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TikTok's uncertain future reveals web2's weaknesses
GameFi Guides

TikTok’s uncertain future reveals web2’s weaknesses

by admin June 14, 2025



Disclosure: The views and opinions expressed here belong solely to the author and do not represent the views and opinions of crypto.news’ editorial.

The ongoing debate around TikTok’s legal status in the United States isn’t just about national security—it’s about control. With millions of creators relying on TikTok for visibility and income, the ongoing uncertainty surrounding the platform’s future highlights the significant impact centralized platforms can have on creators’ livelihoods. In these environments, key aspects of a creator’s presence—from monetization to content accessibility—are shaped by decisions that may not always align with their interests.

TikTok’s situation highlights a broader issue. In recent years, creators on web2 platforms have faced abrupt policy shifts that have significantly impacted their earnings and reach. The YouTube ‘Adpocalypse’ of 2016-2017, for example, saw a wave of videos demonetized due to revised advertising policies. Likewise, Patreon’s fee structure changes in 2017 raised concerns among smaller creators. In 2018, platform-wide content policy updates on Tumblr disrupted longstanding communities. Even changes to Instagram’s algorithm have altered how and whether creators’ content reaches their audiences, often without transparency or recourse.

These examples reflect a recurring pattern: creators on centralized platforms often have limited control over the environments in which they operate. In such systems, policies, algorithms, and monetization options are subject to frequent change, and creators rarely have a say in the process.

While decentralized platforms have yet to become mainstream alternatives, they offer a promising path forward. Historically, challenges such as cost, performance limitations, and clunky interfaces have hindered adoption. But many of these issues are being actively addressed, especially in how data is stored and accessed.

Decentralized platforms can offer creators greater control over their content and its management. Permanent storage is ideal for preserving essential content such as posts and profiles, while temporary storage enables fast, flexible delivery of dynamic or short-lived data. By combining both models, creators can optimize their digital presence for speed, accessibility, and resilience.

The next generation of platforms must prioritize user experience, offering seamless integration with familiar tools, intuitive interfaces, and the reliability that users have come to expect. Web3 won’t displace web2 overnight, but it can offer creators an empowering alternative built on transparency, autonomy, and sustainability.

Decentralized storage solutions, such as Arweave, enable creators to maintain long-term access to their content while reducing their dependence on centralized gatekeepers. This model not only increases resilience against censorship or algorithmic suppression but also opens up new opportunities for monetization that are not tied to the priorities of large tech corporations.

To succeed, web3 solutions must go beyond ideology. They need to deliver concrete improvements, such as more efficient uploads, scalable storage, and interfaces that fit into creators’ existing workflows without forcing them to start from scratch.

As someone working directly in the digital media industry, I’ve seen how vital it is for creators to have true ownership over their work. Decentralization and free speech are not just ideals—they are practical foundations for building more sustainable and creator-centric ecosystems.

What sets decentralized platforms apart is their transparency and openness. Features like open-source software, decentralized provider networks, user-driven storage options, and transparent pricing models reduce the risk of sudden, opaque policy shifts. These design choices offer a degree of protection and predictability that centralized systems often lack.

The ongoing legal uncertainty around TikTok is just the latest chapter in an ongoing story: centralized platforms can be unstable ground for creators. It’s time for a shift. The promise of decentralization—when paired with well-designed systems for both permanent and temporary storage—offers creators a real opportunity to regain control over their content, distribution, and earnings.

The time to build that future is now. At Odysee, we’re committed to giving creators genuine ownership over their work and a platform that respects their autonomy. With the integration of permanent storage networks like Arweave, we are taking decisive steps toward a more open, resilient, and creator-first digital economy.

Julian Chandra

Julian Chandra is the founder and CEO of Odysee, a decentralized video platform launched in 2020 that has become the world’s largest blockchain-based video platform with over 7 million monthly active users. Prior to Odysee, Julian led strategic partnerships for TikTok in Australia and New Zealand during the platform’s early global expansion. With experience spanning both big tech and web3 ecosystems, he focuses on creating tools that give creators ownership, bypass traditional gatekeepers, and promote transparency. Recently, Odysee joined the Arweave ecosystem to further enhance creator autonomy and content permanence. Passionate about free expression and digital sovereignty, Julian continues advocating for technologies that safeguard open access to information in an increasingly centralized internet.



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June 14, 2025 0 comments
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Future ETH Price Dips Could Be Great Buy Opportunities
Crypto Trends

Future ETH Price Dips Could Be Great Buy Opportunities

by admin June 13, 2025



Key takeaways:

  • Rising spot ETH ETF inflows and BlackRock’s accumulation signal strong institutional investor interest, supporting a bullish outlook.

  • A dip to $2,100 could be a strategic entry point, bolstered by tokenized AUM surpassing $5 billion and a potential Q4 breakout driven by year-end strategies.

Ether (ETH) price witnessed a volatile period this week as the altcoin reached a 15-week high of $2,879 on Wednesday and dipped to $2,433 on Friday, a 15% crash. While ETH is consolidating just under $2,600, a higher-time frame pattern could extend its woes over the coming weeks. 

