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The Debate Raging Over Bitcoin’s Future

by admin September 30, 2025



In brief

  • Core v30 raises the OP_RETURN limit, letting transactions carry far larger amounts of non-payment data like messages, proofs, or files.
  • Critics say the change risks abuse and legal exposure, while supporters argue it provides a cleaner, safer way to handle data.
  • Figures including Adam Back and Jameson Lopp have flagged the idea spans ideology, legal questions, and developer politics.

Bitcoin is heading into a pivotal month as its Core v30 update prepares to roll out in October, but its arrival has reopened a long-running dispute over how the network should operate and respond to new pressures.

Core v30 is the upcoming October 2025 release of Bitcoin Core, the network’s reference software client. It introduces a highly contested change: raising the OP_RETURN limit so transactions can carry much larger amounts of non-payment data, such as messages, proofs, or files, that nodes will relay and accept.

OP_RETURN is the feature that makes this possible, allowing extra data to be attached to a transaction without affecting spendable coins.



Supporters of OP_RETURN expansion argue that it provides individuals with a cleaner, safer means of attaching extra data to Bitcoin without clogging up the system, as it remains provably unspendable.

Critics argue that it opens the door to abuse, ranging from spam to illegal content, and risks pushing Bitcoin away from its core purpose as a medium of exchange toward a general data-storage network.

The debate had been around since at least 2010, according to BitcoinTalk forum discussions documented by BitMEX Research.

Some, like Luke Dashjr, have advocated for stricter relay rules, calling non-financial data “spam” and pushing to “filter” and minimize what he sees as misuse of block space. Dashjr is the lead maintainer of Bitcoin Knots, a fork of Bitcoin Core that offers an alternative implementation of the same rules with added features and stricter policy defaults.

Others, including Blockstream CEO Adam Back, warn that introducing moderation or selective filtering sets a dangerous precedent, arguing that it could leave Bitcoin vulnerable to censorship and threaten its survival.

In May, allegations surfaced that the increase in OP_RETURN’s limits is motivated by specific projects that stand to benefit from the changes, with at least one leaked email pointing to Jameson Lopp, chief security officer of Bitcoin custody firm Casa. Lopp denied the allegations that same month. Decrypt has approached Lopp for comment.

Something old, something new

“Since ‘bad transactions’ and ‘bad arbitrary data’ have been hosted by Bitcoin for over a decade now, I see few new questions here, moral or otherwise,” Andrew M. Bailey, professor of philosophy at the National University of Singapore and senior fellow at the Bitcoin Policy Institute, told Decrypt.

Still, the most interesting legal issues the debate has produced are “underdetermined by extant case or statutory law,” Bailey said, pointing to whether legal protections like Section 230 would shield node operators from liability for hosting harmful data.

The changes in Bitcoin Core’s upcoming update also raise questions on whether there is “a difference in legal liability for data stored in signatures or other witness items, addresses, multiple OP_RETURN outputs, or single OP_RETURN outputs,” Bailey said.

Asked about Core v30’s immediate impact, Bailey said the relay policies that performative node-runners implement “will have next to no effect on which transactions are included in blocks, and which arbitrary data is smuggled within them.”

Pseudonymous developer Leonidas, creator of Bitcoin-native meme coin DOG, told Decrypt that the Bitcoin Knots community wants to “censor Ordinals and Runes transactions from the Bitcoin network.”

He accused Dashjr of a “recent reframing of the conversation” around child sexual abuse material on the Bitcoin blockchain in an effort to “manufacture a moral panic and smear anyone who stands in his way.”

Decrypt has approached Dashjr for comment.

“The reality is that this data cannot be removed from Bitcoin, no matter what the anti-Core group says,” Erin Redwing, CEO of Ordinals-based events firm Inscribing Atlantis, told Decrypt.

There is no way “to filter data that already exists on Bitcoin’s blockchain,” Redwing said. “Miners can choose what transactions to include in new blocks they mine, but they cannot remove data that already exists on Bitcoin.”

Still, on a technical level, efforts to “preserve and maintain Bitcoin’s immutable nature are entirely reasonable,” Lorenzo, core contributor to Fractal and founder of UniSat Wallet, told Decrypt.

“We see blockchains as reliable carriers of trust, built on cryptographic algorithms,” he said, adding that, “It is precisely this trust in mathematics—rather than in human discretion—that has allowed such systems to develop long-term value.”

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September 30, 2025 0 comments
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Photo of Team Spirit after winning IEM Cologne.
Esports

CS2 crowd cheating controversy reignites debate over live event security measures

by admin September 28, 2025


The recent controversy at FISSURE Playground 2 has reignited conversations about competitive integrity in esports, with professionals across the scene demanding stronger security measures at live tournaments.

The incident unfolded during the semifinals between Team Falcons and FURIA, where Falcons player Kyxsan repeatedly wiggled his crosshair through smoke at suspected enemy positions, relying on crowd reactions to guide his decisions on Nuke. The tactic quickly spiraled out of control, forcing organizers to disable the X-ray spectator feature mid-match to prevent further abuse.

Industry voices were quick to criticize the situation. Complexity general manager Messioso made his stance clear: “Crowd cheating is one thing. Players enticing the crowd into cheating for them by wiggling their crosshair into smokes or walls is significantly worse and should be punished severely.” His words highlighted just how damaging intentional crowd manipulation can be for the credibility of top-level competition.

Mild take

Crowd cheating is one thing.

Players enticing the crowd into cheating for them by wiggling their crosshair into smokes or walls is significantly worse and should be punished severely.

Disgraceful behaviour.

— Graham Pitt (@messioso) September 20, 2025

This problem is not new to Counter-Strike. The 2018 Boston Major saw Olofmeister engage in similar antics, though back then, the community largely laughed it off. The climate in 2025 is different, with multiple CS2 events this year facing crowd-related controversies; the issue is now systemic rather than isolated.

Tournament organizers are exploring several fixes. Some events have tested separating audiences from players, while others have leaned toward stricter penalties for disruptive spectators. As seen at FISSURE, protocols now allow for cutting off spectator features like X-ray when necessary, though such measures raise concerns about the overall viewing experience.

