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Battlefield Studios on bringing squad play to the Battlefield 6 campaign, fulfilling class fantasies with missions, and whether we can expect a Warzone-like ongoing narrative
Game Reviews

Battlefield Studios on bringing squad play to the Battlefield 6 campaign, fulfilling class fantasies with missions, and whether we can expect a Warzone-like ongoing narrative

by admin October 3, 2025


I have not played the entirety of the Battlefield 6 single-player campaign yet, but I played enough to have a solid guess as to what the high-level goals for it were. It wasn’t until I got a chance to speak to some of the people behind it that my suspicions were validated.

It’s also very easy to guess that some of the same people who get excited about playing the campaign mode in yearly Call of Duty releases likely won’t be moved by what Battlefield 6 is offering there, and perhaps that’s fine.

After playing three missions of the Battlefield 6 campaign, I caught up with Emily Grace Buck, narrative design director at DICE, and Fasahat Salim, design director at Criterion. Much like the rest of the game, the single-player campaign is also the result of work by various teams under the Battlefield Studios banner – and DICE and Criterion are certainly among them.

Our chat mainly focused on the narrative elements of the game, but I was also curious about how such a big team split across different parts of the world and different time zones can come together in this fashion to create a major game like Battlefield 6.

This interview has been edited for brevity and clarity.

VG247: The narrative of the campaign is pretty topical. I think it plays on some very real fears that people have in the world right now about NATO and the state of alliances that we once believed were ironclad. Did you intend for this?

Emily Grace Buck, narrative design director, DICE: Battlefield has always tried to be, as much as possible, an extremely grounded military experience. When we talk about what Battlefield is, kind of in its core DNA; it is grounded. It is realistic. It is looking at the world through the lens of a soldier on the ground stuck in a much wider conflict, right?

So as we’re trying to determine what the story should be, we were very, very influenced by earlier Battlefield games like Battlefield 3 and Battlefield 4. That took in the world as it was at the time that those games were made. And we’ve tried to do that here, too. We’ve done an immense amount of research into the older Battlefield games, topical films, documentaries, talking to current and former service members to try and understand how to create a conflict that is entirely fictional, but feels realistic, feels plausible, feels grounded, and feels really interesting for the player to be experiencing in our modern setting. So, obviously it’s set in a world that feels as realistic as possible, but we’re not trying to copy anything directly that’s going on, whilst also making it feel like it could potentially be realistic.

VG247: You mentioned some inspirations. Can you name some of them?

Emily Grace Buck, narrative design director, DICE: Absolutely. Like I said, our biggest inspirations: some of our older titles, but we’ve been watching – there are so many good, really grounded military films and television shows. Now, some of the ones that we had mentioned previously that were big touchstones for us were the film Civil War, the television show Lioness. We’ve looked at the television show Slow Horses quite a lot as well. Basically, anything that hits that place of reality, of looking at the people who are actually stuck in the conflict, not the ones who are driving it. We also watched countless documentaries and footage from conflicts around the world. Again, just to understand what it really feels like to be stuck in that kind of place.

Image credit: EA, Battlefield Studios.

VG247: So can you tell me – this is more of a logistical question – but I am curious who’s leading the campaign development. I know Motive – and please correct me if I’m wrong, but I feel like Motive is at the top and then there’s an effort from the other two studios, Criterion and DICE (as the caretakers of the franchise). How does this split work? Is there one team leading and then people are contributing certain elements?

Fasahat Salim, design director, Criterion: It’s actually a far broader thing than each studio takes its own thing. We’re all kind of contributing to pretty much the whole project, and obviously single-player multiplayer are just two components, there’s a lot more as well in this whole package. We’ve got people in Criterion, DICE, Motive, Ripple Effect all contributing to all of it in some way shape or form.

For example, I’ve been responsible for campaign missions, but I know I’m working with people who are actually also working on multiplayer, meta and all of these other parts. So it’s such a huge project across the board. Inevitably, having all four studios come together and share resources, knowledge and tech is something that we had to do for something of this scale.

So having everyone’s expertise contributing wherever it’s needed has been super vital for us trying to get this over the line. Of course there’s been a lot of knowledge, learning and knowledge sharing between studios. Obviously, like you said, DICE obviously have the most amount of experience with it, so how can we kind of bring that ethos of what makes Battlefield Battlefield and make sure that all the other studios are ensuring that that’s part of what they’re thinking about when they’re making the content or the stuff that they’re working on.

But yeah, it’s been a shared endeavor. We’ve got people across the board, across time zones working on this thing. We’re all involved in everything pretty much.

VG247: I was surprised by some of the dialogue in some of the missions. Very early on in the New York mission, there’s a conversation between Lopez and Gecko, where he’s grousing about people being upset there’s military action in their backyard. Gecko basically responds that freedom sometimes means disagreeing with the government.

