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XRP vs Bitcoin: 16% Growth May Be Just Beginning
NFT Gaming

XRP vs Bitcoin: 16% Growth May Be Just Beginning

by admin September 28, 2025


Following an explosive rally of 320% at the beginning of the year, it seemed that XRP’s outperformance of Bitcoin had come to an end. Currently, one XRP token is estimated to be worth 0.00002541 BTC, which is 25.81% below its peak value.

For many, this marked the end, but Bollinger Bands support the opposite thesis — and they do so on the weekly timescale. XRP has just defended its mid-band versus Bitcoin on the weekly chart, making the scenario of testing the higher band at 0.000026 BTC more probable for now.

This would be 16% higher than the current price.

XRP/BTC on Binance by TradingView

It is all about chart mechanics. When a pair holds the weekly mid-band, it signals not collapse but the possibility of reaching the top band. That’s what’s on the table now: 0.000026 as the next target price.

Had the defense failed, the conversation would already be about 0.000021, but it didn’t. The ratio stayed alive.

XRP, Bitcoin and dollar

In the meantime, Bitcoin is trading at six-figure prices and Ethereum is holding at around $4,000. However, none of this explains why XRP at $2.78 is such a big deal. The ratio does.

Traders who only look at the dollar chart miss the fact that XRP has a clean 16% gap above it before resistance even shows up. The whole play is this: The mid-band held, the upper band is in sight.

If XRP/BTC breaks into that zone, it won’t just be a random candle. It will be the first serious confirmation in months that this pair is alive and well. The weekly bands are already pointing the way.



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September 28, 2025 0 comments
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Trails In The Sky 1st Chapter Review - A Glorious Return To The Beginning
Game Reviews

Trails In The Sky 1st Chapter Review – A Glorious Return To The Beginning

by admin September 17, 2025



Trails in the Sky 1st Chapter finally addresses a major dilemma for newcomers considering getting into Falcom’s epic industrial fantasy saga. While the Trails series has consisted of different arcs set in different parts of the continent of Zemuria that you could start from, when its overarching storyline and continuity spans titles released over two decades, where better to begin than the very first chapter?

Trails in the Sky 1st Chapter successfully remakes the game and brings it in line with the standards of a Trails game in 2025, while preserving its original story. This is not a bloated reimagining–Trails titles have already been well-regarded for having a wealth of text, so it’s not like a remake would benefit from more fleshing out–but sticks to all of the original story beats, along with a revised localization that’s also closer in style to the Japanese text. There are some new lines too, mostly to fill the silences during exploration, but still not quite the same undertaking of localizing a new script from scratch, which is usually why previous Trails games have taken longer to reach the West.

Just like the original, 1st Chapter begins with 11 year-old Estelle waiting for her father Cassius to arrive home, only to find he’s brought with him an injured orphaned boy named Joshua who’s also her age. Fast-forwarding five years later, he’s part of the family and the pair are following in their father’s footsteps to become bracers: heroic warriors serving and protecting their communities by exterminating dangerous monsters and helping with odd jobs. But besides going from town to town in the kingdom of Liberl and doing good deeds to increase their bracer rank, Estelle and Joshua become embroiled in one mystery after another, from political corruption to kidnappings, culminating in a vast conspiracy beyond what they could have imagined.

Although the world of Trails has rich and complex world-building, 1st Chapter frames it from a more naive perspective of traditional do-gooders, contrasting with later entries that explore more morally gray territory, but it’s fitting for a coming-of-age story that also has one of the sweetest romantic subplots that gently creeps up on you. Getting to experience the story from Estelle’s earnest and feisty perspective, just as prone to goofy outbursts as she is to show compassion, as she learns the ways of the world and her heart, she’s still one of the most well-written female protagonists in a JRPG, while her close bond with Joshua is one of the game’s most memorable qualities. They’re complemented with a delightful cast of companions who also have different facets to their personality, like Scherazard, the big-sister bracer who also loves to indulge in alcohol, while some may be more than who they say they are, such as the overly flirtatious bard Olivier.

These characters are all wonderfully realized with modern visuals that are in line with the modern Trails games, including a dynamic range of camera angles so you can actually see the animated expressions on everyone’s faces as if you’re watching an anime. A stage production performed during a school festival in the game’s midpoint is a particular highlight that evokes so much more than what chibi sprites and text boxes with static character portraits were able to before.