Discussions are also emerging around standardized penalties for players who deliberately exploit crowd reactions, though the industry lacks a unified regulatory framework. With more international tournaments approaching, each boasting massive prize pools and global audiences, pressure is mounting to strike a balance between maintaining fairness and preserving the electric atmosphere that makes live esports so compelling.

IEM Chengdu is set to feature crowds during the group stage as well. Photo via ESL

Ironically, despite the controversy, FURIA pushed through the distraction, taking both the semifinal and eventually the championship. Their victory reinforced that disciplined execution can still prevail, even when external factors threaten to tip the scales. The incident, however, has left the esports community with pressing questions about how to safeguard integrity while keeping the live spectacle alive.

Dot Esports is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy





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September 28, 2025 0 comments
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Logan pounces on someone with his claws out
Game Updates

Wolverine Sparks Debate About Logan’s Height

by admin September 26, 2025


Folks, if I know one thing in this world, it’s the lived experience of being a short king. My 5’3” ass has always seen the world from a lower standing than my peers, and it’s rare for me to come across heroes in media who see the world from that same point of view. Wolverine, the X-Man who has pointy metal claws in his knuckles, is one of the few short kings I have to cling to in popular culture, but a lot of people don’t realize that he’s supposed to be a little guy. In the comics, he’s my height exactly, but so many people know him from the movies where he’s played by 6’2” actor Hugh Jackman. Deadpool & Wolverine makes a joke about this when, through the magic of filmmaking, Deadpool meets a “comic-accurate” version of Logan who needs a booster seat to sit at the bar. Now, however, Wolfie is getting his own game, and there’s no reason that casting a particular actor has to define the character’s stature. So has Insomniac stayed true to his short king status? Fans can’t seem to agree.

© Insomniac Games

Strictly eyeballing it, Logan looks like he’s definitely of short stature in the trailer that premiered during the State of Play showcase yesterday. Some fans note that he definitely appears significantly shorter than the enemies he’s slicing and dicing, but some don’t think that’s quite enough. 

my gripe is, why is Logan so tall? He should be short and wide https://t.co/eTMS13BXx9

— ✦ JYDAWN ✦ (@_jydawn) September 25, 2025

Sorry, I just took some mild psychic damage at reading someone say that Logan being short would make him a “twink,” and I need people to stop trying to use words they don’t understand. This is an annoying case of both tall people and straight people bastardizing my culture. Anyway, the weird part of the conversation is that people actually somehow think that a short Wolverine would be inherently weird or comical. The Hugh Jackman bit in Deadpool & Wolverine was a joke because it showed that Jackman himself would look ridiculous if he were made a foot shorter with minimal changes to his proportions, but a 5’3” man can absolutely fuck up some mutant-hunting baddy as well as a man who towers over him.

We need to banish the idea of 5’2 Logan from existence at this point. People were seriously saying this sized Deadpool Wolverine should be the MCU one. I get it, it’s from the comic, but sometimes comic things need to die https://t.co/90umBvRLYO pic.twitter.com/X0AwbiohBA

— Paul Tassi (@PaulTassi) September 25, 2025

Wolverine being 5’2 is legit the worst piece of character lore of all time ngl

— Matt b (@hipppyjump) September 25, 2025

 

Some of this sentiment is rooted in the fact that many people view shorter men as “less manly” or some such weird, toxic shit, which makes me very glad I opted out of all of that when I became interested in video games as a kid and men in adulthood. When people say that Wolverine should be a hulking beast of a tall guy, it’s usually because it conforms to some idealized image of what a man should look like. But that’s boring, and if that’s your problem, you should grow the fuck up. Wolverine is short in Marvel Rivals, and it rules, actually.

But is Logan a proper short king in Wolverine? That we probably won’t know for sure until the game is out and people can rip the models from the files and properly measure him. At the very least the gameplay reveal suggests that, even if Insomniac isn’t keeping Logan a strict 5’2″, they’re also not trying to size him up too much. The studio seems aware that not everyone thinks he’s quite short enough, but shrinking the character model would have a massive ripple effect on nearly every animation in the game, so I’d be very surprised if Insomniac made a real change this far into development. Maybe as a secret unlockable mode down the line, but for now, the height debate will rage on until Wolverine launches on PS5 in 2026.





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September 26, 2025 0 comments
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Ethereum Foundation dumps 10K ETH as price struggles at $4,300
NFT Gaming

Traders debate if MUTM could be the next big crypto like ETH

by admin September 21, 2025



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

Ethereum eyes $5k as Mutuum Finance raises $16m, emerging as a strong DeFi competitor with its dual-market model.

Summary

  • Ethereum eyes $5k as DeFi heats up, while Mutuum Finance raises $16m to launch its dual-market lending protocol.
  • Mutuum combines Peer-to-Contract and Peer-to-Peer lending, boosting liquidity and capital efficiency for users.
  • Lenders earn mtTokens with yield, while borrowers unlock credit without selling assets, keeping market exposure.

Ethereum (ETH) is again getting attention with analysts debating whether it will be able to get back to the $5000 mark. 

ETH is one of the most prominent crypto assets that have been driving the world of decentralized finance and have formed the backbone of numerous blockchain applications over the years. Meanwhile, Mutuum Finance (MUTM), a presale project, is attracting a crowd due to its dual-market lending model and advancement towards the launch. It has accrued over $16 million in funding and the observers see it as a potential competitor in the DeFi arena.

From ETH’s DeFi unlock to MUTM’s lending unlock

The most important innovation in Ethereum was the initiation of smart contracts that led to the introduction of decentralized financial protocols that have become an essential part of the market since then. On the same note, Mutuum Finance is developing a protocol that aims to combine two strategies: a Peer-to-Contract (P2C) market and a Peer-to-Peer (P2P) marketplace.

The P2C model allows users to deposit stablecoins, including USDT, USDC, DAI, or major tokens, like BTC, ETH, SOL, ADA, and LINK, in audited smart contracts. This makes borrowers get access to liquidity as the interest rates vary dynamically to ensure that the supply and demand balance. In exchange, lenders are issued with mtTokens, which are receipts with yield and can also be sold as collateral. This design gives an opportunity to have several layers of utility and capital efficiency.