I thought that was a very relevant line. It was more nuanced than I expected in a military shooter, and I just wanted to understand: was this a conscious choice to have your characters make these relevant statements? Are we going to see some of that again in the rest of the campaign?

Emily Grace Buck, narrative design director, DICE: So kind of like I was speaking to earlier: Battlefield has always tried to be a really realistic game. When we made the choice to set this contemporary, in order for that to feel really good and feel grounded and hit that fantasy for players, we have to bring some things that feel real to our world. Our characters have to feel like they’re connected to the world that they live in, and they’ve lived through the type of world that we have all been in.

Of course they’re going to have different perspectives, and you should see that, and you should hear that from them. That’s exactly how real military personnel would talk to one another as they’re going into a mission, they comment on it, they’re interested in knowing how everyone else that they’re fighting alongside feels about it, because you need to know that you trust that person next to you with your very life in all of those instances.

So yeah, I think that for players who are coming in, who are very up-to-date on the news and have done anywhere near the amount of research that we’ve done on what’s going on with the world so that we could create a really interesting fictional setting. Of course, they’re going to see things that they might resonate with, some things that they might agree with, some things that they might disagree with, some things that might make them think, some things that they’re going to ignore completely and will just fade into the background.

I think a lot of how you process this story is probably going to be based on how you come into it, but I hope that our players will have fun. Maybe think a little bit and walk away going, ‘I feel like I had the experience of military personnel on the ground in this kind of situation’ if something like this were to happen, but I don’t think it would, but it might.

VG247: I’m based in the UAE, and recently there was – let’s say military action – on a neighboring country; two US allies [involved]. When I got into the game, I wasn’t expecting it to be this prescient. I would imagine that the research that goes into it maybe gave you a little bit of an insight into how a potential course of action might take place.

Emily Grace Buck, narrative design director, DICE: We’re going for grounded. But yeah, most of this story was written multiple years ago. So if they’re extremely close to things happening right now, of course, we’re not directly referencing that. What we’re trying to do is provide something that feels grounded and like a good story.

Watch on YouTube

VG247: Are you working on a narrative element for multiplayer/BR? Can we expect a narrative element to the multiplayer modes once we’re done with the story of the campaign?

Emily Grace Buck, narrative design director, DICE: Yes, yes, absolutely you can. So the multiplayer maps and everything that we’re releasing for the core product of Battlefield 6 is set in one universe, one conflict. The multiplayer maps are in some of the same general locations as the single-player maps. You’ll see the other side of the city or another side of the town, other side of the mountain, for example. Most of them take place either concurrently with the single-player campaign moments, or days to weeks afterwards. Essentially, what we want you to feel here is that fantasy of being that boots-on-the-ground personnel.

Between the campaign and the multiplayer maps, you can see different sides of these fronts, basically. You can feel much of the time – in the campaign – what it’s like to be some of the military personnel who are there early in the conflict, or maybe even the ones kicking things off. And then in multiplayer, it’s more… weeks later, things have continued to evolve or devolve. What’s it like now?

VG247: Are we going to see any input from these characters? Are they even gonna show up, am I gonna be able to play as Gecko, for example, in multiplayer?

So Dagger 1-3 is not currently in the multiplayer experience. However, there are characters in the multiplayer experience who are featured as NPCs and squad members throughout the campaign. So there is a direct connection with some characters between the two.

VG247: So, for the narrative content for multiplayer – obviously some of this is based on what other games have done. CoD: Warzone, for example, will have a cutscene that will set up something, can we expect more from Battlefield? To bring that narrative together? Can we expect something more to go along with the new season launching beyond just – here’s a two-minute cutscene and then that’s it, and we never hear from these people again?

Emily Grace Buck, narrative design director, DICE: So again, we’re not gonna be talking about the live season stuff today, but I can tell you in context of what we have in the multiplayer launch. Again, these are kind of different sides of the same biomes. So very similar types of buildings and understanding.

If you really look at the environmental storytelling of what’s gone on with this conflict. Like I mentioned, some of the same characters that you see in the campaign will be playable in multiplayer as well. Even when it comes to things like potential customisation items and such, it all ties back into that same narrative. That this group of people is living through this conflict together.

Image credit: Battlefield Studios, EA.

VG247: In terms of the structure of the campaign, we only played three missions, but the Tajikistan one is different because it was completely open. You could tackle the objectives in any order you want.

The new New York mission is the highlight for me. It pretty much showed the full spectrum of [gameplay]. There were open-ish areas, sections where you can command your squad. There were tight sections in there, there was a chase. So almost like it’s a good vertical slice of what the campaign can offer. I think that mission in particular is gonna be a lot of people’s favourite.

Can you tell me what the sort of split is for the campaign? How much of it is gonna be open-ish environments versus very tight, very scripted missions?

