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BlackRock’s Bitcoin Premium Income ETF Heads To Nasdaq In SEC Filing

by admin October 2, 2025


Trusted Editorial content, reviewed by leading industry experts and seasoned editors. Ad Disclosure

Nasdaq has filed paperwork with the US Securities and Exchange Commission to list the BlackRock iShares Bitcoin Premium Income ETF, a product designed to generate income by selling options on bitcoin-linked holdings.

The proposal was submitted on September 30, 2025, and the SEC has opened a comment period as part of its review.

Trust Holdings And Structure

According to the Nasdaq filing, the Trust will hold primarily bitcoin, shares of BlackRock’s iShares Bitcoin Trust (IBIT), cash, and the premiums earned from written options on IBIT or on indices that track spot bitcoin ETPs.

The product is described as an actively-managed exchange-traded product that the sponsor intends to be treated as a publicly-traded partnership for US federal tax purposes.

BlackRock iShares Bitcoin Premium Income ETF filing. Source: Nasdaq

The filing also sets a minimum of 80,000 Shares required to be outstanding at commencement, and lists trading hours from 4:00 a.m. to 8:00 p.m. ET. BlackRock’s move follows a wider push by asset managers to offer income-style crypto products.

Reports have disclosed that the new ETF would collect premiums by writing covered calls, a strategy meant to produce regular distributions for investors who want yield rather than pure price exposure.

Source: BlackRock

Analysts quoted in market coverage say the approach limits upside in strong rallies but can smooth returns when bitcoin moves sideways or down.

How The Covered-Call Strategy Works

Covered calls are straightforward in concept but not without risk. The Trust would hold IBIT and bitcoin while selling call options against those holdings to collect premiums.

If the calls are exercised early, the filing says IBIT shares may be delivered out to the options clearer; certain OTC options would be cash-settled.

That mix of physical holdings and options income is intended to create a yield-focused product that behaves differently from a spot ETF.

BTCUSD trading at $118,601 on the 24-hour chart: TradingView

Market watchers note this is not BlackRock’s first bitcoin product. Based on reports, IBIT has already become a major vehicle for US investors since its launch, reaching large asset levels quickly and helping to normalize bitcoin exposure inside regulated funds.

That track record likely makes it easier for BlackRock to pitch a second, income-focused offering to both retail and institutional audiences.

Regulatory Steps

The next steps are procedural but important. The SEC’s notice solicits public comments and will consider whether the proposed listing satisfies Nasdaq’s Rule 5711(d) and investor-protection standards.

If the SEC requires changes — for example on disclosure around OTC options or daily NAV dissemination — Nasdaq and BlackRock would have to respond before trading can begin.

Featured image from Finance Feeds, chart from TradingView

Editorial Process for bitcoinist is centered on delivering thoroughly researched, accurate, and unbiased content. We uphold strict sourcing standards, and each page undergoes diligent review by our team of top technology experts and seasoned editors. This process ensures the integrity, relevance, and value of our content for our readers.



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October 2, 2025 0 comments
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Everyone is going to be golden, as KPop Demon Hunters heads to Fortnite with a game mode, outfits, and more
Game Reviews

Everyone is going to be golden, as KPop Demon Hunters heads to Fortnite with a game mode, outfits, and more

by admin October 1, 2025


We knew it was coming, but now Epic Games has confirmed that KPop Demon Hunters is coming to Fortnite on 2nd October – that’s tomorrow. The KPop trio from the film will all appear, as will the demons. Sadly there’s no mention of the demonic boy band, Saja Boys.

Fortnite’s Horde Rush mode returns as Demon Rush, this time with you, Rumi and co fighting off waves of faceless demons. You’ll be able to load up on KPop Demon Hunters perks between each survival phase. This mode will run from 2nd October to 1st November.

In the store you’ll be able to buy Rumi, Mira and Zoey outfits and accessories. Emotes will also hit the Fortnite Shop and a bundle will be available containing multiple items. Inside Battle Royale and Blitz you’ll be able to complete quests to earn special items, such as Rumi’s Sword and Mira’s X-tra Spicy Ramyeon.

For players who like to create content for Fortnite, a whole load of assets are being added inspired by the Netflix film.

You can see the KPop Demon Hunters Fortnite crossover in the trailer below:

Watch on YouTube



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October 1, 2025 0 comments
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Dying Light: The Beast.
Product Reviews

Dying Light: The Beast review: Techland’s parkour-filled zombie-stomper heads for the highlands

by admin September 18, 2025



Why you can trust TechRadar


We spend hours testing every product or service we review, so you can be sure you’re buying the best. Find out more about how we test.

Alright, I’m just gonna get straight to the point: did you love the first two Dying Light games? You did? Okay, I’ll save you some time – you’re definitely going to enjoy Techland’s latest instalment in its survival zombie game series, Dying Light: The Beast.

Review info

Platform reviewed: PC
Available on: PS5, Xbox Series X|S, PC
Release date: September 18, 2025

There’s enough to set The Beast apart from its predecessors, even if it follows the same broad gameplay template and stars returning leading man Kyle Crane, protagonist of the original game and its expansion, The Following.

Things didn’t go so great for Kyle the first time around; in the (now canon) ending of The Following, he ended up betrayed, infected, captured, and used as an unwilling test subject. The viral outbreak has gone worldwide, and 90% of the global population is dead or infected.

More than a full in-universe decade later, he breaks out of a mysterious laboratory, and we’re off to the races once again: time to bash some skulls with improvised melee weapons and parkour your way across the rooftops like a bloodlusted Sébastien Foucan. Dying Light: The Beast isn’t overly concerned with being serious or grounded; we’re here for a little bit of the ol’ ultraviolence, and boy, is it fun.

Worlds apart

The setting might be calmer, but the infected certainly aren’t. (Image credit: Techland)

Considering that Dying Light: The Beast was purportedly originally planned as extra downloadable content (DLC) to Dying Light 2, it sure as hell has a good amount of content in it. Instead of the more urban settings of the first two games, The Beast takes place in the cozy woodland resort town of Castor Woods, nestled in a valley in an alpine landscape.