Ether 1-week chart. Source: Cointelegraph/TradingView

As observed in the 1-week time frame, ETH has formed an ascending channel pattern on the chart. This pattern, characterized by higher highs and higher lows within parallel upward-sloping lines, suggests a steady uptrend. However, it also indicates that Ether could exhibit a bearish breakdown below the supporting trendline, leading to corrections near the support range at $2,100-$2,200 if sell pressure increases.

The $2,100-$2,200 is a multimonth range, which previously acted as support from the end of 2023 to August 2024. 

Ether’s historical Q3 performance adds weight to expectations of a potential drawdown period. The altcoin has averaged a modest 0.88% return in Q3, with the prior two quarters showing significant declines of 24.19% and 13.64%, respectively.

Ether’s quarterly performance. Source: CoinGlass

The cryptocurrency market tends to see reduced trading volume and volatility due to the summer vacation season, and if these seasonal trends persist into Q3 2025, Ether could dip to the $2,100-$2,200 range.

Related: SharpLink buys $463M in ETH, becomes largest public ETH holder

Ether at $2,100 is a bullish bet

A price near $2,100 could mark a prime entry point for ETH. Spot ETH ETF flows are on the rise. According to Glassnode,

“This week alone, they’ve seen 154K ETH in inflows – 5x higher than their recent weekly average. For context: the biggest single-day ETH inflow this month was 77K ETH on June 11th.”Spot ETH ETF net flows chart. Source: Glassnode

Besides spot ETFs accumulating, BlackRock’s buying of Ether through its iShares Ethereum Trust (ETHA) underscores the flow of institutional capital. With over $500 million in ETH added in recent weeks, bringing its holdings to 1.51 million ETH ($3.87 billion), BlackRock’s structured accumulation points to a longer-term bullish outlook.

BlackRock’s Bitcoin and Ether allocation. Source: Arkham Intelligence

Data from Token Terminal also pointed out that billions of dollars are flowing into Ether as financial services incumbents and financial technology companies tokenize assets. The chart shows tokenized assets under management surging past $5 billion, with major players like BlackRock and Apollo driving the trend.

This institutional buildout, combined with historical Q4 strength—often fueled by year-end investment strategies—could trigger an ETH breakout by the end of 2025.

Financial services building on Ethereum. Source: Token Terminal

Related: Ether futures open interest hits $20B all-time high: Will ETH price follow?

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



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June 13, 2025 0 comments
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An ROG Xbox Ally X and Ally shown during Microsoft's Xbox stream in June 2025.
Product Reviews

Xbox handheld rumoured to be ‘essentially cancelled’ but the new Asus Xbox Ally is actually a preview of all future Xbox consoles, not just handhelds

by admin June 13, 2025



A new report on the Verge is claiming that the Xbox handheld console is toast. Or to quote directly, “it’s essentially canceled”. That initially seems confusing, after all hasn’t the first Xbox handheld only just been announced?

There are plenty of caveats to cover off here, not least that this is a rumour about a product that hasn’t even been confirmed to exist, let alone been launched. But there is something interesting going on that’s worth understanding.

The Asus ROG Xbox Ally X and ROG Xbox Ally handhelds announced a few days ago aren’t true Xbox devices. They’re PC handhelds using existing PC chips with a bit of a redesign, plus a new build of Windows that strips out the unnecessary gunk in order to create an OS that’s streamlined for playing games.


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And that, as it happens, is what many industry observers think the model for all future Xboxes will be. In other words, the narrative goes that Microsoft won’t make Xbox consoles itself. Instead it with partner with companies like Asus on the hardware.

To be really clear, that won’t just apply to handhelds. That’ll be for all Xbox consoles. According to this version of the future of Xbox, it’s all about retaining Gamepass subscribers. Microsoft wants to keep them while transitioning away from making hardware itself.

So, that means creating this new streamlined version of Windows and licensing out Xbox branding to third parties. Microsoft can then use emulation or even streaming to support legacy Xbox titles running on what is essentially thinly disguised but standard PC hardware powered by a tweaked version of Windows.

As the Verge says, “the next-gen Xbox platform is being built in the open, with devices like the ROG Xbox Ally and Xbox Ally X. These handhelds seem like a market test for where Microsoft goes next with the combination of Windows and Xbox, and the company’s goal to turn any screen into an Xbox.”

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In the long run if all this is correct, it will mean gamers being able to choose from a range of different “Xbox” consoles, with price points and presumably performance to suit everyone.

Moreover, the real motivation in putting the effort in with the cut-down build of Windows and streamlined UI isn’t for handhelds, which is a very small market. It’s for this purported new generation of third-party Xboxes.

As Tom Warren says on the Verge, “I don’t think Microsoft is doing a bunch of Windows and Xbox work just to have this software running on handhelds. I think this work will give Microsoft the ability to control the console-like experience and UI on a variety of hardware, in a way where it can upsell Game Pass, its own Xbox PC games, and more.”

This bears out in something we spotted in the latest Xbox Games Showcase: Microsoft switching to ‘Xbox PC’ in all its branding and noting Steam as a competitor. It could be nothing, but it does signal a change of approach for Microsoft, Xbox, and Windows gaming.

