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Lucy looks at a device in her hands
Game Updates

Guilty Gear Strive Is Getting More Cyberpunk Content Than Lucy

by admin August 21, 2025


Catch me redownloading Guilty Gear Strive, as Lucy from the excellent Cyberpunk Edgerunners anime is joining the roster as a guest character. Arc System Works’ anime fighter is releasing its 1.48 patch tomorrow, August 21, and not only will it come with the usual balance changes and bug fixes, but it will also bring more Cyberpunk content to the game as well. However, there is one downer in the small print.

Lucy is the only Edgerunners character joining the roster, but there will be references to others in the 1.48 patch, with avatars based on Lucy, David, and Rebecca from Edgerunners being made available. Meanwhile, in one of the crossover’s coolest touches, a selection of tracks from Cyberpunk 2077‘s soundtrack will be available as background music for all your fights, regardless of whether or not you’ve paid to play as Lucy. This includes songs by Johnny Silverhand’s band Samurai, such as the lesser version of “Chippin’ In” (should’ve been the superior take by my trashbag boyfriend Kerry Eurodyne), as well as “Never Fade Away.” The best song on the list, however, is “I Really Want to Stay at Your House” by Rosa Walton, arguably the most iconic song from the game and anime. The song accompanies some of Edgerunners’ best moments, and is used to incredible effect. So if you want to have yearning pop perfection playing in the background as you climb up the ranks, you can do that…but only for a limited time. 

According to the patch notes, “I Really Want to Stay at Your House” will be removed from Strive in 2027, and that’s as specific as the notes get. The specific end date will be “announced separately,” and “may be moved up without prior notice.” Bummer. Guess you can always play it through the Spotify app?

For more on Guilty Gear Strive’s latest update, check out the full patch notes.



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August 21, 2025 0 comments
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Game Reviews

Bloodlines 2 Locks Core Content Behind Costly Day-One DLC

by admin August 20, 2025


Vampire: The Masquerade – Bloodlines 2 has been through a hell of a journey to reach us. At last night’s Opening Night Live from Gamescom, Paradox revealed the long-delayed game finally has a release date, October 21. What the publisher didn’t boast about was is that it is locking two out of the six playable clans behind paid day-one DLC, and it’ll cost you an extra $30 to unlock them. A third of the ways to play the game.

Expensive day-one DLC was once the most loathed concept in gaming. Back in 2012 it was the talk of the industry, as companies deliberately developed a chunk of the launched game with the intention of hiding it behind a further paywall, and people understandably hated it. Times moved on, and now we’re screwed over in all manner of different ways, most usually seeing significant portions of games sectioned off behind so-called “battle passes,” where we’re expected to not just pay once but to buy new ones multiple times throughout the year! Yay video games! But Paradox is kicking us old-school with Bloodlines 2 by deciding that a full third of how you can play the game will require you to fork out 50 percent of the original asking price again. The cheapest version of the game will cost you $60 on PC, but if you want to buy everything they developed for launch, it’ll cost you an extraordinary $90. Not even the $70 “Deluxe Edition” will secure you either of the missing clans. (Thanks RPS.)

A huge part of how the original Bloodlines played was based on the clan you chose at the start. It affected not just more common features like stats, but entirely changed how you approached the game. Different clans within the world treated you accordingly, missions were experienced differently as a result, and the means by which you could approach the RPG quests were all affected by who you were. Play as Brujah and you were a mighty warrior but very vulnerable to “frenzy,” where you’d fully lose control of your bloodlust. But pick a Toreador and you were a schmoozer, expert in socializing, but weakened by your inability to turn away from the truly beautiful. Clearly these made for very different experiences of the game. But now, in Bloodlines 2, if you want to be a Toreador and play that way, it’s going to cost you an awful lot more.

As the game’s own FAQ makes clear, these choices are not cosmetic.

“How will the dialogue options differ in each playthrough?” asks one of the questions. The answer:

The dialogue options differ depending on which clan you’ve chosen and what choices you’ve made throughout the story. When hunting for Blood Resonance, specific disciplines and outfit choices can also affect NPCs on the street.