Well, I say ‘cozy’ – it’s not exactly a pleasant place to be by the time Kyle breaks loose. Hordes of poor infected souls roam the cobbled streets and forest underbrush, deadly mutant variants stalk the night, and a rogue paramilitary group commanded by a villainous oligarch is attempting to seize control of the region. So far, so Dying Light.

Castor Woods is the perfect divergence from Harran and Villedor, the city settings of the first two games. (Image credit: Techland)

But the shift to a more rural setting proves to be exactly the injection of freshness this series needed. The map isn’t particularly large, but it’s big enough to make navigating on foot take a while, and the focus on urban verticality is lessened here. Yes, there are still pylons and watchtowers for Kyle to clamber up, but also more wide-open spaces, divided by trees and thick bushes that make ambushes a constant threat to the unwary explorer. The woodland environments are also beautiful, as is the primary settlement, the Old Town, crumbling in its majesty as nature begins to reclaim it.

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Parkour is still alive and well in The Beast. The Old Town is a fantastically dense environment, full of telephone poles and open windows that form a perfect obstacle course when you’re running for your life from an angry Volatile.

But even beyond the built-up areas, there are branches to swing on and rocky cliff faces to climb, and the grappling hook makes a welcome return too, helping you more rapidly circumnavigate your hostile surroundings. Sadly, the glider from Dying Light 2: Stay Human doesn’t make an appearance, but that’s understandable given the less vertical nature of this locale.

Night falls

Keep an eye on the time: once night falls, you’ll need to be extra cautious or seek shelter. (Image credit: Techland)

There’s another significant factor that differentiates The Beast’s setting from the first two games, though it doesn’t become apparent until after sunset. In the first two games, you were never that far from a light source, be it a trashcan fire or the headlights of an abandoned vehicle (or simply bright moonlight). Here, when it gets dark, it gets dark.

When the sun goes down, getting around without using your trusty flashlight is night-impossible – though of course, using it runs the risk of attracting powerful, dangerous zombies called Volatiles, who retain their mechanics from the previous titles. Alerting one immediately triggers a chase, at which point your best option is to sprint full-pelt back to the protective UV lights of the nearest safehouse; Volatiles are fast, aggressive, and very hard to kill without some serious weapon upgrades.

Best Bit

(Image credit: Techland)

The first sunset you see is truly beautiful – but any series fan will already know the terrors that nightfall heralds.

This oppressive darkness, combined with the visceral gore and bleak yet beautiful Alpine ambience, makes The Beast feel a lot more horror-adjacent than previous entries into the series. It’s a welcome shift in tone – not a full swerve into horror since Kyle remains an absolute murder machine, but definitely a darker vibe that I greatly enjoyed as a lifelong lover of the genre.

Narratively, it’s fine. The story is a fairly by-the-numbers adventure, with no huge twists that weren’t so obvious a blind man could see them a mile off. The characters are a rogue’s gallery of familiar tropes – the no-nonsense sheriff, the bespectacled physics geek, the sage old black dude, the cartoonishly evil Baron – and the dialogue is… well, the voice acting is decent, at least.

I don’t mind the predictability of it all, though; the main plot has a schlocky, B-movie feel that is actually fairly endearing. The Beast isn’t interested in telling a fantastically deep and thought-provoking tale; at the end of the day, every cutscene is just a vehicle to deliver Kyle and his huge biceps to the next group of infected or soldiers he has to brutalize.

Old dog, new tricks

Yes, that is an infected soldier bouncing off my front bumper in almost slapstick fashion. Running over zombies is fun! (Image credit: Techland)

Speaking of vehicles, you can drive cars in this one! The lack of vehicles in the second game always seemed odd to me, considering that the first game’s DLC, The Following (which also first explored the idea of a more rural setting), dipped its toe in those waters with the drivable buggy.

In The Beast, you can find abandoned forest ranger cars strewn across the wilderness, which serve as the most effective way to get from A to B outside the more densely-packed areas of Castor Woods. There’s no fast travel here – and I’ll be honest, the map is a little too large for this omission to go unnoticed. Although mowing down hordes of the infected never stops being fun, trekking back and forth from the major safehouses to turn in completed quests and sell off your accumulated loot quickly becomes a chore.

The vehicles, along with the frequent climbing sections and heavier focus on gunfights with human enemies that began in Dying Light: Stay Human, give The Beast a distinct whiff of Far Cry. I’m not complaining, to be clear; I love that series, and the gunplay and stealth elements on offer here work reasonably well.

Every weapon has unique takedown animations, most of which are quite spectacularly gory. (Image credit: Techland)

Really, the combat as a whole is a definite highlight of The Beast: from crunchy melee combat with improvised weapons like hammers and fire axes, to tense stealthy takedowns with Kyle’s trusty bow and arrows, it all feels good. The gore is spectacular – bones crack, limbs are sliced off, heads fly from shoulders in showers of blood. Stunning a group of weak Biters with Kyle’s UV flashlight before unleashing a sweeping heavy attack with a two-handed axe that knocks them all to the ground at once feels great.

There’s a wide range of melee weapons on offer, both craftable and lying around the environment, and while these weapons do degrade with use, they can be repaired multiple times before breaking and will generally last you a long time. Ranged weapons don’t degrade, meaning that you only ever need one grenade launcher or sniper rifle; any extras can be broken down for parts.

The crafting system remains largely as it was in previous games; nothing overly complex, just gather parts and break down unneeded gear, then put it together to make something great at killing stuff. Weapons must be crafted at workbenches in safe zones, but consumables and other single-use gear (like gas grenades or incendiary arrows) can be crafted from the inventory screen or quick-select menu at any time. I was particularly fond of the explosive throwing knives, which stick into enemies before turning them into a fine red mist a few seconds later.