Fasahat Salim, design director, Criterion: It’s actually a good mix. I think Tajikistan is probably the most open mission. So that’s why, just for the sake of variety, I think you got to play that at the end. Generally, across the whole campaign, there’s a good mix of exactly what you just described; that traditional Battlefield single-player campaign that you expect to really feel the big action moments, you know, over the top spectacle.

The thing that kind of is a consistent throughline through all of the campaign – including the three missions that that you’ve played – is trying to give the player that feeling of classes, and what it means to play in different roles within a squad. In each of those [missions], you’re playing as a different class, and that’s entirely intentional.

In [Gibraltar], you’re playing as an Engineer, therefore you’re supporting the vehicle. You’ve got your blowtorch. You’re trying to keep the tank alive. There’s a lot of focus on what it means to be an engineer class. Then obviously in the New York mission, you are very much front and center Assault, right?

You’ve got close combat, you’re going through the houses, you’re shooting guys through walls, they’re shooting back at you. Everything is is very much right at the frontline. So you’ve got your shotgun, you’re doing a lot of damage. There’s grenade launchers, like you said, there’s a whole spectrum of things happening.

And then obviously in [Tajikistan] it is a much bigger mission, but it also lends itself to the Recon class, which is what we’re treating as the fantasy for that mission. So you’re playing with the sniper rifle, and again, you’ve also got a drone as your gadget, so you’ve got an eye in the sky. You can use that to recon ahead.

So all of these are trying to give the player that fantasy of the different classes, and that’s very intentional. Because as you know, Battlefield is about classes. Even when you play multiplayer, it’s about fulfilling that role within a much larger conflict.

For example, you talked about squad orders. Squad orders is a big part of fulfilling that squad-based fantasy. You are a part of this squad. Your squad has specific skillsets that could help you solve the problem at hand, so use them. Depending on who you are playing as, some squad orders won’t be available to you. For example, in [Tajikistan], you’re playing the Recon. There aren’t any Recon squad orders when you open up the wheel. That’s because you are the Recon.

VG247: Do you think some people will prefer to have that sort of solo fantasy instead of the squad fantasy? I wouldn’t mistake this campaign for being part of any other shooter franchise, but I’m also aware that Call of Duty and other games tend to focus on singular individuals instead of just having the full squad. Do you think some people would’ve wanted that from Battlefield 6 and maybe aren’t fans of [the squad] element from BF4 coming back?

Emily Grace Buck, narrative design director, DICE: I think that’s exactly what we’re going for. But yeah, we were just trying to make the best Battlefield campaign we possibly could, and Battlefield has always, always been about being one of the little guys. It’s not about being in the SAS, it’s not about being in Delta Force or Seal Team Six.

It’s about being an enlisted soldier, trying to survive a really s**t situation with your mates, right? And to get your objectives done and survive and get out. That’s Battlefield. It’s a cover shooter. There are moments in our campaign where you have a smaller squad available. There are moments where it’s all four of you.

So I think there are opportunities for players – especially some of them who are really skilled, if they wanna lean into that run-and-gun fantasy – there are moments they can do it, but that’s not absolutely core to our Battlefield DNA the way that the squad play is. So that’s not the main fantasy that we’ve tried to provide in the single-player campaign.

Battlefield 6 launches October 10 on PC, PS5, and Xbox Series X/S.



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October 3, 2025 0 comments
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Circle Launches Usyc On Solana Bringing Tokenized Yield On Chain
Crypto Trends

Circle Launches USYC On Solana, Bringing Tokenized Yield On-Chain

by admin October 1, 2025



Circle has launched its tokenized money market fund, USYC, on the Solana blockchain, marking a key expansion of its growing tokenized asset infrastructure. The product, which is already live on Base, Ethereum, Canton, and NEAR, offers eligible institutional users exposure to short-duration U.S. government assets with on-chain yield accrual via token price increases.

Unlike traditional stablecoins, USYC represents actual fund shares and accrues yield programmatically. Redeemable directly in USDC, the asset opens new design pathways for protocols looking to integrate yield-bearing collateral. 

USYC is now available on @solana!

USYC is a tokenized money market fund that accrues yield via token price increases and redeems to/from USDC onchain.

Daily pricing. SPL-native integration. Oracle-driven updates.

Collateral on many venues is static. Yield is not captured.… pic.twitter.com/ZKGXaRVRQZ

— Circle (@circle) October 1, 2025

Developers can incorporate the token into lending markets, perpetual DEX collateral, and automated vault strategies. Circle recommends aligning app logic with the fund’s daily price feed and redemption mechanics, noting that redemptions typically settle instantly within a block, or T+0/T+1 for larger transactions.