It also notes that “each clan offers new, unique abilities, playstyles, and distinct outfits.” Play style seems a hell of a thing to lock to day-one DLC.

For a while, Bloodlines 2 did look to have become vaporware, after its original development under Hardsuit Labs fell apart in 2021 following its former leads being fired. Then in 2023 it re-emerged, now being developed by The Chinese Room, the studio best known for their walking sims, which has had its own turbulent few years. Given The Chinese Room only released their most recent game, Still Wakes the Deep, in June of last year, it seemed unlikely that Bloodlines 2 could be imminent. But here we are! It’s out in just a couple of months.

We’ve reached out to Paradox to ask what has motivated the decision to lock away such a significant chunk of the core game behind day-one DLC. (Although we can guess it’s at least in part, “We desperately need to recoup some of the costs of the last six years of development across two different studios under multiple different leaderships for the sequel to a game that came out in 2004.”) We’ll report back if they respond.



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August 20, 2025 0 comments
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A screenshot from Gallipoli showing two soldiers in battle
Product Reviews

Not content with making three WW1 first-person shooters already, the creators of Verdun and Isonzo are now making a Gallipoli FPS

by admin August 19, 2025



BlackMill Games has been making World War 1 shooters for over a decade now, first with Verdun, and then with Tannenberg and Isonzo. Now it’s making Gallipoli, which will shift focus to the Middle Eastern theatre, to dramatize the battles between the Triple Entente and the Ottoman Empire.

While it’s not as well-known as other WW1 campaigns, the landing at the Gallipoli Peninsula, and the ensuing long stalemate, was an especially bloody encounter. Over ten thousand members of the Australian and New Zealand Army Corps were killed during the campaign, which is commemorated annually on ANZAC Day in Australia and New Zealand.

For what it’s worth, the only other modern videogame depiction of the campaign is in the Battlefield 1 mission The Runner (which itself seems to borrow heavily from Peter Weir’s 1981 film Gallipoli).


Related articles

The move east promises to make BlackMill’s fourth WW1 game a little more varied: according to its Steam page it’ll traverse “coastal dunes, dry deserts, urban areas and more”. In addition to the Gallipoli campaign it’ll also move further east to take in the Mesopotamian campaign, which reached as far as modern day Iraq. Players will side with either the Ottoman Empire or the Entente (BlackMill specifies “the British”).

As before, Gallipoli is a squad-based shooter heavily focused on choosing a class and sticking with it: If you’re the stretcher bearer, you better not be caught sprinting across no man’s land to increase your KD ratio. Public matches will be populated with AI bots to accurately convey the sense of scale, though these can be toggled off in custom matches.

It’s due to hit Steam some time in 2026, and the reveal trailer is below.

WW1: Gallipoli – Official Reveal Trailer – YouTube

Watch On

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



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August 19, 2025 0 comments
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The First Descendant is using bizarre AI ads, at least one of which appears to be a clone of a real content creator
Game Reviews

The First Descendant is using bizarre AI ads, at least one of which appears to be a clone of a real content creator

by admin August 17, 2025


The First Descendant developer/publisher Nexon has been accused of using a series of “embarrassing” AI-generated TikTok advertisements, at least one of which is alleged to have imitated a real content creator.

As collated by u/iHardlyTriHard on Reddit by scrolling on their For You Page for just 15 minutes, they came across four ads, along with another two “low effort ads that aren’t specifically AI”.

As the OP points out, the issue isn’t the use of generative AI in and of itself, but the fact that at least one ad uses the likeness of DanieltheDemon – and we don’t yet know if it was with their consent or not.

The AI ads are worse than you think
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“It’s really a kick in the teeth to TFD content creators for them to be using AI for ads like this instead of actual content creators, especially since Nexon Creators has over 8.8k people signed up to it,” the post author explained.

“If I saw these ads before playing the game, I’d assume the game was 1) fake, 2) some sort of scam, virus, or phishing attempt,” said one player.