Feeling beastly

Unleashing the beast turns Kyle into a savage zombie-killing monster, but characters hint that there may be some… side effects. (Image credit: Techland)

Another new addition is right there in the title: Kyle’s years of being an unethical bioscience guinea pig have unlocked his weird virus powers, letting him tap into ‘Beast Mode’ (yes, it’s really called that) for a short time after dealing or taking enough damage.

In Beast Mode, you regenerate health constantly, take reduced damage, and forsake your usual arsenal for some meaty infected fists that absolutely demolish all but the strongest foes in seconds. It’s fun, and the game usually auto-spawns a handful of fast-moving zombies whenever you activate it, amping up the intensity of any fight where you decide to use it. Progressing the narrative and defeating certain infected boss enemies grants skill points, which can be spent to gain extra abilities in Beast Mode, like jumping further or barrelling through enemies while sprinting. There’s also a regular skill tree that accumulates points as you level up, which lets you unlock stuff like new parkour-related attacks and weapon crafting blueprints.

Taking down particularly beefy ‘Chimeras’ will earn you points to upgrade your Beast Mode powers. (Image credit: Techland)

The enemies you face in The Beast are a mostly familiar selection for anyone who has played a game with zombies in it before. You’ve got your garden variety Biters, which are slow and weak but dangerous in large numbers, then the faster but more fragile Virals, the armored zombies, zombies who jump, zombies who spit acid for ranged attacks, bloated zombies who explode – you know, typical zombie shooter fare.

There are glimpses of more inspired designs here and there (I really like the returning ‘Goon’ enemy type, a hulking brute with a chunk of concrete and rebar gruesomely fused to its arm), but for the most part, the enemy design is fairly run-of-the-mill.

If I have one significant criticism of the enemies, it’s that they’re a bit too eager with the grapple mechanic. Let an infected get too close, and they’ll grab you, dealing a bit of damage and prompting a quick-time event to shove them away.

Now, this should be relatively easy to avoid, but the devs seem to love hiding Biters behind doorframes and corners to ambush and damage you immediately with no chance of avoiding it. Even sometimes in direct combat, I encountered infected who could seemingly slip past a melee attack mid-swing to interrupt it with the grapple QTE, or grapple me immediately as soon as I escaped from a different enemy grapple. I think there’s a reasonable argument that it’s supposed to be punishing – it can be a death sentence if you’re reckless and allow yourself to be surrounded by a swarm of enemies – but more often than not, it just felt like an annoying roadblock to the otherwise enjoyable melee combat.

Guns out

I quickly became very fond of setting enemies on fire, with arrows, flamethrowers, and Molotov cocktails. (Image credit: Techland)

Thankfully, the overall gameplay challenge feels good outside of my grapple-related woes. I switched between all three different difficulty levels during my playthrough, and found that the highest difficulty provided a stiff challenge perfect for the most masochistic player, while the lowest had me feeling almost immediately overpowered. I played most of the game on medium difficulty, where death was never too far away, but I died more times to misjudged parkour jumps than enemy attacks.

Much like the previous Dying Light games, melee is consistently reliable, while ranged weapons are something of a mixed bag. Early guns are completely feeble against infected enemies, who can shrug off multiple pistol or SMG headshots, and the bow is similarly underpowered until you unlock a skill that lets you deal bonus damage on well-timed shots. But later on, you get access to more powerful weapons like the grenade launcher and the crossbow, which can trivialise many encounters – assuming you can keep them stocked with ammo, which is scarce.

There’s a modest selection of wearable items to track down, with a transmog system so you can always keep Kyle looking his best. (Image credit: Techland)

Although the game doesn’t make you fight human enemies too often, small squads of mercenaries and bandits can be found lurking around Castor Woods, and there are several large-scale gunfights that take place over the course of the main campaign.

These dips into conventional cover-shooter gameplay certainly feel a bit less engaging than facing savage zombie hordes, but thankfully they don’t outstay their welcome – the infected might eat bullets like nobody’s business, but a single headshot is enough to take down most human opponents, so most fights are over quickly provided you have the ammo to spare (which you usually will, because the game is quite generous with placing supplies before large scripted battles).

Squishing bugs

The Beast isn’t quite the prettiest game I’ve ever played, but it’s up there – sometimes I simply had to stop and admire the scenery. (Image credit: Techland)

Playing through the main campaign (with a bit of time spent exploring and completing side-quests) took me just shy of 22 hours, but this was by no means an exhaustive playthrough: I could easily sink another 20 hours into The Beast to complete everything.

There’s a good amount of safehouses to unlock and secrets to uncover, and while the list of sidequests is perhaps a little sparse, they’re more fleshed out than simple fetch quests – you’ll be hunting a particularly dangerous infected in the woods, or clearing out a series of power substations across the map to help a band of survivors.

In terms of performance on PC, I was able to get a good framerate at 1440p Medium settings with my RTX 5070 desktop, and 1080p Low on an RTX 4060 gaming laptop. DLSS resolution upscaling is helpful at higher resolutions, but I found that Nvidia’s frame-generation was rather wonky, creating too much blur in busy scenes to make the improved framerate worth it.

The roof is fully intact, and yet it appears this safehouse has sprung a magical leak. (Image credit: Techland)

There’s also a small amount of visual and physics jank here, which I remember being present in the other Dying Light games; think loot items occasionally falling through the floor or Kyle’s hand distorting weirdly while trying to climb the side of a building. At one point, I found it raining inside one half of an abandoned diner (pictured above). It’s nothing game-breaking and rarely actually intrusive, but I do hope that some early patches help remedy these issues, because otherwise the game runs fine for the most part.

It did occur to me about halfway through my playthrough that The Beast might be coasting on players’ foreknowledge from the previous games – I personally didn’t have any issues with un- or under-explained mechanics, but I would note that a completely fresh player might struggle a bit to understand certain elements of the game, since the tutorials here are pretty bare-bones and have a tendency to either over- or under-explain specific gameplay elements.

