art the Clown presence for walk-around characters.

At the red carpet for Halloween Horror Nights Hollywood, Terrifier’s very own Art the Clown, David Howard Thornton, talked to Dead Meat about his advice for the scareactors at Universal embodying the gleefully silent gorehound.

“First of all, I just told them to have fun because that’s how Art is. He finds so much joy in the horrible things he does. And I said, ‘Just find that sadistic joy in just messing with people.’ Just go wild with it and have fun with it. And it’s just, be a little jerk,” he shared.

Having experienced hilariously horror-tinged mime interactions with Art in the park ourselves, we can confirm it’s just a sheer demented delight.

© io9 Gizmodo

Thornton continued to explain his inspiration to better define the character, who first appeared in Leone’s early 2008 short film The 9th Circle and whom the actor took on in 2016’s Terrifier feature.

“I based him on a vulture. The idea came in because of his beak nose. And so I’ve added more of a hunch to him. Especially when he’s in predator mode, as I like to call it, when he’s actually on the hunt. Birds of prey lead with their eyes first; as they look at something, the head moves. And then the body follows. And that’s what I based Art’s movements off of when he’s in hunt mode.”

Imparting the art of being Art to Universal theme park scareactors really solidifies the clown as a titan of terror at the annual Halloween festivities. Thornton is proud of this horror honor. “It makes me so happy because I think it’s a great thing just to build up the love of our character. Because I love every year watching the videos that they have of Universal with the Grinch, all the things he does … [and] I love seeing now Art’s doing that same thing. And it’s catching that kind of popularity.”

I personally haven’t seen any of the Terrifier films but the memorable interactions within the haunted house and outside in the scare zones made me an instant Art fan. Art very much fits in the chaotic meet-and-greet fun you’d expect and joins fellow theme park standouts such as the Grinch and Beetlejuice in making a home at Universal as characters people want to meet.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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September 6, 2025 0 comments
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Already I'm convinced, Hollow Knight: Silksong is a hymn to the art of paying attention - and it absolutely rules
Game Updates

Already I’m convinced, Hollow Knight: Silksong is a hymn to the art of paying attention – and it absolutely rules

by admin September 5, 2025


Look down. That’s my early tip for Hollow Knight: Silksong, which I’ve been playing for an evening and a morning by this point. On a high ledge? Above a promising gap? Look down. Chances are the developers have put something just within visible range to guide you a little.

Hollow Knight: Silksong

I am – this is a weird sentence – quite a fan of looking down in games. Or rather, I’m a fan of games that specifically allow you to look down. Hollow Knight, Silksong, Spelunky: these are games in which situational awareness really matters. Wherever you are, they seem to say, you are inside a moment. This is not just an empty stretch of gameworld, or padding between here and there. Look down and you might avoid something dangerous. Or you might see something wonderful.

The looking down spirit goes deep too. If I had to sum up my time with Silksong so far, I’d say that it’s a game that prioritises paying attention above all else. That might not seem as if the sexiest of virtues is being foregrounded, but paying attention in games is actually brilliant. Games that need you to pay attention absolutely rule.

Metroidvanias often put a premium on this stuff, of course. Look at the map, but look hard: are there promising chunks of negative space in there where something might be hidden? Look at the walls, but really try to see what your eyes are passing over. Are there cracks that suggest new routes, new chambers? Is there more to this world hidden in front of you?

Hollow Knight: Silksong in motion.Watch on YouTube

In Silksong this goes a lot deeper. Bosses? So far I’ve found at least one which is significantly less of a hurdle if you really look at the environment in which you’re fighting. Collectibles? Silksong’s main currency – I absolutely adore this – is rosary beads. Tiny little things, vital for buying maps and supplies but easy to miss as they scatter across the ground. You have to really pay attention to make sure you’ve grabbed them all.

Onwards and upwards. Silksong is not against cheesing, and making various elements of the resource grind a little easier for you, but you need to spot these opportunities, in the same way you once spotted a bonfire in Dark Souls that allowed you to collect souls in vast quantities. It wants to link distant spots and provide handy respites, but it wants you to work for these things – not just to earn them, but to see the possibilities for them.

Image credit: Eurogamer / Team Cherry

I almost suspected a lot of this. Of course I knew that Silksong would be one of those games you have to really lean in to play, the kind that sees your shoulders tensed and your whole body tilted towards the screen, as if your entire being knows it can’t miss a thing. But I think I always sort of knew that the extra development time was not just being used to make the game bigger, but to make it richer, more alive with incidental elements and secrets and the details that make a design feel packed with potential.

True story: I’m not sleeping brilliantly at the moment. For whatever reason I’m awake and trying to get comfortable at three in the morning, desperate to find a way to keep my eyes shut. But after just one evening playing Silksong, I stepped away from the Switch 2 and realised I was absolutely exhausted. All that paying attention! I had put everything into what I’d been doing because the game had asked it of me, because the game had already put everything it had into the experience too. Last night I slept beautifully. And dreamt of caverns, and bugs, and secrets that were hidden beneath my feet.



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September 5, 2025 0 comments
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