USYC isn’t plug-and-play DeFi, it’s different due to its permissioned nature. Builders must use SPL Token-2022 flows, integrate price-per-share feeds, and apply custody-level controls. Only non-U.S. institutional investors who complete onboarding and wallet allow-listing can access the token.

A programmable asset for compliant DeFi

Despite its constraints, USYC enables capital efficiency by embedding yield directly into the token price, removing the need for separate reward claims. Real-time pricing and redemption processes support its use as transparent, interest-accruing collateral.

The Solana launch extends Circle’s multi-chain approach to regulated tokenized assets. A BNB Chain deployment is expected next, adding to existing rollouts. The strategy reflects growing institutional demand for yield-bearing instruments that operate within established compliance frameworks.

Connecting Solana expansion with Binance institutional support

The Solana launch is part of Circle’s broader multi-chain push for compliant tokenized assets. With the BNB Chain announcement two months ago, the rollout mirrors rising institutional appetite for yield tools that meet regulatory standards.

Institutions can earn passive yield backed by U.S. Treasuries without depositing funds directly onto the exchange, a move widely seen as part of crypto’s push toward capital-efficient infrastructure.

USYC is now supported as off-exchange collateral for @binance institutional clients, unlocking more capital efficient yield with tokenized U.S. Treasuries.

✅ TMMF backed by U.S. Treasuries
✅ Near-instant fungibility with USDC

This collaboration brings the power of tokenized… pic.twitter.com/YHBq0w7eUC

— Circle (@circle) July 24, 2025

These integrations point to a larger institutional move: USYC is being used as a regulated layer for DeFi and real-world assets. From Solana to Binance, Circle is placing USYC where compliance, liquidity, and yield meet.

Also read: Binance Institutions Can Now Use Circle’s USYC Token as Collateral





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October 1, 2025 0 comments
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FBC: Firebreak's first big update is its literal breaking point, bringing lots of system overhauls next week
Game Updates

FBC: Firebreak’s first big update is its literal breaking point, bringing lots of system overhauls next week

by admin September 28, 2025



It’s been no secret that Remedy’s FBC: Firebreak landed like a piece of haddock at the fishmongers. This shouldn’t necessarily be a complete surprise, after all this is their first attempt at a live service game that’s all them (they also helped to make CrossfireX, and that didn’t go very well either). Still, to Remedy’s credit they’ve also committed to bring changes to the game, and those changes are coming in the form of a big update titled Breakpoint next week.


Moving swiftly along from the fact that this update’s name feels like a make or break point for FBC: Firebreak, Breakpoint is set to arrive next week on September 29th. There is some new stuff that’s coming with this update, but the main point of it is multiple system overhauls and quality-of-life improvements. I mean, Remedy literally said one of its goals with this update is to “Improve everything about the FBC: Firebreak experience.” That’s a tall order!


One of the big issues with the game is that onboarding just… didn’t really work. Many found it a bit difficult to parse, with systems not getting enough explanations. Now, right at the start of the game there’s an “Orientation” tutorial level that comes with a voiceover and tips to get you acquainted with the basics. You’ll find some new job overview videos to better understand the game’s different Crises too.


Speaking of the Crises, these work a bit differently now too. There’s now a Crisis Board, replacing the game’s job selection screen, which refreshes every 30 minutes, and you can choose specific Crises to play too. Remedy explains that each Crisis is “currently a curated version of one of the existing five (six with the update) Jobs with randomized rewards, objectives, and length.” There’s also a new Crisis to play through, based around that mold you might remember from Control. Nasty stuff, but more to do is always good.


The game’s economy and progression has been changed too, namely that you keep any gear, guns, or perks you’ve unlocked. On top of that there are three currencies to be found, and any currency you currently have will be split evenly between these three.


In terms of what’s next, Remedy says the next major update is coming in late November, which they’re currently calling “Rogue Protocol.” That one will have cross-platform voice chat, as well as a new game mode. After that, the next big update won’t be until March 2026.


Who knows whether this update will breathe enough life back into the shooter or not, but at least Remedy is giving it a good go. You can read about all of the changes and additions here.



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September 28, 2025 0 comments
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GameFi Guides

Tether Looking to Raise Upto $20B, Bringing its Valuation to $500B: Bloomberg

by admin September 23, 2025



Stablecoin giant Tether is looking to raise between $15 billion and $20 billion for about a 3% stake in the company through a private placement, Bloomberg reported, citing two people familiar with the matter.

The massive raise would bring its valuation to around $500 billion, putting it in the same league as OpenAI and SpaceX, Bloomberg reported. Tether would be issuing new equity, and Cantor Fitzgerald is acting as lead adviser.

Tether’s USDT has market cap of around $172.8 billion, making it the largest among stablecoins. Circle, which recently went public in the U.S., is the issuer of USDC, which has the second-largest market cap of $74 billion, according to CoinMarketCap data.

