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Elden Ring movie coming from Civil War and Annihilation director
Game Updates

Elden Ring movie coming from Civil War and Annihilation director

by admin May 23, 2025


Publisher Bandai Namco and A24 confirmed their Elden Ring movie is in the works on Thursday. Details on the movie adaptation are non-existent, but Elden Ring lore co-author George R.R. Martin is set to co-produce, according to Deadline.

Elden Ring pushed developer FromSoftware’s brand of challenging action-role-playing games forward by dropping players into a true open-world environment, giving them more freedom than past games like Dark Souls and Bloodborne. The game’s story casts players as a Tarnished, a fallen hero who journeys to the dreary Lands Between to restore the shattered Elden Ring and become the region’s new Elden Lord. The game has been FromSoftware’s most successful game to date; in April, the company announced that sales of Elden Ring had exceeded 30 million copies.

FromSoftware released an expansion — Shadow of the Erdtree — for Elden Ring in 2024. A multiplayer-focused spinoff, Elden Ring Nightreign, will be released on May 30.

Garland’s most recent movie, Warfare, which he co-directed, was released in April to critical and commercial success.



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May 23, 2025 0 comments
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Warhammer 40K: Dawn of War, Space Marine 1 spruce-ups coming this year
Game Reviews

Warhammer 40K: Dawn of War, Space Marine 1 spruce-ups coming this year

by admin May 22, 2025



Relic Entertainment is giving its much-loved real-time strategy game Warhammer 40K: Dawn of War a bit of modern day makeover for a Definitive Edition that’s scheduled to arrive on GOG and Steam later this year. Additionally, a Space Marine 1 re-release is on the way.


Starting with Dawn of War, it originally launched in 2004, casting players (in the single-player campaign, at least) as the Space Marines’ Blood Ravens 3rd Company, charged with defending the planet Tartarus from Ork invaders. But away from the campaign, players also got to test their skills controlling the Orks, Eldar, and Chaos. “It’s a perfect gaming world,” Keiron Gillen wrote in Eurogamer’s 8/10 review back in the day, “being exploited perfectly, for the first time.”


Skip ahead 20 or so years, and it’s time to do it all again, thanks to the newly unveiled Dawn of War – Definitive Edition. This bundles together the base game alongside its three expansions – Winter Assault, Dark Crusade, and Soulstorm – all of which equates to “four Classic Dawn of War Campaigns, nine Armies, and over 200 maps”, according to Relic.

Warhammer 40K: Dawn of War – Definitive Edition trailer.Watch on YouTube


And because it’s now 2025 and computers have come on a bit since Eric Prydz’s Call On Me was at number one, there’s also 4K support, upscaled textures (4x the originals), an enhanced battlefield camera, “optimised” HUD and screen layouts for widescreen viewing, plus improvements to world lighting, units reflections, and shadows. Additionally, the Definitive Edition remains compatible with “over 20-years of lovingly crafted community mods”.


Dawn of War’s Definitive Edition – which doesn’t have a release date yet – isn’t the only Warhammer glow-up announced as part of today’s Warhammer Skulls showcase. The original Space Marine is also set to return as an enhanced Master Crafted Edition, being handled by developer SneakyBox. This “thoughtful restoration” of the 2011 PlayStation 3 and Xbox 360 shooter features 4K resolution support, modernised controls, an interface overhaul, improved character models, remastered audio, all previously released DLC, and more. It costs £34.99 and launches for PC, Xbox Series X/S, and Game Pass on 10th June.

Warhammer 40K: Space Marine – Master Crafted Edition trailer.Watch on YouTube


“This is more than just Master Crafted Edition,” publisher Sega writes in its announcement, “it’s a respectful dialogue between past and present, preserving what made the original special while making it shine for a new generation of players.”



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May 22, 2025 0 comments
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Watch Blizzard, hopefully, distract you from Diablo 4 Season 8 by showing off what’s coming with Season 9 in dev livestream
Game Reviews

Watch Blizzard, hopefully, distract you from Diablo 4 Season 8 by showing off what’s coming with Season 9 in dev livestream

by admin May 22, 2025


Blizzard is hoting the latest edition of its Campfire Chat developer livestream tonight. This one is going to be all about Diablo 4’s upcoming Season 9. Or, more specifically, it’s going to cover the patch 2.3.0 PTR (Public Test Realm), which will be opening its doors soon.

