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EA's takeover, the Saudi Arabian Public Investment Fund, and "vanity mega projects": Human Rights Watch assesses the impact of gaming's latest controversy
Game Reviews

EA’s takeover, the Saudi Arabian Public Investment Fund, and “vanity mega projects”: Human Rights Watch assesses the impact of gaming’s latest controversy

by admin October 4, 2025


Earlier this week, history was made in both the world of video games and private equity. The trio of Affinity Partners, Silver Lake, and Saudi Arabia’s Public Investment Fund announced a plan to take EA private for $55bn. This leveraged buyout would be the largest in history and, if approved, will mean the industry giant would be a private company in 2027.

This immediately raised concerns throughout the industry. Despite a statement by EA CEO Andrew Wilson saying the company’s values would remain the same, many were concerned at the $20bn of debt the company would be saddled with. Would EA still support studios like Bioware to make the games it wants to make? Among all this, there were also concerns of a moral nature, due to the involvement of Saudi Arabia’s government in the deal.

Eurogamer spoke to Human Rights Watch’s Saudi Arabia researcher, Joey Shea, to discuss the ethical dilemma at the heart of the buyout. Human Rights Watch – which has yet to issue a comment on the deal – has comprehensively covered the ongoing human rights abuses taking place in Saudi Arabia, and how the Public Investment Fund is directly tied to such abuses.

Watch the Battlefield 6 multiplayer trailer here.Watch on YouTube

“We have found that the public investment fund has contributed to, and is responsible for, human rights abuses” states Shea. “This is a trillion dollars in Saudi state wealth that should be invested to realise the economic and social rights of Saudi citizens. We’ve found it’s been invested in vanity mega projects inside and outside of the country.

“We see this as a deliberate attempt to distract from the country’s human rights abuses […] MBS himself wields enormous power over what is effectively public funds, and he wields this power in a highly arbitrary and personalised manner, rather than the benefit of the Saudi people more broadly. Effectively, Saudi Arabia’s vast fossil fuel-derived state wealth is controlled by one person, which isn’t good for human rights, or business either.”

Saudi Arabian investment through the Public Investment fund is generally broken into two categories: investments to improve the standing of Saudi Arabia worldwide, and investments to bring foreign business and investment to Saudi Arabia itself. According to Shea, video games fall inside the former category as sports entertainment.

“Vision 2030 (a major Saudi government investment plan) is the core economic diversification plan for Saudi Arabia, and within the earliest versions of this plan it explicitly stated that these large investments in sports entertainment options was part of a strategy to enhance the reputation of the country nationally.”

After SNK was bought by Saudi Arabia, Fatal Fury City of the Wolves was used to help promote the state and its other investments. | Image credit: SNK

Some have argued that accepting Saudi Arabian investment through the PIF can be separated from the actions of its government, that no country is innocent and everything is tainted. However, according to Shea, the Saudi Arabian Public Investment Fund is directly linked to its human rights abuses. The money used for the EA buyout may itself be attached to these acts.

Shea explains: “In a report we released last year, we documented how the PIF itself has benefited from Human Rights abuses. For example, if we go back to 2017 and the notorious corruption crackdown and the Ritz Carlton, we found that assets that were seized outside of any recognisable legal process wound up in the PIF. Your investment vehicle contains assets that were stolen – that’s a problem!

“We also found that one of those assets that were seized illegally was a company called Sky Prime aviation. This is the company that owned the planes that transferred the hit squad to Istanbul where they murdered Jamal Khashoggi. So if one of the assets your investment fund owns is committing transnational murder in a consulate… that’s pretty outrageous.

“Our call is never ‘don’t invest in Saudi Arabia, don’t invest in Saudi Arabia’. We don’t have a standing boycott. But businesses have a responsibility under the UN guiding principles of Business and Human Rights to do due diligence assessments before engaging in a business relationship, to assess whether that relationship will lead to human rights harm. If it does you should, of course, not engage in that relationship.”

Once the deal goes through, all of EA’s games will be connected to the Saudi state and its human rights abuses. | Image credit: EA

One important detail within the announcement of EA’s leveraged buyout is that it’s pending regulatory approval, which some experts believe won’t be much of a hurdle due to US president Donald Trump’s son-in-law’s involvement with Affinity Partners. When asked whether a deal like this has any chance of being stopped by US regulators, Shea had little hope due to the current political climate in the region and America’s strategic partners there, Saudi Arabia included.

“I don’t see it coming under scrutiny. I think there was a moment in 2023 before October 7th, when there was some political will from some senators in the US to scrutinise Saudi investments through the PIF in the USA. There was some hope that these investments would come under greater scrutiny rather than just for national security impacts – that’s basically the only standard to which foreign investments will be scrutinised, mostly foreign investments from China.”