Although much of the cast have already had the sprite-to-3D glow-up, having appeared in later entries of the series, they’ve still never looked as good as they do in 1st Chapter thanks to the aesthetic decision to render them with vibrant cel-shading. That same care also goes into the rest of the supporting cast, as well as even the numerous NPCs in each town, many named and usually with new lines of dialogue from when you speak to them later in a chapter compared to when you spoke to them earlier. It’s only a shame that in incorporating voice acting–available in both English and Japanese–it’s still only partially voiced. That’s understandable for optional side quests, but it also means during the story the voice acting is suddenly gone or only one of the character’s lines are voiced.

The modern benefits extend to exploration and combat. While towns are faithfully realized from the original, from the harbor city of Ruan to the royal capital of Grancel, the long, winding roads that seamessly connect themare much improved with a wide-linear design and different elevations, allowing for more exploration as opposed to just traversing a glorified corridor. This is also aided by the ability to fast-travel or turn on high-speed mode if you just want to race across areas and complete quests, then report back to the local Bracer Guild to steadily increase your rank. Fast travel is still limited to the region you’re in during a given chapter, so you won’t be able to fast-travel back to earlier locations while side quests also expire if you don’t complete them by the time the story progresses.

Trails in the Sky 1st Chapter successfully remakes the game and brings it in line with the standards of a Trails game in 2025

Combat is the big night-and-day difference, as 1st Chapter takes the hybrid approach introduced in 2024’s Trails Through Daybreak, where you can switch between real-time action and turn-based commands, which also includes team-based attacks from 2015’s Trails of Cold Steel. The action approach naturally reduces grinding and isn’t just a mindless hack-and-slash. Last-second dodges instantly charge up a gauge for you to perform more powerful attacks–it’s also still feasible and readable when played in high-speed mode. But what makes the hybrid system work effectively is that you also have incentives to switch to commands, such as after stunning an enemy, which gives you a preemptive advantage. Whereas action combat is better suited to a single enemy, in turn-based mode, you have access to commands that are more effective against multiple enemies, such as special attacks with area-of-effect damage that can be a circle, an arc, or a line, while some enemies are also more susceptible to elemental arts rather than physical attacks.

That can sometimes trivialize turn-based battles since it’s easy to build up party members’ CP used for unleashing special attacks–including the flashy S-Crafts with over-the-top animations that spend the full gauge–and BP for team attacks during quick battles and then switch to commands when you’ve filled your stock and unleash the most powerful attacks right away.

That doesn’t mean 1st Chapter is a cakewalk, as you’ll still be locked into the traditional battles in special encounters such as boss fights, where you’ll need to make use of different tactics. Being able to move party members around the field of battle is important for avoiding enemy’s area-of-effect attacks but also so that you can also set your own for attacking enemies or supporting allies. While you can see turn orders on the side of the screen, it also helps to use abilities that can interrupt or delay someone’s turn too. As part of its fiction where there have been huge advances in technology coming from mysterious Orbal energy, used for powering everything from escalators to airships, it’s also reflected in the magical Arts you wield. Similar to Final Fantasy 7’s Materia, Orbment devices can be fitted with quartz, their colors also denoting a specific element or power, such as blue for water and healing-based arts, red for attack and fire-based arts, or yellow for earth and defense-based arts; the higher level the quartz or the more of the same colored quartz you insert, the more high-level arts that can be used.

Ultimately however, when the engaging story, characters, and worldbuilding is the strongest aspect of a Trails game, it’s less concerned with challenging you with finding the right build or strategy. There are plenty of difficulty options, and if you fall to a tough boss, you also have the option to retry with their strength reduced, so you’re unlikely to face a roadblock from progressing the story because you’re underleveled. Party management is also not a concern as party members come and go as dictated by the narrative. That does mean if you have your favourites, you may not get to invest as much time in them as you’d like, aside from Estelle and Joshua, who are an inseparable duo throughout.

As faithfully one-to-one as the remake is, there is a downside that means there isn’t new gameplay content if you’ve experienced the story before. Any activities you find, such as cooking recipes (which do include new cooking animations), are what were in the original game, including moments you’re given multiple choices to respond to. While it’s still an interesting way to gauge your judgement as a bracer, it would have been better to update it to something more meaningful, so that you’re also rewarded with more than just bonus BP, which is easy to build up during quick battles anyway.

If 1st Chapter is a bit lighter and less complex than its later iterations, then that is also in keeping in the spirit of the original game as the beginning of an epic saga. If you’ve always wanted to experience the wonder of the Trails series but didn’t know where to start, then there are no excuses as this faithful remake is the definitive way to begin that long and winding trail. Hopefully, the remake of its second chapter follows up swiftly.