In the meantime, borrowers are able to pledge assets as security to attract credit without disposing them. Using a deposit as an example, a deposit of SOL may unlock liquidity using a loan-to-value parameter, but at the same time retain an exposure to market movements.

Risk-aware expansion through P2P lending

In addition to pooled markets, Mutuum Finance is also working on a Peer-to-Peer lending marketplace to serve less liquid or more risky tokens. In this model, borrowers and lenders negotiate directly but they determine their own rates and terms. This is what is expected to be done with assets like DOGE, SHIB, PEPE, and FLOKI.

Separating these markets, the protocol will ensure the protection of the stability, but also will provide room to the higher-yield opportunities. Loan-to-value ratios are risk-specific, with stablecoins and large-cap tokens usually being allocated higher ratios than the rest of the assets.

Presale progress

The presale of Mutuum Finance is on Phase 6, and the price of the tokens is $0.035. Over 16,450 holders have already been registered with more than $16 million being raised. The next phase is set at $0.040, marking a 15% increase. Early participants from the initial stage at $0.01 have already seen the token price move significantly during the presale rounds.

Security stands as one of the key points in the project. It has been audited by CertiK, and got a Token Scan score of 90 and a Skynet score of 79. There is also a bug bounty program worth $50,000, and there is a $100,000 giveaway which is still in progress. The community itself is also growing, and they have over 12,000 followers on social media.

ETH’s rally vs. MUTM’s upside

Ethereum returning to $5,000 would consolidate its position as one of the best blockchains. On a different note, Mutuum Finance is gaining traction as an emerging project whose roadmap is utility-based with an imminent beta release. Its architecture, which focuses on pooled and peer-to-peer lending, tries to harmonize access, efficiency and risk management.

Exchange listings will follow a post-launch strategy, and the beta of the protocol will coincide with the launching of trading, which means that the next step will focus on the way the protocol works in practice. At the moment, ETH serves as a blueprint to the DeFi, and the presale of MUTM has set it as one of the well-known early-stage projects that are being followed in 2025.

To learn more about Mutuum Finance, visit the website and socials.

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



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September 21, 2025 0 comments
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Despite tush push debate, no guarantee for new vote, sources say
Esports

Despite tush push debate, no guarantee for new vote, sources say

by admin September 21, 2025


Despite the anger about another year of the tush push and the debate it already has sparked this season, the controversial play might not be going anywhere.

League sources told ESPN that there are no assurances that the tush push issue will be brought up for conversation or a vote by the NFL this offseason.

One source told ESPN that, after the hotly contested conversation the play raised last offseason and the emotions it aroused, he believes the issue needs to be tabled for a year before it could be raised again.

There also is the practicality of another attempt to ban the play. Former Green Bay Packers president and CEO Mark Murphy authored the proposal to ban the tush push this past offseason, but he retired in July, once he reached the organization’s mandatory retirement age of 70.

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The proposal to ban the tush push got 22 votes last spring, but it needed 24 to pass.

A new proposal to ban the play would need a new author, more support, and more votes. One source told ESPN that he didn’t know whether that could or would happen, adding that there has been no movement to make it happen, at least this early in the year.

Criticism of the play could eventually prompt a team to draft a new tush push ban proposal later this season, but that is not the case as the NFL enters its third Sunday of the season. And regardless of whether the league votes on a new proposal, the tush push is here to stay this season.

The tush push has come under renewed scrutiny after the Philadelphia Eagles used the play six times in their victory last Sunday over the Kansas City Chiefs. The NFL instructed officials this week to call the play “tight” going forward, and also announced that Philadelphia should have been flagged for at least one false start when it used the tush push last Sunday.

The reigning Super Bowl champion Eagles have defended their use of the play in recent days. Left tackle Jordan Mailata ripped critics who used the tush push “as an excuse to why we won the game” during a radio interview Tuesday with 94 WIP in Philadelphia.

One day later, center Cam Jurgens said the Eagles are “not trying to worry about what other teams or people are saying.”

“We’re trying to worry about what we’re doing in here,” Jurgens said. “If the league wants to come down and say something and make an emphasis with the rules, we’re going to take that into account. But it’s the same thing going forward — playing Eagle football.”

The Eagles have converted the tush push 96.6% of the time in fourth-and-1 scenarios since 2022. AP Photo/Ed Zurga

Critics of the tush push have argued that it’s a dangerous play, but there wasn’t enough injury data to ban it for safety concerns.

The Eagles (2-0) have mastered the tush push in short-yardage situations, converting the play 96.6% of the time in fourth-and-1 scenarios since 2022.

Former Eagles center Jason Kelce, who defended the tush push and gave a detailed presentation to NFL owners last spring, said he believes that the rekindled criticism will lead to the play being banned.

“I think the play is done,” Kelce said Friday during an interview with WIP. “I think that there’s a lot of people within the league, at multiple levels, that want the play to be gone, which is fine.

“I think [the Eagles] will still go back to running quarterback sneak, and I’m sure they’ll figure out ways to be successful. I’m not really that concerned with it, to be very candid.”

The Athletic reported earlier Saturday that there is momentum around the league to ban the play next offseason.

But as Lee Corso would say, “Not so fast, my friends!” Despite the building frustration with the play, there isn’t meaningful opposition that could result in it being banned.

ESPN’s Tim McManus and The Associated Press contributed to this report.



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September 21, 2025 0 comments
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The main character of Silksong holds a sword against a red/orange background.
Game Updates

Silksong Devs Talk Difficulty As Fans Debate If It’s Harder Than Elden Ring

by admin September 19, 2025


Hollow Knight: Silksong ratchets up everything from its predecessor. The world is bigger, more detailed, and more dangerous. Team Cherry co-founders Ari Gibson and William Pellen recently spoke about some of their thinking behind making the Metroidvania Soulslike sequel harder, and what players can do to navigate the higher difficulty.

“Hornet is inherently faster and more skillful than the Knight–so even the base level enemy had to be more complicated, more intelligent,” Gibson said during an interview at the ACMI Game Worlds exhibition in Melbourne, Australia, according to reporting by Dexerto. Even basic enemies in Silksong hit harder and can be much more aggressive. That’s because the hero Hornet is much more agile, and Team Cherry wanted to balance that out with more effective adversaries.