Some players report that the team behind The First Descendant’s TikTok account are “deleting comments” from people who call the ads out, and “they delete and re-upload the AI ads whenever they get too much backlash in the comments”.

At the time of writing, Nexon has not publicly commented on feedback from players about the advertisements. Eurogamer has reached out for comment and will confirm if/when we hear back.

At the end of July, players similiarly hit out at The Alters developer 11 Bit Studios after AI prompts were discovered in both subtitles and flavour text in the game, intimating routine use of large language models (LLMs) without disclosure. 11 Bit Studios later insisted the controversial elements discovered by players were either “temporary” assets “never intended to be part of the final release” or used in a “very limited manner”.



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August 17, 2025 0 comments
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TMNT Trilogy Limited Edition Revealed - 4K Restorations And New Bonus Content
Game Updates

TMNT Trilogy Limited Edition Revealed – 4K Restorations And New Bonus Content

by admin August 17, 2025



The original Teenage Mutant Ninja Turtles movie trilogy is coming to 4K Blu-ray for the first time this holiday season. All three early ’90s action films have been digitally restored by Arrow Films and will be bundled in two limited-edition box sets, both of which are available to preorder ahead of their December 16 release. Teenage Mutant Ninja Turtles Trilogy 4K Limited Edition is available for $100, while the standard Blu-ray version is going for $95.

Like most Arrow Video releases, these prices are likely to drop before release day. If you preorder now, you’ll be eligible for any future discounts until Amazon ships your order. Keep in mind that Arrow Video Limited Editions are actually limited. The British distributor often reissues sold-out Blu-rays, but subsequent printings don’t have the fancy packaging and collectible inserts. At the time of writing, Teenage Mutant Ninja Turtles Trilogy is the No. 1 best seller on Amazon’s movie and TV charts, so it wouldn’t be surprising if the 4K set sold out.

$100 | Releases December 16

  • Teenage Mutant Ninja Turtles (1990)
  • TMNT II: The Secret of the Ooze (1991)
  • Teenage Mutant Ninja Turtles III (1993)

The 4K Blu-ray edition of the original 1990 movie has been restored from the original 35mm camera negative. The second and third films in the trilogy were restored from the original 35mm interpositives.

Along with native 4K (2160p) resolution, each film supports Dolby Vision and HDR10. For enhanced audio, the original movie has Dolby Atmos surround sound support. The sequels don’t support Atmos, but surround sound is still offered with DTS-HD Master Audio 5.1. Original lossless stereo audio is also available for all three movies.

The Limited Edition includes multiple collectibles and premium packaging. Inside the limited-edition display box, you’ll find a collector’s booklet with retrospectives by Simon Ward, John Torrani, and John Walsh. Each film is packaged individually in a case with a reversible sleeve. The sleeves have original artwork by Florey.

In terms of on-disc bonus content, so far we know there will be new director’s audio commentaries for all three films as well as interviews with at least 15 actors and seven crew members.

Arrow Video said the full list of extras will be unveiled on September 26, so the box set will have additional bonus features and possibly more collectibles.

Teenage Mutant Ninja Turtles Trilogy Features:

  • Teenage Mutant Ninja Turtles (1990)
    • 4K restoration from original 35mm negative
    • Dolby Vision / HDR10
    • Dolby Atmos / Lossless Stereo
  • TMNT II (1991) & TMNT III (1993)
    • 4K restorations from original 35mm interpositives
    • Dolby Vision / HDR10
    • DTS-HD MA 5.1 / Lossless Stereo
  • Bound Collector’s Booklet with retrospectives
  • Reversible sleeves with original artwork
  • Limited Edition display box
  • New director’s audio commentaries for each film
  • New cast and crew interviews for each film

$95 | Releases December 16

The 1080p version is made from the 4K restorations, so the films will almost certainly look and sound better than current Blu-ray editions. You’ll get all of the same extras and on-disc bonus content with the standard Blu-ray Limited Edition. You will be missing out on Dolby Vision and HDR10, though. With the price difference currently only five bucks, it doesn’t make much sense to buy this edition unless you don’t have a dedicated media player or game console capable of playing 4K Blu-rays.