Among many other things, this is the show where the developer will outline why a PTR is needed at all, what to expect from the next major update/Season, as well as how to get involved.


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If you feel like it’s a little too soon for a new PTR already in Diablo 4, you’re not wrong. We’re only a couple of weeks into Season 8, which is clearly going to be a shorter season compared to previous ones.

Season 8 had its own PTR for patch 2.2.0 back in March, and Season 9’s PTR is likely going to start before the end of this month, or early in June. The start date for the 2.3.0 PTR is just one of the things Blizzard developers will cover in tonight’s livestream.

Another topic of discussion is going to be Dungeon Escalation, the new activity coming to Diablo 4 with Season 9. Each season has a rotating activity, and this one is going to be next season’s version of that.

As always, this is going to be a dense show that ends with a Q&A segment. It all kicks off at 11am PT, 2pm ET, 7pm UK. You’ll be able to watch it on YouTube, Twitch, Twitter, and TikTok. We have the Twitch player embedded below, too, for your convenience.





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May 22, 2025 0 comments
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Ion Hazzikostas, WoW game director
Gaming Gear

World of Warcraft game director details which combat add-ons are safe and which will be eliminated in the coming purge

by admin May 22, 2025



World of Warcraft senior game director Ion Hazzikostas recently warned players that add-ons and mods that predict or help players respond to things happening in combat will be disabled in the future. We caught up with him in a far-ranging interview to find out what, specifically, would be affected and why.

“You have your quest helpers, you have your gathering add-ons, you have your role-playing add-ons, all of that stuff is no concern,” he said.

PvP add-ons might still tell you what classes you’re facing, but won’t tell you what cooldowns they’ve used. Auction house add-ons won’t be touched.


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“The goal is at the end of the day to get to a point where if asked, ‘Hey, do I need to use add-ons to play?’ the answer is, ‘Well, they’ll give you a lot of options to customize your experience, but no, it’s up to you.’ Today, if we’re being honest, we can’t say that.”

He said Blizzard definitely won’t take away combat log or aura hooks in patches 11.1.7 or 11.2—which leaves the door open for the final patches of the The War Within expansion, including the pre-patch for the upcoming Midnight expansion later this year, as a possible starting point.

“This is meant to be a philosophical kickoff and to begin the conversation with the community,” Hazzikostas said. “Add-ons have been part of the game since its very earliest days. If we were to just come along one day and rip off that band-aid, it would be jarring.”

Mods that help and annoy

Blizzard is taking these steps in part because of player complaints about how many add-ons are needed to successfully complete raid and dungeon encounters, according to Hazzikostas.

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Blizzard will be working on improvements to the in-game Cooldown Manager, visual effects, improvements to the game’s UI Edit Mode, audio cues and the handling of nameplates for players and enemies.

Hazzikostas said the company heard loud and clear the player feedback to the first, basic rollout of the Cooldown Manager, which was part of the recent troubled 11.1.5 patch. Players decried its simplicity, lack of functionality and the fact that it could not be customized. Ironically, some mod-makers immediately created add-ons to improve it.

The cooldown manager is so utterly featureless it may as well not exist. from r/wow

Above: A recent Reddit post reacting to the Cooldown Manager.

“We know we’re not going to replace a fully in-depth, customizable add-on that you’ve been using for years and tailored to your personal gameplay with something that we have as an initial, fixed offering,” he said. “But we’re getting a whole bunch of feedback about the ways in which it would need to change. We need to add customization and improve it, to make it feel like it could be a reasonable substitute for a more-advanced power user.”

In-game solutions may not be as good—and that could be okay

The task ahead of Blizzard will be challenging, he said, but added that having a fixed development team and slower update cycle doesn’t mean that Blizzard’s solutions have to be a “we have details at home” meme situation—or that maybe it’s okay if it is.

“Some of it is being guided by feedback to understand how we can bridge that gap for a majority of our players, and also to some extent accepting, and hopefully getting folks to accept, that it is 96 percent of perfect,” Hazzikostas said.

WoW with a damage meter add-on. (Image credit: Blizzard)

We’re always going to be listening. Our hope is that the things we add are going to be things that can be reskinned and tweaked by add-on developers.