“The basic ant warrior is built from the same move-set as the original Hornet boss,” Pellen added. “The same core set of dashing, jumping, and dashing down at you, plus we added the ability to evade and check you. In contrast to the Knight’s enemies, Hornet’s enemies had to have more ways of catching her as she tries to move away.”

If you keep dying, go somewhere else

That was essentially what Gibson’s advice seemed to be from the interview. He argued that Silksong is much less controlling than its predecessor when it comes to where the player can go and explore at various points in the game. “The important thing for us is that we allow you to go way off the path,” he said. “So one player may choose to follow it directly to its conclusion, and then another may choose to constantly divert from it and find all the other things that are waiting and all the other ways and routes.”

The logic is reminiscent of Elden Ring which, despite its punishing enemies and brutal boss fights, was arguably more inviting than previous FromSoftware Soulslikes because the open world allowed players to approach each challenge in unique ways. In addition to being able to grind additional levels, they could also explore off the beaten path until they found a weapon or spell that would tip the balance of power in their favor.

“Silksong has some moments of steep difficulty–but part of allowing a higher level of freedom within the world means that you have choices all the time about where you’re going and what you’re doing,” Gibson said, adding that players “have ways to mitigate the difficulty via exploration, or learning, or even circumventing the challenge entirely, rather than getting stonewalled.”

A clash of design philosophies

There was recently a mini-debate about whether Silksong is actually harder than Elden Ring. The Washington Post‘s Gene Park came down on the side that it is. I would agree, though I think that’s in part because Elden Ring isn’t necessarily one of the harder games out there. Elden Ring is just a hard game that happened to sell over 30 million copies, meaning that its reputation is partly derived from tons of people who wouldn’t normally play a Soulslike actually giving it a try.

Ryan Thompson, an assistant media studies professor at Michigan State, teased out what I thought was an interesting observation about one of the core differences between Silksong and Elden Ring. It’s not just that one is a 2D side-scroller and the other is a 3D open-world RPG; it’s also the way the roots of those genres diverge. “3D games are designed for you to win eventually,” he argues. “2D platformers are originally designed to take your quarter and tell you to piss off.”

That’s an oversimplification, but a helpful one when it comes to a Metroidvania Soulslike like Silksong. As the genre name denotes, it has its feet in two related but distinct traditions. One is 8-bit action platformers of the NES era that seemed to be perfectly content if the kid they were sold to was never able to beat them. The other is a baroque RPG adventure in which the expectation is you’ll be able to level up or learn your way out of any challenge.

Silksong is as much a 2D bullet hell game as a Metroidvania, maybe even more so. The margin for error on screen is more circumscribed than in its 3D counterparts, and its arsenal is more streamlined. It’s borrowing from Castlevania III: Dracula‘s Curse more than Dark Souls, and the result can be more uncompromising. That might be easier to accept if Silksong didn’t also tell an evocative and whimsical story that’s constantly dropping devilish obstacles in your path. But I’ll take that challenge over the original Mega Man any day.



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September 19, 2025 0 comments
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NFT Gaming

Crypto Traders Profit From Charlie Kirk Murder as Debate Swirls Over Ethical Lines

by admin September 11, 2025



In brief

  • Crypto traders bought and sold a handful of Charlie Kirk meme coins after the conservative influencer was assassinated on Wednesday, generating millions.
  • The token creators and top five traders collectively profited more than $2 million, prompting meme coin traders to question whether an ethical line had been crossed.
  • Some believe profiting off death is too far, while others argue it’s unavoidable in crypto-based free markets.

Meme coin creators and traders profited more than $2 million following the assassination of right-wing influencer Charlie Kirk on Wednesday. It has split the meme coin-frenzied segment of the crypto community, with one side calling those gaining from his death “sickening” while others shrug at the long line of morally questionable tokens traders have capitalized on.

In the wake of the fatal shooting of prominent conservative activist Kirk, four meme coins were created and soared to multi-millions, with the largest peaking at a $36 million market cap. The deployers of these tokens netted more than $563,000 in rewards—royalties paid to the creators of the tokens—in less than 24 hours, according to data from Solana meme coin launchpad Pump.fun. The top five traders of each token have realized profits over $1.6 million, according to DEX Screener.

As trading for the tokens accelerated on Wednesday night, social media was set ablaze with people searching for and identifying those profiting from the death of the President Trump ally. 

Some even suggested that the token launchpad Pump.fun should add filters that prevent the creation of coins that profit from shootings and violence. Pump.fun does have terms of use, a prohibited use policy, and an active moderation team, but such tokens do not violate any of its guidelines. Pump.fun did not immediately respond to Decrypt’s request for comment.

Pump.fun appears to have benefited from the frenzy too. PumpSwap, the decentralized exchange where its tokens trade, saw a significant spike in daily volume to $533 million—a three-month high. The platform, though, did not experience a notable increase in the number of tokens launched or revenue generated, according to data available on Dune.

“I think profiting off someone’s death, especially the magnitude of an event like this, is sickening,” Pump.fun livestreamer Jytol told Decrypt. “Personally, I don’t trade memes which involve death, racism, or bullying.”

“Anything is fair game”

A prominent pseudonymous meme coin trader, 0xWinged, called such critiques “virtue signalling,” suggesting the community is now drawing an arbitrary line that hasn’t been well-defined in the past. 0xWinged explained that he is both sad about Kirk’s death and would have traded the tokens—but was “sidelined sadly.”

“If it’s not me, it’s someone else making money. Meme coins are about reach and publicity. Kirk was the most viral event,” 0xWinged told Decrypt. “I think Crypto Twitter, having moderate right political views, saw Charlie not as a random victim but as a martyr for a greater cause. And the tokenizing of this event reduced his real-world achievements to a market cap.”



He added that he doesn’t think those profiting off the tokens have “any ill intent,” explaining that “anything is fair game” when it comes to meme coin trading. He also admitted there’s something “dystopian” about that.

Others think that dystopian feeling crosses a line. Loopify, a pseudonymous game developer and founder of charity CryptoGaza, compared the trend to investing in war stocks, which he believes exists “below the moral line.”

“My opinion: anyone who makes money off coins like that, you’re the problem with crypto,” pseudonymous meme coin trader WombatAF told Decrypt. “Death isn’t funny, memes should be funny, or a joke. Something you can just get over. Not death and crime.”