35 years later, nothing quite compares to Teenage Mutant Ninja Turtles. The original movie is still an impressive showcase of practical effects, martial arts action, and it’s surprisingly dark in its execution of the source material. In fact, depending on who you ask, it might have been too dark, as its sequels were much more family-friendly in comparison. Teenage Mutant Ninja Turtles II: The Secret of the Ooze was more slapstick in nature, while Teenage Mutant Ninja Turtles 3: Turtles in Time might have jumped the shark with its time-travel story that saw the gang transported to feudal Japan.

In the decades since, the Turtles have starred in a handful of feature films and several long-running animated TV series. TMNT continues to be popular with fans of all ages. If you want to spend some time with Raphael, Leonardo, Donatello, and Michelangelo, check out our roundups outlining all of the TMNT TV series and movies you can watch today on Blu-ray and DVD.

Teenage Mutant Ninja Turtles animated series

The original 1987 animated series along with the wildly popular action figures turned Teenage Mutant Ninja Turtles into a worldwide phenomenon. The series amassed 193 episodes across its 10-season run that finally came to a close in 1996. The complete series released on DVD last October, and it’s an absolute steal even at its full $34 price. Right now, you can grab the 23-disc TMNT: Complete Classic Series Collection for only $26.59.

Impressively, TMNT followed up its original series with another long run from 2003 to 2009. The follow-up show went by several different names throughout its seven-season, 155-episode run. Whereas the original leaned into comedy, the follow-up series skewed more toward the serious, grounded personality of the comics. TMNT: The Ultimate Collection includes every episode and the Turtles Forever TV movie. In Turtles Forever, the Turtles save the multiverse alongside the Turtles from the original 1987 movie.

The franchise simply makes for good TV, and this trend continued with the 2012 Nickelodeon series. It ran for five seasons before ending in 2017 after 124 episodes. Last year, a new series called Tales of the Teenage Mutant Ninja Turtles debuted on Nickelodeon and Paramount+. All 12 episodes are available on Blu-ray and DVD, and Season 2 is expected to air in 2025.

Teenage Mutant Ninja Turtles movies on Blu-ray

Since the turn of the century, the franchise’s big screen outings have been a tale of two styles. The 2014 and 2016 live-action films were massive disappointments, but returning to its animated roots in 2023’s Mutant Mayhem proved to be a winning formula.

  • Teenage Mutant Ninja Turtles Trilogy (Remastered)
  • TMNT Trilogy (Blu-ray) — $13 ($20)
  • TMNT 4-Film Favorites: Trilogy + 2007
  • Teenage Mutant Ninja Turtles (2007)
  • Teenage Mutant Ninja Turtles (2014)
  • Teenage Mutant Ninja Turtles: Out of the Shadows (2016)
  • TMNT: Out of the Shadows + TMNT 2014 (Blu-ray) — $15
  • Teenage Mutant Ninja Turtles: Mutant Mayhem (2023)

Teenage Mutant Ninja Turtles Comic Book Collections

Teenage Mutant Ninja Turtles Compendiums

If you’re interested in reading some of the awesome Teenage Mutant Ninja Turtles comic books while you wait for the TMNT Trilogy to arrive, you’re in luck: There are a bunch of great omnibus editions and compendiums to check out. For a budget-friendly way to read some all-time classics, check out The Ultimate Collection black-and-white paperbacks and the Color Classics Collection.

In addition to classic TMNT comics, there’s the ongoing IDW series, which has been running for nearly 15 years and has eclipsed 300 issues. So far, the series has been collected into 17 hardcover books, with Volume 18 slated to release in September.

All of the books below are hardcover unless otherwise noted.