Ion Hazzikostas

“Your performance relying on [rotation helper] Hekili is still inferior to someone who has it all ingrained as muscle memory. There’s always a higher skill ceiling. Is it a critical flaw if the highlighted combat assist recommendation for your next ability is not reflecting the latest theorycraft that was discovered yesterday? I don’t know if that should be a dealbreaker.”

He said he was open to the idea of allowing player-shared loadouts, like the text strings currently used to share talents. That might improve Rotation Assist for those who wanted the latest theorycrafting.

“That’s an interesting idea,” he said. “This topic has come up in the context of Edit Mode layouts, and other things we want to empower people to share.”

The overwhelming majority of add-ons won’t be affected by the changes, Hazzikostas stressed. Blizzard considers this a continued collaboration with add-on developers, perhaps even to the extent of partnerships that would allow amateur developers to contribute ideas or coding approaches.

“Everything is possible,” he said. “I don’t want to close doors. We’re always going to be listening. Our hope is that the things we add are going to be things that can be reskinned and tweaked by add-on developers.”

The smallest change possible to achieve the goal

Hazzikostas said the team had discussed many approaches, and believed this was the least invasive path that would still accomplish the goal.

“This is not us setting out to smash a bunch of add-ons,” he said. “The way we’re approaching it is, ‘What’s the least collateral damage that we can cause while addressing this issue?’

“The goal is to build up the native functionality of our UI to increasingly narrow the gap between players who are using add-ons that assist with competitive functions and those who are not. Once we are most of the way there, there’s going to be that last mile that consists of things that honestly we don’t think are super healthy for the game.”

That’s when the functionality would be turned off, he said.

Another example of modded WoW. (Image credit: Blizzard)

This is not us setting out to smash a bunch of add-ons. The way we’re approaching it is, ‘What’s the least collateral damage that we can cause while addressing this issue?’

Ion Hazzikostas

Previously, Blizzard experimented with private auras that could not be read by add-ons and WeakAuras. But players circumvented that with in-game macros that told the mods when players saw they had conditions that had been kept secret.

“The aura is private, but you can just make a separate macro that pipes the information in, and now whoops, you wiped because someone hit the wrong macro or had a typo in their macro and great, we’ve succeeded in making it even more frustrating,” Hazzikostas said. “Let’s never do this again.”

The company is building in all of this functionality in part because they know players will find ever-more-circuitous routes to getting the information if they don’t. If boss ability timelines aren’t a thing, he suggested, players might turn to YouTube videos or recorded sound files that would provide audio countdowns when pressed at the start of a heavily scripted encounter.

Keeping the challenge, ditching the complexity

WoW with raid markers. (Image credit: Blizzard)

Dungeon and raid fights will still be just as challenging, he said, just not in a way that requires perfectly-working WeakAuras.

“Our goal is to deliver a baseline, a consistent level of difficulty that meets players’ expectations. I’ve seen discussion of whether WoW is harder than it used to be. If you measure that by player success rates, then no,” Hazzikostas said.

“We might tune a Heroic end boss for Ahead of the Curve to be something that’s going to take a couple dozen attempts, for a guild that’s in the core audience. What it takes to hit that mark has continually increased in terms of complexity, because our players have gotten more sophisticated.”

With this move, Blizzard hopes to dismantle the arms race between add-on developers and boss mechanics. A fight like Blood Queen Lana’thel in Icecrown Citadel had one simple mechanic—who to bite when you had a vampiric lust and were about to be mind controlled—that ramped in difficulty over the course of the fight. It would have been trivialized by a combat WeakAura, he noted.

“No stress, no confusion, no need for communication, no need for backups. A fight that had exciting frantic moments in 2009, 2010 gets transformed into something that’s pretty ho-hum,” Hazzikostas said.

Less swirls, more fun for casters

(Image credit: Blizzard)

In modern raids, players might see happy changes like a reduction in the number of bosses that frequently place random damage swirls on the ground, a mechanic the team has come to lean on because add-ons can’t predict or help with it, he said.

“Our classes weren’t designed under the assumption that you’re going to have unpredictable movements every few seconds,” making those encounters less fun for caster characters, he said. “We just want more variety in a diverse design space.”

The toughest modern bosses with mechanics that require players to clump up or head to specific spots might give a few more seconds to respond, or have fewer spots to go, in a world without combat add-ons, he said.

