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Multiplayer stealing sim Thick As Thieves lets you leave snide calling cards when you beat people to the loot
Game Updates

Multiplayer stealing sim Thick As Thieves lets you leave snide calling cards when you beat people to the loot

by admin June 22, 2025


While prowling the ramparts of this year’s Summer Game Fest, I rode a zipline to a broken attic window and snuck into a sealed chamber containing Thick As Thieves, the unofficial multiplayer Thief game from Otherside Entertainment. Also in the sealed chamber: celebrated Looking Glass dude and Deus Exman Warren Spector, who walked us through a hands-off demo of the PvPvE heisting sim.

I didn’t, if I’m honest, see much that wasn’t broadly covered by Jeremy Peel’s write-up of Thick As Thieves from last December. As such, I’m in two minds about whether to do a full impressions piece – this news article is testing the waters. But I did turn up a few objects of novelty. For one, the new multiplayer burgling sim features an ability that lets you pose temporarily as an NPC, as with the Semblance power in Dishonored: Death Of The Outsider. For another, it turns out that when you rob a joint, you can leave a knavish calling card for other players hunting the same treasure.

It’s possible, Spector told me, that you’ll be able to customise your calling cards, beyond just displaying your player alias. Being a fundamentally vindictive person, I already have a few ideas for what I’d write on mine.

[placeholder]

The earlier bird caught the worm.

The second mouse did not get the cheese.

The third anteater did not bag the swag.

The fourth raccoon did not scoop the loot.

You snoozed and you losed.

Opportunity knocked.

The real treasure was hopefully the friends you made along the way.

IOU one quest reward

Let me guess, someone stole your sweetroll.

Behind you.

Naturally, a topic like this demands the attention of the full Treehouse. I asked our recently recruited newsfiend Mark what he’d put on his card, and he suggested transcribing the entirety of this Seinfeld video into the textbox. James, our hardware Gandalf, came back with “didn’t expect weak foe”. Reviews reassembler Brendy had the pithiest and, I think, most obnoxious proposal: “first”.

But you, reader dear – what would you leave on your catburgling calling card?



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June 22, 2025 0 comments
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MindsEye review - calling it outdated is an insult to old action games
Game Reviews

MindsEye review – calling it outdated is an insult to old action games

by admin June 17, 2025


Although it shows some early promise, MindsEye is sunk by a ridiculous story, inconsistent writing, poorly designed mission scenarios, and utterly atrocious combat.

You might not believe it based on the score, but I was fully in MindsEye’s corner during the runup to launch. There was a time when cover shooters and city-sized driving games were wearyingly common, but at a time when every action game is a soulslike, a roguelite, a live-service multiplayer shooter, or Doom, the good old fashioned GTA clone is a rare treat indeed.

MindsEye review

  • Developer: Build a Rocket Boy
  • Publisher: IO Interactive Partners
  • Platform: Played on PC
  • Availability: Out now on PC (Steam, Epic), PS5, Xbox Series X/S

So there’s room in my life for a bit of cars wot gun fast, and I was hoping Build A Rocket Boy’s debut game would defy all the pre-release doubters, revealing itself as a thrilling tribute to a bygone era. Sadly, if anything the sceptics were too charitable. MindsEye is an unmitigated disaster, with flaws that run so much deeper than the technical hitches and deformed digital faces doing the rounds online that you’d need some sort of pressure-resistant submersible to pull them out.

Yet as I polish the size 12 steel toecaps for the booting that is to come, I would like to highlight some things I like about MindsEye. For all it does wrong, there are fragments of talent and artistry here, glimmers of the game it might have been had it been given more time.

One such thing is how it starts. MindsEye’s story revolves around Jacob Diaz, a military drone pilot who we meet in the desert on a mission to explore an ancient underground structure (the game has a running joke over whether this is a pyramid or a ziggurat, which isn’t remotely funny and a detail most of its characters would not believably care about in the slightest, but I’m supposed to be being nice right now, so let’s leave that be). Diaz’s drone, which he can control mentally via the ‘MindsEye’ implant in his neck, descends into the structure and encounters a bunch of strange glowing symbols on a door. The drone is zapped by a mysterious energy, Diaz collapses, cut to black.