“We had hoped this could be broadened to include human rights concerns, but at this point, globally, I don’t personally have that much hope.”

Eurogamer contacted EA for comment on matters regarding the private buyout from Affinity Partners, Silver Lake, and Saudi Arabia’s Public Investment Fund.



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October 4, 2025 0 comments
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Former Ripple Exec Breaks Silence on CBDC Experiment Impact on XRP Ledger
GameFi Guides

Former Ripple Exec Breaks Silence on CBDC Experiment Impact on XRP Ledger

by admin September 28, 2025


Former Ripple executive Anthony Welfare has broken silence on the impact of CBDCs experiment for XRP Ledger’s development.

From 2021 to 2024, Ripple became increasingly active in the development of central bank digital currencies.

In 2021, Ripple announced its partnership with the Royal Monetary Authority of Bhutan and the Republic of Palau for CBDC pilots.

Fast forward to 2023, Ripple announced CBDC partnerships with Montenegro and Columbia central banks. That same year, Ripple revealed a platform dedicated to central bank digital currencies powered by XRP Ledger.

This year, 2025, marked a significant shift for Ripple as it highlighted a new focus for its operations. In February 2025, Ripple unveiled a major redesign of its website that made no mention of central bank digital currencies (CBDCs), which sparked speculation that the company was stepping back from CBDC initiatives or simply keeping a low profile amid the U.S. anti-CBDC stance.

Former Ripple executive weighs in

While Ripple seems to have shifted focus presently from CBDCs, former Ripple executive Anthony Welfare, in a recent tweet, hinted that its prior efforts and engagement with CBDCs might not be a waste.

According to Welfare, “The entire CBDC work was very important to learn what the Central banks wanted and how the commercial banks are key, hence Stablecoins as the main focus.” This was essential as it prepared XRP Ledger ahead for the current advancements it is seeing.

Welfare stated, “The learnings in the 2021 to 2024 period greatly impacted XRPL development from both Ripple and the wider partner ecosystem, like you have twigged a very important time for preparing XRPL for the current world we live in and the exponential growth of Stablecoins we are seeing.”

Ripple launched its institutional-grade stablecoin Ripple USD (RLUSD) in December 2024, on XRP Ledger and Ethereum blockchains.

Welfare indicated a current focus on interoperability, noting that CBDCs, stablecoins and tokenized deposits need to work together to make them easier to use.



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September 28, 2025 0 comments
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Genshin Impact devs' next game looks so much like Animal Crossing I'm almost not sure why it exists
Game Updates

Genshin Impact devs’ next game looks so much like Animal Crossing I’m almost not sure why it exists

by admin September 28, 2025



I am genuinely unsure if MiHoYo are capable of making a game that doesn’t heavily borrow from a different game you probably already love at this point in time. Denying The Legend of Zelda: Breath of the Wild’s influence on Genshin Impact is like denying the sky is blue! Only recently was Honkai: Nexus Anima revealed, a game that takes Pokemon and shoves it into a blender with Auto Chess. And now there is Petit Planet, a game I can only describe as Animal Crossing but if it was in space, I guess.


There are a few differences between the Nintendo classic and MiHoYo’s borderline wholesale ripoff. For one, the animal people feel much more akin to fursonas than just anthropomorphic animals. And there’s the fact that, rather than living on an island like in AC: New Horizons, you live on tiny planets, of which there are a number you can visit.

Watch on YouTube


It looks like there’s a lot of customisation options too, from different clothes, to houses that can be built and interiors that can be designed. You can also visit other players’ islands, go fishing, grow vegetables. Honestly, it’s a bit hard to figure out just how different Petit Planet is from Animal Crossing aside from aesthetics. Which kind of begs the question, why does this even exist?


Well, the likeliest answer is that Animal Crossing: New Horizons was removed from sale in China following in-game protests performed by people in Hong Kong. That means there’s a wide open market for a big budget game like that! For the rest of us, it looks like just more of the same thing you already like, but with a higher chance of getting more updates than New Horizons did. Congratulations to those of you that think games that don’t need infinite updates should get them anyway!


In any case, if you are still curious about the game, and want to see if it truly is just an Animal Crossing clone, you can sign-up to beta test the game here.



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September 28, 2025 0 comments
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After Genshin Impact and Honkai Star Rail, gacha master HoYoverse set its sights on the Animal Crossing-like cosy sim genre
Game Reviews

After Genshin Impact and Honkai Star Rail, gacha master HoYoverse set its sights on the Animal Crossing-like cosy sim genre

by admin September 27, 2025


Petit Planet – a new cosy life sim from the creators of Genshin Impact and Honkai Star Rail – has been announced.