Teenage Mutant Ninja Turtles: The Last Ronin Series

Teenage Mutant Ninja Turtles: The Last Ronin Series

The biggest modern TMNT hit in the comic book space is undoubtedly The Last Ronin. It’s genuinely one of the best graphic novels released over the past five years. The Last Ronin II was published in July, so now’s a great time to check out this must-read series from the co-creator of the franchise.

Lastly, we’d highly recommend checking out Teenage Mutant Ninja Turtles: The Ultimate Visual History. This beautiful book takes fans on a tour through the franchise’s storied history. Insight Editions published a revised and expanded edition in 2024. You can get the 328-page hardcover book for $41 (was $75).



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August 17, 2025 0 comments
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Gaming Gear

Roblox cracks down on its user-created content following multiple child safety lawsuits

by admin August 17, 2025


Following a wave of lawsuits alleging that Roblox doesn’t provide a safe environment for its underage users, the gaming platform made a series of sweeping updates to its policies. To address recent concerns, Roblox published a post on its website detailing these major changes, including restricting all unrated experiences, which is what Roblox calls its user-generated games, to the developer or those actively working with them. Roblox said this change will roll out in the coming months, representing a big shift from its previous policy that allowed users 13 or older to access unrated experiences.

To further prevent any inappropriate behavior, any “social hangout” experiences that depict private spaces, like bedrooms or bathrooms, will be limited to ID-verified users who are 17 or older. Roblox will also restrict social hangout games that mostly take place in those previously-mentioned private spaces or adult-only places, like bars or clubs, to users who are at least 17 and have been ID-verified. To assist with the new rules, Roblox will roll out a new tool that automatically detects “violative scenes,” or more simply, user activity that goes against the rules. According to Roblox’s new policies, a server that hits enough violations will automatically get taken down and will have to work with the Roblox team to adjust the experience and get it back online.

These policy changes come after several lawsuits were filed against Roblox that claim the game doesn’t protect its younger users. In response to the lawsuit filed by Louisiana’s attorney general, Roblox wrote in a separate post that it works to block any efforts at exploitative behavior and constantly enhances its moderation approaches.

“Any assertion that Roblox would intentionally put our users at risk of exploitation is simply untrue,” the company statement read. “No system is perfect and bad actors adapt to evade detection, including efforts to take users to other platforms, where safety standards and moderation practices may differ.



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August 17, 2025 0 comments
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Creating emotionally resonant content for a global audience in Sky: Children of Light
Esports

Creating emotionally resonant content for a global audience in Sky: Children of Light

by admin June 24, 2025


Yingxian Lu is a content producer at Thatgamecompany, where she leads in-game event/season production and cultural localization for Sky: Children of the Light. Her work focuses on emotionally resonant, globally inclusive content. She previously led interactive campaigns at JD.com, and her work was also widely covered by media outlets in China.

In today’s global games industry, success isn’t just about going international – it’s about making players everywhere feel emotionally connected. As games like Sky: Children of the Light reach massive global audiences, we face a creative challenge: how do we design content that feels truly meaningful to people from widely different cultures, languages, and life experiences?

Image credit: Thatgamecompany

Thatgamecompany, the independent studio behind Journey, Flower, and Sky, is known for its emotionally rich, artful games that emphasize human connection over competition. Sky has received critical acclaim since its launch, including winning the Games for Impact Award at Gamescom 2023, and continues to earn praise for its innovative social gameplay and emotional depth.

The game has now surpassed 270 million downloads globally, with up to 8 million daily active users in China – a market I help support closely. Since joining Thatgamecompany in 2022 as a content producer on Sky, I’ve led the production of several major in-game events and season content, and have worked to localize emotional experiences in ways that resonate deeply with Chinese players.

My expertise has helped bridge cultural expectations, reduce misalignment across teams, and bring more inclusive, emotionally resonant content to one of Sky’s largest and most active player bases.

Leading with emotion, connecting across cultures

Sky’s core philosophy, shaped by our creative director Jenova Chen, is built on inclusivity. Players appear as ‘Sky kids’, characters without defined gender, age, or ethnicity. This design choice removes surface differences, allowing people to meet and connect as equals. It’s a space of quiet beauty and shared humanity.