For now, none of this is confirmed. But the Asus ROG Xbox Ally X and ROG Xbox Ally, plus that streamlined version of Windows, definitely indicate a new direction for Xbox. We’ll be watching closely.



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June 13, 2025 0 comments
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SAG-AFTRA files an unfair labor practice for AI Darth Vader in Fortnite
Esports

As AI faces court challenges from Disney and Universal, legal battles are shaping the industry’s future | Opinion

by admin June 13, 2025


In some regards, the past couple of weeks have felt rather reassuring.

We’ve just seen a hugely successful launch for a new Nintendo console, replete with long queues for midnight sales events. Over the next few days, the various summer events and showcases that have sprouted amongst the scattered bones of E3 generated waves of interest and hype for a host of new games.

It all feels like old times. It’s enough to make you imagine that while change is the only constant, at least it’s we’re facing change that’s fairly well understood, change in the form of faster, cheaper silicon, or bigger, more ambitious games.

If only the winds that blow through this industry all came from such well-defined points on the compass. Nestled in amongst the week’s headlines, though, was something that’s likely to have profound but much harder to understand impacts on this industry and many others over the coming years – a lawsuit being brought by Disney and NBC Universal against Midjourney, operators of the eponymous generative AI image creation tool.

In some regards, the lawsuit looks fairly straightforward; the arguments made and considered in reaching its outcome, though, may have a profound impact on both the ability of creatives and media companies (including game studios and publishers) to protect their IP rights from a very new kind of threat, and the ways in which a promising but highly controversial and risky new set of development and creative tools can be used commercially.

A more likely tack on Midjourney’s side will be the argument that they are not responsible for what their customers create with the tool

I say the lawsuit looks straightforward from some angles, but honestly overall it looks fairly open and shut – the media giants accuse Midjourney of replicating their copyrighted characters and material, and of essentially building a machine for churning out limitless copyright violations.

The evidence submitted includes screenshot after screenshot of Midjourney generating pages of images of famous copyrighted and trademarked characters ranging from Yoda to Homer Simpson, so “no we didn’t” isn’t going to be much of a defence strategy here.

A more likely tack on Midjourney’s side will be the argument that they are not responsible for what their customers create with the tool – you don’t sue the manufacturers of oil paints or canvases when artists use them to paint something copyright-infringing, nor does Microsoft get sued when someone writes something libellous in Word, and Midjourney may try to argue that their software belongs in that tool category, with users alone being ultimately responsible for how they use them.

If that argument prevails and survives appeals and challenges, it would be a major triumph for the nascent generative AI industry and a hugely damaging blow to IP holders and creatives, since it would seriously undermine their argument that AI companies shouldn’t be able to include copyrighted material into training data sets without licensing or compensation.

The reason Disney and NBCU are going after Midjourney specifically seems to be partially down to Midjourney being especially reticent to negotiate with them about licensing fees and prompt restrictions; other generative AI firms have started talking, at least, about paying for content licenses for training data, and have imposed various limitations on their software to prevent the most egregious and obvious forms of copyright violation (at least for famous characters belonging to rich companies; if you’re an individual or a smaller company, it’s entirely the Wild West out there as regards your IP rights).

In the process, though, they’re essentially risking a court showdown over a set of not-quite-clear legal questions at the heart of this dispute, and if Midjourney were to prevail in that argument, other AI companies would likely back off from engaging with IP holders on this topic.

To be clear, though, it seems highly unlikely that Midjourney will win that argument, at least not in the medium to long term. Yet depending on how this case moves forward, losing the argument could have equally dramatic consequences – especially if the courts find themselves compelled to consider the question of how, exactly, a generative AI system reproduces a copyrighted character with such precision without storing copyright-infringing data in some manner.

The 2020s are turning out to be the decade in which many key regulatory issues come to a head all at once

AI advocates have been trying to handwave around this notion from the outset, but at some point a court is going to have to sit down and confront the fact that the precision with which these systems can replicate copyrighted characters, scenes, and other materials requires that they must have stored that infringing material in some form.

That it’s stored as a scattered mesh of probabilities across the vertices of a high-dimensional vector array, rather than a straightforward, monolithic media file, is clearly important but may ultimately be considered moot. If the data is in the system and can be replicated on request, how that differs from Napster or The Pirate Bay is arguably just a matter of technical obfuscation.

Not having to defend that technical argument in court thus far has been a huge boon to the generative AI field; if it is knocked over in that venue, it will have knock-on effects on every company in the sector and on every business that uses their products.

Nobody can be quite sure which of the various rocks and pebbles being kicked on this slope is going to set off the landslide, but there seems to be an increasing consensus that a legal and regulatory reckoning is coming for generative AI.

Consequently, a lot of what’s happening in that market right now has the feel of companies desperately trying to establish products and lock in revenue streams before that happens, because it’ll be harder to regulate a technology that’s genuinely integrated into the world’s economic systems than it is to impose limits on one that’s currently only clocking up relatively paltry sales and revenues.

Keeping an eye on this is crucial for any industry that’s started experimenting with AI in its workflows – none more than a creative industry like video games, where various forms of AI usage have been posited, although the enthusiasm and buzz so far massively outweighs any tangible benefits from the technology.