CT is full of the most hypocritical, racist, scummy people with no morals

But buying a Charlie Kirk coin is where they draw the line🤣🤣

— 🪐 (@bilal_m17) September 10, 2025

Crypto degens and profiteering

This is, of course, not the first time that crypto degens have profited from tragic events or ethically questionable spectacles—though the Charlie Kirk coins have sparked notably more outrage among meme coin traders.

Last year, meme coin traders pumped tokens based on unfounded rumors that Joe Biden had died… he hadn’t. This year, degens pumped a token called Swasticoin as they parroted antisemitic and Nazi ideologies. And, over the past seven days, traders profited from meme coins referencing the murder of Iryna Zarutska in Charlotte, North Carolina.

Solana token Justice for Iryna hit a $33.8 million market cap with the top five traders profiting $661,700 on the token. The deployer has earned $190,920 in creator fees, but appears to have donated part of this to a GoFundMe for Zarutska’s family. Equally, a token calling for the death penalty for the alleged killer pumped to $40 million, with the top five traders profiting $506,000 from it.

“There is a 9/11 token out right now [and] no one is mentioning it,” Pump.fun livestream clipper Barton Baste told Decrypt, adding that other meme coins are available that reference the deadly protests in Nepal. “What has happened there recently is extremely tragic,” they pointed out.

0xWinged said crypto’s right-wing base meant the death of Kirk felt more impactful than any previous tragic event that degens profited from—not that meme coin traders are against profiting from death.

The fact all yall were foaming at the mouth for the little Ukranian girl stabbed in the neck coin 24 hours ago, sent that shit to 30 mil, but a few shitposts today is where you draw the line is the most absurd thing I’ve ever witnessed. Disgusting lmao

— Lexapro (@LexaproTrader) September 11, 2025

An “oscillating barrier of tolerance”

The pseudonymous Scorched Earth Policy, who holds the title of chief of staff at the Milady-run Remilia Corporation, told Decrypt the situation is reflective of the “hive mind” of the crypto market. He doesn’t believe market participants draw static ethical lines but are instead moved by a “constantly oscillating barrier of tolerance towards distaste.” The more market participants there are, the closer it will represent the cultural consensus, he said.

“Each of these coins has their own specific context,” Scorched Earth Policy said. “Iryna could have developed just as much backlash as the Charlie coins if her story kept gestating. From what I understand, though, the main coin promised to provide money to her family. [But] that sort of thing is often used as a buffer mechanism to default grift resistance.”

Ultimately, the meme coin trenches are the rawest expression of free markets. With the invention of Pump.fun—and the launchpads that followed—anyone can create a meme coin for free, from their phone, in seconds. Then, anyone with a dollar in their digital wallet can buy that token, and then equally sell it.

“Personally, I feel nothing towards it,” Scorched Earth Policy said. “It’s tasteless to participate in something like that but it’s also naive to treat it like something that can be improved.” 

It appears, for now at least, that meme coins pumping and dumping based on murders, disasters, and other ethically questionable ordeals are an unavoidable feature of permissionless markets, where cultural events are currency and their users are anonymous.

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September 11, 2025 0 comments
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Higscore
Game Reviews

The Debate Over Silksong Points To A Growing Divide In Gaming

by admin September 11, 2025


As Hollow Knight: Silksong once more raises the ugly discourse over gaming difficulty, there’s one aspect of the whole discussion that I think goes missed by people on every side: people play games for different reasons. It sounds stinkingly obvious, but there’s a nuance to this that I think is best summed up by believing or disbelieving the following statement: It’s fine if someone can’t complete a game.

Video games began being about insurmountable difficulty as players chased high scores, knowing all the while that the only ending in store for them was a GAME OVER screen. At the same time, video games began being about telling a story, guiding a player through a narrative or series of lands and levels to reach its conclusion. Whether in the arcades or via text adventures on the home computers, gaming was born with this dichotomy, and as things have become increasingly more complicated, it’s never gone away. In recent years, as genres increasingly twist and meld, the distinctions between “types” of games have become effectively meaningless, leaving no clear distinction between those two sides. Right now, in this era so dominated by soulslikes and roguelites, this schism has never been more pronounced.

My bias, to state it from the start, is that it feels not fine if someone cannot complete a game. I work with people whom I deeply respect who strongly believe and cogently argue the opposite.  And to be absolutely clear, I’m not here to say that one is right and one is wrong, simply because that isn’t true. It’s a matter of contention, with arguments for either side, and perhaps the only reason it feels like it needs to be resolved is because a person’s approach can feel incredibly important to them.

No one is right, everyone is right

Let’s repeat that once more: no side is right, and context is everything. But the point here is: that context is deeply ambiguous and confusing, and no one has a firm grip on it. Hence the issues.

At one point, in a very large part, video games were about high scores. You couldn’t beat the game, you weren’t intended to finish it, but rather the goal was to see if you could get further than last time, or beyond the point your friends can reach. That design model was in large part due to how those video games were monetized; you were paying by the dime, or by the quarter, and the more coins you put in the machine, the more money the game made. If it were easy, if it were designed such that you should be able to win, then it would be a disaster.

Meanwhile, on university machines and eventually home computers, other games were being built around text. While MUDs (multi-user dungeons) complicated the nuance far too early in the whole history, let’s instead focus on single-player games. These were, around the same era as the rise of the arcades, text adventures. Games about experiencing a story with a direct sense of involvement. You chose whether to go North or South, picked up the rope and then used it on the well, and hit the goblin with your sword. While you were working through a prescribed route, the experience was your own simply because you’d executed the actions. You may have died because you forgot to tie the rope to the well, or been hit harder by that goblin, and then had to try again, but the game’s ultimate purpose was for you to reach its ending.

So from the very beginning, there were these two diametrically opposed intentions. One half of games relied on your never being able to finish them, the other relied on your being able to do so.