Image credit: Thatgamecompany

That same philosophy guides our content design. At Thatgamecompany, we don’t start with features, we start with feelings. The first question we ask for every new event or season is: “What do we want the player to feel?” Should it be joy? Melancholy? Peace?

That emotional target becomes the foundation. And because emotions transcend language and borders, they’re one of the most powerful tools we have to build inclusive experiences.

“Because emotions transcend language and borders, they’re one of the most powerful tools we have”

This approach doesn’t make content creation easy, but it does make it honest. I’ve embraced this process in every project I’ve led, whether shaping the mood of an event, adjusting reward pacing to align with emotional beats, or proposing content adjustments based on cultural sensitivities.

Next, I’d like to share a few concrete examples of how this philosophy comes to life in our work.

A tale of two events: Global design with local meaning

One of my favorite examples is Days of Moonlight, a 2024 in-game event. It originated as a quieter counterpart to our lively Days of Sunlight event. During brainstorming, someone asked: “If Sunlight represents energy and activity, what would Moonlight represent?”

Image credit: Thatgamecompany

As a Chinese content producer, I immediately thought of the Mid-Autumn Festival, a time of reunion, moon-gazing, and reflection. It’s a beloved tradition where families come together, admire the full moon, and eat mooncakes. I grew up celebrating it. It felt like a perfect emotional anchor for the event.

So while global players saw Days of Moonlight as a poetic seasonal celebration, Chinese players recognized something more personal: cultural validation inside a game they loved. That dual meaning made the event feel globally accessible yet locally resonant.

The response was overwhelmingly positive: players shared screenshots of moonlit gatherings, wrote stories inspired by the theme, and praised the emotional tone as peaceful and moving. It became one of the most discussed events on Chinese social media during its run.

Image credit: Thatgamecompany

We also added a riddle-writing feature, letting players create and guess riddles from one another. Originally, we planned to reward players for correct answers, but quickly realized the language complexity made that unfair. So we shifted the mechanic to reward participation instead. The fun stayed, the stress didn’t.

Not every idea lands as well. One summer, we introduced a marshmallow roasting prop, complete with firepit, roasting stick, and visual feedback. In the West, this evoked nostalgia and camping memories.

But in China, where roasting marshmallows isn’t a common tradition, the moment felt distant. That taught us that emotional references aren’t always as universal as we think – and why listening matters.

Bridging worlds: Production as cultural mediation

Sky’s success in China depends not only on our content, but also on how we work together behind the scenes.

I always try to think a few steps ahead: anticipating potential information gaps before they become issues, and constantly keeping our publishing partner’s needs in mind. Understanding what they care about helps me proactively surface details they might otherwise have to ask for, and ensures we’re aligned not just on output, but on priorities.

Image credit: Thatgamecompany

One of my key responsibilities is managing communication between our global development team and our Chinese publishing partner.

Before I joined, we sometimes had issues with content readiness and misaligned expectations, often caused by time zone gaps and language barriers. A 12-hour time difference can turn one decision into a three-day exchange. Miscommunication isn’t just inconvenient – it can directly impact the player experience.

To streamline collaboration and reduce costly miscommunication, we use a hybrid communication model that combines structured asynchronous documentation with real-time feedback loops. We also creatively used tools such as Slack bots to automate notifications and reminders, which helped maintain alignment across time zones and reduced avoidable delays.

“A 12-hour time difference can turn one decision into a three-day exchange”

Another ongoing consideration is navigating major holidays on both sides. For example, we’ve had to adjust production timelines around Christmas and Lunar New Year, which are the most important holidays in the United States and China, respectively.

This often means planning content windows well in advance, shifting internal milestones, or being flexible to respond quickly when plans change on short notice. These kinds of accommodations are vital for maintaining trust and momentum across regions.

In addition, we constantly need to factor in local regulations. For instance, China has strict playtime limits for minors, which directly affects how we approach scheduling, content pacing, and even reward structures.