The game currently has PC and mobile versions confirmed, with “additional platforms” in development according to the official press release alongside the reveal. Petit Planet has you build up and develop your own tiny planet, eventually venturing out into a galaxy filled with other planets owned by cutesy NPCs.

A reveal trailer (which you can watch below) showcases what the game will look like, with a character building up a nice little home, meeting various animal friends, before hopping in a car and taking to the stars to meet a cast of other furry fellows on their own home planets.

Here’s the Petit Planet reveal trailer!Watch on YouTube

Those interested can pre-register for the game right now on the official website, as well as sign up for upcoming beta tests. There’s no word as to when these beta tests will occur or when the sign ups will close as of writing.

Rumours around a HoYoverse life sim have been circulating for a while, with the internal name Astaweave Haven known thanks to early leaks. However, this recent reveal marks the first official word on the game as well as the first peak we’ve been able to get of polished gameplay.

There is no information on how monetisation will work for Petit Planet, though given this is a HoYoverse game the expectation is that the game will feature gacha mechanics as found in Genshin Impact, Honkai Star Rail, and Zenless Zone Zero.

This isn’t the only game HoYoverse has in the works. The developer revealed Honkai: Nexus Anima earlier this year, a Pokemon-style creature collector and auto-battler. Petit Planet has entered a somewhat contested genre, interestingly enough. Both Pocket Pair and Nintendo have announced their own cosy farm sims in Palfarm and Pokémon Pokopia.



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September 27, 2025 0 comments
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Worried about Black Ops series fatigue? So is Treyarch, as senior developer admits back-to-back Call of Duty releases could impact player interest
Game Reviews

Worried about Black Ops series fatigue? So is Treyarch, as senior developer admits back-to-back Call of Duty releases could impact player interest

by admin September 26, 2025


A senior developer from Call of Duty studio Treyarch has admitted worry over series fatigue, as Black Ops 7 arrives next month just one year after the last game.

Typically, Call of Duty games are released annually on a rotating basis, alternating between Modern Warfare and Black Ops. But this year, Black Ops 7 follows on from last year’s Black Ops 6 – though it’s not the first time, as two Modern Warfare games arrived back-to-back in 2022 and 2023.

“I think the honest answer is yes. I worry about that,” said senior director of production Yale Miller when asked by CharlieIntel (thanks Dexerto) about the games being viewed as too similar.

Call of Duty: Black Ops 7 | Zombies Gameplay Reveal TrailerWatch on YouTube

“Obviously, there was a plan with the two MW games and then this. We’ll see what the franchise does in the future. We’re excited about the opportunities it gave us, but we’d all be dead lying if we said we weren’t worried about that.”

Though part of the same world, Black Ops 6 was set in the ’90s while this year’s game is set in 2035 for a near-future tone, which should provide an opportunity to differentiate.

“We’re absolutely going to bring it from a content perspective in our live seasons,” said Miller. “How can we have new gameplay experiences? More content, more maps, weeklies, with functional stuff like deeper weapon prestige experiences.”

At yesterday’s Xbox Tokyo Game Show Broadcast, two Black Ops 7 multiplayer maps were revealed inspired by Japan. Toshin is a Japanese metropolis with neon-lit streets and a cat cafe, while Den is a Japanese castle.

More multiplayer details were revealed earlier this week in a lengthy blog post, while a trailer for its zombie mode was released yesterday (see above).

Call of Duty Black Ops 7 promises to be the “most mind-bending” game in the series yet. Tyler Bahl, head of Activision Publishing Marketing previously stated the back-to-back releases also gives players “a bit more time to enjoy all the live seasons and provide players more of what they want across Black Ops 6 and Call of Duty: Warzone before we turn the page to Black Ops 7.”



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September 26, 2025 0 comments
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How much impact will AI have on development? | Opinion
Esports

How much impact will AI have on development? | Opinion

by admin September 12, 2025


The question of whether, where, and how to use generative AI in game development is one of the most controversial issues of recent years.

Engaging with the topic has the feeling of pressing your hands against a stove you already know to be scalding hot. There’s no position you can take that won’t attract the ire of those who consider AI to be an ethnically and morally bankrupt scam, those who are burning with FOMO terror of being left behind by a genuine technical revolution, or both of the above.