“If we know it’s being solved for you, and you’re just being told to run to diamond, how is that challenging?” Hazzikostas asked. “How do we make it challenging? The only way is to only give you two and a half seconds so that you need some movement boost. You’re taking a warlock gate from point A to point B, because otherwise anyone could do this.”

No changes for Classic, but plenty of changes to raid fights

These changes will likely not be implemented in Classic, where the team is careful to avoid messing with history. New features like the damage meter might be rolled out, but combat log and aura access is unlikely to be turned off, Hazzikostas said.

In the modern game, Blizzard knows this will force its developers to be better about making mechanics visible and readable.

World of Warcraft Classic (Image credit: Blizzard)

“I think, frankly, this will stop letting us off the hook when we fail to do so,” he said. “If you’re riding a Katamari ball on Stix and if you run into one of these three nameplates you wipe the raid, but there are 90 things on screen, good luck visually parsing that.

“There are nameplate attachments and things the community has come up with to help solve that problem. We should have solved that problem.”

Visual customization of nameplates, including how big they are or what they look like, will still be allowed, he said—but using conditional logic to change the way they look because of something the player or enemy is doing or a buff or debuff they have likely won’t be.

“This is all pretty speculative,” Hazzikostas said, as the team is still working to solve the problems that players have created mods for. Lethal casts in dungeons, for example, should be telegraphed much better, perhaps negating the need for mods that alert players when something bad is coming.

No more tracking other players or enemies

(Image credit: Blizzard)

Tracking of group abilities will no longer function in add-ons after the changes, so things like other players’ cooldowns won’t be visible, he said. That might, in turn, lead to dungeons with fewer interrupts in a pack of mobs, which might in turn lead to less reliance on classes with abilities that stop a whole pack of enemies from casting.

Incoming heals will no longer be trackable, nor will specialized buffs or debuffs. But if they needed to be, that should be built into the base game, Hazzikostas said.

“It should be part of the default UI,” he said. “Same is true for tank swaps. If we’re building an encounter where once your co-tank reaches four stacks of some negative effect, you need to taunt immediately, we should be giving you much better information to make that apparent. That’s on us.”

Another issue they want to make more visible is diminishing returns in PvP and PvE, where stuns or other crowd control become less effective after repeated casts, until an enemy is immune.

“We have this very important mechanic and really, unless you’re using an add-on, it’s not super obvious,” he said. “We should make that obvious.”

At the end of the day, the game should be just as easy or difficult as it is right now, he said, but for different reasons.

“Part of the goal of mechanics is to create a problem that needs to be solved and a bit of challenge that feels satisfying once you overcome it,” Hazzikostas said.

“The goal is to keep similar numbers of wipe counts for Normal, Heroic and Mythic encounters, early versus late, similar success rates. But to tailor that to a world where the problems are, once again, in players’ own flesh-and-blood hands to solve, not an algorithm that they’ve downloaded.”



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May 22, 2025 0 comments
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Cheyenne Ligon
NFT Gaming

Crypto Advisory Council Coming to New York City

by admin May 20, 2025



NEW YORK — The city of New York is launching a digital assets advisory council to bring fintech jobs into the Big Apple, Mayor Eric Adams announced Tuesday.

New York City is “open for business, he said at the start of a summit hosted at the mayor’s official residence, Gracie Mansion. The council will be composed of individuals from the industry, with a chair to be announced in the coming weeks.

“We want to use technology of tomorrow to better serve New Yorkers today,” Adams said in his opening remarks. “We have experts right here, and they are going to help us navigate solutions that serve our city. We are lucky to have this type of human capital right here in the city of New York.”

The summit, which included a public press conference followed by closed-door roundtables, had participants from both family offices and unicorn startups, said Richard Hecker of Traction and Scale, a logistics firm involved in the event.

Business interests aside, the city will explore putting birth and death records onto a blockchain to help New Yorkers’ next of kin easily access these types of documents, Adams said.

Andrew Durgee, the co-CEO of Republic, which backs other startups financially, noted that his firm remained in New York despite concerns about regulators and other issues, even as other firms left the country.

“Now the first time in 15 years, we’re in this scenario, we have no idea what it’s going to look like,” Durgee said. “You have now all these people, these smart, brilliant people now coming back to the U.S., and they’re looking for a place to land.”



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May 20, 2025 0 comments
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