Regardless of what happens in legal and regulatory contexts, AI is already a double-edged sword for any creative industry.

Used judiciously, it might help to speed up development processes and reduce overheads. Applied in a slapdash or thoughtless manner, it can and will end up wreaking havoc on development timelines, filling up storefronts with endless waves of vaguely-copyright-infringing slop, and potentially make creative firms, from the industry’s biggest companies to its smallest indie developers, into victims of impossibly large-scale copyright infringement rather than beneficiaries of a new wave of technology-fuelled productivity.

The legal threat now hanging over the sector isn’t new, merely amplified. We’ve known for a long time that AI generated artwork, code, and text has significant problems from the perspective of intellectual property rights (you can infringe someone else’s copyright with it, but generally can’t impose your own copyright on its creations – opening careless companies up to a risk of having key assets in their game being technically public domain and impossible to protect).

Even if you’re not using AI yourself, however – even if you’re vehemently opposed to it on moral and ethical grounds (which is entirely valid given the highly dubious land-grab these companies have done for their training data), the Midjourney judgement and its fallout may well impact the creative work you produce yourself and how it ends up being used and abused by these products in future.

This all has huge ramifications for the games business and will shape everything from how games are created to how IP can be protected for many years to come – a wind of change that’s very different and vastly more unpredictable than those we’re accustomed to. It’s a reminder of just how much of the industry’s future is currently being shaped not in development studios and semiconductor labs, but rather in courtrooms and parliamentary committees.

The ways in which generative AI can be used and how copyright can persist in the face of it will be fundamentally shaped in courts and parliaments, but it’s far from the only crucially important topic being hashed out in those venues.

The ongoing legal turmoil over the opening up of mobile app ecosystems, too, will have huge impacts on the games industry. Meanwhile, the debates over loot boxes, gambling, and various consumer protection aspects related to free-to-play models continue to rumble on in the background.

Because the industry moves fast while governments move slow, it’s easy to forget that that’s still an active topic for as far as governments are concerned, and hammers may come down at any time.

Regulation by governments, whether through the passage of new legislation or the interpretation of existing laws in the courts, has always loomed in the background of any major industry, especially one with strong cultural relevance. The games industry is no stranger to that being part of the background heartbeat of the business.

The 2020s, however, are turning out to be the decade in which many key regulatory issues come to a head all at once, whether it’s AI and copyright, app stores and walled gardens, or loot boxes and IAP-based business models.

Rulings on those topics in various different global markets will create a complex new landscape that will shape the winds that blow through the business, and how things look in the 2030s and beyond will be fundamentally impacted by those decisions.



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June 13, 2025 0 comments
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Crypto Is the Future, Says CEO of $1.5 Trillion Financial Giant
GameFi Guides

Crypto Is the Future, Says CEO of $1.5 Trillion Financial Giant

by admin June 12, 2025


In her recent op-ed published by Fortune, Jenny Johnson, chief executive officer at financial giant Franklin Templeton, argues that the financial industry can no longer afford crypto and blockchain, arguing that they represent the future of finance. 

Johnson has warned that legacy firms that are reluctant to embrace this disruptive technology could end up getting “wiped out” like American video rental shop Blockbuster.

This inevitable disruption is expected to take place within the next five years, according to the Franklin Templeton boss. 

She believes that legacy financial systems are too slow and geographically siloed to remain relevant. 

Johnson is convinced that crypto and blockchain can offer significant advantages to investors since they are way more efficient. They offer 24/7 trading, seamless asset tracking, flexible tokenization, and so on. 

The 61-year-old executive has noted that such blockchain networks as Solana and Sui can rival Visa in terms of transaction throughput. At the same time, decentralized exchanges of the likes of Uniswap are capable of handling trillions of dollars worth of trading volume. 

Franklin Templeton’s crypto journey

Franklin Templeton is, of course, not new to crypto. It started exploring the nascent asset class in 2018. 

In September 2021, the firm filed to raise $20 million via its first blockchain venture fund. 

The company also offers several cryptocurrency ETFs. In late 2024, the company obtained approval to launch the first ETF that combines Bitcoin and Ether in partnership with Hashdex. 

As reported by U.Today, Franklin Templeton is also the largest player to file for spot-based Solana ad XRP ETFs. 



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June 12, 2025 0 comments
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Lies of P Scrapped Watchman grab attack
Product Reviews

Despite its new easy mode, Lies of P will get a ‘difficulty reduction’ in a future update because too many players are getting wrecked by the DLC

by admin June 10, 2025



The Pinocchio soulslike Lies of P got an easy mode alongside the release of Overture DLC last week, an entirely uncontroversial move that riled up absolutely no one. But the DLC also apparently introduced a major difficulty spike in the Legendary Stalker mode—previously the game’s default—and it’s bad enough that game director Ji Won Choi says developer Neowiz is going to make some adjustments.

Soulslikes are supposed to be tough, yes, but as you can see in this newly formed megathread on the Lies of P subreddit (via Kotaku), Lies of P felt a little too tough for quite a few players following the launch of Overture. The problem seems particularly bad in NG+ modes. Naturally, there are a few who proclaim the game is actually very easy—there always is—but the bulk of posts seem to feel that the DLC has thrown things out of whack.