Lewis Packwood, of this parish, noted after Gamescom that the use of AI in various aspects of development is already widespread across the industry, albeit often kept quiet to avoid a furious consumer backlash. As he pointed out, however – and Bryant Francis at Game Developer explored in more depth this week – the question of whether AI actually speeds up development, and to what extent, remains up in the air.

The morality of AI and the immense amount of stolen work on which it is trained is both a personal question for each individual, and a much larger question for courts and legislators. The practical question of whether it even works as claimed, though, is an important one for those running businesses, especially those feeling those FOMO pangs keeping them awake at night.

In an environment where many studios really don’t want to risk their use of AI becoming public knowledge, however, there’s a stark lack of comparative case studies or emerging best practices – an information blackout in which, I fear, some snake oil salesmen are gleefully setting up shop.

The problem AI purports to assist with is, after all, a truly existential issue for many studios. Lots of companies are struggling with development cycles that are growing out of control – an immense problem given that the industry’s business model generally means you don’t make any money until you launch (Early Access models aside). That’s a hell of a tough thing to handle financially if your development cycles are growing past the five-year mark (and in some cases heading towards the decade line).

Seven years on from the formation of The Initiative, the Perfect Dark reboot was cancelled and the studio closed after the game became stuck in development hell

Finding any way to wrangle those timeframes back under control is a key focus for a lot of studio heads. It’s only natural for them to be receptive to a technology promising to massively boost productivity across the board for everything a studio does – code, art, animation, sound, you name it, AI companies claim they can speed it up.

The problem is that while it’s clear that AI can be very useful in limited, narrow use cases, as a tool supervised by a human expert, those cases are a long way from the ideal being sold by the AI companies themselves, of autonomous agent tools delivering gigantic productivity boosts.

Consider the programming side of things. Code is arguably the ideal field for generative AI, since while it’s a very highly skilled and knowledge-driven industry, many of the tasks involved are inherently repetitive. Much of a coder’s time is spent either repeating patterns from their own prior work or seeking out solutions to problems other people have already tackled before them.

It’s not reliable enough to be let loose to do things on its own

It’s unsurprising that generative AI, which is essentially a huge pattern matching system that figures out what’s likely to come next based on what it sees before, has many genuine uses here.

A skilled programmer who’s already expert in their field can absolutely use AI judiciously to speed up their output, essentially treating it as a glorified autocomplete that’s just smart enough to be able to save a lot of repetition and boilerplate typing, as well as generating reasonably good function documentation, among other things.

This is how most skilled developers are using AI today. It’s not reliable enough to be let loose to do things on its own, but it can save time and let you iterate faster (especially in the prototype phase, in which some bugs or inefficiencies aren’t a total showstopper), as long as a skilled coder carefully supervises its output.

That’s clearly a useful thing. But it’s on an entirely different planet from the promises being made by AI companies to try to convince studios to make AI central to their workflows. Agentic AI being given free rein over entire codebases and completing tasks that used to need a human in the loop does not seem like a realistic paradigm for game development (or, honestly, for any kind of development beyond hobbyist projects, which are the only field in which this kind of “vibe coding” has any actual value).

So, while skilled coders might increase their productivity by a moderate amount (how much is debatable; some recent research suggests that while coders feel their output increasing, their measurable productivity gains are actually negative due to the amount of time spent squabbling with the AI’s weirder and less helpful impulses), the actual bottleneck many studios face remains in place – they still need to hire skilled, experienced coders, who are always expensive and often not easy to find.

The same essentially holds true for artwork and any other field. Generative AI might find some uses in terms of prototyping, and speed up that part of the process, which is where most studios seem to be experimenting with it now – churning out rough, AI-generated assets for prototypes and placeholders.

11-Bit Studios recently came under fire for placeholder AI-generated text in The Alters

This isn’t nothing, since a lot of projects sit in a development hell loop of endless prototyping for years, and being able to jazz up the quality of your demos and prototypes can help a lot in seeking funding or partnerships. However, the consensus seems to be that the assets produced by AI just aren’t consistent enough or of a high enough quality to be included in shipped games.

Again, hobbyists (“vibe artists”, I guess?) are making things a bit more confusing. They turn out individual pieces of high-quality-looking art, which is enough to convince non-experts that AI is capable of replacing actual 2D and 3D artists.

But for a studio trying to ship a high-quality game, it’s just not acceptable if your character’s number of fingers or teeth fluctuates wildly from image to image, if a generated animation oops-forgets the existence of arm bones for a couple of frames in a walk cycle, or if your generated 3D model collapses into a mess as soon as you try to apply level-of-detail calculations to its weird, janky mesh.