The report of the raise comes as Tether recently reported $4.9 billion in net profit in the second quarter and held over $162.5 billion in reserves against $157.1 billion in liabilities. It also holds about $8.9 billion in bitcoin in its reserves.

Bloomberg said that the talks of the deals are in early stages, and the final numbers of the raise could be significantly lower. According to the report, prospective investors have been given access to a data room over the past few weeks to facilitate the deal.

CoinDesk has requested Tether for comments.



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September 23, 2025 0 comments
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Remember episodic gaming? Former Telltale devs are bringing it back for the release of Dispatch, and there's a chance it might work this time
Game Reviews

Remember episodic gaming? Former Telltale devs are bringing it back for the release of Dispatch, and there’s a chance it might work this time

by admin September 17, 2025


Episodic games, much like baggy jeans and curtain haircuts, may be about to make a comeback, and once again it’s Telltale staff – former Telltale staff – who are leading the charge.

AdHoc Studios, a team founded by Telltale developers in 2018, when Telltale collapsed, will launch debut game Dispatch – a superhero workplace comedy – episodically in October.

Episodes will be roughly an hour long and launch in quick succession. The plan is for two a week, I was told during a press briefing. The releases will begin Wednesday, 22nd October, and continue through 29th October, 5th November and 12th November until the whole series is done.

The entire Dispatch game or series, depending on how you look at it, will cost $30, or you can splash $40 for a Deluxe Edition with some fancy extras. Note, however, you won’t be able to buy episodes individually; the team clarified this to me in a separate interview after the briefing. That means if you pay-out at launch, you’ll have to wait four weeks for the whole series to arrive. The idea is to make it like watching a TV series.

The Dispatch demo is still available on Steam.Watch on YouTube

I can imagine what you’re thinking: didn’t we try this episodic thing before and didn’t it fail because it didn’t work? Weren’t we waiting ages between episodes which seemed to only ever get further and further away? Well, yes – and the former Telltale staff at AdHoc are the first people to admit this.

“We never really were able to hit it at a cadence that people could expect,” said AdHoc co-founder Pierre Shorette, a former TellTale dev, during the Dispatch press briefing. “It’s probably led to a lot of distrust with episodic formats, because the first episode comes out and then it might be ages before anything else shows up.”

Fellow former Telltaler, and fellow AdHoc co-founder Nick Herman, added: “This time we’re going to do better.” But in what way will episodic gaming be different with Dispatch?

Whack! | Image credit: AdHoc

The big difference with Dispatch is that all of the episodes are already made, so their releases are locked. We’re not in a position where a development team moves from one episode to another after each one is made. “They’re all made,” Nick Herman told me during a follow-up interview. “It’s all good.”

Another fellow Telltaler and AdHoc co-founder, Denis Lenart, added: “Part of the transaction formula in our mind was they’ve all got to be ready and they’ve all got to be good to go. Because that happened to Telltale – that’s one of the problems that happened. People would pay money and then go, ‘I thought you said next week.’ And it was like, ‘Actually, maybe it’s three or four weeks… We’ll let you know in a few weeks.’ And then that’s a horrible situation.”

Dispatch is very much like a Telltale game of old in the way it plays out – the way it gives you choice-and-consequence control over the way scenes unfold. It tells the story of a sort-of superhero called Robert Robertson, played by Breaking Bad’s Aaron Paul, whose inherited mecha-suit breaks and leaves him – effectively a normal person – needing to get a different job. And the job he gets is in an office working as a superhero dispatcher, sending misfit superheroes to the rescue.


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It’s funny, it’s handsome, and it’s got some great voice talent in it, including Critical Role’s Laura Bailey and husband Travis Willingham. Critical Role is actually a silent partner on the game. “They’re helping us in a variety of ways that aren’t maybe traditional publisher stuff,” Nick Herman told me, which I assume to mean ‘Critical Role is lending clout and exposure’.

Why would Critical Role do that? Because AdHoc is making Critical Role’s first Critical Role video game. All we know about that game is it’ll be set in Exandria, which is the world all three of the group’s major Dungeons & Dragons campaigns have taken place in. Will it also be episodic? We don’t yet know, but I’d say there’s a good chance it will play like Dispatch or a Telltale game, given AdHoc’s area of expertise. I reckon it might draw inspiration from the Vox Machina animated Critical Role series on Amazon too, but that’s just a hunch.

A Dispatch demo was released on Steam earlier this year and is still available there now. It seems to be going down really well.