Here’s a spot of MindsEye gameplay for you.Watch on YouTube

It’s a tight, tantalising prologue that lightly subverts your expectations at seeing dusty military men on screen. It’s also directed with the kind of cinematic flair you’d expect from a studio descended from Rockstar North. That flair continues through the prologue, and indeed, through much of the game. Discharged from the military and disconnected from his MindsEye drone, Diaz arrives in futuristic Las Vegas analogue Redrock city, moving in with a friend who has nabbed him a job as a security guard at Silva Industries. But Diaz has an ulterior motive. Silva Industries, owned and operated by tech mogul Marco Silva, manufactured Diaz’s MindsEye chip, and Diaz wants to fill the gaping holes in his memory left by the operation that separated him from his drone.

It may seem like damning with faint praise to point to the cutscenes as one of the best parts of a video game, but I always enjoyed watching MindsEye, even in its stupidest, most baffling moments. They aren’t quite the highlight, though. That would be MindsEye’s vehicles. Its electric array of sports cars, SUVs and offroad 4x4s are all sleekly designed, fit well with the near-future setting, and are generally fun to scoot around in. The driving model leans slightly more arcadey than modern Grand Theft Auto, but there’s still enough simulated weight to convince you that you’re dragging two tonnes of metal around every street corner.

1. Give us a kiss or the girl gets it. 2. There are some interesting mission concepts in MindsEye, but few of them are well executed. 3. Forget bungee jumping, Humvee jumping is where it’s at. 4. The symbolism of a minigame in which you dig your own grave feels a bit too on the nose.
| Image credit: Eurogamer / IO Interactive Partners

MindsEye occasionally puts its cars to good use too. An early sequence throws you into a car chase in the middle of a sandstorm, one which recalls the centrepiece action scene of Mission Impossible: Ghost Protocol. The long, winding route through the city is carefully orchestrated so you can barrel through backstreets and building yards to cut down the distance between you and your quarry. Perhaps it’s desperation talking, but there’s the tiniest hint of Uncharted 4’s jeep sequence here, and I briefly hoped MindsEye might be an entire game of similarly adaptive pursuits.

Unfortunately, car chases comprise only a small portion of MindsEye’s running time, and none of the others are as good as this one. Instead, vehicles are mainly used to travel between a handful of key locations in Redrock. This in itself could be entertaining in a more leisurely fashion, were it not for the fact that MindsEye seems reluctant to let you spend any time absorbing its atmosphere. When travelling to the next set-piece, characters constantly call you and aggressively demand you hurry up, get a move on, stop dawdling. It’s a bizarre reversal of Grand Theft Auto IV’s phone calls. Instead of friendly cousin Roman asking you to go bowling, you get verbally abused by your computer.

I can’t tell whether this is a poor attempt at maintaining tension, or if such urging exists because MindsEye doesn’t want you to stop and look at its world for any length of time. At first glance, Redrock is an impressive space, particularly its glittering downtown area complete with a Las Vegas-ish sphere displaying colourful, fictional advertisements. But its artifice becomes clearer the longer you spend in it. Viewed from above, you can see the tile-based manner in which its pieces are laid out, and the divisions between downtown and suburbia, suburbia and desert are all too clean. You also don’t spend a vast amount of time inside the city itself, primarily driving between locations on its fringes, like Silva’s factory and an abandoned mine.

1. Redrock certainly looks nice, but it’s more of a set than a simulated city. 2. Jacob discovers a new atmospheric layer, the cat-o-sphere. | Image credit: Eurogamer / IO Interactive Partners

This isn’t necessarily a fatal flaw – Redrock wasn’t built to sustain a simulated life in the way Los Santos or Night City was. It is a set for a specific story BARB wants to tell, and it serves that function well enough. Problem is, the story Redrock has been built for is simply not very good.

It starts out promisingly, setting itself up as a politically charged techno-thriller. Soon after joining Silva Industries, Diaz becomes directly involved with Marco Silva himself, acting as a blend of fixer and personal bodyguard. There’s a mildly intriguing tension here, as Diaz forms an uneasy friendship with Silva while searching for clues to his past. For a moment – and this may have been another bout of culturally-starved mania – I wondered if it might go the way of The Night Manager, replacing Hugh Laurie’s arms dealer with an Elon Musk archetype to explore the unchecked influence tech billionaires have over social and government policy.

Nope! Instead, MindsEye basically handwaves Silva’s billionaire status. It acknowledges he’s a selfish arsehole, but clearly doesn’t want to portray him as a villain, and as such ends up not really knowing what to do with him. Instead, the main antagonist is Diaz’ scenery chewing former commanding officer, who leads a military coup of Redrock aided by a cyborg Elias Toufexis. At this point, any thematic substance the story had evaporates. And it isn’t even the silliest turn the plot takes. The latter third of the story takes MindsEye from a vaguely plausible depiction of the near-future to weapons-grade sci-fi shlock.