As with the code situation, the productivity benefits here are really debatable, not least because of the impact of trying to turn your artists into emergency fixers for broken AI-generated art instead of, well, actual artists. That’s understandably a task they’re far less motivated and interested in than they are in actually making things by themselves.

Studios still need to hire and pay skilled artists, because fixing broken assets is hard

Generative AI doesn’t fix labour shortages here either – studios still need to hire and pay skilled artists, because fixing broken assets is hard, and often harder than making the asset from scratch.

The problem that studios want to fix is simple – the skills required to make modern games are extremely valuable, and it’s hard to hire for these roles.

Skills shortages have been part and parcel of the industry for at least as long as I’ve been around; initiatives to try to solve skills gaps in the UK games industry were one of the first topics I wrote about when I started working on a trade paper all the way back in 2001. Even after the thousands of layoffs across the industry in recent years, skills shortages are still being felt keenly in many areas, often due to mismatches between the skills and locations of those on the job market, and the needs and locations of the companies hiring.

That’s what makes the GenAI pitch so appealing to studios. It glibly promises to solve the skills problem at last, and non-experts can even see it working on a small scale – autocompleting a code template, or turning out an impressive looking bit of concept art.

Combine that with the expansive yet dubious promises of companies whose entire existence is predicated on showing enough growth to attract fresh billions in funding, with little consideration to customer satisfaction in the medium or long term, and it’s enough to convince many people.

Failure to understand how poorly this technology scales to larger, more complex problems requiring high levels of consistency and understanding will, I fear, prove fatal for some early adopters – sinking some projects, and possibly even some studios.

AI will be more limited and of lower impact than its evangelists wish to claim

Consumer backlash is the lesser of the risk factors in these cases, because if you’re determined to believe in the alleged miracles AI is promising (just one more data centre bro, I swear, just one more petabyte of stolen intellectual property, we’ll get working agents for sure bro), there’s a good chance you’ll be very deep into the rabbit hole before it becomes clear that you need to bring in expensive, hard-to-hire experts to fix the mess that’s been made of your codebase and asset catalogue.

The genie isn’t going back into the bottle, and AI is going to find a place in development – but it will be more limited and of lower impact than its evangelists wish to claim, and some studios are going to have to learn that the very, very hard way.

After decades of wrestling with skill shortages, I can sympathise with those who don’t want to look this gift horse in the mouth – but they’d do well to remember that there’s another saying about things that seem too good to be true, and how those generally turn out.



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September 12, 2025 0 comments
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GENIUS Act
Crypto Trends

Alabama Lawmaker Raises Alarm On GENIUS Act’s Impact On Small Banks

by admin September 12, 2025


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

Alabama State Senator Keith Kelley has warned that the GENIUS Act, signed into law on July 18, 2025, could trigger a wave of deposit outflows that would hurt rural community banks.

According to reports, Kelley set out his concerns in an op-ed for 1819 News, arguing that a perceived gap in the law could let crypto platforms offer yields or rewards that pull funds away from local lenders.

The warning comes as public comment periods have already opened at the US Treasury, and regulators are expected to write the rules that make the new law operational.

GENIUS Act: Senator Warns Of Deposit Flight

Financial experts say the worry centers on how “comparable supervision” will be defined. If foreign or nonbank stablecoin issuers are treated as having comparable oversight when regulators’ rules are loose, depositors could be tempted to shift cash to higher returns offered by crypto firms.

🏦 Alabama’s Sen. Keith Kelley warns the GENIUS Act could devastate rural banks by shifting deposits. Is stablecoin regulation hurting communities? #GENIUSAct #Stablecoin #CryptoLawhttps://t.co/tHAibq6EMg pic.twitter.com/BDhqoFNif5

— 4C by 360Trader (@4cby360) September 11, 2025

One estimate cited by banking groups puts potential deposit outflows as high as $6.6 trillion if the law is interpreted broadly. That number has made small bank leaders uneasy. They fear losing the stable deposits they use to lend to families, farmers, and local businesses.

A Rural Banking Crisis In The Making

Many community banks operate on thin margins. They rely on local deposits to underwrite loans for crop seasons, equipment purchases, and small shops.

Based on reports, Kelley warned that those lifelines could be weakened if large sums move to new digital products outside the traditional banking system.

Farmers and small business owners were named as especially vulnerable, because local lenders often offer terms tailored to seasonal needs.

Total crypto market cap currently at $3.9 trillion. Chart: TradingView

GENIUS Act & Regulatory Path Ahead

The GENIUS Act is not yet in force in any operational sense. Implementation will depend on rulemaking by the US Treasury and the Federal Reserve, and those agencies have already asked for public input on the risks and anti-money laundering safeguards.