Overall, I had a blast with Dying Light: The Beast. It’s not reinventing the wheel: Techland has a solid formula that mixes traditional open-world action sandbox elements with a solid parkour-based movement system and high enemy density, so it’s understandable that The Beast wouldn’t be too much of a deviation from the norm. Still, the new setting is a breath of fresh air, and it still feels fantastic to dropkick a zombie off a roof.

The dynamic weather is surprisingly a highlight of the setting, with heavy rain and wind adding excellently to the immersion. (Image credit: Techland)

Should you play Dying Light: the Beast?

Play it if…

Don’t play it if…

Accessibility

On the topic of accessibility, we’ve got the usual suite of options I’ve come to expect in any major game: motion sickness reduction, directional audio indicators, and colorblind presets are all present and accounted for, and the subtitles can be customized as well.

How I reviewed Dying Light: The Beast

I spent a while tinkering with the various gameplay, graphical, and accessibility settings in order to get a complete feel for the game, as well as playing through the main campaign at a reasonably fast pace. Of course, I also spent some time checking out the side-quests and just exploring the world, while also being sure to use every new piece of gear I encountered (in case any of them were extremely under- or over-powered – the grenade launcher definitely falls into the latter category).

I played the majority of the game on my gaming PC, with an AMD Ryzen 7 5800X3D and Nvidia RTX 5070, using an Asus ROG Strix Scope RX II keyboard and Logitech G502 Lightspeed mouse or a Hyperx Clutch controller. Audio was a combination of the HyperX Cloud Flight S headset and the SteelSeries Arena 9 speakers.

To see how the game would perform on different hardware, I also loaded it up on my RTX 4060 gaming laptop to test out performance on a lower-spec system.

First reviewed September 2025

Dying Light: The Beast : Price Comparison



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September 18, 2025 0 comments
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2.78 Billion XRP Committed as Price Heads for Major Bounce-Back
GameFi Guides

2.78 Billion XRP Committed as Price Heads for Major Bounce-Back

by admin September 16, 2025


With XRP strongly holding above $3 on September 16, the leading altcoin is flashing bullish signals in major on-chain metrics. Data from Coinglass shows that XRP has maintained a steady movement in its open interest over the last day.

Amid the broad crypto market rebound, which has seen leading cryptocurrencies post notable daily gains, XRP has also resumed its uptrend, and its open interest has presented a positive outlook for the token’s price.

While investors have shown optimism regarding XRP’s short-term potential, it appears they may be exercising caution in futures activities, as no notable changes have been recorded in this on-chain metric over the last day.

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Notably, the data shows that the amount of tokens committed to the XRP futures market has increased by only 0.49% in the last 24 hours, standing at 2.78 billion XRP as of writing.

It is important to note that open interest measures the volume of futures contracts yet to close on XRP. Currently, investors have left over $8.48 billion worth of XRP futures contracts open, signaling continued confidence in further upside potential.

Where is XRP headed?

Although XRP has just recovered from a brief price decline that saw its price lose resistance at $3 and drop as low as $2.70, the modest resurgence in open interest suggests that a bigger move may still be ahead.

With the first U.S. XRP ETF set to go live this week, investors remain confident that XRP is still on track for the long-anticipated $3.60 breakout.

With billions of XRP staked in the asset’s futures market, the key on-chain metric suggests that while some investors may be cautious, a majority remain optimistic about a potential price surge.

Further data showcased by the source shows that Bitget users account for 21.32% of the total open interest, marking the highest share across all supported exchanges. This was followed by Binance and CME, holding 15.39% and 14.85% respectively.



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September 16, 2025 0 comments
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The Elder Scrolls Online heads on the aftermath of Microsoft's cuts and the future of the long-running MMO
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The Elder Scrolls Online heads on the aftermath of Microsoft’s cuts and the future of the long-running MMO

by admin September 15, 2025


There have been some tumultuous times recently at ZeniMax Online Studios, makers of The Elder Scrolls Online (ESO).

As part of Microsoft’s sweeping cuts in early July, a long-in-development MMO codenamed Blackbird was cancelled. Shortly afterwards, ZeniMax president Matt Firor announced his departure after 18 years as head of the studio.

Rich Lambert, studio game director, ZeniMax Online Studios

Replacing him – or at least part of his role – is Rich Lambert, who was formerly game director on ESO. Lambert’s new title is studio game director, while Jo Burba has taken on the title of studio head. “He’s focused on the operational side of things,” explains Lambert, “and I’m focused on a lot of studio-level things and future planning.”

It perhaps says something about Firor’s importance to the studio that it has taken two people to fill his vacant seat. “He wore a lot of different hats,” acknowledges Lambert.

Stepping up into Lambert’s old role is Nick Giacomini, who started off as a senior product manager at ZeniMax in 2019. “Am I nervous? Absolutely,” says Giacomini. “But I’m very excited.”

“This wasn’t something that I was seeking out,” he adds. But he says he is “incredibly honoured” to take on the role, and judging by his all-encompassing enthusiasm for MMOs, he’s the perfect person to steer the future of ESO.

Nick Giacomini, game director, ZeniMax Online Studios

“I’ve been playing [MMOs] for about 20 years, almost every single day,” he gushes. “I can count on my own two hands the number of days I haven’t logged into an MMO, so that’s thousands of hours in multiple games.”

Securing a job at ZeniMax in 2019 was like a dream for him. “I remember jumping up and down with my wife, [going] ‘I can’t believe this is happening!'”

But Lambert has warned his successor that being the public face of a popular MMO also has a negative side. It means dealing with a lot of criticism from players, some of it personal. “You have to have really thick skin for that stuff,” he says.

“Nick and I were actually talking about this the other day, where he asked me, ‘How do you deal with all of the hate? […] How do you not let that get to you?’