“The base game was basically pitch perfect. There were a few stupid things, but nothing was super egregious,” redditor Lord_Nightraven wrote. “DLC? The devs overdid things. And it shows. The stat numbers alone feel like NG+1 end game/early NG+2. That’s on NG+0. That’s a massive spike all things considered on intended difficulty, aka Legendary Stalker.”


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“I’m NG+1 getting two-shot by everything even on easiest difficulty and I’m stuck on the predator boss,” tylxr567 complained. “I’m bad but seriously I can complete the main game on hardest difficulty just fine, this DLC is crazy.”

RJE808 was somewhat more to the point about it: “Markiona is about to make me drop this shit. Holy fuck.”

Well, good news, Overture-sufferers: Your plaintive wailing has been heard.

“We want to thank you for all the feedback and suggestions our community has sent us since the launch,” Choi said in a video posted today. “We’re reviewing all of it carefully and are already looking into when to implement some of your suggestions.

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“Among all the feedback, we are paying the closest attention to the combat experience. We identified areas that did not turn out quite as we intended. Therefore, we are reviewing various adjustments, including difficulty reduction.”

Lies of P: Director’s Letter – YouTube

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Don’t expect Neowiz to start waving the nerfhammer around immediately, though. “Combat is one of the most fundamental experiences in Lies of P, so any modifications or changes require meticulous work and thorough testing,” Choi said. Developers are still digging into what exactly needs to be done, but Choi added that he wanted to put the word out now so fans know “why it’s taking our team some time, and the general direction we’re heading.”

It says something, I think, that the reaction to the announcement of the difficulty reduction seems mostly welcoming. Again, the git gud crowd is there to say it’s not actually hard at all, but the broader feeling is that the DLC introduced serious issues with difficulty scaling. The adjustment, whenever it happens, will no doubt lead to a fresh round of “I beat it pre-patch” jokes, but if it also means the majority of players can properly enjoy it again, I’d call that a fair trade.



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June 10, 2025 0 comments
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Ethereum-based game Ember Sword shuts down due to lack of funding
NFT Gaming

Future Pepe tipped as 2025’s memecoin breakout

by admin June 10, 2025



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

As ETH nears $2.8k, traders eye Future Pepe, a memecoin with viral hype and AI utility, rivaling PEPE and SHIB.

As Ethereum approaches $2,800, traders are searching for the next big memecoin. Future Pepe (FPEPE) blends viral potential with real AI-driven utility. Here’s why it’s drawing comparisons to PEPE, SHIB, and WIF.

The market is heating up

Ethereum has surged over 8% on June 10, breaking major resistance levels and reviving memecoin momentum. Back in 2023, PEPE soared over 10,000% during a similar ETH rally.

Now, eyes are shifting toward Future Pepe (FPEPE), a next-generation meme token that combines cultural firepower with AI-driven tools for investors.

With:

  • 10,000+ active community members
    Deflationary tokenomics
    Built-in staking rewards

It’s being called the next evolutionary leap in meme tokens.

Why Ethereum’s rally sets the stage for memecoins

Ethereum’s price action doesn’t just lift ETH, it ignites risk-on appetite, especially in high-reward sectors like memecoins. Here’s why:

  • Liquidity Rotation: Gains in ETH often spill into smaller-cap coins.
    Lower Gas = More Trades: Cheaper fees mean more meme coin buys on-chain.
    Market Psychology: Bullish ETH vibes trigger broader retail participation.

We’ve seen it before:

  • PEPE soared in April 2023 during a 15% ETH rally.
    SHIB’s meteoric rise began when ETH first crossed $3,000.
    DOGE caught fire after ETH’s DeFi Summer rally.

With Ethereum now surging again, all signals point toward a renewed meme season, and investors are hunting for the next PEPE-level breakout.

Memecoins are evolving: From hype to utility

The meme token space has matured. The next breakout projects will offer more than just branding; they’ll deliver actual infrastructure.

Evolution Timeline:

2020–2021 (Hype Era)

  • DOGE: All vibes, no utility
    SHIB: Big ideas, unclear execution

2022–2024 (Community Era)

  • PEPE: Viral momentum + fair launch
    WIF: Solana’s meme movement star

2025 (Utility Era)
Future Pepe is pioneering this new era:

  • AI Anti-Rug Scanner – Detect scam contracts in real time
  • 30% APY Staking – Instant passive income
  • Deflationary Supply – Token burns on every transaction
  • Audited & Transparent – Reviewed by SolidProof & Coinsult

FPEPE isn’t just a meme. It’s infrastructure.

Can FPEPE do 10x–100x? The case for explosive growth

Let’s break down the opportunity:

  • Market Cap Math
    PEPE hit a $1.5b cap.
    FPEPE will sit on listing day at $12m.
    A move to just 10% of PEPE = 12.5x upside.
  • Timing Advantage
    The presale stage offers the lowest entry price.
    Stage-based pricing increases every few days.
  • First-Mover Utility
    No other memecoin offers AI-powered scam protection at this level.
    FPEPE’s revenue model includes scanner licensing and platform fees.
  • Conservative Estimates
    5–10x post-launch within 60–90 days
    20–50x if bull market conditions persist
    100x scenario if viral breakout + utility adoption align

Memecoins are always high-risk, high-reward. But those who spotted DOGE and PEPE early didn’t do it with hindsight, they did it with instinct and timing. FPEPE checks all the early indicators.