Reports have disclosed that some banking groups and lawmakers want tighter definitions and clearer guardrails before the rules are finalized. Supporters of the law argue it could bring more clarity to stablecoin markets, but opponents say that the details matter most.

If deposits start to leave, small banks could be forced to cut back on loans or raise rates to retain customers. That outcome would likely shift credit away from local borrowers toward larger financial centers.

Featured image from Brian Lyman/Alabama Reflector, 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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September 12, 2025 0 comments
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Genshin Impact is teaming up with Among Us to celebrate its fifth anniversary
Game Reviews

Genshin Impact is teaming up with Among Us to celebrate its fifth anniversary

by admin September 10, 2025


Today is a big one in the world of Genshin Impact. The long-awaited Version Luna 1 update – formerly known as version 6.0 – has arrived, bringing with it the game’s seventh major region, Nod-Krai.

But that’s not the only thing worth getting out of bed for, because Genshin is also celebrating its fifth anniversary with a whole lot of community content, and an unexpected collaboration.


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MiHoYo announced that it’s celebrating the release of Version Luna 1, and the game’s fifth anniversary, with a number of events, both in-game and outside of it. The biggest one, of course, is the special collaboration with Among Us.

Available from September 10 to October 10, this particular event lets you unlock Paimon Cosmetic Set for free in Among Us, simply by logging into the game. The set comes with the Paimon Wig, Paimon Costume and a Crest of the Best Travel Companion Nameplate – all of which are available to use in Among Us.

It’s a little strange that you don’t get anything in Genshin Impact as part of that collaboration, but there are plenty of freebies you’ll be earning on that side of the aisle simply by logging in. Some of the rewards include a free 5-Star character from the Standard Wish Pool, as well as enough ascension materials to get it to level 60. Starting now, you’ll also receive ten Intertwined Fates, 1,600 Primogems, two special Nod-Krai-themed gadgets (in the mail), and more.

Watch on YouTube

The celebrations also extend to some community events, which include a new HoYoFair Genshin Impact Fan Art Special Program. This two-hour show will feature plenty of content from fans and MiHoYo, and it’s set to air on September 20.

In case you missed it, Version Luna 1 is a significant update for Genshin Impact, adding a lot more than the new playable area, new characters, new story chapter, and new mechanics. It also comes with changes to some of the game’s systems to make for a smoother levelling experience.

If you’re planning to jump in today, be sure to check out our guide that’ll help you learn all the ways to get to Nod-Krai, and don’t forget to browse the list of our most updated Genshin Impact codes.



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September 10, 2025 0 comments
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Paimon in Among Us.
Gaming Gear

In a world of cursed videogame collaborations, Genshin Impact being in Among Us might be a top contender

by admin September 9, 2025



Nope, it’s not a trick of the eye: Genshin Impact is making its way into Among Us. I don’t know either.

It’s somehow not even the most cursed gacha game matchup to happen in recent months—Infinity Nikki just wrapped up a rather drama-mired Stardew Valley collab, and gooner gacha Nikke is about to have Jill Valentine all caked up to fight some Raptures—but I’m still not sure how I feel about seeing a tiny little crewmate all uwu’d up.

🤫🔪#GenshinXAmongUs #ItStartsInNodKrai pic.twitter.com/vbsCSB61AmSeptember 8, 2025

The whole thing is part of celebrating Genshin’s upcoming 6.0 version, Luna I, which launches the same day as the collaboration. It’s adding new region Nod-Krai, story quests, and of course new banner characters to roll precious primogems on.


Related articles

Among Us will be getting a Paimon costume—complete with wig and crown and everything—along with a Genshin-themed nameplate. In the collaboration announcement, Innersloth says “One of the Crewmates has been obsessed with playing Genshin Impact between tasks, so we had the pleasure of working with HoYoverse to cook up these cosmetics and satisfy your Paimon-ial needs for free.”

The Creation of Sus ඞ#GenshinXAmongUs #ItStartsInNodKrai #GenshinImpact #原神 pic.twitter.com/9kcSZn9PbsSeptember 8, 2025

Of course, the idea of Paimon being a spaceship imposter has the artistically skilled going absolutely wild on X, and it’s a rare occasion where I can say my timeline has been utterly blessed with some of the most absurd Genshin/Among Us art known to man right now.