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September 17, 2025 0 comments
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Fatal Frame 2: Crimson Butterfly is getting a PC remake, bringing its horror photography to Steam
Game Updates

Fatal Frame 2: Crimson Butterfly is getting a PC remake, bringing its horror photography to Steam

by admin September 12, 2025


Smile and say AIEEEEE, horror fans! Tecmo and Team Ninja are bringing a “remake” of PS2 survival horror Fatal Frame 2: Crimson Butterfly to PC via Steam in early 2026. Why am I brandishing a glyph-covered Canon EOS 90D at you, while singing the Ghostbusters theme? Allow me to explain: Fatal Frame’s signature touch is that you defeat spooks using a magic camera. Naturally, this also means that you have to look steadily and calmly at said spooks while they shimmer and sway towards you. Catch some of that nonsense in the remake’s announcement trailer.

Watch on YouTube

I’ve only ever played one Fatal Frame game, 2005’s Fatal Frame III: The Tormented, in which you alternate between a relatively safe daytime apartment and a dream manor where the monsters are. I’m told that Crimson Butterfly is the best of the lot. It’s the story of twin sisters Mio and Mayu Amakura, who visit a stream one day to reminisce about their childhoods before the area is submerged by the construction of a dam.

Alas and alack, Mayu spots a nice red butterfly that lures her away to a “village of never-ending night”, home to a “forbidden ritual”. I had a similar thing happen to me while hiking along the Dales Way, once. The butterfly was a deceptively cheap Airbnb listing, the village was Kendal, and the forbidden ritual was all-night karaoke at the Olde Fleece Inn.

According to the Steam page, the Crimson Butterfly remake will be a “complete overhaul”, with “richer and more engaging gameplay in both exploration and combat”. In particular, you can expect a “Holding Hands with Mayu” mechanic that, presumably, lets you hold hands with Mayu. I really hope there’s more to this so-called remake’s “richer and more engaging gameplay” than simply letting major characters hold hands, Tecmo.

I enjoy the nerdiness of Fatal Frame’s photography mechanics. The camera can be upgraded with different lenses and types of film, and it’s not impossible that you might learn something about shot composition while you’re flashbulbing poltergeists. Given nerves of steel, you might find yourself demanding that the ghost go out and come in again, because dang it, this one could be worthy of the New Yorker. The ghost will not listen to you, of course, but don’t let that stop you yelling at your TV screen.

Two previous Fatal Frame games have made the leap to PC – Fatal Frame: Mask of the Lunar Eclipse and Fatal Frame: Maiden of Black Water. Our Mask of the Lunar Eclipse reviewer Kim Armstrong was not keen, commenting of the PC port, “while this unique combat may have carried the game’s lifeless story back in 2008, this rerelease is nothing more than an expensive reskin of a relic.”

We didn’t review Maiden of Black Water, possibly because it was so terrifying that Graham (RPS in peace) refused to assign it and instead threw it into a lake one dark and stormy evening. Or possibly because it was so boring that Graham (RPS in peace) refused to assign it and instead threw it into a lake one dark and stormy evening. He’s gone now, so it’s impossible to say for sure.



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September 12, 2025 0 comments
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With ETF and NFT milestones approaching, WinnerMining launches DOGE, XRP, and BTC yield contracts
NFT Gaming

Mint Miner launches mobile app, bringing cloud mining closer

by admin September 5, 2025



Disclosure: This article does not represent investment advice. The content and materials featured on this page are for educational purposes only.

Mint Miner launches mobile app for one-click crypto mining, offering passive income anywhere, anytime.

Summary

  • Mint Miner’s mobile app enables one-click cloud mining, giving users passive income anytime, anywhere.
  • The platform converts crypto mining revenue into cash flow, offering a fixed digital salary for investors.
  • Mint Miner simplifies crypto mining for newcomers and provides asset diversification for seasoned users.

Bitcoin, invented by the anonymous individual Satoshi Nakamoto, is the first cryptocurrency. It was designed to solve a fundamental problem in digital commerce: how to transfer value without trusted intermediaries like banks. Bitcoin’s blockchain technology — a public ledger used to verify and record transactions — is revolutionary. It creates a system that can achieve consensus without a centralized authority.

Building on this foundation, other cryptocurrencies emerged. Ethereum, launched in 2015, introduced programmable smart contracts, enabling decentralized applications. Litecoin, Ripple, and newcomers like Solana and Cardano further expanded the ecosystem. Today, with a wide variety of cryptocurrencies, the Mint Miner cloud mining app has truly made it practical and accessible.

As the world’s leading green and intelligent cloud mining platform, Mint Miner has launched a new mobile application that allows users to achieve one-click mining through their mobile phones and enjoy daily passive income anytime, anywhere.

Turn a mobile phone into a mining machine

Traditional mining requires high hardware investment and complex configuration, but Mint Miner’s mobile app has completely changed this landscape. Whether someone is an iOS or Android user, simply download the app and register to transform a phone into a portable cloud mining machine.

Through an intelligent backend, computing power is hosted in Mint Miner’s network of over 100 green energy-powered data centers worldwide, with daily profits automatically settled and returned to a user’s account.