How to get in early

The Future Pepe presale is live now:

  • Current price: $0.0096
  • Next stage jump: +20% in 48 hours
  • Minimum: 0.1 ETH

Secure tokens now.

Conclusion

Ethereum’s rally is more than just a chart breakout — it’s a signal. Meme season might be back, and the smart money is already rotating into high-upside, early-stage bets.

With its blend of real AI tools, solid community backing, and meme-ready branding, Future Pepe isn’t trying to copy PEPE, it’s trying to be the next evolution.

Just like the biggest meme runs before, it’ll look obvious after the chart prints.

For more information, visit the presale website, Telegram, and X.

Disclosure: This content is provided by a third party. crypto.news does not endorse any product mentioned on this page. Users must do their own research before taking any actions related to the company.



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June 10, 2025 0 comments
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Xbox Ally handhelds: Microsoft takes its next step towards a Windows-driven future
Game Updates

Xbox Ally handhelds: Microsoft takes its next step towards a Windows-driven future

by admin June 10, 2025


After reports that Microsoft is “sidelining” its own first-party developed handheld, the new Xbox Showcase revealed two new mobile devices – Xbox Ally and Xbox Ally X. These machines are hardware collaborations with Asus, bringing Xbox hardware design ideas to the table in combination with a revamped version of Windows that puts gaming first. There are profound, welcome changes here – but one big question needs to be addressed. Is this the first new Microsoft offering no backwards compatibility with the Xbox digital library? Is this an Xbox that doesn’t play Xbox console games? If so, this is a bump in the road in Microsoft’s journey forward – and must be addressed.

First up, let’s examine system specifications on the new devices. From a Digital Foundry perspective, the most interesting offering is the Xbox Ally X, which is effectively an evolution on the device that I’d rank as the current best PC handheld – the Asus ROG Ally X. The form factor gets larger, the Xbox handles, impulse triggers and Xbox button are added and the AMD Z1 Extreme processor is swapped out for its revised Z2E, based on the most recent Strix Point architecture. 24GB of RAM is maintained from ROG Ally X to Xbox Ally X, but with a speed bump to 8000MT/s. A generous 80Wh battery completes the package.

It’s interesting to note that Microsoft and Asus have opted for silicon that retains the NPU (neural processing unit) from the original Strix Point design, when Z2 Extreme variants without the NPU active are specified. It’ll be interesting to see what Microsoft does here, but a port of its AutoSR super resolution feature – which we’ve looked at in the past – would be an obvious technology to port. Frame generation at the expense of further latency would also be viable.

After a reveal trailer at the Xbox Showcase, Microsoft released a more detailed video about the Xbox Ally and Ally X.Watch on YouTube

Next up, there’s the Xbox Ally, with a similar shell (no impulse triggers or USB4, however, plus a pared-back MicroSD slot) but substantially downgraded specifications. The Z2A processor is – in all likelihood – a re-spin of the Aerith chip at the heart of the Steam Deck. It reportedly has the ability to hit 20W over Deck’s 15W and has compatibility with faster 8533MT/s memory, but on the latter point at least, only 6400MT/s memory is in place. Total system memory is a pared back 16GB LPDDR5X. Bearing in mind how many triple-A titles are struggling on Steam Deck with similar specs, I’m having trouble reconciling this device with Microsoft’s claims that it’ll run triple-A games. I think that putting out this hardware is a big mistake, but I’d love to be proven wrong.

Both devices have the same screen as the original Asus ROG Ally – a seven-inch 1080p 120Hz display with VRR support. While this screen is old and not particularly impressive in terms of key aspects like contrast and colour reproduction, VRR is a massive win. The problem with mobile graphics performance is how variable it is, so any hardware that smooths off performance issues is worth having. This – in combination with its massive battery – is why the Ally X is my favoured PC handheld, for now.

On the hardware side, there is nothing here that is particularly surprising, especially in the wake of recent leaks, but it is highly difficult to take the non-X Ally seriously in a world where the much more potent Z1 Extreme is available in devices like the original Ally and the Lenovo Legion Go, both of which are somewhat long in the tooth now and often subject to hefty discounting. On the software side, however, things are looking much more interesting.


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What we’re looking at here is another step forward in Microsoft’s strategy to diversify the brand away from our traditional understanding of a console-led platform – a necessary step, but one with a number of challenges. Key to future plans is bringing together Windows and Xbox, which involves a substantial revamp to the Microsoft operating system. A big, bloated do-anything-for-anyone tool needs to be slimmed down for gamers and made more efficient for the growing handheld PC market. And if you’re efficient on handheld, the advantages transition over seamlessly to desktop – or console. Clearly, Microsoft has plans for this games-focused version of Windows, starting with compatibility with the original ROG Ally, Ally X and presumably other PC handhelds with similar silicon.