The driving is great, shame the game seems to so often hate you doing it. | Image credit: Eurogamer / IO Interactive Partners

Any writer would struggle to mesh these elements together, so it isn’t surprising that the script’s tone is wildly inconsistent. Notionally, MindsEye is supposed to be a more serious affair than Grand Theft Auto, shorn of its misanthropic satire and abrasive caricatures. But once it introduces Charlie, Diaz’s quirky female hacker pal, it increasingly shifts to the kind glib, quippy dialogue that fell out of vogue circa Avengers: Endgame. “Is that gunfire I’m hearing?” one character asks Diaz over the radio during a firefight, to which he responds “Well, it ain’t popcorn!”.

None of this, though, is what ultimately sinks MindsEye. The biggest problem is the combat, which is the worst I’ve encountered in a big-budget game in at least a decade. Let’s start with the fact that Diaz, in himself, is one of the least capable action heroes I have ever played as. His four combat skills are sprinting, crouching, taking cover, and shooting. He can’t dodge. He can’t throw grenades. He can’t use his weapons while driving. He doesn’t have a melee attack. Hell, he can’t even get into a car through the passenger door, instead running around the vehicle to the driver’s seat in a way that got me killed more than once.

The only thing that distinguishes Diaz in any way is his drone, which is unlocked a short way into the campaign. In combat, the drone is mainly used to stun enemies and hack robots, which are useful abilities, but not especially fun or interesting. Oh and toward the end of the game, the drone unlocks the ability to launch grenades. This spices up combat slightly, in the same way that a sandwich is “spiced up” by adding bread.

Enemy pathfinding is, well, see for yourself. | Image credit: Eurogamer / IO Interactive Partners

Yet even with these abilities, combat has zero sense of style or inherent satisfaction. The weapon selection is fairly broad, and among them are some half-decent guns like the sniper rifle and a late-game laser cannon. But the damage feedback couldn’t be limper if you kicked it in the groin. Incoming fire is designated by a tracer effect so sluggish it sucks all the lethality out of the bullets it’s supposed to highlight. Shooting a human enemy, meanwhile, triggers a pathetic ketchup-bottle squirt of blood, whereupon they flop to the ground like an NPC in Goat Simulator. And humans are the most fun adversaries to fight. The copbots are so slow to move and react, Diaz could probably stop to eat his dinner off them, while the various types of airborne drone you encounter are all prime examples of floating nuisance enemies.

The AI, meanwhile, is haphazard at best. Sometimes it makes a decent stab at flanking you. Other times enemies will stand out in the open waiting to be shot, or run right past you as they home blindly in on some cover. In fairness, their pathfinding is not helped by the sloppy set-piece design. Enemies seem to be sprinkled around combat zones almost at random. Sometimes they’re dispersed over areas that are far too large to make for an exciting fight. Other times they’re clumped together so closely their models begin to overlap.

This sloppiness spoils numerous mission concepts which, designed differently, could be quite memorable. Two missions involve escorting Silva’s rockets to their launchpad, and while one would frankly do, the enormous, caterpillar-tracked rocket carrier is a superb setting for a firefight. But the first of these sequences has no combat on the rocket carrier itself (instead, you fly your drone around to look at the vehicle’s treads – one of numerous missions where the primary mode of interaction is “looking at things”) while the second puts you in a combat VTOL aircraft where you can just wipe the floor with enemy vehicles as they approach.

The best of MindsEye is contained in this screenshot. | Image credit: Eurogamer / IO Interactive Partners

And a lot of the missions are even worse. The most egregious examples of MindsEye’s shoddy game design are its side-missions. These are accessed through portals in the game world, and are ostensibly intended to showcase the power of MindsEye’s building tools, which let you use the game’s assets to create your own activities like races, gunfights and so forth. The toolkit itself is pretty powerful, albeit complex for a layman to do much more than drag and drop a few items without investing some serious time to understand it.

But the first side-mission you come to, which flashes back to a hostage rescue during Diaz’ military days, is shockingly bad, an insipid run and gun affair where you stumble through haphazardly placed enemies in sludgy, unsatisfying combat. There’s no pacing to it, no craft, minimal context, and the whole thing lasts about two minutes.