“Because it’s a personal attack, right? They’re personally attacking you, and it’s really hard to deal with that and work through that. And I just told him, people generally don’t complain unless they’re passionate. And so try to find that nugget.

“And if there’s no nugget and it’s just pure vitriol, then just kind of push it away and try to focus on the positives.”

Saying goodbye

But the more immediate concern has been dealing with the aftermath of Microsoft’s cuts, which reportedly saw ZeniMax employees being locked out of Slack and left in limbo.

“It was super emotional, it was awful,” recalls Lambert, who says that he had personally worked with some of the people affected for 10 or 15 years.

“But then after, you pick yourself up off the floor and […] you realize that we have this responsibility to our community, to the game, to everybody else that is still there to move forward. That’s really hard, but that’s the goal, to continue to move forward and keep ESO going.”

Giacomini emphasises the point: “We have a commitment to our players to try to deliver the best product and experiences that we can for them. And so yes, it’s been challenging, but we’re facing forward.”

Image credit: ZeniMax Online Studios

There was also the sudden departure of studio founder Matt Firor to process. “I’ve been working with Matt for almost 20 years, and it was a shock to all of us,” says Lambert. “But he’s his own man. He’s his own person. He gets to do that, and you respect him, right? He’s been in the industry a long, long, long time.”

Still, the show must go on. “I think the thing that you kind of rally around as a team, especially on something like ESO, is we’re more than one person. The game is more than one person. Yes, Matt is the founder of the studio, and I was the number two person on there, but I don’t build everything. Nick doesn’t build [everything], Matt doesn’t build everything.

“We have this village of super-talented, super-passionate people, and we get to represent them, but we don’t do it all.”

Fast forward

In terms of where ESO is going, Lambert says it’s in “a bit of a transition year.”

Historically, the game has issued updates as ‘chapters’ – big swathes of content that take around 18 months to build. The trouble with that, says Lambert, is that “most of the team’s efforts are focused on building the chapter,” which means that any issues raised by players in the meantime get pushed back in the schedule until the team has time to address them.

Now, ESO is switching over to a ‘season’ model, where the goal is to have “smaller, more bite-sized things out quicker,” explains Lambert. And rather than players waiting perhaps 18 or 24 months for requested features to be implemented, the hope is to get that down to six or nine months, he says.

The ultimate goal with the season model is to put out more frequent, meaningful updates to players, Lambert says, adding that the chapter model had started to feel a little too formulaic. “We’re kind of too predictable, and we want to shake that up and be a little bit more reactive.”

Image credit: ZeniMax Online Studios

It also, perhaps, ties in to the industry-wide ambition to make things a bit more quickly: a response to the lead times for ever-more-detailed modern games becoming ever longer. But Lambert emphasises that games, by their nature, are just “really hard” to make.

“It takes a long time to build art, because you’ve got to model it out and you’ve got to rig it and skin it, all these things. It takes time to code things out. It takes time when we’re building stories: you’re writing words on a paper and then you put that in-engine, and then you have to send it out to be voiceovered and localized.” In short, he says, it’s “really, really complicated.”

What about AI, that purported saviour? What kinds of uses is ZeniMax finding for that?

“I mean, obviously we’ve looked into it. Microsoft has got their big push for AI. But we don’t really use a lot of it right now. I use a lot of it for meeting summaries and whatnot, because it just makes my life easier. It helps organise my inbox and stuff like that. But we don’t have a ton of it right now.”

Ambitions

In terms of the future of ZeniMax Online Studios, Lambert has lofty goals.

“I want us to be the most successful studio in our entire organization,” he says. “That’s a big thing to say because we’ve got Bethesda Game Studios, we’ve got MachineGames, and id – the list goes on. But I want us to be that group that everybody looks at, like we do with [Bethesda Game Studios].

“You look at Todd Howard’s group and […] it’s, like, five Game of the Years in a row, and this massive legacy and all that. That’s what I want us to do.”

Presumably, does that mean Lambert has ambitions for the studio beyond just ESO, then? “I want to make more games,” he replies. “I’m not done yet, and the team continues to want to make more games as well.

“I have lots of ideas. Hopefully we’ll be able to share those at some point.”

So it certainly seems like ZeniMax Online Studios won’t always be a single-game studio – and Lambert definitely doesn’t want to pin everything on a single game.

“I don’t think you can ride one thing into forever. I mean, obviously we want ESO to be successful, we want it to be that 30-year MMO, and commit to it,” he says. “But if you put all your eggs in one basket, there’s issues.”

Image credit: ZeniMax Online Studios

Still, there’s that perennial problem for studios with long-running live-service games – the worry that any new release will only end up competing with and potentially taking players from your existing title. But Lambert points out that this is something ZeniMax Media deals with all the time.

“When you look at our entire portfolio, we have that across the board, right?” he says. “There’s Fallout 76 and ESO, and they coexist, right? We’re also under the entire Microsoft portfolio, so World of Warcraft is [being made by] a sister studio now.”

Amid all the drama of the long-running Microsoft/Activision Blizzard acquisition saga, when much of the attention was on what would happen to Call of Duty, it’s easy to forget that it also resulted in two rival fantasy MMORPGs being united under the same parent.

Giacomini says ZeniMax now works together with Blizzard – “We communicate with each other, we learn from each other” – and he adds that internal competition is something they need to be aware of for any new game, giving the example of Bethesda releasing The Elder Scrolls IV: Oblivion Remastered earlier this year.

“We looked at it, and we’re like, ‘Ooh, what’s that going to do for us? Does that have the potential to hurt us?’ But in fact, it resulted in a lot of new players trying ESO for the first time, and a lot of players who have lapsed coming back to the game.”

Innovation versus inertia

ESO came out in 2014 and recently celebrated its first decade. But being the steward of such a long-running game poses all sorts of problems.

For a start, there are the technical aspects. “We used to be cutting edge in 2014,” says Giacomini. “Maybe less so now. And so that’s something that we’re constantly evaluating.”