This new version of Windows doesn’t boot into the desktop, it boots into new Xbox software. Access to your PC digital library – and indeed other non-Xbox storefronts – is also seamlessly integrated, making it a one-stop shop for your games library. Intriguingly, the Asus Armory Crate (used for custom tweaking of the device) is also integrated into the Xbox Ally’s iteration of Windows. On a broader level, xinput compatibility for functions within Windows such as PIN input and UAC prompts is also baked into the new version of the OS, replacing prior feeble and unreliable third party attempts to get this working.

Windows itself has apparently been “debloated” to a certain extent, offering up more system memory for the games themselves, while sleep time is expected to increase by a factor of 3x based on efficiency gains made by the Windows team.

The Xbox Ally X comes with a neural processor unit (NPU) so our humble suggestion would be for Microsoft to integrate a port of its AutoSR technology, as found on its Snapdragon X Elite Surface laptops.Watch on YouTube

All of this is a crucial step forward in unifying Windows and Xbox – which in itself is a fundamental element of the “this is an Xbox” strategy, but there is another big challenge facing Microsoft – integrating existing Xbox digital libraries into Windows. Microsoft has tens of millions of active users within its existing ecosystem that cannot be left behind – and each and every one of those users should expect to be able to access their Xbox libraries on any Xbox device. Right now at least, the Xbox Ally devices cannot run native Xbox games on the console. The cloud service could act as a back-up of sorts by streaming Series S games (and prior Xbox consoles via backwards compatibility) but the whole point of a handheld is a mobile device you can take anywhere – not take anywhere that only has robust internet access.

The final piece of the puzzle with the transition into a Windows/Xbox hybrid utopia has to be a comprehensive backwards compatibility set-up, but how viable is that for these handhelds? On the face of it, support for OG Xbox and Xbox 360 titles should not be too difficult. Both of these machines effectively max out at 720p resolution, so both Xbox Ally and Ally X have the GPU power to get the job done. On the CPU side, the Ryzen CPU cores in the new hardware are generations beyond the Jaguar cores in Xbox One which – remarkably – delivered higher game performance than the original hardware, even in the case of Xbox 360’s original PowerPC code. All that remains are potential licensing difficulties in running console games on a PC, the extent of which is known only to Microsoft.

Further questions remain. Can Ally and Ally X handle the Xbox One generation titles? And what about the ninth generation Series consoles? This is where things get trickier – we’re looking at Microsoft moving the modern Xbox virtual machines over to Windows and at this point, the question is the extent to which the performance is there in these handhelds to run those games natively. In theory, based on what the Steam Deck achieved, Xbox One-like performance seems viable – and should be very easy for the Z2 Extreme.

Looking to get a grip on the kind of GPU power available to the Xbox Ally X? Well, the APU is based on the same Strix Point processor we’ve tested in the past in this video #content.Watch on YouTube

But what about Xbox Series S? I’d rule that out completely on both processors, meaning some other kind of solution would be required. Subbing in PC versions would be no problem for Microsoft first-party titles, especially with Play Anywhere in place to synchronise game progress – but what about third-party games bought within the Xbox ecosystem? Some kind of agreement with publishers to use their PC versions? It sounds like a nightmare but ultimately, Microsoft is going to need some kind of solution to bring consoles games into this new hybrid Xbox/Windows ecosystem.

However, perhaps the hottest topic for speculation concerns price-point. The non-X Ally features Steam Deck-equivalent silicon, so the concept of selling this at anything more than a similarly equipped Deck is – in my opinion – out of the question. That leaves the Xbox Ally X – a further enhanced version of the existing Asus ROG Ally X, which costs $800, making it very much a premium device. Unless Asus is willing to lose some of its margin, or Microsoft calls in some favours with AMD and other suppliers, it’s hard to imagine that it will be any cheaper.

There are many outstanding questions then and not too many answers based on my pre-brief and the various YouTube videos I’ve seen based on what seems to have been a highly limited hands-on event in Los Angeles last week. Microsoft has been very careful in how its transition strategy has been communicated ever since the infamous “four games” business update and it looks like we’re going to need to wait some time to get full details on the Xbox Ally and Ally X. I’ve been following the evolution of gaming handhelds since the Steam Deck arrived – but Xbox Ally is something different, something important. It may well be our first proper look at how Microsoft envisages the future of Xbox – and I can’t wait to check it out.



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What Ending the U.S. Ban on Supersonic Flight Means for the Future of Travel
Product Reviews

What Ending the U.S. Ban on Supersonic Flight Means for the Future of Travel

by admin June 10, 2025


It’s been 22 years since the last flight of the Concorde, a now-retired supersonic airliner that flew at a maximum speed of 1,345 miles per hour (2,179 kilometers per hour). At those speeds, you could fly from London to New York City in around three hours. A long-held U.S. ban on supersonic flight over land limited Concorde’s routes and continues to restrict commercial aircraft from flying faster than sound over land. Today, those super speedy—and super loud—flights could be making a comeback.

President Donald Trump signed an executive order on Friday to reverse the 1973 ban on civilian supersonic flights, instructing the Federal Aviation Administration (FAA) to establish a standard for supersonic aircraft noise certification. The decision would make way for faster routes, if companies can figure out ways to make their aircraft quieter and more affordable.