Other examples see you play as a member of the “Back Niners” gang, who starts the mission immediately surrounded by cops – cops who, it should be noted, don’t appear anywhere else in the game, and a mission where you play as some kind of mercenary clearing out an apartment complex of gangsters by, uh, blowing up all their cars. This mission might even be fun if you had some sort of, oh I dunno, throwable explosive to destroy them with.

1. Normally Jacob can’t use weapons in a vehicle. But there are a few sequences where he rides shotgun. 2. I suppose it’s patriotic to get Limmy to design one of your characters. | Image credit: Eurogamer / IO Interactive Partners

And here we get to why MindsEye’s failure is cataclysmic, because you can’t make an action game with crap action in 2025. You just can’t. If gaming has perfected anything, it’s shooting dudes with a gun, and there are innumerable examples to draw from that show how to get it right. Indeed, there are action games ten, even twenty years older than MindsEye that are infinitely better to play. Max Payne 3, which is thirteen years old and the weakest Max Payne game, is a masterpiece compared to this.

MindsEye accessibility options

Camera shake toggle. Look sensitivity sliders. Separate audio sliders. Subtitles toggle.

More than that, though, if this is the best BARB’s own designers can come up with to showcase the creative potential of MindsEye’s construction tools, why on Earth should players ever want to use them? It’d be like buying bricks off a builder while watching his house fall down. Even assuming the game was great, I’d query where the overlap lies between fans of old-school linear cover shooters and fans of Roblox-style construction platforms. But the game BARB has made doesn’t encourage me to engage with the creative side of things at all.

The reasons for MindsEye’s sorry state will, I’m sure, emerge in due course. But there’s a line from the game, perhaps the sharpest in its messy, wayward script, that has been playing in my head since I heard it. Speaking about Silva’s lifestyle, one character tells Diaz “That’s what corporate billions gets you these days – immunity from reality”.

As I wandered around MindsEye’s empty ‘Free Roam’ mode after the campaign ended – in the shoes of a completely different character dressed like he suffered a parachute failure and landed in the warehouse where Call of Duty stores all its loot-boxes – I could only wonder whether MindsEye struggled with more than a little immunity from reality itself.

A copy of MindsEye was indepentently purchased for review by Eurogamer.



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June 17, 2025 0 comments
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Disney, Universal Sue Midjourney Over AI Images, Calling It 'a Bottomless Pit of Plagiarism'
Gaming Gear

Disney, Universal Sue Midjourney Over AI Images, Calling It ‘a Bottomless Pit of Plagiarism’

by admin June 12, 2025


Disney, Universal and several of their entertainment companies filed a lawsuit against popular AI creative service Midjourney on Wednesday, alleging that the company committed copyright infringement. It’s a big move from power players and will no doubt create ripple effects across the AI and entertainment industries that’ll flow all the way to what you can create using AI tools.

Midjourney is one of many AI image generators that use generative AI text-to-image technology. With an account, anyone can use its models to create digital images. Many AI image generators have policies and internal guardrails that prevent people from being able to re-create brand logos, celebrity likenesses and other kinds of recognizable and sometimes copyrighted material. Disney and Universal are alleging that Midjourney didn’t take these precautions, even after they reached out to express their concerns.

The companies wrote in the lawsuit that Midjourney’s AI image- and upcoming video-generation technologies “blatantly incorporate and copy Disney’s and Universal’s famous characters” without proper licensing or having a hand in their original creation. “Midjourney is the quintessential copyright free-rider and a bottomless pit of plagiarism,” the lawsuit alleges.

The 100-plus-page lawsuit details the ways Midjourney enables its users to re-create characters that belong to Disney’s and Universal’s different worlds, like Marvel and Star Wars. It includes examples of images the companies were able to generate that feature some of their iconic characters, including those from Shrek, Star Wars and DreamWorks’ How to Train Your Dragon. 

Midjourney didn’t immediately respond to a request for comment.

Disney included these images in its complaint as examples of AI images made with Midjourney that mimic copyrighted characters.

Screenshot by Katelyn Chedraoui/CNET

Copyright is one of the core legal and ethical issues in AI, and this is far from the first major lawsuit between entertainment companies and AI companies. There’s an ongoing class-action lawsuit from a collection of artists, led by Karla Ortiz, against Stability AI. Publishers like The New York Times are also concerned, suing ChatGPT maker OpenAI. 