He points out that the studio recently reworked the game’s starter zones, home to some of ESO’s oldest content, as well as adding new onboarding for lapsed players, “because as we’ve continued to add to the game, it’s introduced a tremendous amount of complexity as well.”

Lambert adds that ESO’s water tech has gone through four iterations since the game’s debut, and there have been a whole host of other technical improvements over the past decade, too. “When we started building the game in 2007, cross play wasn’t a thing,” he points out.

Image credit: ZeniMax Online Studios

But if ZeniMax has ambitions to keep ESO going for 30 years or more, there’s also the inescapable issue of the human aging process. As ESO’s loyal, long-term audience gets older, and perhaps has less time to play games, how does ZeniMax plan to persuade a younger audience to come in?

“There’s no solution, exactly,” says Giacomini. “A lot of it comes down to the players in the community, of course, and doing right by them, trying to give them what they want and need from us.”

He notes that player expectations change, just as technology changes, “and so staying on top of that while staying true to the roots is also a big part of it. Games need to be willing to change and evolve.”

But of course, any changes to suit new players or emerging trends could also risk alienating veteran players who want to keep things as they are.

“One hundred percent,” agrees Lambert. “And we’ve gone through this over the years. At the launch, we tried to walk this line between MMO and Elder Scrolls, and we were in this weird spot where we didn’t do either one particularly well.

“And so when we decided that we were going to do Elder Scrolls first and then do MMO kind of second, that upset some folks. But it just made everything better overall.” He adds that the game has changed considerably from launch, notably dropping the subscription model early on.

“I think the other really important part in all of this is respecting players,” he continues.

“That’s the most valuable thing that players can give us, is their time”

Rich Lambert, ZeniMax Online Studios

It’s a tall order: a balance between making sure there’s enough content and mechanics to ensure dedicated, daily players can be satisfied engaging in marathon game bouts, yet also ensuring that players who can only engage for a handful of hours here and there still come away satisfied at having made meaningful progress, without being bamboozled by complexity.

“That’s the most valuable thing that players can give us, is their time. And as you say, as you start to get older, you start to have less of that.”

In other words, time comes for us all, in the end. “I used to be able to stay up for 30 hours straight and play games,” remembers Lambert. “Now? Five hours, I’m exhausted, I’m ready to go to bed.”



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September 15, 2025 0 comments
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Annapurna Interactive heads to Tokyo Game Show for the first time
Esports

Annapurna Interactive heads to Tokyo Game Show for the first time

by admin September 4, 2025


Annapurna Interactive has continued to deliver some of our favorite recent video games. The publisher has been at a lot of industry events, but never Tokyo Game Show. That changes this year, with Annapurna Interactive coming to the 2025 iteration. Check out the details below!

September 2nd – Today, Annapurna Interactive, the acclaimed publisher known for titles such as Stray and Outer Wilds, announced that they will participate in Tokyo Game Show 2025, their very first appearance at this show. The event will be held at Makuhari Messe from Thursday September 25, 2025 – Sunday September 28, 2025.

At the Annapurna Interactive booth, located at Hall 6, 06-C01 visitors will have the opportunity to experience three unannounced titles scheduled for release in 2026 and beyond. In addition to these new unannounced titles, playable demos of other Annapurna titles such as LEGO® Voyagers, Stray, and Outer Wilds will also be available. 

Stay tuned as Annapurna Interactive will officially reveal these three unannounced titles in the coming weeks just prior to Tokyo Game Show 2025.

More information about Tokyo Game Show can be found at the official website.

Stay tuned to GamingTrend for more Annapurna Interactive news and info!


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September 4, 2025 0 comments
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DT 72 IE in a hand, showcasing the small driver housings
Product Reviews

Beyerdynamic DT 72 IE review: excellent analytical sound for vocals and guitars, if not for bass heads

by admin August 30, 2025



Why you can trust TechRadar


We spend hours testing every product or service we review, so you can be sure you’re buying the best. Find out more about how we test.

Beyerdynamic DT 72 IE: Two-minute review

Here’s a thing very few of the best wired earbuds offer, at least in the mass-produced consumer space: specialized tuning for each member of your band – yes, even the bass player. But that’s what Beyerdynamic did at the very start of the year, releasing not one but four sets of IEMs tuned just slightly differently, in a bid to give each of your musician friends what they need.

The set I have under review here is the DT 72 IE, “for guitarists and singers”. These IEMs boast a “subtly tuned bass” so as not to overwhelm during performance. The optimized frequency response here is also listed as between 200-500 Hz to compensate for the occlusion effect. This is a known issue wherein the perception one’s own voice is too loud, hollow, or even boomy due to the ear canal’s obstruction (with said IEMs, funnily enough) and the trapping of sonic vibrations within.

What of the rest of the range? DT 70 IE is billed as the set “for mixing and critical listening”. DT 71 IE is “for drummers and bassists” with a sound signature that Beyerdynamic says “enhances low frequencies while ensuring detailed reproduction of cymbals, percussion and bass guitar overtones”. DT 73 IE is the pair for the orchestral musician, pianist or keyboard player, with extra care taken on treble overtones (there’s a subtle boost from 5kHz upwards).

I think it’s fair to say that given the asking fee of whichever set you pick (which is $499, or anywhere from £431 to £479 in the UK, so around AU$900) these are IEMs for the successful musician – something emphasized by acclaimed jazz pianist, gospel artist and producer Cory Henry and Gina Miles (winner of The Voice Season 23) who both agreed to help showcase the new products in January of this year.

(Image credit: Future)

  • Beyerdynamic DT 72 IE at Sweetwater Sound for $579.99

Am I qualified to give these singer-specific buds a thorough appraisal? I’d say so. It’s been a while, granted, but I’ve performed in several big musicals, films, and a fair few gigs over the years, often with a trusty pair of cheap and cheerful Shure SE215 in (or hanging out of) my ears. Hey, I sang solo and covered leads, y’know…

The Beyerdynamic DT 72 IE are not like my old Shure workhorses, though, reader. This is what I would have bought myself if I’d been making something other than a lowly performer’s wage, and/or had the promise of work engagements lasting for more than six months at a time. The latter is something not even the best of us regularly gets… and I was far from the best.