When planes fly faster than the speed of sound, Mach 1, or about 767 miles per hour (1,234 kilometers per hour), they create a loud, explosive noise due to the shock waves created by the extreme speeds. It sounds like loud thunder and it would startle people living in cities where supersonic jets fly overhead. As a result, the FAA prohibited supersonic flights of non-military aircraft over land, enacting the measure on April 27, 1973. At the time, aerospace technology wasn’t advanced enough to resolve the noise issue; since then, however, research has shown ways to soften the sounds of supersonic flights.

Boom, a Colorado-based company, is working on a supersonic airliner, named Boom Overture. Its current prototype, XB-1, is designed to fly at Mach 1.7 while carrying 64 to 80 passengers on board. As the leading U.S. company in the market today, Boom naturally welcomed the decision. In late January, Boom Supersonic flew its experimental aircraft faster than sound for the first time. Boom has seen interest from carriers like American Airlines and United Airlines.

Before we get ahead of ourselves, the administration’s reversal of the ban came with a set of rules. Trump’s executive order directed the FAA to revoke the supersonic speed limit as long as aircraft do not produce an audible sonic boom on the ground. “The Order instructs the FAA Administrator to establish a standard for supersonic aircraft noise certification that considers community acceptability, economic reasonableness, and technological feasibility,” according to The White House. It also claims that recent developments in aerospace engineering “make supersonic flight not just possible, but safe, sustainable, and commercially viable.”

NASA is working on its own solution to soften the impact of sonic booms. Earlier this year, the agency fired up the engine of its X-59 research aircraft, which is designed to fly faster than sound but with drastically reduced noise. “People below would hear sonic ‘thumps’ rather than booms, if they hear anything at all,” NASA wrote in a statement. The plane is designed to reduce the pressure change that flows over the ground, thereby reducing the sound. The X-59’s engine is mounted on top of the aircraft, which reduces the amount of noise from the plane that reaches the ground.

Aside from the noise, commercial supersonic flight has also been criticized for its negative impact on the environment. Supersonic aircraft consume more fuel. Concorde burned through 22 tons of fuel per hour—twice as much as a Boeing 747, which can carry four times as many passengers, according to Transport & Environment.

To help address the negative environmental impact, Boom says its planes will operate on sustainable alternative fuels. That may not fully resolve the issue, as faster planes need to fly at higher altitudes, where the air is thinner and there’s less drag and heat generation. At those higher altitudes in Earth’s stratosphere, the emissions from the plane would linger up to 20 times longer, according to Aerospace America. NASA says it’s working to find solutions for those challenges as well.

Supersonic flights are also expensive, with pricey operation costs and premium services at extremely high fares. Concorde, for example, was not considered profitable as the cost of fuel far exceeded the profit made per flight. Airlines hoping to get in on the supersonic action need to figure out a sustainable model to offer customers for a quicker flight.

Lifting the ban may have been the first step, but there’s still a long way to go before faster routes take off in the skies.



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June 10, 2025 0 comments
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Lies of P: Overture will have difficulty reduced in future update
Game Reviews

Lies of P: Overture will have difficulty reduced in future update

by admin June 10, 2025


Lies of P is set to receive further updates, including “difficulty reduction”, following the release of its Overture DLC.

In a video from director Jiwon Choi, he stated the development team is grateful for feedback and suggestions from players since the DLC was shadow-dropped last week at Summer Game Fest.

“We’re reviewing all of it carefully and are already looking into when to implement some of your suggestions,” he said. “Among all the feedback, we are paying the closest attention to the combat experience.

Lies of P: Director’s LetterWatch on YouTube

“We identified areas that did not turn out quite as we intended,” he continued. “Therefore, we are reviewing various adjustments, including difficulty reduction.

“However, combat is one of the most fundamental experiences in Lies of P, so any modifications or changes require meticulous work and thorough testing.”

The details and date for the next patch are unknown, but the director is clearly keen to keep the game’s community up to date with the development process. It follows a patch alongside the DLC that’s added plenty of quality of life changes to the base game.

Since the DLC’s release, players have criticised Overture for its high difficulty. In particular, on NG+ even regular enemies are proving challenging.

What has perhaps exacerbated this is that the DLC is only accessible once you reach chapter nine of the main game. It means that, if like me, you started a NG+ run after finishing the game, you’ll need to play through it again to reach the DLC. I suspect a lot of players are therefore attempting Overture for the first time on NG+ rather than starting the base game again, raising the difficulty level beyond what was intended for a first run.

While Overture is a paid expansion for Lies of P, the base game has received a free update adding new difficulty levels. The original difficulty is now normal, while two easier difficulty levels have been added.

This addition is somewhat controversial for soulslike games, which are known for their high challenge, but it’s also ensuring the game is more approachable for a wider audience. And, for me at least, it’s making racing through the base game to get to the DLC a lot quicker on easy mode!

Still, it’s clear that balancing the difficulty is proving a challenge for the developer with this additional expansion. But that’s something even FromSoftware struggled with when Elden Ring expansion Shadow of the Erdtree was released – it was criticised by some for being too difficult and was subsequently adjusted.



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