(Disclosure: Ziff Davis, CNET’s parent company, in April filed a lawsuit against OpenAI, alleging it infringed Ziff Davis copyrights in training and operating its AI systems.)

At the same time, some entertainment companies are slowly exploring ways to integrate AI into their creative workflows. Disney has been fairly mum about AI, not endorsing or making partnerships like its peers at Lionsgate but not publicly ruling out the possibility either. That possibility is reflected in the statement Disney made to CNET via email.

“We are bullish on the promise of AI technology and optimistic about how it can be used responsibly as a tool to further human creativity,” Horacio Gutierrez, senior executive vice president and chief legal and compliance officer, said in the statement. “But piracy is piracy, and the fact that it’s done by an AI company does not make it any less infringing.”

Another example Disney cites in its lawsuit.

Screenshot by Katelyn Chedraoui/CNET

Read more: Inside Hollywood’s AI Power Struggle: Where Does Human Creativity Go From Here?

Today’s lawsuit marks a path forward for Disney and Universal and adds another strand to an already tangled legal web.

“The lawsuit filed by Disney and Universal is important in drawing a line in the sand with AI developers like Midjourney,” Robert Rosenberg, an intellectual-property lawyer and former general counsel at Showtime Networks, said in an email. “As the lawsuit explains, the only way the AI platforms can output an image of Yoda, Shrek or Darth Vader is because they have trained their model by ingesting copyrighted images of these characters. They are not inventing new characters here.”

For now, we’ll have to wait and see how this case and the other court cases progress. In the meantime, Midjourney users and other AI users are able to continue utilizing those services.

For more, check out our guide to understanding copyright in the age of AI.



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June 12, 2025 0 comments
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Untold miracles behind Smite 2
Esports

Indie devs go viral after calling out player who claims their game is a failure

by admin June 1, 2025



The indie game devs behind Hypercharge, a Toy Soldiers-inspired game where you play as action figures shooting each other with toy weapons, roasted someone who claimed their game is dead because it doesn’t have many players online.

Making a multiplayer-only game in 2025 is a tall order. There are so many live service games that are vying for people’s attention that it’s incredibly hard to convince people to drop the games they’re already playing and have been playing for years. Good multiplayer games getting shut down is nothing new.

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This is especially true of a small dev team that doesn’t have the same sort of marketing push behind them or the ability to support a live service model robust enough to go free-to-play.

And, while Hypercharge isn’t exactly exploding in popularity in the years after release, the devs fought back against the narrative that their game is dead just because players can’t find full matches online.

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Hypercharge devs push back on dead game narrative

When it comes to most live-service games out there, multiplayer is no longer accessible once servers go down. Most of the world’s most played games are on a clock that runs the risk of ending at any time if the devs decide to shut down service. That’s the reality of modern multiplayer games.

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However, Hypercharge is a paid title with options to fill matches with bot opponents and play in a LAN setup. As long as the game is live on storefronts and installed on your system, it’ll be playable.

And, though it isn’t nearly as popular now as it was upon release, the devs are still proud of what they made. Someone called out Hypercharge, calling it a “failure” and claiming the devs were “lazy” and looking for a cash grab now that their game has released on PlayStation.

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HyperchargeSplit screen is one of Hypercharge’s biggest selling points, bringing back couch co-op.

“Maybe there aren’t thousands of players online. But somewhere, someone’s on the couch with their kid, playing split-screen, laughing, figuring things out together, side by side. If that’s all Hypercharge ever is… that’s enough for us. Not every game is meant to be online-only.”

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This tweet went viral, resulting in the dev team making a larger statement on the topic.

“We made the game we always wanted as kids. And yes, it’s cliché, but it’s true. When you love what you do, you’ll never work a day in your life. As long as we can pay the bills, feed our families, and keep creating what we care about, then yeah, in our eyes, we’re already rich. That is what success means to us,” reads a portion of their statement.

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All of Hypercharge’s cosmetics are earned in game, with their being no microtransactions

The devs claimed they didn’t go with a free-to-play model because they believe that’s not the only way to make a successful multiplayer game.

“I’m used to the comments. ‘Dead on arrival.’ ‘Free to play or not play’ Or, ‘How do you make money without some free to play business model?’ The answer is simple. You make a damn good game. Hypercharge will never bee free to play. It will never have in-game microtransactions battle passes, etc. Will we lose money doing that? Or miss out on millions of players? Maybe.

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“But what we won’t lose is sleep by going against what we believe in,” the statement concludes.