Obviously things immediately became more complicated. Arcade games were released on home computers, games became far more complex, sandbox games soon sprang up which were neither about trying to kill you nor guiding you to a conclusion, and eventually multiplayer gaming turned everything into an infinite loop. Throughout all this, games were released with the specific intention of never letting you finish, or wanting you to finish, and people mostly understood which were which. And, for a while, the majority seemed to be the latter. Even a 100-hour role-playing game or a gore-laden first-person shooter were deliberately created with the intention that people who bought the games would be able to finish the games. For the most part, the tougher games of this nature came with difficulty settings so anyone for whom the challenge was too great could turn it down and still see that ending. (And indeed those finding it too easy could make it a more pleasingly tough challenge.) This all began right as the heyday of  what were always loosely called “arcade games” began to fade. Games that were still intended to be close to impossible for most people to finish, still all about that high score, or those supremely difficult 2D action games that were so hard that most people could only see the earliest levels. Your Ninja Gaiden and Contra games, utterly beloved by those who went into games wanting a brutal challenge, and bemusing to those who arrived without forewarning.

© Tecmo / Mobygames / Kotaku

A platform for complaints

This is the next stage of this schism. There are those who see games like an increasingly steep mountain to climb, with seemingly impossible vertical stretches down which they keep sliding, again and again, until after days of practice and failure they finally ascend. And there are those who cannot imagine anything worse than replaying the same bit of a game 20 times, failing each time, never sure if they’re going to be able to get past it. And neither seems to be able to comprehend the mentality of the other.

And that’s completely understandable! Because as we’ve established, people have been raised on games to believe each exact opposite position is the way in which games are intended to be played. And if there’s one genre of games where this is more confusing than any other, it’s platform games.

Again, twas always thus. I remember these games I’d play as a kid that seemed deliberately ludicrous, games in which I’d play the first three levels over and over and over, never even knowing if anything even came after them, so frequently would I die. Jet Set Willy and Chuckie Egg 2 stand out as examples of platform games that seemed to be designed to be close to impossible from their opening moments (though I was also like eight years old). Even the original Super Mario Bros. and Sonic games weren’t designed to be won in a sitting, with limited lives and the lack of a means to save meaning you would endlessly start again from scratch, trying to reach further than the last time. Most often, this difficulty was a result of technological limitations. It simply wasn’t possible to save your game, so a game that’s really only a handful of hours long could last you forever if it were hard enough. But the moment saving became a thing, tellingly a huge number of games started to be designed with progress as a core element.

Nearly every Mario game in the last three decades has been created with the player being able to finish as part of its design. Metroidvanias like Ori and the Blind Forest have been created so that almost every player can see them through, with difficulty settings that allow players to shape the experience for themselves. Others, like more recent Metroid games, remain incredibly difficult in their later stages, especially with boss fight spikes, but they’re still not intended to prevent most people who buy them from being able to roll the credits. It became increasingly normal for platform games to be designed this way.

A large number of likes

Meanwhile, two other significant genres arose. There was the “roguelite” (“roguelike” is used too, but it conflates things with, well, games like Rogue which are something else entirely), where the idea of the game was to see how far you could get with a specific build (be it character, deck of cards, or choice of tools), then losing everything (or almost everything) when you made a mistake. It became normal again for games to be designed to be unbeatable at first, requiring repeated play to improve. However, the crucial difference was that each attempt would play out differently, with procedurally generated levels, or randomized scenarios, and different equipment allowing different approaches. And also, Dark Souls happened, and it changed everything. For those who played games for the challenge, who wanted to be beaten up over and over, suddenly the dial started swinging in their direction again. Huge numbers of similar games appeared, and as the “soulslike” became an established term, it started to diffuse into other genres.

In 2016, Salt & Sanctuary opened the door, through which 2017’s Hollow Knight and 2019’s Blasphemous followed at which point everything became so god damned confusing. Because now we had these pixel platformers, or even super-cute cartoon games, that were nightmarishly difficult to play, doubling down with a lack of difficulty options. And audiences were understandably not able to know which way a particular game was heading.

In the midst of these developments in the 2010s rose the monstrosity of the “git gud” culture. But, and I’m typing through gritted teeth, there was a valid argument beneath the grim unpleasantness. Because, to return us to the thesis of this meandering piece, there is a vast audience of people who play games because they want to struggle, to fight against the wall, and to gradually get better until they can conquer the challenge. So, when someone else comes along and says the incredibly reasonable statement, “I’ve been loving this game for the last five hours, but now I can’t play any more because it’s become impossibly difficult,” it makes sense to one entire contingent of players to say, “You need to get better.” Because they’re right. You do need to get better if you want to get past that point.

However, and I feel like a marriage counselor trying to explain how one partner’s comments are heard entirely differently by the other, it’s the most abysmally unhelpful and unsatisfying answer to the contingent of players who weren’t ever playing the game for a grueling challenge, but for an entirely different reason. They were playing for the continual satisfaction of progress, to keep experiencing the thing they are enjoying in new and refreshing ways. They don’t want to personally improve their dexterity levels to be able to perform lightning reflexes across seventeen buttons to get past this one enemy, but just get past this one enemy. Their goals, their intentions, their very reason for playing the game in the first place was utterly different, and until that point it was being met. So being told, “Be better at the game then,” is not only unhelpful, but wholly irrelevant.

Meanwhile, the player who just wants to sit back and calmly play is equally incomprehensible to the challenge-seeker. Why on Earth do you want to play this game if you’re not even interested in improving? This game was designed so you would learn through trial, where hitting the wall is about learning to punch it harder until you break through. It’s the whole point of the game, and declaring that there should be a way to make it easier is entirely missing the point. Being told, “But I just want to carry on playing,” is not only unhelpful, but wholly irrelevant.

It’s quite the impasse.

© Capcom / Mobygames / Kotaku

It’s fair that people are confused

This, in a very gap-riddled, convoluted way, brings us to today, and 2025’s breakout hit, Hollow Knight: Silksong. Because when a game gets this big, sells this well, and is receiving this kind of word-of-mouth, it is of course going to attract audiences from every approach. Not only is Silksong a colossal success on Steam (it’s been regularly seeing half a million concurrent players every day since launch, which is almost unheard of for a single-player game), but it’s also arrived day-one on Game Pass, meaning millions of Xbox owners will have been able to install it for no extra cost. And when a game looks as gorgeous as Silksong in its screenshots and videos, why wouldn’t you?