The collaboration starts on September 10 and runs for an entire month, ending on October 10. Sadly there’ll be no tiny spacesuit dweebs running around Teyvat anytime soon, but folks who log into Genshin Impact will be able to grab a free five-star unit, including:

  • Dehya
  • Keqing
  • Mona
  • Qiqi
  • Jean
  • Tighnari
  • Diluc
  • Mizuki

While collaborations are pretty rare for Genshin—which probably explains a lack of anything Among Us-y—Innersloth’s social deception game has been going full Fortnite as of late. It’s added in cosmetics from the likes of Yakuza, Spirit City: Lofi Sessions, Ace Attorney, Vox Machina, and Undertale over the years.

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

Crewmates have also shown up in the likes of Balatro, Super Monkey Ball, Vampire Survivors, and The Binding of Isaac.





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September 9, 2025 0 comments
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Is Hollow Knight Silksong's 'cheap' price a problem for other indie games? Devs and publishers weigh up its impact
Game Updates

Is Hollow Knight Silksong’s ‘cheap’ price a problem for other indie games? Devs and publishers weigh up its impact

by admin September 4, 2025


Here’s a complaint I never thought I’d hear: Hollow Knight Silksong is too cheap.

Team Cherry announced the $19.99/€19.99/¥2300 price alongside Silksong’s 4th September release date (that’s today!) only a couple of weeks ago. No other regional pricing was announced, such as how much it’ll cost in the UK, but I expect we’re looking at £19.99 because that’s how these things usually settle here. That price makes Silksong more expensive than Hollow Knight, which cost around £11-13 across various platforms, but not much more expensive, and it’s nowhere near the £50-70 price associated with triple-A games. So, what’s the problem?

Apparently it’s too little – too cheap. Scores of comments on Bluesky and X, in reaction to Silksong’s date and price announcement, say as much. “Actually underpriced,” said one user on Bluesky. “You guys are nuts for this at $20,” said another. And, “You’re going to spawn a week of discourse with that price announcement, you know that?” said another. Oops, ignore that last one.

Broadly it’s lighthearted – most people are pleased Silksong is €20 and not more. Some people are threatening to buy multiple copies, even, which probably defeats the point. But underneath the giddy excitement there is a more serious discussion happening. Comments from worried indie developers show there is concern about the knock-on effects a price like this could have.

“Silksong honestly should cost 40 bucks and I’m not even joking,” posted developer RJ Lake, who worked as a composer on I Am Your Beast and is directing rhythm adventure Unbeatable. “I won’t go as far as to say it’s bad but it will have effects, and not all of those effects are good.”

Who will play Silksong first – Zoe or you? Watch on YouTube

RJ believes Silksong’s price will distort players’ views about what a €20/$20 indie game can and perhaps should offer. Which other indie teams can afford to take several years to make a game, after all? Similarly, if they did take that long, which teams could afford to ask only $20/€20 upon release? Would it cover all that work? Not everyone has the diamond-encrusted safety net that Hollow Knight provides.

Theoretical concerns turned into real concerns not long after, when an indie developer who had been planning to charge $20 for their game took to X to ask people what they should charge now – now that Silksong was doing the same. “I can’t afford to give it away for free,” they – BastiArtGames, developer of Lone Fungus – said. Hearteningly, most of the replies I read – there are more than 1000 – encouraged BastiArtGames to stick to their original price. But as with the games hurriedly moving their releases away from Silksong, Lone Fungus seemed to be far from the only indie game affected.

Toukana, the developer of successful and wonderful tile-laying puzzle game Dorfromantik, delayed the release of new game Star Birds because of Silksong, moving from 4th September to 10th September. And co-founder Zwi Zausch now tells me the game’s as yet unannounced price has been affected too.

“Yes, Silksong’s price has influenced our decision,” Zausch says. “We’re trying not to compete too directly with Silksong, both in terms of release date and pricing. Of course, these are two very different games with potentially different player bases, but there’s definitely some overlap. That makes things tricky, especially since Star Birds is a joint project between two studios, together employing more people than Team Cherry.”

Team Cherry has four core team members, incidentally, which includes the two co-founders, and it uses some contracted help.

But even companies as robust as Devolver have felt the presence of Silksong. The publisher was one of the first to move the release of its game Baby Steps out of the way (from 8th September to 23rd September). “We felt that the same media and influencers who would be drawn to Baby Steps would inevitably (and understandably) prioritise Silksong, and we felt that would overshadow the glory of Nate falling down the side of a mountain,” Devolver CEO and co-founder Graeme Struthers explains to me.

Tellingly, perhaps, the price of Baby Steps hasn’t been announced yet. Struthers didn’t say this was because of Silksong, but he did suggest Silksong was causing questions to be asked. “My general take is that indie games tend to err on the side of value for the gamer,” he says. “I think the triple-A world has had much more to say about price-points and value, but maybe Team Cherry has brought that conversation over this way.”