Even if unintentionally, this viral saga has brought a ton of publicity to their game and has a chance of boosting player counts more than a pricy ad campaign would.



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June 1, 2025 0 comments
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SharpLink’s $425M ETH treasury has ETH bulls calling for $3K
Crypto Trends

SharpLink’s $425M ETH treasury has ETH bulls calling for $3K

by admin May 27, 2025



Key takeaways:

  • SharpLink Gaming establishes the first ETH treasury, backed by Ethereum co-founder Joe Lubin. SharpLink will invest $425 million to acquire 120,000 ETH.

  • Ethereum futures open interest hits an all-time high of $36.1 billion, with ETH price climbing 4.5% on the daily chart.

Nasdaq-listed SharpLink Gaming (SBET) announced a $425 million private investment in public equity (PIPE), acquiring approximately 69.1 million shares at $6.15 each to establish the first Nasdaq-listed Ethereum (ETH) treasury company.

Spearheaded by Ethereum co-founder Joe Lubin, this move mirrors Strategy’s (MSTR) successful Bitcoin treasury strategy, which has yielded over $8.2 billion in gains in 2025, by leveraging stock and bond sales to acquire BTC.

Former Ethereum core developer and contributor Eric Conner highlighted the bullish implications of SharpLink’s move, noting its potential to create a “public ETH proxy for funds that can’t hold tokens directly.” 

Conner emphasized that the acquisition of 120,000 ETH—likely to be staked—could lead to “supply compression” by removing tokens from circulation. The Ether proponent also pointed to the “new narrative fuel” this provides, positioning ETH as a “digital reserve collateral” and potentially driving its adoption on mainstream balance sheets through an equity wrapper like $SBET.

However, crypto analyst VICTOR cautioned against over-enthusiasm, outlining the risk of leveraging gains from an altcoin still down 19% in 2025. 

In Q1 2025, Cointelegraph reported a sharp decline in Ethereum network fees, dropping to $605,000 from $2.5 million in just two weeks in March, alongside a noticeable decrease in decentralized app (DApp) activity. Although average daily fees on the Ethereum chain have stayed above $1 million since May 9, 2025, fees remain significantly lower compared to Q1 2024, as highlighted in the chart.

Ethereum total value locked (TVL) and chain fees. Source: DefiLlama

Related: Ethereum flashes ‘altseason’ signal as ETH price eyes $4.1K

Ethereum open interest prints new highs as ETH targets $3K

The SharpLink announcement triggered a surge in Ethereum futures market activity. Ether futures open interest (OI) hit a new all-time high of $36.1 billion, increasing $3.5 billion in 24 hours. Ether OI has increased by 72% over the past month, reflecting heightened trader activity.

Ethereum open interest chart. Source: CoinGlass

Ether prices are also up 4.50% for the day, and Maartuun, a community analyst at CryptoQuant, indicated the likelihood of a leveraged-fueled pump for the altcoin. 

Over the past 30 days, Ether prices have gained 48%, with the markets exhibiting 10 leverage-driven pump signals. The majority of these rallies—eight out of ten—resulted in negative returns, while one rally triggered a short squeeze, driving prices higher, and another displayed neutral price action.

From a technical perspective, Ether’s price action on the daily chart posted a descending triangle, a bullish breakout pattern, which creates equal highs and higher lows, converging toward an imminent rally. 

The pattern is bordered by two trendlines, the upper resistance, currently around $2,700 and the ascending support line. A bullish breakout above $2,677 targets the pattern’s measured move, calculated by adding the triangle’s height to the breakout point. This projects a target range of $3,100–$3,200, aligning with prior resistance levels around $3,100 and $3,400.

Ethereum 1-day chart. Source: Cointelegraph/TradingView

The relative strength index (RSI) at 68.50 supports this bullish outlook. An RSI near 70 indicates strong momentum, with the indicator resetting after oscillating in the overbought region(above 70), suggesting the altcoin could be gearing up for a fresh rally. 

Anonymous crypto trader mo_xbt pointed out a “sandwich setup” for Ethereum. The analyst also believed that a $3,000 retest was imminent and said, 

“Gotta love the sandwich set up on the daily — Above 1d 200ema, below 1d 200ma & 300ma. I have seen this set up many times the last month, it always lead up.”Ethereum 1-day analysis by Mo. Source: X.com/Mo_XBT

Related: Bitcoin profit taking lingers, but rally to $115K will liquidate $7B shorts

This article does not contain investment advice or recommendations. Every investment and trading move involves risk, and readers should conduct their own research when making a decision.