I say all this to address the rather silly claim that “everyone should know how hard it is” because of 2017’s Hollow Knight. Bit of perspective on that: 2017 was eight years ago. So yeah, there are adults today who were in elementary school when that game came out, and it’s wild to believe everyone encountering the buzz for the game should have filled in the history. Secondly, Silksong absolutely doesn’t present itself as a crazy-hard game. Firstly, its characters are lovely-looking insects with stunning animation, which immediately implies something gentle. Then, the game’s store description isn’t explicit about the challenge.

“As the lethal hunter Hornet, adventure through a kingdom ruled by silk and song! Captured and taken to this unfamiliar world, prepare to battle mighty foes and solve ancient mysteries as you ascend on a deadly pilgrimage to the kingdom’s peak.

“Hollow Knight: Silksong is the epic sequel to Hollow Knight, the award winning action-adventure. Journey to all-new lands, discover new powers, battle vast hordes of bugs and beasts and uncover secrets tied to your nature and your past.”

“a deadly pilgrimage” is doing a lot of work in that sentence once you know, but doesn’t exactly give the game away.

So of course people not expecting to meet with astonishingly difficult boss fights are arriving on the game’s doorstep. People who are just flabbergasted that, say, a metroidvania would so facetiously make a core feature—the map—be locked behind multiple purchases and even then be hugely obfuscated. Who does that?! What is going on?! When will this game be fixed so it works sensibly?!

Life of the Author

What none of this addresses is the most divisive aspect of all this topic: developer intent. Hollow Knight: Silksong has been developed this way by Team Cherry on purpose. It is meant to be incredibly difficult, forcing players to try again and again and again to traverse its trickiest sections, and to take dozens of attempts to defeat its toughest bosses. Of course it is! You wouldn’t play Elden Ring and demand the boss fights be easier, right? Only a depraved pervert would think such a thing. The developer’s intention demands that this game not have difficulty options, and it would defeat the point of how and why it was made for that to change. Surely it’s ridiculous to even want to play a game in a way it wasn’t created to be played?

Here I have to get personal. As an avowed Barthesian, I think this is gibberish, and I absolutely, fundamentally am not interested in “developer intent” once the semiotics are in my own hands. (To be very, very clear, I am absolutely fascinated by developer intent, and love to hear about it, speak to developers about it, and think the topic is wonderful. I just don’t see why it should also control my personal life.) I double down on this when I’ve paid money to get access to the game. It seems wild to me that after I’ve bought and installed it’s anyone else’s business how I go about playing this offline single-player game. I absolutely get that if I were able to lower the difficulty (and vast numbers of people already are) that I wouldn’t be experiencing the game as the developers intended. I also don’t mind about that one bit if it means I can experience the game at all.

I think it’s this distinction that causes the most consternation. “Hollow Knight: Silksong is meant to be played this way” versus “Hollow Knight: Silksong is meant to be played at all.”

Is there a middle ground? Of course, vast expanses of it. It’s just that most of us don’t want to agree to sit in it, myself included. But how about this?

  1. Team Cherry has built Silksong to be played in one particular way, and worked phenomenally hard to craft that experience exactly as intended. Untold skill has gone into creating it, and creating it in this specific form. And that’s worthy of enormous respect. The creators are under no obligations whatsoever to change the game, and should not have to respond to public demand whether it’s to add difficulty options or make it even harder. It’s how Team Cherry wants it to be.
  2. This game is of such enormous popularity that it very understandably has picked up a very large audience of people who are not skillful enough, or don’t desire to become skillful enough, to be able to play the game as is designed, and feel frustrated that they’ve spent money on game they’re unable to play.
  3. Those people have every right to adjust the game’s difficulty by mods or any other method such that they can enjoy it in the way they want to.
  4. Other people are allowed to believe those people have ruined the game for themselves, and if they would only have persisted with the challenge they would have grown to understand why it was made the way it was.
  5. These two groups of people aren’t going to understand the other, and that’s fine. There are bigger things to worry about.

Conclusion

There are bigger things to worry about.



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September 11, 2025 0 comments
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Hornet sits on a bench.
Game Updates

Silksong Fans Furiously Debate If It’s Too Hard As Some Early Players Quit

by admin September 9, 2025



Fans have been waiting almost a decade to go hands-on with Hollow Knight: Silksong and the hype was off the charts. Now that people are finally playing, those expectations have been brought back down to earth. Silksong is a good game. Maybe even a great one. But it is also a hard one. Harder than the first game? That depends on who you ask. While players rave about their favorite new characters, secrets, and boss fights, other are bouncing off the game, feeling unwelcomed by the new Metroidvania Soulslike.

One of the biggest differences between Silksong and the original Hollow Knight is that enemies hit harder earlier in the game. Instead of taking one mask of damage off Hornet, even some rank-and-file minions can knock two off with each hit. Add to that the fact that Hornet can’t heal until a full wheel of silk has been earned and you have a recipe for an uncompromising early game. Maps and UI elements must also be purchased as upgrades, leaving newcomers who tend to easily get lost in 2D mazes scrambling more than usual to figure out where to go and what to do.

“My wife is a massive Hollow Knight fan and has been waiting for Silksong to come out for years,” reads one of the biggest threads on the Silksong subreddit from this weekend. “She is not the most skilled of players but she was able to complete Hollow Knight and enjoy her time. Silksong, instead, is breaking her apart. She has spent three days fighting Moorwing without beating it and she’s dropping the game for good. I hope she’ll pick it back up sometime but it’s sad to see all the anticipation die out like this.”

Team Cherry

Moorwing has been brutalizing many players in the Greymoor section of the game. The flying moth has lots of attacks that are tricky to dodge, and it requires a shocking number of hits to finally bring down. There are ways to accidentally skip the fight altogether or cheese him into submission, but if you’re just grinding Silksong out without searching for guides or trying to exploit tricks, it’s a pain in the ass, one of those fights for true Soulslike sickos and not necessarily for the people who come to Hollow Knight for the worldbuilding, exploration, and wonderful characters.

Is Silksong really harder than Hollow Knight?