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September 17, 2025 0 comments
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A scientist experimenting on a man
Product Reviews

Dishonored ‘sounded a little bit ridiculous’ in the beginning, but came together with the help of the Sweeney Todd musical

by admin September 7, 2025



If you were to walk down Lackrow Boulevard in Dunwall—taking care not to linger outside The Black Friar, the dilapidated hotel where the Hatters Gang conduct their business in the legal district—you might stop at number 131. These are the premises of the company who build audiograph players: the rudimentary recording devices which capture the voices spoken into them, and offer scratchy, echoey playback via punchcards. All over the city, audiographs hold the private thoughts of lords and admirals, the final words of gangsters and royal caretakers. The inner life that elevates NPCs to characters who haunt their levels long after they’re ragdolled.

The name above the door of that business? AudioLog.

It’s only fitting, since the inventor of the audiolog was a writer on both Dishonored and its 2016 sequel. During the development of System Shock, Austin Grossman had helped figure out the fundamentals of the genre we now call the immersive sim. As a writer on Deus Ex, he’d contributed to its indelible influence as a smart, funny, and above all malleable story game. And later, he wrote You—one of the definitive videogame novels, and in many ways a fictionalised account of what it was like to work at Looking Glass Studios in the ’90s.


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It’s hard to imagine anyone more qualified to join the Dishonored writing team. Yet when he did, Grossman didn’t quite get it. “When I came in, it sounded a little bit ridiculous,” he says. “They were still hammering out some of the details of the world. There were the whales, there was the Outsider, there was magic. Everything was super dark. It sounded kind of like a mess. I was like, ‘How is any of this gonna cohere into a world that anybody believes in?'”

When I came in, it sounded a little bit ridiculous.

Austin Grossman

Much of Dishonored’s writing and world-building originated with Harvey Smith, the game’s co-creative director, who had a “really, really strong idea creatively of what he wanted to do”.

“My job was just to channel that,” Grossman says. “Nothing I wrote in Dishonored remotely resembles anything I write in my own creative work. But that was the fun of it. It was like, ‘What if I were Cormac McCarthy? What if I just wanted to write everything as dark as possible?'”

(Image credit: Bethesda)

Alongside Smith and Grossman, the team brought in Terri Brosius. Most famous for her chilling voice role as SHODAN in System Shock, Brosius was also a seasoned writer who had shaped the Lynchian tone of the Thief games. She’s still working with Grossman today, on the multiplayer imsim Thick as Thieves. “She’s immensely fun,” Grossman says. “Immensely talented.”

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

There was some resistance on the Arkane team to the idea that Dishonored’s setting could be categorised alongside existing genre fiction. “There was this whole funny business where they were like, ‘It’s not steampunk. Shut up, don’t say steampunk. We’re not doing steampunk,'” Grossman says. “And it’s like, ‘OK, but look at your world. It kind of is steampunk.’ Sometimes in game development, you just get hung up on a matter of principle. And then a year later, you realise, ‘Why am I drawing that line when it’s obvious?'”

Grossman found his own tonal lodestar in an unlikely spot. “I’ll tell you the truth, which I don’t think I ever told Harvey,” he says. “My personal style guide was Sweeney Todd, the Stephen Sondheim musical. I ripped off a couple phrases from it that any Sweeney Todd fan will have recognised. It was super dark, Victorian, with this black humour to it. It just absolutely fit right in. It’s perfect.”

(Image credit: Bethesda)

So much of Dishonored seemed to match the model established by Sondheim. Take the wicked vices of its villains, who Corvo tore down in a mission of revenge. “Then he finds out at the end that the world is different than he thought it was,” Grossman says. “It all works. But I felt like discussing that in public might disrupt the perception of Dishonored.”

Little by little, by means secret and out in the open, the world of Dunwall began to not only cohere but become one of gaming’s great settings—a densely atmospheric place that would live on in players’ minds long after the credits rolled. Grossman had a great experience, and enjoyed writing for the Outsider, the figure from the Void who grants Corvo his reality-bending abilities.

“Although it was maddening how slowly the actor reads those speeches,” Grossman says. “I wish we could just crank it to 1.5 speed, because I can’t sit through them, even though I like a bunch of the stuff I wrote really a lot.”

Even a switch in the Outsider’s actor for the sequel didn’t end Grossman’s dissatisfaction. “I was never a fan of how those were delivered and staged,” he says. “But they were certainly cool to write.”