These policy details might be overlooked if the team lacks regional awareness, so part of my role is to keep them visible throughout the design process.

Image credit: Thatgamecompany

This setup has helped reduce avoidable incidents and built stronger trust between teams. For a producer, communication isn’t just operational – it’s cultural infrastructure. When your game lives in many regions, your team has to think across those boundaries, too.

Looking ahead: Representation behind the curtain

In the industry, we often talk about diversity in character design. But for global games to thrive, we also need diversity in decision-making, in the rooms where creative calls are made, deadlines are set, and trade-offs are considered.

Being a Chinese producer working on a globally beloved game has helped me see things others might overlook – player expectations, emotional cues, even sensitivities around timing or symbolism.

I’m not the only one doing this work, but I know my perspective matters. That’s because content built for everyone starts with teams that reflect everyone.



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June 24, 2025 0 comments
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Peak is a small, goofy co-op climbing game from the devs behind Another Crab's Teasure and Content Warning
Game Updates

Peak is a small, goofy co-op climbing game from the devs behind Another Crab’s Teasure and Content Warning

by admin June 15, 2025



It’s a crossover episode! Like the great team-ups of the past (Scooby-Doo and Batman, the Teenage Mutant Ninja Turtles and Batman), Totally Accurate Battle Simulator and Content Warning developer Landfall, and Another Crab’s Treasure developer Aggro Crab have come to make Peak. As in it’s literally called Peak, not a qualitative descriptor that’s been more widely adopted into Gen-Z slang that you have to Google because you’re not a spring chicken anymore.


Peak is an aptly named game too, as it’s all about climbing mountains. This being a game made by both Landfall and Aggro Crab, this obviously comes with a certain amount of silliness. Your virtual avatar is one that I can only describe as a “little guy”, who you can apparently customise with different outfits and accessories. It’s also playable in co-op, in fact that kind of seems to be the main selling point, but you can go solo too.

our new game PEAK is a climbing game with friends where the slightest mistake can spell your doom🗻

reach the top of the mountain as a group of scouts when it drops JUNE 16‼️ pic.twitter.com/5EADzD6gWd

— AGGRO CRAB 💥 (@AggroCrabGames) June 13, 2025

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The whole goal is to get to the top of the mountain (otherwise known as the peak of the mountain, if I need to spell it out for you), in hopes of being rescued after having crash landed on a mysterious island. There’s four biomes to wade through, and along the way you’ll have to pick up food to keep yourself going. You can get injured too, so unlike the example provided in the trailer above, you probably shouldn’t punt your med kit off the side of a cliff.


Interestingly, a majority of the game was made within a one month game jam, so you shouldn’t necessarily expect infinite content or whatever it is shareholders want these days. It just looks like a silly, goofy way to hang out with some friends for a few hours. It’s also out really soon! June 16th to be precise, so you’ve only got a couple of days to wait. You can wishlist it on Steam here.





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June 15, 2025 0 comments
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NFT Gaming

The New York Times Strikes AI Content Licensing Deal With Amazon

by admin May 30, 2025



In brief

  • The New York Times has signed a multi-year deal with Amazon, licensing its news, cooking, and sports content for use in Alexa and Amazon’s AI training models.
  • The agreement marks the newspaper’s first AI-focused licensing deal, even as it continues to sue OpenAI and Microsoft for allegedly using its content without permission.
  • Financial terms were not disclosed, and the deal comes as Amazon expands Alexa+ and ramps up its AI efforts.

The New York Times has signed its first-ever content licensing deal focused on generative artificial intelligence, granting Amazon access to news, recipes, and sports reporting for use across its AI platforms, including Alexa and its proprietary machine learning models.

Announced Thursday, the multi-year agreement includes material from the title’s flagship news operation, NYT Cooking, and The Athletic.

The deal allows for real-time display of summaries and excerpts on Amazon devices and services, and permits Amazon to use the content to help train its foundation models.

“It aligns with our deliberate approach to ensuring that our work is valued appropriately, whether through commercial deals or through the enforcement of our intellectual property rights,” Meredith Kopit Levien, chief executive of the New York Times, said in a note to the staff.