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May 27, 2025 0 comments
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Decrypt logo
GameFi Guides

Trump’s Meme Coin Dinner Draws Protests Calling For End to ‘Crypto Corruption’

by admin May 23, 2025



In brief

  • Protesters carried signs like “Grift Gala” and “America is not for sale” as Trump dined with $TRUMP token holders.
  • The protest event was organized by Americans for Tax Fairness, Public Citizen, and Our Revolution.
  • Ahead of the dinner, democrats introduced a bill banning presidents from crypto ownership while serving their terms.

More than a hundred protestors gathered Thursday outside Trump National Golf Club in Sterling, Virginia, as President Donald Trump hosted a controversial private dinner for top holders of his meme cryptocurrency, $TRUMP.

Demonstrators waved placards reading “Stop Crypto Corruption” and chanted “Shame!” as the president arrived.

One group hoisted a giant golden coin bearing Trump’s scowling face, drawing attention to what they labeled a “Grift Gala”.

The protest was coordinated by advocacy groups, including Americans for Tax Fairness, Public Citizen, and Our Revolution, which denounced the event as political influence for sale.

“Trump is openly selling influence through his meme coins while selling out Medicaid to pay for tax cuts for his rich donors. It’s beyond corrupt,” said Our Revolution in a statement on X.

The White House press office has been contacted for comment.

The backlash adds to mounting scrutiny over Trump’s embrace of digital assets, which critics say blurs ethical lines between public office and personal gain. 

The dinner was held for the top 220 investors in the $TRUMP token, a meme coin launched by the president in January. According to organizers, the top 25 holders will also attend a cocktail reception Friday evening.

The complete guest list has not been disclosed. Confirmed attendees include crypto mogul Justin Sun, who was previously under U.S. investigation for his crypto dealings. 

Lamar Odom, the former NBA star and ex-husband of Khloé Kardashian, was also spotted entering the event.

Press access to the event was denied, and White House officials declined to release the attendee list as the president is “attending it in his personal time.”

As Trump and his family’s crypto ventures mount, legislators are seeking to temper his ability to profit from crypto hype he is in part driving himself. 

Ahead of the gala, Rep. Maxine Waters (D-CA) introduced the “Stop TRUMP in Crypto Act of 2025,” barring sitting presidents and close relatives from owning or profiting from cryptocurrencies.

“Enough is enough,” Waters previously said in a statement shared with Decrypt. “Congress can no longer ignore the biggest scam and abuse of power in American history.”

Criticism has also emerged from within the crypto community. Some developers and investors warned that Trump’s direct entanglement in meme coins damages legitimacy and invites regulatory blowback.

Edited by Sebastian Sinclair

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May 23, 2025 0 comments
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Gaming Gear

The Most Lifelike 3D Video Calling That Didn’t Totally Blow Me Away

by admin May 22, 2025


After Android XR smart glasses, I was most excited to try out Google Beam, a shrunken and commercialized version of Project Starline 3D video calling booth that Google has been plugging away at over the past couple of years. Seemingly everyone who has tried Project Starline has told me how mind-blowing it is to video call with someone inside of what’s essentially a glasses-free 3D TV, and feel like they’re really sitting in front of them. I finally got the opportunity to try the technology at Google I/O 2025—it’s impressive, but it’s far from some perfect replication of the person you’re talking with.

Let me just repeat myself so there’s no confusion: that Google can replicate a person from a bunch of 2D videos that are then stitched together into 3D using a custom AI neural network is nothing short of wizardry. The 3D person inside of the screen really feels as if they’re sitting across the table. In my demo, which was actually using the older Project Starline setup and not the more compact one HP is making, a friendly guy named Jerome, who said he was being streamed from Seattle, Wash. to my screen in Mountain View, Calif., reached out to hand me an apple that was in his hand, and I instinctively tried to grab it. A few beats later, when he told me the demo was over, we high-fived—I, again, did it without much thought. All the while, during our 1-2 minute convo, we made eye contact, smiled, and laughed, as if we were together IRL. It was all very… normal.

Ridiculously short as my demo was, the limitations of the current version of 3D video calling technology were immediately obvious as soon as I sat down in front of the TV “booth.” When Jerome appeared on the screen, I could see that the 3D render of him was jittering very slightly. The entire time, I could see the slightly horizontal jitters as he moved around. The closest thing I can compare it to is like slightly jittery TV scanlines—but it was something that I noticed right away and became fixated on.