Mike Rose, founder of indie publisher No More Robots, says pricing is a fascinating and tricky thing to manage. He’d long been an advocate for higher prices, he tells me, because it leaves room for discounts and down-pricing as a game ages. “But recently,” he adds, “I think the economy of games has been shifting, and people who aren’t actually releasing games don’t see it [or] realise.


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“People have less money now and are buying fewer games,” Rose says, “so you have to set yourself up to hopefully be that one game they buy when they do have money. And if you are a higher price, it’s now actually a bit offputting.” Budget co-op climbing sensation Peak is a great example of things going the other way, he says. “Part of the reason that game did so well was the crazy low price. It’s definitely making us rethink the pricing for our upcoming games.”

One game which shares a lot of similarities with Silksong is Citizen Sleeper 2. It’s not because of the game’s content – Citizen Sleeper 2 is a sci-fi role-playing game – but because both games were built on the extraordinary success of a predecessor, both are made by very small teams (Citizen Sleeper is just Gareth Damian Martin, with contracted art and soundtrack help), and both have very similar prices. In fact, the jump from the original game to the sequel is also almost identical.

Damian Martin tells me there were “extensive” discussions about Citizen Sleeper 2’s price, and it jumped from around £16.50 to £21 to reflect it being a bigger game, to account for inflation, and because of how other games were currently priced. All things I’m sure Team Cherry has taken into account when pricing Silksong 2. But there wasn’t any negativity around Citizen Sleeper 2’s price when it launched earlier this year – not that Damian Martin noticed.

“I don’t think most people notice the price unless it is really out of step with the market,” Damian Martin tells me. “That doesn’t mean people don’t make buying decisions based on price, they obviously do, but I think they do that without judgment or comment. They just decide to buy or not, they don’t complain unless there’s a big disparity.

“No matter how big Silksong is,” they added, “I don’t think it can really affect the going rate for indies. It’s just one data point, you’d need hundreds of indies to offer massive amounts of content for a low price to shift the market. It especially feels like conjecture when we don’t even know how big the game is anyway!”

Unprecedented. So much about Silksong feels unprecedented to me. Has there ever been an indie game this anticipated? Has an indie game ever disrupted release schedules in this way, or upended pricing plans? Here’s a game being treated like the biggest of triple-A blockbusters, except it’s not, and I think that’s where some of the pricing confusion arises from. “That’s why people think the price is low compared to the triple-A games that sell for 80 bucks,” says Bram van Lith, co-founder of Game Drive.nl, a company which helps indie devs price and sell their games. Hype has warped perceptions of what Silksong actually is.

But the question remains: is Silksong too cheap? Perhaps a keener question to ask is how much the people I speak to would charge for it, were it their game. Van Lith’s colleague Alisa Jefimova, a market analyst and expert in pricing, would charge €25, she tells me, to give room for a launch discount. Not that they need the attention of a discount, she adds. “It’s gonna be popular no matter what,” she says.

“They definitely could have gone $25,” No More Robots’ Mike Rose agrees, “but this way they are essentially cementing Silksong as being a gigantic success before it even launches, by making it a steal. So I don’t think Team Cherry is wrong to go $20. If I had been pricing it personally, I would have been on the fence between $20 and $25. But given the state of the industry right now, it’s very possible I would have also fallen on $20.”

“The more interesting question,” Bram van Lith chimes in, “is would the game be more successful asking $20 or $30?” What he means is would Silksong make more money if it sold at a higher price-point, or will the extra quantity it sells at a lower price-point more than make up for it? It’s an interesting question, but it’s not something I think Team Cherry is primarily concerned about.

Again, Team Cherry doesn’t depend solely, wholly and entirely upon Silksong’s success. Far from it. Hollow Knight has sold an astronomical 15 million copies already, and the overwhelming majority since Silksong was announced in 2019, curiously enough. Financially, Team Cherry is fine even without Silksong. Financially, Team Cherry is made.

A far more important consideration for Team Cherry is audience reaction. To wheel out an old cliché, this is the Australian studio’s difficult second album, the game that follows the phenomenal success of Hollow Knight. The intense spotlight beam of expectation and hype can be withering. And the elongated wait for Silksong hasn’t helped. Dipping the price slightly below expectations is a powerful way to prime people towards positivity.

Will it work? As Damian Martin noted: so much remains conjecture until the game itself arrives, which it is now agonisingly close to doing – Silksong unlocks at 3pm UK time today. How big will it be? How historic a gaming moment are we about to witness? And will it be worth the wait? Time will tell. We’ll have to wait and see.



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September 4, 2025 0 comments
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