Brosius and Grossman came up with the Heart. A strange and supernatural totem, this human organ was carried around by protagonist Corvo throughout the game. “It was so fun to write for that thing,” Grossman says. “And that’s why we had it.” When squeezed, the Heart offered up mournful reflections on the state of Dunwall—and when pointed at a person, revealed sometimes terrible secrets. “Unless he dies tonight,” the Heart might say of a city guard, “he will kill twice more before ending his own life.”

Since Dishonored offered both lethal and avoidant means of handling threats, many players consulted the Heart to decide how to deal with the NPCs in front of them. Those decisions fed into a larger, unseen calculation that determined whether the plague-and-tyranny-ridden city would ultimately claw back toward the light or slide sideways into anarchy.

(Image credit: Arkane Studios)

“The whole high chaos, low chaos thing,” Grossman says. “I think everybody liked that and was never fully satisfied. Because obviously, you don’t get enough feedback as you’re going through, as to where you are on that scale, right? You crossed a chaos line, but you don’t really get told.”

Of course, if Dishonored had let players see that scale as they navigated Dunwall, they were much more likely to try and optimise it—engaging in a metagame rather than embracing the story.

If you work in narrative design, it is one of the unanswerables.

Austin Grossman

“If you work in narrative design, it is one of the unanswerables,” Grossman says. “Whether you expose the numbers for that kind of thing, and then it’s a game, or you don’t expose the numbers, and players feel like they don’t understand the consequences of their actions until too late. There’s two ways of doing that, neither of which really works. It’s interesting about narrative design, it’s still an immature field.”

Nevertheless, Dishonored struck a chord with millions, and Grossman got to work on both a brilliant DLC campaign—which starred Corvo’s onetime enemy, the assassin Daud—and Dishonored 2, which PC Gamer gave a coveted 93%.

“I think it was really smart,” he says of the sequel, which gave players the choice of starring as Corvo or Dunwall’s empress, Emily Kaldwin. “Letting you play as either person really worked.” The decision to decamp from Dunwall to another island in the empire, the sunbaked Serkonos, was another change Grossman was happy about. “The fact that we went to Karnaca is really cool,” he says. “Dunwall is great, but it’s super claustrophobic. Getting out of there was great.”

Grossman wanted to visit every island in Arkane’s universe—which canonically includes snowy, glacial Tyvia in the north, and the jungly Pandyssian Continent, which defies colonisation. “I really wanted Dishonored 3 to happen. I wonder if someday it will. Because the whole world that they built is fascinating,” Grossman says. “I did want to experiment with a Dishonored game that had a slightly different tone.”

If there’s a weakness to the Dishonored games, in Grossman’s opinion, it’s that they’re always steering toward an ultra-dark mood. “And I thought, someone somewhere in the Dishonored world must have had a good day at some point in their lives,” he says. “I wanted to see a little of that. Because it was always trying to top itself and say, ‘OK, what’s even darker.’ At some point you run out of that. And I think a varied tone in a Dishonored game would have been really fun to do.”

(Image credit: Arkane Studios)

There’s got to be a climate somewhere in the Isles that hosts neither rats nor bloodflies, surely? “You know, let’s not go crazy,” Grossman deadpans. “There’s always going to be some vicious, murderous pest in any city, because otherwise, how would you even know you’re in a Dishonored game?”

Since Grossman worked on the series, Arkane has confirmed that the time-warped island where Deathloop takes place belongs to the Dishonored universe—only, in its far-future. “So I guess that’s Dishonored 3,” Grossman says. “The fact that Dishonored and Deathloop are a shared world, that is so freaking awesome. I’m combing through that game to find any kind of clear reference on that, but they’ve said that it’s true.”

In some senses, Deathloop feels like an answer to the narrative design problem Grossman identifies in Dishonored. By trapping players in a resetting timeloop, Arkane frees us from the responsibility of deciding who ultimately lives or dies.

(Image credit: Arkane Lyon)

“But it also borrows the idea that there’s this pantheon of personalities, right, that are each screwed up in their own way, that you have to murder,” Grossman says. “Those characters are a little more rounded, a little more deeply drawn, I think, than the Dishonored villains.”

The revenge and murder motif that Dishonored and Deathloop share is a powerful motivator—one that Grossman considers lacking in Arkane Austin’s space station adventure, Prey. “I think the reason you never hear about Prey is that the story doesn’t have the same emotional weight,” he says. “It’s just not driven the same way. Because it’s a great immersive open world. It’s one of those games where story is the missing piece, I think.”

Today, Grossman says that writing for the Dishonored games was a privilege. “But like I said, I would never have made the call that it was the most successful game I ever worked on,” he says. “There was no indication of that, so there’s a good lesson there somewhere.”



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September 7, 2025 0 comments
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