Another limitation is the camera tracking and viewing angle—it only really works looking at it dead center. Whenever I shifted my chair to the left or right, Jerome’s picture darkened and became distorted. Even with an 8K resolution, the light field display still looked grainy. I also noticed that if you try to “look around” the other person’s body, there’s nothing there. It’s just… empty particle-like space. That makes sense because Beam/Starline’s cameras are only capturing the front and parts of a person’s sides, not back angles. If you’ve ever seen the back of a person’s portrait mode photo (see below), you’ll know there’s just no captured data back there.

This is too cool: iPhone Portrait mode…exploded into depth layers pic.twitter.com/oA8FicilWG

— Ray Wong (@raywongy) November 22, 2018

I’m also suspicious as hell about how well Beam works in less-than-optimal lighting. The room I was in had nicely diffused lighting. I suspect that the image quality might be greatly degraded with dimmer lighting. There would probably be some real noticeable image noise.

I should also note that my chat with Jerome was actually my second demo. My first demo was with a guy named Ryan. The experience was equally as brief, but Starline crashed and his image froze, and I had to be transferred to Jerome. Prototypes! Sure, Zoom calls can freeze up too, but you know what doesn’t freeze up? Real-life conversations in person.

Because these units were Project Starline ones—the cameras and speaker modules were attached to the sides of the screen instead of built into them—there’s no way to know whether Google Beam is a more polished product or not.

I really expected to have my mind blown like everyone else, but because it felt so natural, the whole experience didn’t quite make me freak out. And I’m known for freaking out when some new technology seems amazing. Maybe that’s a blessing in disguise—there’s no shock factor (not for me, at least), which means the Beam/Starline technology has done its job (mostly) getting out of the way to allow for genuine communication.





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Binance Seeks Dismissal of FTX’s $1.76B Clawback Suit, Calling It ‘Legally Deficient’

by admin May 20, 2025



In brief

  • Binance has asked a Delaware bankruptcy judge to dismiss FTX’s $1.76B clawback lawsuit, calling it legally flawed and unsupported by facts.
  • The exchange contends that FTX’s downfall was the result of massive fraud orchestrated by its own leadership, not Binance’s actions.
  • Binance also says the court lacks jurisdiction over its foreign entities and that its 2022 tweets were neither false nor misleading.

Binance has asked a Delaware bankruptcy judge to toss out a $1.76 billion lawsuit brought by the FTX estate, saying that the defunct crypto platform is attempting to “shift the blame” for its collapse away from founder Sam Bankman-Fried and onto his competitors.

Binance Holdings Ltd. said the complaint is “legally deficient” and cannot plausibly link Binance or its former CEO Changpeng Zhao to FTX’s downfall, in a motion to dismiss filed last Friday.

“Plaintiffs are pretending that FTX did not collapse as the result of one of the most massive corporate frauds in history,” the filing said, noting that former CEO Sam Bankman-Fried is now serving a 25-year prison sentence for defrauding customers, investors, and lenders.

The lawsuit, filed last November, seeks to claw back roughly $1.76 billion worth of crypto that FTX transferred to Binance in July 2021 as part of a share repurchase agreement. 

FTX had previously sold Binance a 20% equity stake in 2019, which it later bought back using a mix of BNB, BUSD, and FTT tokens.

The FTX estate claims the exchange was insolvent at the time of the 2021 deal, and that misappropriated customer funds secretly financed the repurchase. 

But Binance argues in the motion that FTX “remained a going concern for 16 months” afterward, making any claim of prior insolvency implausible.

The lawsuit also alleged that Zhao “maliciously” used Twitter to trigger a wave of customer withdrawals, posting on November 6, 2022, that Binance would liquidate its FTT holdings “due to recent revelations.” 

“The November 2022 tweets were posted in the days following a bombshell report by CoinDesk that blew the lid off of FTX’s facade, and the complaint contains no facts to suggest that the tweets were false,” Binance wrote, defending the tweets.

The exchange also said the case should be dismissed for lack of personal jurisdiction, saying that none of the corporate defendants are based in the U.S. and did not directly engage in the transfers.

The FTX recovery trust has filed numerous clawback suits to recover assets following the platform’s collapse, which triggered one of the largest crypto bankruptcies in history and left billions in customer funds missing.

Decrypt will update the story if Binance responds to a request for comment.

Edited by Sebastian Sinclair

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