The financial terms of the agreement were not disclosed, and neither company has publicly shared details on the scope or duration of content usage.

The deal marks a significant moment for the media industry as publishers including the Times themselves respond to the rise of generative AI.

The New York Times and AI

In December 2023, the New York Times filed a copyright lawsuit against tech giants OpenAI and Microsoft, accusing them of using millions of Times articles without permission to train their AI models.

“OpenAI and Microsoft have built a business valued into the tens of billions of dollars by taking the combined works of humanity without permission” The New York Times said in the lawsuit.

In April, U.S. District Judge Sidney Stein ruled that the lawsuit could proceed, denying OpenAI and Microsoft’s motions to dismiss key claims, including those related to direct and contributory copyright infringement.

Amazon’s AI race

For Amazon, the agreement with the media platform supports its broader effort to catch up in the AI race.

Earlier his month, the company began rolling out Alexa+, a generative AI-powered version of its assistant, to over 100,000 early users.

The system, powered in part by Anthropic’s Claude AI, is designed to be more conversational and aware, and will soon feature curated Times journalism as part of its offering.

Decrypt has reached out to both Amazon and The New York Times with requests for comment.

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Meta’s ‘Free Expression’ Push Results in Far Fewer Content Takedowns
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Meta’s ‘Free Expression’ Push Results in Far Fewer Content Takedowns

by admin May 30, 2025


Meta announced in January it would end some content moderation efforts, loosen its rules, and put more emphasis on supporting “free expression.” The shifts resulted in fewer posts being removed from Facebook and Instagram, the company disclosed Thursday in its quarterly Community Standards Enforcement Report. Meta said that its new policies had helped reduce erroneous content removals in the US by half without broadly exposing users to more offensive content than before the changes.

The new report, which was referenced in an update to a January blog post by Meta global affairs chief Joel Kaplan, shows that Meta removed nearly one-third less content on Facebook and Instagram globally for violating its rules from January to March of this year than it did in the previous quarter, or about 1.6 billion items compared to just under 2.4 billion, according to an analysis by WIRED. In the past several quarters, the tech giant’s total quarterly removals had previously risen or stayed flat.

Across Instagram and Facebook, Meta reported removing about 50 percent fewer posts for violating its spam rules, nearly 36 percent less for child endangerment, and almost 29 percent less for hateful conduct. Removals increased in only one major rules category—suicide and self-harm content—out of the 11 that Meta lists.

The amount of content Meta removes fluctuates regularly from quarter to quarter, and a number of factors could have contributed to the dip in takedowns. But the company itself acknowledged that “changes made to reduce enforcement mistakes” was one reason for the large drop.

“Across a range of policy areas we saw a decrease in the amount of content actioned and a decrease in the percent of content we took action on before a user reported it,” the company wrote. “This was in part because of the changes we made to ensure we are making fewer mistakes. We also saw a corresponding decrease in the amount of content appealed and eventually restored.”

Meta relaxed some of its content rules at the start of the year that CEO Mark Zuckerberg described as “just out of touch with mainstream discourse.” The changes allowed Instagram and Facebook users to employ some language that human rights activists view as hateful toward immigrants or individuals that identify as transgender. For example, Meta now permits “allegations of mental illness or abnormality when based on gender or sexual orientation.”

As part of the sweeping changes, which were announced just as Donald Trump was set to begin his second term as US president, Meta also stopped relying as much on automated tools to identify and remove posts suspected of less severe violations of its rules because it said they had high error rates, prompting frustration from users.

During the first quarter of this year, Meta’s automated systems accounted for 97.4 percent of content removed from Instagram under the company’s hate speech policies, down by just 1 percentage point from the end of last year. (User reports to Meta triggered the remaining percentage.) But automated removals for bullying and harassment on Facebook dropped nearly 12 percentage points. In some categories, such as nudity, Meta’s systems were slightly more proactive compared to the previous quarter.



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