Mint Miner highlights

  • Start now: Register to get a $15 new user bonus and experience cloud mining with zero threshold.
  • AI intelligent optimization: Automatically allocate computing power to mainstream currencies such as BTC, ETH, LTC, DOGE, etc. to maximize profits.
  • Environmentally friendly drive: The data center uses wind, solar, and hydropower to achieve carbon neutrality and low-cost mining, which is more profitable.
  • Security assurance: McAfee, Cloudflare, cold/hot wallet isolation, all-around protection of user assets.
  • Withdraw at any time: Earnings are credited daily, and withdrawals are supported in multiple currencies, including BTC, ETH, USDC, USDT, BCH, etc.

Why choose Mint Miner mobile app?

Unlike stock dividends or crypto trading, Mint Miner converts mining revenue into cash flow. This means that users no longer need to worry about short-term market price fluctuations, but can receive a fixed income every day, just like receiving a digital salary.

For newcomers to the crypto market, the launch of mobile applications has made mining as easy as opening a financial management app; while for experienced investors, it is an ideal program for diversifying asset allocation and hedging market risks.

Join Mint Miner in 3 simple steps

  1. Register: Visit the Mint Miner website or download the app. Simply register with a username and email address.
  1. Choose a contract: Cloud mining contracts ranging from $100 to $20,000, flexibly meeting different user needs.

See more Mint Miner new contracts

  1. Start earning: Daily earnings are automatically deposited into the account and can be withdrawn or reinvested at any time.

Why does the Mint Miner platform stand out?

Global Deployment: Mint Miner operates multiple clean energy mining farms across North America, Northern Europe, and Asia, utilizing industry-leading mining equipment from brands like Antminer, Shenma, and Avalon, ensuring stable and efficient mining performance.

Zero Management Fees: No gimmicks or hidden fees. The mining process is clean, transparent, honest, and reliable.

Technology and Service: Backed by an experienced team of experts. Our 24/7 fast-response customer service team will solve every problem.

Unlocking the future of passive income

As digital assets continue to gain mainstream adoption, the launch of the Mint Miner mobile app represents more than just a product upgrade; it represents a significant leap forward for crypto passive income. It empowers every user to easily access a mining farm in their pocket, no matter where they are.

For more information, please visit the official website or contact us at [email protected]

Disclosure: This content is provided by a third party. Neither crypto.news nor the author of this article endorses any product mentioned on this page. Users should conduct their own research before taking any action related to the company.



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September 5, 2025 0 comments
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Overwatch 2 takes action against 23,000 cheats, bringing total of banned accounts to over 1m players
Game Reviews

Overwatch 2 takes action against 23,000 cheats, bringing total of banned accounts to over 1m players

by admin August 31, 2025


Overwatch 2 has “enacted” over 23,000 “actions” against cheaters after rolling out a new system to find and detect players who use mouse and keyboard in console lobbies, a practice known as ximming.

While “enacted” doesn’t necessarily mean all 23,000 accounts were banned outright, Blizzard says that brings the overall total of banned accounts to over 1m players.

Wuyang | New Hero Gameplay Trailer | Overwatch 2.Watch on YouTube

“The new Mouse and Keyboard support will impact how we action users who previously used unapproved third-party peripherals to gain an advantage over players in the Controller Pool,” Blizzard explained in a new blog post. “Bypassing the set restrictions in that pool with unapproved peripherals will be considered cheating and actions will be taken on your account.

“Previously, we deployed technology to help find and detect players who were using those peripherals on consoles. We enacted over 23,000 actions against players since that deployment. This included players who were directly using unapproved peripherals as well as players who grouped up with them to benefit from that unfair advantage.”

Blizzard then admitted that it had to “adapt to new workarounds” but was now ready to “take more aggressive actions against those who try to circumvent the competitive integrity of our console players.”

“We’ve rolled out new tech for Season 18 that should help us spot players that use unapproved peripherals faster and with more reliability,” the post added. “We’re also laying down harsher consequences on users of unapproved peripherals, since the legitimate opportunity to compete using Mouse and Keyboard on an even playing field is now available, regardless of whether you own a PC or console.”

Previously, the team would “warn and restrict” any offenders and send them to the PC Pool, especially for cheats playing at Competitive levels above Diamond.

Now, however, “continuing to use unapproved peripherals and devices in the Controller Pool will result in a full game account ban regardless of the player’s rank or mode”.

The recent action has resulted in over one million accounts being banned from playing Overwatch 2. This includes players who used aimbots, wallhacks, and other cheats, as well as those who grouped up with known cheaters.

“While the effort to stop cheaters and the cheats they use is an ongoing effort, we want to reiterate our commitment to ensuring the outcome of every Overwatch match is determined by skill and passion, and not through unfair advantages,” Blizzard added.