But let’s put the delicate topics of coin and talent to one side. The DT 72 IE are very well made. The case is fabric but pocketable and holds its shape – the 1.4m cable will not tangle, is near-silent and comes with a 3.5mm termination and 6.35 mm adapter. The headshells are beautifully small. Your accessories are also resoundingly high-end: alongside the five pairs of silicone ear tips, you also get three in Comply memory foam (which I’ll always go for, if they’re offered). You even get a spare set of earwax guards and detailed instructions on how to switch them out, if and when the need arises.

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You’ll need to shape the ear hooks yourself, but once you take a moment to get it right, I found them very comfortable and also hardly noticeable (from a visual perspective) once in my ear. So far, so successful.

What about for sound? I fired up my FiiO M23 and a few of my old audition standards. Now, I had no access to the pro mixer, mic or gain stages I used to enjoy, back in the day – so full disclosure: I couldn’t set any of that up. What follows is my analysis of the DT 72 IE as listening devices to analyze my own recorded vocals and also to record a quick demo – en route to a last-minute audition, say.

And, good grief, did I hear extra detail and even a bit of vib to be proud of in my own rendition of The Show Must Go On from 2018, sung as an aerialist/singer in a German Queen tribute show called We Are the Champions. All true, I promise.

It’s as if guitar riffs and my voice has been plucked from the soundstage and held above the mix in a surgical layering system, like items to be admired (or admonished) aside from all else. It’s exactly what your lead vocalist of axe man needs, to hone their craft and I wish I’d had them when performing every day. If I’d had the DT 72 IE, I might’ve realized I was just a touch flat when trying to reach “for waiting up there is the Heaviside layer” on that cruise ship gig…

Any drawbacks to the DT 72 IE sonically? This is an analytical listen, rather than an exciting one. From a listener’s perspective, things can feel just a little flat on occasion. This is because the bass injection has been pulled back and so, dynamically, tracks can feel just a touch uneventful. Beyerdynamic has expressed as much and offers another model for critical listening and/or mixing, but it’s still worth stating for those who want something to lay down tracks with and to listen purely for the pleasure of doing so.

Personally, I love them. If your favorite aspect of recorded music is the lead singer and/or the guitar solos, you may have found the set of IEMs for you. No, they’re not neutral – that’s the whole point.

(Image credit: Future)

Beyerdynamic DT 72 IE review: Price and release date

  • Released on January 23, 2025
  • Priced $499 / from £431 (around AU$900)

It’s important to state that the Beyerdynamic DT 72 IE are not unique – IEMs pitched squarely at vocalists exist (from companies such as Moondrop, 64 Audio and even Sennheiser) and the 64 Audio U12t, for example, costs four times as much as the Beyer product you’re reading about.

The Sennheiser IE 100 Pro, however, (a popular choice among the musicians I know) cost around a fifth of the DT 72 IE’s asking fee. So it really is a mixed bag…

Beyerdynamic DT 72 IE review: Specs

Swipe to scroll horizontally

Drivers

Dynamic (closed)

Weight

3g per earpiece (without ear tip)

Frequency range

5Hz – 40kHz

Waterproof rating

None

Other features

No in-line mic, plenty of accessories

(Image credit: Future)

Should you buy the Beyerdynamic DT 72 IE review?

Swipe to scroll horizontally

Attributes

Notes

Rating

Features

What these earbuds are designed for has been beautifully achieved – no more, no less

5/5

Sound quality

If picking out the vocal or guitar is what you need, they deliver. If you want to listen casually, too, they may not be for you – but that’s hardly fair

4.5/5

Design

Beautifully svelte earpieces and cable, only let down by the need to bend (and re-bend) the ear hooks yourself

4.5/5

Value

To call them ‘mid-range’ feels unfathomable, but the prices you can pay in this niche sector of the market are variable, to say the least

4/5

Buy them if…

Don’t buy them if…

Beyerdynamic DT 72 IE review: Also consider

This particular product is a tad niche for TechRadar (we’re not a dedicated musician or performer site, as you’ll know) but personal experience has taught me that Shure’s 215 SE are often the entry-level option here, as are the Sennheiser IE 100 Pro – both of which are a lot cheaper than the model listed above.

Are they as good? No, that wouldn’t be fair given the dearth in price – and that’s the point I want make here: if you have the money, the Beyerdynamic DT 72 IE are very, very good for singers and guitarists.

(Image credit: Future)

Beyerdynamic DT 72 IE review: How I tested

  • Tested across two weeks
  • Used at home, listening to my vocal recordings and regular testing tracks
  • Predominantly tested using my iPhone (and hi-res Flac files on my laptop)

I had to go back to 2018 (the last time I sang professionally, and the year before I became a full-time audio journalist) in the name of testing the Beyerdynamic DT 72 IE.

I revisited a time when money was tight but professional fulfilment was plentiful. I had work! Lots of it – and I also had a post-grad degree to pay for. I listened to both my own vocals (even the ones recorded quickly as voice memos on my iPhone, to learn a tricksy harmony line in rehearsal) and then to everything from Melissa Etheridge to Ginuwine – both of whom I love for what they’ve given to music.

And know this: the Beyerdynamic DT 72 IE were never uncomfortable and always enlightening during my testing.

Read more about how we test

  • First reviewed: August 2025

Beyerdynamic DT 72 IE: Price Comparison



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August 30, 2025 0 comments
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Shaurya Malwa
Crypto Trends

Solana Targets Near-Instant Finality as Alpenglow Upgrade Heads to Vote

by admin August 28, 2025



Solana developers are pushing a major consensus overhaul with the Alpenglow proposal, now in the validator voting stage.