There’s a good comment on the Silksong Steam discussion page that breaks down some of what might be going on with the initial reaction to the sequel. “People are complaining because this game doesn’t give them nail upgrades and an early charm system with charms that trivialize a lot of boss mechanics for 3/4th of the entire game, and instead attempts to get its players to recognize tells, queues, patterns, positioning, and programmed it’s enemies to specifically punish overly aggressive or greedy play,” it reads.

Instead of treating Hollow Knight like a tutorial for Silksong, this argument claims some players are treating the new game like a continuation of the old one instead of recognizing the clear yet subtle differences, including a diagonal downward attack that complicates combat and platforming, especially for people used to the first game’s more straightforward up/down pogo-ing on top of enemies. Though there are Crests players can find in Silksong even early on to help make the game easier, it seems clear Team Cherry also made a point of not greasing the wheels with combat as much as it did with Hollow Knight.

Hunter’s March is insane bro.

Crazy difficult platforming and the enemies are hard too 💀

These stupid bugs took FOREVER to beat. #Silksong pic.twitter.com/2EAEAnq5Vq

— KAMI (@Okami13_) September 6, 2025

Enemies deal more damage, take longer to kill, and some of the longer run-backs after you die to a boss can be lowkey soul crushing. Here’s a 30-second clip of a player going back to the Act 1 boss after dying, a trek which includes more than one non-trivial platforming section. Whether players ultimately enjoy it or not, the double damage many enemies do compared to Hollow Knight is already the biggest meme coming out of Silksong‘s launch. “The reason it took so long to come out: Team cherry was trying to beat the game before they released it,” one fan joked.

Silksong is too hard vs. Silksong is bad

The post-launch conversation around the Hollow Knight sequel has generally followed this arc, forking along to parallel tracks over the weekend. First: “Yay, it’s out!” Second: “Check out cool thing X.” Third: “Boss fight Y was incredible” or “Help, I can’t stop dying.” And finally: “This game is too hard and it’s the best” or “This game is too hard and it sucks.” We’re at the point where an initial backlash to how much more punishing Silksong is has been followed by a backlash to the backlash. Much of it essentially boils down to: okay, maybe Silksong is much harder but that doesn’t make it worse than Hollow Knight.

My guess is that there are two things going on here. The first is that Silksong is reaching a much wider audience at launch than Hollow Knight ever did, and I would guess many of those players are coming to it from non-Souls-inspired backgrounds. They are here for the neat story, excellent art, and top-notch Metroidvania exploration, not necessarily the “git gud” grind that comes with hitting what seems like an insurmountable challenge you that you persevere through, knowing eventually, whether hours later or days later, you will overcome it.

Team Cherry

The second is that so much is riding on Silksong, following years of hype and secrecy, that everyone is extra touchy about the possibility it could be worse than Hollow Knight. We’ve all been there. You go to see a movie you were really excited for. It washes over you in haze. There were parts you loved. You talk about them outside the theater with friends. Than days go by, weeks, years even, and you eventually admit it wasn’t as good as you hoped. Disappointment sucks! Do I think most people are actually disappointed with Silksong? Not at all. But I think any naysaying this early on in the “honeymoon period” of a new indie darling’s release can feel like an attack.

TL;DR: the internet is currently designed to make negativity go viral, which elicits defensive hyperbole in response.

What’s clear is that there’s a not-insignificant number of people already feeling burnt out on Silksong or bouncing off of it entirely because of its less forgiving design. “I beat Hollow Knight twice through (Radiance), I love the game and its world and its vibes and everything you mentioned, and I’m currently falling out of love with a sequel I desperately WANT to enjoy, due to a difficulty curve that feels completely out of sync with Hollow Knight’s,” wrote one player on the subreddit. “I’m handling the difficulty fine, but it’s just exhausting,” wrote another. “I think Silksong is beautiful and a masterpiece, but the two mask damage is tiring. Most people WILL have a skill issue, even if they’re managing, so rather than the game be fully enjoyable like Hollow Knight, it will create exhaustion which is not fun.”

Silksong doesn’t have difficulty options or any other way to mitigate its challenge outside of in-game remedies like finding certain upgrades and Crests as early as possible. We’ll see if that ultimately holds it back from the same level of fawning adoration that its predecessor achieved, or if Team Cherry decides to address the skill gap in a post-launch update. Purists will be able to say they were there on day-one with their double-damage victories intact to prove it, but at least that way everyone else can discover the rest of the special game Team Cherry spent seven years making.





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September 9, 2025 0 comments
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Waiter holding bill alongside plate with sausage and knife on
Esports

TikTok chef sparks debate after making pasta from scratch on airplane

by admin September 6, 2025



A chef is sparking a heated debate on social media after filming herself making pasta from scratch during a commercial flight.

“What’s the deal with airplane food?” Jerry Seinfeld’s famous line isn’t an uncommon sentiment among fliers, but one passenger hates it so much that she took drastic measures to avoid feasting on airplane fare.

Pasta aficionado and professional chef Kati Brooks, who goes by ‘buonapastaclub‘ on TikTok, has racked up over five million views in just one day after sharing a video of herself making her own gnocchi by hand at 30,000 feet in the sky.

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In the video, she mixes the flour with water to make dough and shapes it into gnocchi with a special tool — all while sipping on a glass of red wine, of course.

“POV: You hate airplane food so you make it yourself,” she captioned the 32-second clip, writing in the description: “Anyone else?”

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TikTok divided over chef making pasta mid-air

Unfortunately for Brooks, it doesn’t look like ‘anyone else’ could relate to her plight of hating airline food so much they make their own pasta. Commenters quickly pointed out how strange the situation must have been to her neighbor, while others offered far simpler suggestions for alternative eats.

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“I mean, you could also pack a sandwich,” one user wrote.

“I don’t know how people don’t realize the airplane is the most unhygienic place,” another said.

“Great, now you just have raw gnocchi,” another pointed out.

At the time of writing, Brooks hasn’t yet responded to the comments about her latest TikTok clip — but that’s probably because she’s busy gearing up to release her very first cookbook, ‘Buona Pasta,’ named after the pasta shop her parents ran when she was growing up.

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Brooks isn’t the only pasta-lover to go viral on social media; in 2024, an Instagram chef was dubbed a ‘monster’ for making pasta salad using a garbage bag to mix her concoction.

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September 6, 2025 0 comments
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