Aside from the Stadium update, Overwatch 2 Season 18 introduced significant changes, including heroes Wuyang, Pharah, Winston, and Brigitte, plus the Route 66 and London maps, new game modes, new All-Star rewards, Endorsements, and more.



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August 31, 2025 0 comments
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Product Reviews

Meta is bringing AI-powered NPCs to the metaverse

by admin August 29, 2025


Developers building for Meta’s metaverse platform will soon be able to create AI-powered NPCs for Horizon Worlds. The company previewed the move, which is coming “very soon” as part of a developer update that adds new generative AI tools for developers.

Once available, developers will be able to use Meta’s Worlds Desktop Editor to create NPCs that can hold “lifelike” conversations with players via voice chat. The company has previously experimented with NPCs for its metaverse, but the upcoming update will be the first time developers have access to customizable embodied characters.

For players, this means the NPCs they encounter will be able to engage more dynamically and respond to specific interactions rather than only relying on scripted responses. In a blog post, Meta shared a video that shows how developers can customize their characters’ appearance and create a backstory and instructions that determine how it responds to players.

The update is the latest way that Meta has been steadily merging its AI and metaverse ambitions. And given that its Connect event is just a few weeks away, there’s a good chance we’ll hear more about how generative AI is changing Meta’s virtual worlds very soon. In the meantime, anyone who wants to see some of these new AI NPCs in action can check out characters in Bobber Bay Fishing and Profit or Perish.



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August 29, 2025 0 comments
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Climate Change Is Bringing Legionnaire’s Disease to a Town Near You
Gaming Gear

Climate Change Is Bringing Legionnaire’s Disease to a Town Near You

by admin August 23, 2025


This story originally appeared on Vox and is part of the Climate Desk collaboration.

Air conditioners have been working overtime this hot summer, from those tiny window units to the massive AC towers that serve the tightly packed apartment buildings in major cities. And while they bring the relief of cool air, these contraptions also create the conditions for dangerous bacteria to multiply and spread.

One particularly nasty bacteria-borne illness is currently spreading in New York City using those enormous cooling units as its vector: Legionnaire’s disease. The bacterial pneumonia, which usually recurs each summer in the US’s largest city, has sickened more than 100 people and killed five in a growing outbreak.

If you don’t live in New York City or the Northeast, you may never have heard of Legionnaire’s, but this niche public health threat may not be niche for much longer.

Climate change is helping to make Legionnaire’s disease both more plentiful in the places where it already exists and creating the potential for it to move to new places where the population may not be accustomed to it. Cities in the Northeast and Midwest, where hotter weather meets older infrastructure, have reported more cases in recent years. Recently, Legionella bacteria was discovered in a nursing home’s water system in Dearborn, Michigan—one of the states, along with Ohio, Pennsylvania, Illinois, and Wisconsin, that have seen more activity in the past few years.

Anyone can contract Legionnaire’s disease by inhaling tiny drops containing the bacteria, and the symptoms—fever, headache, shortness of breath—appear within days. It can cause a severe lung infection, with a death rate of around 10 percent.

While healthier people often experience few symptoms, the more vulnerable—young children, the elderly, pregnant people, and those with compromised immune systems—face serious danger from the illness. Around 5,000 people die every year in the United States from Legionnaire’s disease, many of them living in low-income housing with outdated cooling equipment where the bacteria can more readily grow and spread.

Legionnaire’s disease is a microcosm of climate change’s impact on low-income communities. As warmer temperatures facilitate the spread of disease, the most socially vulnerable populations are going to pay the steepest price.

The Collision of Legionnaire’s Disease, Climate Change, and Economic Disparities

Legionnaire’s disease was first documented after an unusually aggressive pneumonia outbreak during an American Legion conference in Philadelphia in 1976. Soon, Centers for Disease Control and Prevention scientists confirmed the cause of the mysterious illness: a previously unknown bacteria that was accordingly named Legionella. Legionella, unfortunately, is everywhere—in streams, lakes, and water pipes across the country.

But usually, it occurs in such low concentrations and is so remote that it doesn’t pose a threat to humans. Usually.

Now, city health officials have found the bacteria in the large cooling tanks that serve massive apartment buildings across New York City, particularly in Harlem. Cooling tanks are ideal places for Legionnaire’s to grow and spread. They’re filled with stagnant, warm water that is more hospitable to bacterial growth. Like an evaporative cooler, the systems convert warm stagnant water into cool air for apartment dwellers. They can spray mists laden with the bacteria into the open air, dispersing it across the surrounding air, where it can enter a person’s lungs when they inhale. According to the Environmental Protection Agency, 80 percent of Legionnaire’s cases are linked to potable water systems.



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August 23, 2025 0 comments
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