Just over 10% of validators have backed the upgrade as of European morning hours on Thursday, a tracker shows, with over 88% of eligible participants yet to cast their choice.

If passed, it would replace Proof-of-History and TowerBFT with a faster, more resilient design centered on two new components: Votor and Rotor.

Proof of history is Solana’s existing consensus mechanism. It timestamps transactions, allowing validators to determine the correct order without wasting time on syncing (which creates a slower network). TowerBFT is the network’s voting system. Validators use previous votes as a guide, helping them quickly agree on the next block while resisting attacks.

The big draw in the new consensus proposal Votor, which would cut the time it takes for a transaction to be finalized from more than 12 seconds to around 150 milliseconds, making network confirmations feel effectively instant for users.

Rotor, planned for a later stage, aims to make the network more efficient by reducing the number of times data needs to be transferred between validators — an upgrade designed to support high-activity applications, such as DeFi and gaming.

Alpenglow also introduces a “20+20” resilience model, which promises to keep the chain running even if 20% of validators are adversarial and another 20% are offline.

The proposal frames this as a step toward achieving faster speeds while enhancing security and fairness for validators.



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August 28, 2025 0 comments
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Strategic Bitcoin Reserve News Bo Hines
GameFi Guides

Bo Hines Confident Bitcoin Reserve Act Heads For 2025 Approval

by admin August 27, 2025


Trusted Editorial content, reviewed by leading industry experts and seasoned editors. Ad Disclosure

Bo Hines, the former White House crypto director who helped shepherd the administration’s first landmark crypto law, the GENIUS Act, has moved to Tether as Strategy Advisor for Digital Assets and US Expansion—and he’s signaling that a second pillar of the policy agenda, a federal Strategic Bitcoin Reserve law, is on track before year-end.

Bitcoin Reserve Act Could Pass ‘This Year’

In a new on-camera conversation with CoinDesk’s Sam Ewen alongside Tether CEO Paolo Ardoino, Hines said he remains “very confident that the US government is going to be keenly interested on moving expeditiously on budget-neutral ways to accumulate,” adding that President Trump “has been a steadfast leader in the space… This is a major priority for him. And that includes the SBR.” He went further: “You’ll have two monumental pieces of crypto legislation signed into law this year, firmly cementing the United States’ place as the crypto capital of the world.”

JUST IN: FORMER WHITE HOUSE CRYPTO DIRECTOR BO HINES IS CONFIDENT THE #BITCOIN RESERVE ACT WILL BE SIGNED INTO LAW “THIS YEAR”

2025 WILL BE A HISTORIC YEAR FOR BTC 🔥 pic.twitter.com/CQHtHhwZa2

— The Bitcoin Historian (@pete_rizzo_) August 26, 2025

Hines’ remarks come just a week after his exit from government and his appointment at Tether. As head of the White House’s crypto policy shop, Hines was closely involved in the legislative push that culminated on July 18, 2025, when President Trump signed the GENIUS Act into law, creating the first comprehensive federal framework for US dollar-pegged payment stablecoins. The law’s passage set the stage for a broader market-structure package and gave new momentum to efforts to formalize a Strategic Bitcoin Reserve (SBR) in statute.

Although an executive order on March 6, 2025 already established a federal SBR and a separate US Digital Asset Stockpile for non-bitcoin holdings, the so-called Bitcoin Reserve Act—formally introduced in Congress as the BITCOIN Act—would codify and expand that framework.

The White House directive seeded the SBR with coins already owned by the government via forfeiture and barred selling those holdings, framing BTC as a long-term reserve asset. The Senate version of the BITCOIN Act (S.954), led by Sen. Cynthia Lummis, and the House companion (H.R.2032) from Rep. Nick Begich would put the reserve on a statutory footing and spell out acquisition authorities and governance. Both bills were introduced in March and referred to committee, giving a 2025 landing zone if the Senate moves.

In his interview, Hines hinted at continuity inside the administration following his departure—“the last time that we’ve been truly able to speak on digital asset issues was the day before I left, but I’m very confident in Patrick’s [Witt] abilities to perform and deliver for the industry”—and framed the legislative sequencing ahead: GENIUS is done; market structure and the reserve law are the next files in the queue. “We have a market structure on the horizon now… I’m confident they’ll be able to bring that home as well,” he said, before reiterating his expectation of two major crypto bills signed in 2025.

Policy context now matters as much as personnel. The March executive order creating the SBR instructs Treasury to hold seized and forfeited bitcoin in a dedicated reserve, and it authorizes a Digital Asset Stockpile for other tokens. A White House fact sheet emphasizes that bitcoin placed in the reserve will not be sold, underscoring the administration’s positioning of BTC as a strategic, long-duration asset rather than a trading balance. Codification via the BITCOIN Act would remove any ambiguity about acquisition tools, governance, and reporting, and could create explicit “budget-neutral” pathways to accumulate additional bitcoin.

That debate has featured Treasury Secretary Scott Bessent, whose public messaging has whipsawed in recent weeks. In mid-August, Bessent told Fox Business, “We are not going to be buying that,” when pressed on fresh bitcoin purchases, even as he and Treasury officials simultaneously highlighted “budget-neutral” mechanisms under evaluation. A follow-up post on X by Bessent clarified that seized bitcoin will anchor the reserve and that Treasury is still exploring ways to add without tapping taxpayers—precisely the line Hines invoked.

At press time, BTC traded at $110,530.

BTC holds above key support, 1-day chart | Source: BTCUSDT on TradingView.com

Featured image created with DALL.E, chart from TradingView.com

Editorial Process for bitcoinist is centered on delivering thoroughly researched, accurate, and unbiased content. We uphold strict sourcing standards, and each page undergoes diligent review by our team of top technology experts and seasoned editors. This process ensures the integrity, relevance, and value of our content for our readers.





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August 27, 2025 0 comments
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